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1) Yes, one can't follow a strict build, especially as tank. When you see all the AD's building Wit's End or face a lot of magic damage or %HP damage you have to adapt. When the AP carry is fed like crazy you go for more MR or enough health to survive the burst(s).
When the match does not go well one has to adapt and play more carefully. Can't expect to tank well at a score of e.g. 5/20. For Rammus this may mean hit-n-run tactics during his 6s of Defensive Ball Curl goodness.
2) Ability choices will get an explanation.
3) Smite+Flash may appear to be obvious choices to a seasoned player, but a short explanation does not hurt indeed.
Sunfire Cape could maybe fill a discussion of it's own. The stats and damage are perfect for Rammus, yes. It also helps his pushing and farming power. I've played Rammus with Cape maybe a dozen times and I would strongly advocate against it. Countless times I've bumped into some wolves or stray minion getting aggro, resulting in a missed kill, own or teammate death. Getting tower aggro may also be undesirable in many circumstances.
Thanks for your encouraging words, I'll try to improve this guide and appreciate all feedback!
1) Items: The item lists you've given have Thornmail, SotAG, Warmogs's and boots. So far so good. The first problem is, that you're assuming the enemy team is conservative and follows the meta setup or is attack damage heavy. What if they have a powerful AP presence? what if they have plenty of CC?
You may say, if that's the case then you shouldn't play Rammus. I guess, but sometimes you may have to deal with such a team, especially in normal games. Don't assume that the reader can automatically adjust, you will need to offer a few ideas for various developments in game.
Expand the list of situational items that a player can buy after/during/instead of the core build with a terse explanation for each item. The list is good, it just needs more flexibility.
2) Explanations: You were good and bad at this. Some aspects you did explain, such as the runes section. One example (and the largest) of what you didn't explain well was the ability point chart. You and I know why you have Defensive Ball Curl as your first ability, but a person who is new to Rammus does not. Don't assume they would, after all, people read guides to acquire an idea on how to play someone. Why max out DFC? why have one point in powerball early on and then not touch it until later? a newcomer needs to know why this is so.
3) Summoner Spells: Usually, guides will have a section on this, explaining why you chose the two that you did, listing possible alternatives and (possibly) explaining why other spells are not useful for the armordillo.
No Sunfire Cape? really? I see your logic but I must respectfully disagree; this item is really effective on Rammus as it synergieses so well with his taunt and ultimate, to say nothing of more durability. Indeed, one must be a bit more careful about minions, but in my experience a SC almost never changes whether or not minions are in the way. If they are, there's nothing you could do about it. One last note, in late game when minions cluster up into angry turret-threatening swarms, a SC will work so well alongside Thornmail, Powerball and DFC in quickly dealing with them.
Perhaps you were going to include/address all/most of the things I listed, but as I said, I can only judge whatever is offered. Overall, it looks promising, keep at it.
Sincerely: Notorious.
P.S. I won't vote until you have further completed your guide. ~
I do the same.
But 3 items? Where's the rest?