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Rammus
By Lexvink
This build guide for Rammus is for Jungle, by Lexvink a 2400 player.Rammus is a very deadly initiator with the longest crowd control effect in the game. He also one of the highest mobilities in the game, making him a threat when jungling to all lanes.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Powerball
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100/150/200/250/300 (+1*AP) magic damage to nearby enemies on impact and slowing them by 20/25/30/35/40% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Cost
70/80/90/100/110 Mana
Range
0
Cooldown
10/10/10/10/10 Seconds
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100 (+1*AP) magic damage to nearby enemies on impact and slowing them by 20% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 150 (+1*AP) magic damage to nearby enemies on impact and slowing them by 25% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 200 (+1*AP) magic damage to nearby enemies on impact and slowing them by 30% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 250 (+1*AP) magic damage to nearby enemies on impact and slowing them by 35% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 300 (+1*AP) magic damage to nearby enemies on impact and slowing them by 40% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Defensive Ball Curl
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40/60/80/100/120 and returning 15/25/35/45/55 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Cost
40 Mana
Range
0
Cooldown
14/14/14/14/14 Seconds
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40 and returning 15 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 60 and returning 25 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 80 and returning 35 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 100 and returning 45 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 120 and returning 55 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Puncturing Taunt
Puncturing Taunt
Rammus taunts the enemy champion or monster 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).
Cost
50/60/70/80/90 Mana
Range
0
Cooldown
12/12/12/12/12 Seconds
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 10 and forcing them to attack Rammus for 1 second(s).
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 15 and forcing them to attack Rammus for 1.5 second(s).
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 20 and forcing them to attack Rammus for 2 second(s).
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 25 and forcing them to attack Rammus for 2.5 second(s).
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 30 and forcing them to attack Rammus for 3 second(s).
Tremors
Tremors
Rammus creates tremors beneath him, dealing 65/130/195 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
Cost
120/120/120 Mana
Range
0
Cooldown
60/60/60 Seconds
Tremors
Rammus creates tremors beneath him, dealing 65 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
Tremors
Rammus creates tremors beneath him, dealing 130 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
Tremors
Rammus creates tremors beneath him, dealing 195 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
W
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40 and returning 15 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Q
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100 (+1*AP) magic damage to nearby enemies on impact and slowing them by 20% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
E
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 10 and forcing them to attack Rammus for 1 second(s).
W
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 60 and returning 25 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
E
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 15 and forcing them to attack Rammus for 1.5 second(s).
R
Tremors
Rammus creates tremors beneath him, dealing 65 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
E
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 20 and forcing them to attack Rammus for 2 second(s).
W
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 80 and returning 35 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
E
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 25 and forcing them to attack Rammus for 2.5 second(s).
W
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 100 and returning 45 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
R
Tremors
Rammus creates tremors beneath him, dealing 130 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
W
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 120 and returning 55 (+0.1) magic damage to attackers.
This ability gains damage equal to 10% of Armor.
Activating Powerball will remove this effect.
Q
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 150 (+1*AP) magic damage to nearby enemies on impact and slowing them by 25% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
E
Puncturing Taunt
Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 30 and forcing them to attack Rammus for 3 second(s).
Q
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 200 (+1*AP) magic damage to nearby enemies on impact and slowing them by 30% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
R
Tremors
Rammus creates tremors beneath him, dealing 195 (+0.3*AP) magic damage every second to nearby units and structures for 8 seconds.
Q
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 250 (+1*AP) magic damage to nearby enemies on impact and slowing them by 35% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
Q
Powerball
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 300 (+1*AP) magic damage to nearby enemies on impact and slowing them by 40% for 3 seconds.
Activating Defensive Ball Curl will remove this effect.
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18
Items
Starting Build:
Hunter's Machete
Health Potion
x5
Full Game build
Boots of Mobility
Shurelya's Reverie
Spirit of the Ancient Golem
Runic Bulwark
Sunfire Cape
Get homegaurd boots then just gank through lane, make sure to pick on lanes that are already losing; rammus is good at snowballing a lane really hard. Just gank, get a kill, go to base, get homegaurd rush the lane again and again.
So difficult to follow! Do i get Philo or Spirit Stone first, or both? Should I rush Sunfire or Frozen Heart? It displays two different build paths that don't agree with each other..on the same page, I'm trying read them throughly to get a better idea, but it's getting me more confused. One says that the machete is not worth upgrading, while the other says that the spirit stone upgrade is perfectly built for rammus... Can I get some basic clarification here?
just think a bit about it ;) philo has more use if you get it earlier. so i would prefer to get it first and after it spirit. sunfire or fh is situational, if the enemies have more attackspeed you can go fh pretty good. sunfire gives you a better clear and more dmg.
Y thik that this guide should include some item build for using when the opposing team has lots of ap, (last game y was fucked by a katarina)(spirit vistage was not enough)
Last edited by franpernice on 1/31/2013 7:34:46 PM
the full game build is incorrect, aegis and runic bulwar have the same unique aura then don't stack, i sould have this build but changing aegis for spikemail and recomend de buf on bots that give u speed when u are safe in base, can go to the 1 torret in one powerball.
"Machete isn't worth upgrading since the stats that you get from Madreds aren't too great and you don't rely on levels too much. On the otherhand, the Stone upgrade tree gives you a sustain item first. But if you want sustain, you might as well get a Philo stone as it is a GP5 and it transitions nicely into mid-late game items that are much more useful."
I'd argue the opposite actually, the only thing that Shurelya's gives over Spirit of the Ancient Golem is the move speed active (EDIT: Scratch this, it also gives CDR. I address that below). While the Shurelya's active is amazing, I'm not sure losing out on double the health, double the regen, 30 armour, and tenacity is worth it when it's practically guaranteed that someone else on the team will have it. Besides that, Philo stone is such an INCREDIBLY weak early item now and you give up on a lot of early game power.
EDIT: I forgot that Shurelya's also gives CDR, which with the removal of the Defensive CDR mastery is kind of a big deal. Still though, it's only 10% now and with items like the new Iceborne Gauntlet (formerly Frozen Fist) there are other good options; still, it's a consideration. I still don't think the early game power hit is worth it though, especially when the build path to SotAG is so easy; but it's a closer decision than I originally gave it credit.
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Posted 4/30/2013 5:59:57 AMare armor penetration marks good for him?
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Posted 4/7/2013 1:54:28 PMShouldn't the jungle route be Wolves, Golem, Lizard, Gank?
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Posted 2/13/2013 8:03:57 PMSo difficult to follow! Do i get Philo or Spirit Stone first, or both? Should I rush Sunfire or Frozen Heart? It displays two different build paths that don't agree with each other..on the same page, I'm trying read them throughly to get a better idea, but it's getting me more confused. One says that the machete is not worth upgrading, while the other says that the spirit stone upgrade is perfectly built for rammus... Can I get some basic clarification here?
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Posted 2/21/2013 2:39:33 PMjust think a bit about it ;) philo has more use if you get it earlier. so i would prefer to get it first and after it spirit. sunfire or fh is situational, if the enemies have more attackspeed you can go fh pretty good. sunfire gives you a better clear and more dmg.
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Posted 3/2/2013 10:43:17 AMSpirit Stone first. You don't rush Philospher's for that little extra gold you save by purchasing it earlier.
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Posted 2/12/2013 11:30:30 AMcounters rammus:
-Darius
-Cho'gath
-Garen
-Olaf
-Teemo (hybrid)
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Posted 1/31/2013 7:26:49 PMY thik that this guide should include some item build for using when the opposing team has lots of ap, (last game y was fucked by a katarina)(spirit vistage was not enough)
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Posted 1/28/2013 7:56:27 PMSuper Guide,got 6/3/29 on first game and 5/0/35 on second this is pro :)
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Posted 12/24/2012 10:47:26 AMAwesome Guide, got 7/9/33 on my first ever jungle game, and first time using Rammus too, thank you for your contribution to the LoL community
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Posted 12/24/2012 5:58:28 PMAwesome ty for using the site and ur support.
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Posted 12/23/2012 7:49:15 AMthe full game build is incorrect, aegis and runic bulwar have the same unique aura then don't stack, i sould have this build but changing aegis for spikemail and recomend de buf on bots that give u speed when u are safe in base, can go to the 1 torret in one powerball.
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Posted 12/23/2012 2:31:13 PMfixed, it should have just listed bulwark since ageis builds into it
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Posted 12/14/2012 9:14:58 PM6 ranks of W eh? Should definitely get the Ancient golem Stone as well.
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Posted 12/22/2012 2:09:54 PMfixed
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Posted 11/26/2012 4:01:51 PM"Machete isn't worth upgrading since the stats that you get from Madreds aren't too great and you don't rely on levels too much. On the otherhand, the Stone upgrade tree gives you a sustain item first. But if you want sustain, you might as well get a Philo stone as it is a GP5 and it transitions nicely into mid-late game items that are much more useful."
I'd argue the opposite actually, the only thing that Shurelya's gives over Spirit of the Ancient Golem is the move speed active (EDIT: Scratch this, it also gives CDR. I address that below). While the Shurelya's active is amazing, I'm not sure losing out on double the health, double the regen, 30 armour, and tenacity is worth it when it's practically guaranteed that someone else on the team will have it. Besides that, Philo stone is such an INCREDIBLY weak early item now and you give up on a lot of early game power.
EDIT: I forgot that Shurelya's also gives CDR, which with the removal of the Defensive CDR mastery is kind of a big deal. Still though, it's only 10% now and with items like the new Iceborne Gauntlet (formerly Frozen Fist) there are other good options; still, it's a consideration. I still don't think the early game power hit is worth it though, especially when the build path to SotAG is so easy; but it's a closer decision than I originally gave it credit.