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Rammus - WHERE YOU GOIN?!?!?
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Spells:
Flash
Exhaust
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Hello! and thank you for selecting to read my Rammus guide. Let us begin. Rammus can only and truly be played as a tank. Play him ANY other way and you have just wasted all his talents. Your role in a match is not to get the kills, but better yet assist in allowing your team to completely demolish the other. You will be the one to lead the team into a team battle, in other words, the "initiator." The best way to do so is by surprising the enemy. For example: Your are playing on twisted treeline. 4 of the 5 enemy teammates are pushing your middle tower. 1 guy is pushing top. Feel free to ignore him since your team is about to demolish those 4 champions. Roll to the center bush (either top or bottom is fine) and wait, wait for the enemy team to make it half way between their tower and yours. When they reach that point ROLL towards the middle of the group. At this point your team should be moving in, guns-a-blazing. Taunt the high dps champion and focus on him, ping that champion so your team concentrates on that specific champion. With the enemy's carry now dead the others should be a cinch. At this point all 4, if not 3 should be dead. TIME TO PUSH THEM TOWERS!
Here are the reasons as in why to get the items listed above:
Regrowth Pendant:This item is mainly for early game survivability, and will be used late-game to obtain the warmog
Boots of Mobility:This item will will make your powerball into something to really be feared. The movement of the powerball depends on the mobility of your champion, thus having the fastest boots in the game will allow you to have the fastest movement possible in the powerball form.
Heart of Gold-Randuin's Omen:Early game defense, in my opinion necessary to help gank and for survivability.
Thornmail:This item is going to be hated by the physical damagers. It returns 30% of damage inflicted upon yourself. This item coupled with your defensive curl makes you nearly invincible.
Sunfire Cape:This items passive just adds more useful damage coupled with thornmail. Extra damage to attackers.
Warmog's Armor x2:Need i explain? This adds a buttload of health to Rammus and makes him nearly unkillable late-game. Necessary late-game.
Regrowth Pendant:This item is mainly for early game survivability, and will be used late-game to obtain the warmog
Boots of Mobility:This item will will make your powerball into something to really be feared. The movement of the powerball depends on the mobility of your champion, thus having the fastest boots in the game will allow you to have the fastest movement possible in the powerball form.
Heart of Gold-Randuin's Omen:Early game defense, in my opinion necessary to help gank and for survivability.
Thornmail:This item is going to be hated by the physical damagers. It returns 30% of damage inflicted upon yourself. This item coupled with your defensive curl makes you nearly invincible.
Sunfire Cape:This items passive just adds more useful damage coupled with thornmail. Extra damage to attackers.
Warmog's Armor x2:Need i explain? This adds a buttload of health to Rammus and makes him nearly unkillable late-game. Necessary late-game.
DISCLAIMER: the following is copied from Bgugg's guide. Credits to him for writing the following, i couldnt do a more detailed job in explaining the ability portion of this guide.
Powerball
Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact.
Cooldown - 10/10/10/10/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 300
** Hits all enemies in a 300 AoE.**
**Right clicking or A-clicking an enemy will not cause you to ram into them. Instead, you will stop just short of their model, in the position to autoattack. To ensure a hit, click a spot next to or behind them.**
** In order to hit Golem, Dragon, or a big Cho'Gath, you must collide with the back of their hitbox.**
** Powerball continues through Teleport: this can surprise enemies (props to Jemrin for the reminder).**
** Can be canceled at any time by pressing Q again.**
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers.
Cooldown - 14/14/14/14/14 seconds
Cost - 50/50/50/50/50 Mana
Range - 300
**You cannot use Powerball with Defensive Ball Curl(DBC) on.**
**Stops motion for .3(ish) seconds on cast.**
**Can be canceled at any time by tapping W again.**
**Damage return procs spell vamp (courtesy Civil Enemy).**
**Does not proc on Sivir's Ricochet or incoming Thornmail damage (courtesy Civil Enemy).**
Puncturing TauntPuncturing Taunt
Rammus taunts the unit into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).
Cooldown - 9/9/9/9/9 seconds
Cost - 50/60/70/80/90 Mana
Range - 325
** Sometimes bugs a bit if at maximum 325 range. To ensure target switch get closer to enemy.**
** Remember enemy doesn't hit you immediately when you taunt. There is a brief time before they attack as they switch targets and move over to you or their attack cooldown timer ticks (this is important for tower aggro).**
** Cleansable.**
**Switches target of all minions except Baron.**
Tremors
Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures.
Lasts 8 seconds.
Cooldown - 60 seconds
Cost - 120/120/120 Mana
Range - 300
**The damage is entirely independent of the animation, it will strike once per second (regardless of the apparent pulses) and a little bit beyond the range of the animation.**
**Continues during Powerball use.**
**The AoE hits through thin walls.**

Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact.
Cooldown - 10/10/10/10/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 300
** Hits all enemies in a 300 AoE.**
**Right clicking or A-clicking an enemy will not cause you to ram into them. Instead, you will stop just short of their model, in the position to autoattack. To ensure a hit, click a spot next to or behind them.**
** In order to hit Golem, Dragon, or a big Cho'Gath, you must collide with the back of their hitbox.**
** Powerball continues through Teleport: this can surprise enemies (props to Jemrin for the reminder).**
** Can be canceled at any time by pressing Q again.**

Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers.
Cooldown - 14/14/14/14/14 seconds
Cost - 50/50/50/50/50 Mana
Range - 300
**You cannot use Powerball with Defensive Ball Curl(DBC) on.**
**Stops motion for .3(ish) seconds on cast.**
**Can be canceled at any time by tapping W again.**
**Damage return procs spell vamp (courtesy Civil Enemy).**
**Does not proc on Sivir's Ricochet or incoming Thornmail damage (courtesy Civil Enemy).**
Puncturing TauntPuncturing Taunt
Rammus taunts the unit into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).
Cooldown - 9/9/9/9/9 seconds
Cost - 50/60/70/80/90 Mana
Range - 325
** Sometimes bugs a bit if at maximum 325 range. To ensure target switch get closer to enemy.**
** Remember enemy doesn't hit you immediately when you taunt. There is a brief time before they attack as they switch targets and move over to you or their attack cooldown timer ticks (this is important for tower aggro).**
** Cleansable.**
**Switches target of all minions except Baron.**

Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures.
Lasts 8 seconds.
Cooldown - 60 seconds
Cost - 120/120/120 Mana
Range - 300
**The damage is entirely independent of the animation, it will strike once per second (regardless of the apparent pulses) and a little bit beyond the range of the animation.**
**Continues during Powerball use.**
**The AoE hits through thin walls.**
This is how ive played Rammus after trial and error when fighting head to head or even 2-1. Start out with a powerball to slow them down and/or catch them by surprise. Right after (gotta be quick) use your taunt. The enemy should now start attacking you. Immediately after the taunt enable your defense curl. The curl will act as shield, you will be surprised at how much enemy damage on you is lowered. Finally end it with tremors, considering the very low cooldown on tremors you SHOULD NOT hesitate to use it in any form of battle. Fighting this way should allow you to use Rammus' full potential, not to mention all his skills. Be wary tho that you may have to recall after due to the mana consumption you will undertake. No worries though! With the boots of mobility and your powerball you should be able to return to battle/help in a matter of seconds.


The above is what makes me a good Rammus user. You have to adapt it to your playing style because everyone is unique and maybe the way you will use him varies from the way i use him. adapt this build to your playing style. This guide was made, to well, guide you in a good direction on how to successfully use Rammus, but the best way to use him is to adapt him to your style. I hope you like this guide and continue to refer to it in the future. Thanks for reading!
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