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Choose Champion Build:
Spells:
Heal
Ignite
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
I LIKE TURTLES!!!

Hey guys, like many, this is my first guide so any helpful inputs are more than welcome. I want everyone to know now that this is a Dominion guide, not a Summoner's Rift or Twisted Treeline guide. I fell in love with
Rammus after I got destroyed by one in one of my first games of League of Legends. He is by far one of the best tanks, in dominion, and is almost always banned in draft pick, and for good reason.
Rammus is one of the best team initiators. Even with an incompetent team,
Rammus can still dominate dominion.



Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.
When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.
''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus
When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.
''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus

Pros
-Fantastic tank
-Relatively simple to play
-Hard to take take down
-Fun to play
-Allows the summoner to troll
-Scrubs yell "Rammus needs to be nerfed!"

Cons
-Often banned in draft pick
-Prone to lots of CC
-Hard to play when

-Hardest to play early-game to mid-game
Runes




This rune set is also one I prefer to use. I like my



Marks
Lots of summoners will choose get





Seals
These runes are the best runes you can get for


Glyphs
Magic Resistance screams with this rune type. I recommend per level as you level much more quickly in Dominion. Summoners can also choose flat,


Quintessences
These are really up to the summoner. Health is the way to go here in my opinion, but anything that has to do with defense will work.







I love this passive ability. The more armor you have the more physical damage he does. This gives his basic attacks some power behind it and adds to the overall damage done.
This ability allows

Tips and tricks:
- Use this move as an initiator. Rammus is a fantastic initiator. This move can also be used to escape from enemies to prevent being killed.
- This move can be used to snag top really quick at the start of the game. to maximize this effectiveness you could grab
Mobility Boots instead of
Mercury's Treads.
This is a fantastic ability for


Tips and tricks:
- I usually pop this milliseconds before I use Puncturing Taunt. This allows for maximum damage for both Puncturing Taunt and
Defensive Ball Curl.
- This move is a life savor. I can guarantee that it'll make enemy summoners rage!
Puncturing Taunt
Forces the enemy to basic attack you and lower their armor in the process. This ability allows you to become a full on tank.Puncturing Taunt
Tips and tricks:
- I will generally use this right after using
Soaring Slam. The CC done through this ability will devastate the enemy champion especially during big team fights.
- This move is a life savor. You see an friendly champion running away with low health a simple Puncturing Taunt will insure that he gets back safely.
Tremors is a fantastic ability that of course do damage to enemy champions within its radius. One of the best parts about it is that

Tips and tricks:
- This move is used right after I
Powerball into an enemy champion. The knock up plus the slow gives
Soaring Slam its maximum damage potential.
- The radius of
Soaring Slam is rather large. If a champion is trying to escape a simple
Powerball while using
Soaring Slam will finish off the champion.
We start off with one point in each ability.




Viable Summoner Spells




![]() Flash A fine choice for ![]() ![]() Exhaust This is also a good choice for ![]() |
_____ |
![]() Heal This is one of my preferences. I typically choose this to stay in the field longer to assist my team in finishing off team fights, holding points, etc. ![]() Ignite Another one of my choices. I prefer ignite because of the bonus damage i can cause to the enemy champions. Whether its to give me the upper hand in a 1v1 situation or get the killing blow from a fleeing champion. You can't go wrong with ![]() |
Non-Viable Summoner Spells
![]() Clairvoyance Dumb choice. The ward can be somewhat useful, but being able to see the outside lane defeats the purpose of this ability. You are ![]() ![]() Clarity This is a good early game spell as mana can become a serious issue. But, due to the Enhanced Recall ability, and the fact that Crystal Scar is an smaller map, this spell is not as useful as the other spells that enhance surviveability. ![]() Promote One of the poorest spell choices in Dominion period, but an even poorer choice for ![]() ![]() |
_____ |
![]() Smite One of the other poorest choices in Dominion period. All the buffs you can acquire are picked up by capturing them, not killing jungle trash or minions. Poor choice for Dominion even poorer for ![]() ![]() Surge This move is simply not a viable spell for ![]() ![]() ![]() ![]() ![]() Teleport This ability will get you out of your base a lot quicker, however, this spell is not a good choice due to the smallness of the map and ![]() ![]() |
Starting Items
![]() Mercury's Treads I prefer this as a starting item. It gives a decent amount of magic resistance and you can not go wrong the with tenacity it provides. ![]() Boots of Mobility Rammus needs to be everywhere at the same time. These boots allow for a huge movement speed increase as well as allowing him to snag top at the beginning with ease. If a teammate needs help these boots will allow him to get there rather quickly. However, I prefer ![]() |
_____ |
![]() Ninja Tabi I used to get this item all the time when it was 10% dodge. But since this stat has been removed, I prefer ![]() |
Core Items
![]() Sunfire Cape This is usually the first item i get. It provides ![]() ![]() Thornmail Even in a balanced team composition, this is a must have for ![]() ![]() ![]() ![]() ![]() |
_____ |
![]() Force of Nature This is another once of ![]() ![]() |
Situational Items
![]() Randuin's Omen This is an extremely beneficial health item. After I set up my core build, I look to see what the enemy team composition consists of. If it's mostly AP champions, I generally will not get this and I'll settle for more magic resist, however, this is a fantastic item for those team compositions consisting of mostly AD/AS champions. Summoner's just need to pay attention and use the active ability. ![]() Frozen Heart This is another fantastic item for ![]() ![]() ![]() ![]() ![]() ![]() Spirit Visage This is another fantastic item for ![]() ![]() ![]() ![]() |
_____ |
![]() Odyn's Veil I do not usually get this item, however, the bonus health and magic resist, as well as mana, can be very beneficial to ![]() ![]() ![]() Guardian's Angel ![]() ![]() |

The object of the Crystal Scar is to get the enemy team's Crystal to 0. To do this, teams capture different points around the map. There are five points: The Windmill, The Drill, The Boneyard, The Quarry, and The Refinery. If one team holds more points than the other team, then the enemy team's crystal will begin to lose health/points.
At the start of the game







From here on out it's chaotic. The enemy team will usually send two champions bottom to gank your ally minion pushing to get to that tower.

Read the enemy team, if they are heavily aggressive and tower diving to get that killing blow, play extremely defensive and tower hug like it's your day job. After all, you just need to hold 3 points to win.
Summoner's need to be aware that Dominion is not about getting kills. They do help in capturing bases and 4 or 5 capping an enemy team, but capturing/holding points is what is crucial to winning this game.
The goal of



Team work is essential in Dominion. Hardly ever have I won a 4v5 match of Dominion when the enemy team was playing like an average team. As stated previously,
Rammus excels at team fights. He is a fantastic defender and initiator. Believe it or not, tower's hurt. A good strategy is to have at least one other champion with you when you go to take an enemy tower point. Be relatively close together when you go to move in. Assuming that there is only 1 enemy champion guarding the tower,
Rammus should initiate the fight. Right once you
Powerball right into them, have your friendly go and start capping the tower.
"He's not helping me kill them if he does that!" Your right! No he's not but he is allowing you to not take tower damage so its a fair 1v1 fight. Even if you die, he can break off the tower, finish the kill then go right back to capping the tower.
If your teammate does neutralize the tower, he needs to break off and start helping you finish the kill. Afterwards, he will either be dead or have gone back to base and congrats! You just gave some time to your team by making it a 5v4 match for a few seconds and you've gained an enemy base.
If your teammate is interupted during the capturing process, have him focus on the enemy champion until he can begin to recap the tower.
Same rule applys in team fights at an enemy tower, one person should be designated to cap the tower, usually the weakest link, while
Rammus (the tank) and AD/AP carrys take care of the enemy champions. Use your Puncturing Taunt to keep enemies off of the person capping the base.
Towards late-game is when
Rammus really starts to excel! If you thought you were OP mid-game, late-game is even funner. By this time you should be
Powerballing around yelling "TROLOLOLOL" destroying everyone and everything. Even though kill champions is not the main objective, it doesn't mean you shouldn't have fun with it!



"He's not helping me kill them if he does that!" Your right! No he's not but he is allowing you to not take tower damage so its a fair 1v1 fight. Even if you die, he can break off the tower, finish the kill then go right back to capping the tower.
If your teammate does neutralize the tower, he needs to break off and start helping you finish the kill. Afterwards, he will either be dead or have gone back to base and congrats! You just gave some time to your team by making it a 5v4 match for a few seconds and you've gained an enemy base.
If your teammate is interupted during the capturing process, have him focus on the enemy champion until he can begin to recap the tower.
Same rule applys in team fights at an enemy tower, one person should be designated to cap the tower, usually the weakest link, while

Towards late-game is when






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