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Rammus Build Guide by Pullks

Jungle [W.I.P S14] The O.K. Rammus Guide

Jungle [W.I.P S14] The O.K. Rammus Guide

Updated on February 16, 2024
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League of Legends Build Guide Author Pullks Build Guide By Pullks 29 5 97,102 Views 10 Comments
29 5 97,102 Views 10 Comments League of Legends Build Guide Author Pullks Rammus Build Guide By Pullks Updated on February 16, 2024
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Pullks's Featured Video

Runes: Only Page

1 2
Font of Life

Legend: Alacrity

+10% Attack Speed
+6 Armor
+6 Armor


Gotta Go Fast.
LoL Summoner Spell: Ghost


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hello everyone, thank you for viewing my Rammus Guide. My name is Pullks and I am mostly known for being a Challenger Nunu Main. Because of the recent changes to the jungle, Nunu is less meta so I’ve been playing Rammus. My Rammus only account is currently 250 LP with a 75% win rate so I wanted to share what I have learned in a guide to help other players climb. I also offer coaching to anyone interested in more customized climbing help.

Likes and comments help this guide a lot, let me know what you think of it or if you have any suggestions. I will continue to change/update it as needed.

Special shoutout to Rammus mains discord/reddit for helping me with this guide, as well as BaybayPandaToyz and LeaningTable for reviewing it.
Also special thanks to Ogma and Duosora for letting me utilize sections from their old guide (Congrats Ogma on getting married!).

Rank 1 Rammus NA

W ⮕ Q ⮕ E ⮕ Q ⮕ Q ⮕ R ⮕ Q ⮕ E ⮕ Q ⮕ E ⮕ R ⮕ E ⮕ E ⮕ W

: Max first as it allows you to get around the map faster and clear camps faster as well as chase enemies

: Max 2nd/3rd (playstyle preference). Maxing 2nd allows you to do more damage with auto attacks and kill people faster, although higher elo players will tend to "ignore" you more and not auto back.
Maxing 3rd is to have maximum taunt duration.

: Max 2nd/3rd (playstyle preference). Maxing 2nd is to keep enemies taunted to you for maximum damage / good for picking targets in team fights for your team to kill. Maxing 3rd means less time in taunt, but the trade off is doing more damage with your autos.

: Level it up whenever you can.

Tips and Tricks:

  • This passive ability partially defines Rammus as a hybrid damage dealer: to maximize the efficiency, he needs to use both attacks (physical damage) and spells (magic damage).
  • Despite Spiked Shell scales from armor, you should never forget to balance health and armor in your build to not drop away your tankiness.
  • Activating Ghost doesn't mean you can roll through minions. Powerball will still knock them back, stopping you.
  • A good Powerball usage is the thing which defines a good Rammus player since it is his main multi-purpose ability. Treat it accordingly and use it with care, planning what will you want to do with it in advance.
  • Unless you intend to do this, don't use Powerball to remove spell shields since it will block every on-collide effect of this ability along with its damage.
  • You can damage and knockback stealthed enemies using Powerball. It will not reveal them, though, yet you can spoiler their location for your fellow skilshotters to finish an enemy off.
  • Since Powerball is a knockback, it can trigger Yasuo's Last Breath. So, Rammus fits pretty nice as an extra knock-up for Yasuo's ultimate.

Best current rune page on Rammus. He is one of few champions whose rune page does not change based on enemy team. I run this exact page 99.9% of my games.
I have testing using tenacity instead of alacrity, but because of all of the nerfs it does not feel good to run. You rely on attack speed for damage and jungle clear.
Unflinching > Overgrowth, as it gives you all of the tenacity you need (when you are almost dead).

Generally start at with . Some games maybe your bot will leash you on red, and that is ok, but you don't need it. While you are clearing your first 3 camps, always keep an eye on mid + side lane to see if a gank will be available for when your camps are done. This can snowball the game in your favor.

Generally on Rammus you want to take 3 camps and then gank if one is available *DONT FORCE*. If a gank isn't there, just go into your full clear. Generally you want to look for an enemy who is very pushed up to your side OR a low enemy who may be diveable.

Rammus does excel at diving thanks to his Defensive Ball Curl, it allows him to tank turrets easily and survive (you can take 4 tower shots and live or 5 if you're dying for the dive from full HP). Dying early isn't the worst, but it's not something to do every game.

Most games I start raptors and take 5 camps and then scuttle. As MOST people won't finish 6 camps in time to take scuttle crab if the enemy jungler is on the same side. This way you can either gank or back into your jungle to take Gromp.

If I have double tank matchup top, I will always path towards bot and start on the opposite side of the map.

Fastest Rammus Clear No Leash

Look to get Bami's Cinder + Boots first back if 1300g, otherwise Bramble Vest, or if you are broke Boots + Cloth Armor.


Mythic Items:

Evenshroud gives Bami's Cinder the best early spike in the game after Thornmail. It is cheap and feels best in early/mid game. This items downfall is the passive damage was nerfed to only 7%, so unless you can end games fast this item feels bad the longer the game goes. Most games go 25+ minutes now (thanks Phreak), so I would recommend Jak'Sho, The Protean or Radiant Virtue. Try both out and see what suits your playstyle more (there isn't only one).

Jak'Sho, The Protean feels better late game *scales better* but is very expensive. I find most games I have trouble getting the gold to buy this item, unless I am quite fed. You do feel like a monster if you combine this item with Gargoyle Stoneplate though.

Radiant Virtue feels a lot better than you might expect. It's passive scales off of HP, which you build a lot of with Rammus ( Thornmail, Sunfire Aegis, Abyssal Mask). This allows rammus to get MASSIVE HP growth when engaging with his Soaring Slam and provides useful healing to himself and his teammates. This allows you to tank for longer, and keep your team alive in those crucial moments.


Boots of Swiftness are the ideal early game boots, they synergize perfectly with Rammus' kit. I would recommend these boots or Mercury's Treads most games. Plated Steelcaps don't feel good as you think they would, where swifties help you stay on your targets or get out.

Mercury's Treads are best to buy when the enemy team has lots of crowd control abilities or they are at LEAST 3+ AP champions.

Plated Steelcaps is good into heavy auto attacking teams, but I prefer Boots of Swiftness from my testing. Try out all options and see what you like.

Sorcerer's Shoes I'm not a big fan of, too squishy and I think these are reserved for top lane Rammus.

Item Options

Final Item Options:

Abyssal Mask is a great item to build when the enemy team has 3+ AP champions, I prefer it to Force of Nature as it is cheaper, amplifies your damage + your teams. Also very good to build if you find your team has heavy magic damage, this helps lower enemy MR from it's passive.

Gargoyle Stoneplate is one of the strongest items in the game on rammus, but VERY expensive. This is the allrounder of tank items, but can't be bought every game. The best time to build this item is when the enemy team is balanced damage wise (2-3 AD + 2-3 AP champs).

Sunfire Aegis is built/completed quite often as it is meta to buy Bami's Cinder early on Rammus. I find myself completing Sunfire after I already have [Thornmail], tier 2 boots and mythic. You ideally complete sunfire if the enemy team is mainly AD, otherwise you can build towards Gargoyle Stoneplate or Abyssal Mask or Anathema's Chains.

Anathema's Chains is an undervalued item on Rammus in my opinion. This item is great at shutting down an extremely fed enemy (picture a 10/0 Katarina) as it reduces the damage you take from them by 30% AND reduces their tenacity (a champion's ability to reduce the duration of crowd control (CC) effects, such as stuns, slows, roots, and taunts) so it makes it easier to lock them down. You can also build this item if the enemy team has 4 AD/AP champions and 1 outlier damage type, as you don't need direct resistances for the one outlier, so you mark them.

Dead Man's Plate I don't personally build this too often, but some people like the playstyle of max movespeed Rammus paired with Boots of Swiftness. I find the stats aren't great for the gold, but again this is something you can try out for youself and see if the playstyle fits for you.

Force of Nature should be mentioned, but it got nerfed pretty hard this season with stat reduction as well as gold increase. Abyssal Mask is the best MR item in the game.

MOST games I find myself with Thornmail, Evenshroud / Radiant Virtue, and Boots of Swiftness or Mercury's Treads.

Third item options depends on the enemy team composition:

Lots of AD:

Complete Sunfire Aegis and look to build Anathema's Chains if they have one AP champ, or Gargoyle Stoneplate if they have at least two AP champs.

Lots of AP:

Look to build Gargoyle Stoneplate (Good if enemy has mixed damage) or Abyssal Mask (really strong if 3+ AP champs on enemy team, even better if you have AP champs on yours).

Radiant DOES Work (Try it out)

Your goal early game is to rush Thornmail. That will start to give you your damage.

Ganks: easy with ghost and Q - you move so fast people cant really run away unless they CC you or flash/ghost.

Hit your Q and go into W and taunt them E. Team should be able to burst them down or you get summs

once you are 6 you can look to Q->R to close the gap and then E+W
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League of Legends Build Guide Author Pullks
Pullks Rammus Guide
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[W.I.P S14] The O.K. Rammus Guide

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