Rammus Build Guide

The "Stop Hitting Yourself" Jungle Rammus

Uploader nach0mama
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Health (+26 health)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello, and welcome to my [highlight]UPDATED![/highlight] Rammus jungle guide. My League of Legends summoner name is Nach0mama, and I have been playing since about two days after the release of Maokai. Rammus was the first champion I bought with IP. I purchased him after the nerfs, so I had no reason to stop playing him because of the nerfs. This is my first guide, also my first Approved guide, AND it was the first approved Guide for Rammus on this site. I am extremely proud of this guide; however, please read this guide with the knowledge that anything in this guide is [highlight]my reasoning[/highlight] on what I believe is the most viable way to play Rammus. I am still improving the guide, so any suggestions or topics you may want me to cover or include in the guide is always appriciated. [highlight]I read the other approved Rammus guide on this site, and its great information, if you are serious about learning Jungle Rammus, definately read the guide made by Glass as well[/highlight] Rammus is seldom played in ranked matches, banned in low ELO, and rarely picked in higher ELO. This champion is great in a premade match, but this build is designed to fill the commonly needed tank slot in Pick-Up-Games. This build will work just fine for a premade, but there are probably better guides for a tank's slot on a premade team. [highlight]Note:[/highlight] Rammus is now [highlight]Tier 2[/highlight] in Elementz Solo queue tier list. Great to see that he is making a comeback into fame. [highlight]New Note:[/highlight] So I am testing the new masteries with Rammus, and so far, Rammus is a very strong jungler after this patch =) I will add more information soon. I have been busy recently. [title][center]PROS[/center][/title] +Deals insane residual damage +Easily tanks towers +Works very well with randoms in solo queue +Fills the role of tank without the regularly needed coordination +Powerball is a great gap closer and escape mechanism [title][center]CONS[/center][/title] -Not the best build for a premade -Requires decent randoms and relies on their ability to play the role of a carry -Stacks a lot of armor early on, leaving Magic Resist open (especially if you buy [imgsmall=items/heart-of-gold.png] instead of [imgsmall=items/aegis-of-the-legion.png] early) -Relies heavily on successful ganks for early items -Champion lacks any ranged abilities [highlight]UN[/highlight]fortunate [highlight]Note:[/highlight] Apparently my Photobucket account pissed something off, so the pictures are not available until next month... Sorry guys. I hope you can be patient if you really need the pictures =)

This rune set-up is designed to make your jungling easy and also assist your late game. [.] [highlight]The Armor Pen. Marks[/highlight] are standard for Rammus and make his ganking easier. You can switch these out for anything really, but these runes just make jungling easier and faster. I have thought about running more armor for marks, but it would slow down his route. Pretty much anything is viable except dodge. You don't want to dodge too many attacks while an enemy is taunted. [.] [highlight]The Armor Seals[/highlight] serve two purposes. They aid Rammus's jungle route greatly, saving him a [imgsmall=items/health-potion.png] (this allows him to use it after double golems, this way he has more health to gank at Level 4). They also boost his Damage return on his DBC. [.] [highlight]The MR per level Glyphs[/highlight] are really there for his mid-to-late game. He may not need to stack much MR (depending on the enemy team composition), and the Glyphs give him some MR bonuses throughout the game. This also allows him to focus on Health and Armor boosting items in the early game, without having to worry about Lacking Magic Resist. [highlight]Note:[/highlight] I would think that taking flat MR would be much better if you are up against a Fiddlesticks jungle or maybe a Nunu jungle. Again, it is all preference. [.] [highlight]The Health Quints[/highlight] are there to give him an early game boost to around 620+ HP (not sure on the exact number) at level 1. I think that Armor Pen. may work here but I haven't tried it because I tend to use Armor Pen. quints on the more offensive junlgers. Armor Quints may work here, and if you try something that has great results, tell me about it. I will gladly include it.

[title][img=skills/rammus/p.png] Passive: Spiked Shell[/title] [number]Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage.[/number] [title]Explanation:[/title] Rammus's passive is perfect for him. Rammus can stack armor very effectively because of this and his DBC, making him a perfect AD counter. [highlight]Note:[/highlight] This means that taking the Armor Seals gives Rammus a starting Attack damage bonus and with DBC he gets even more. [title][img=skills/rammus/q.png] Q: Powerball[/title] [number]Rammus accelerates in a ball towards his enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage and causing 20 / 25 / 30 / 35 / 40% reduced movement speed to nearby enemies on impact for 3 seconds. Cooldown 12seconds Cost 80 / 90 / 100 / 110 / 120mana Range 300[/number] [title]Explanation:[/title] This is [highlight]THE BEST[/highlight] non-ultimate initiating tool in the game for any team. WHY? Well, because it is on the tank. Other initiating tools are on squishy carries like Kassadin, Katarina, and Tristana. Poweball is backed up by a fearsome, damage-absorbing machine. (Side Note: Powerball does not effect dragon, so don't try it, its a waste of time and mana) [highlight]Note:[/highlight] Due to recent buffs on rammus, it is possible to switch directly into Powerball from DBC and vice versa, without having to toggle off of the current spell first... Its really just a helpful time saver, but I have saved myself in situations that would normally result in my death. [title][img=skills/rammus/w.png] W: Defensive Ball Curl[/title] [number]Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50 / 75 / 100 / 125 / 150 and returning 22 / 26 / 32 / 38 / 46 +10% of total armor as magic damage to attackers. Cooldown 18seconds Cost 50mana Range 300[/number] [title]Explanation:[/title] This skill is what makes Rammus a viable jungler. This ability stacks so well with [imgsmall=items/thornmail.png] and [imgsmall=items/sunfire-cape.png] that enemy health is just wittled away if they decide to attack you. Late game, this skill can make you virtually impossible to kill if the enemy team is lacking a [imgsmall=items/madreds-bloodrazor.png] or has no [imgsmall=champ/kogmaw.png] that will pose a threat for you after your DBC ends. If they do have either of those. Make sure you can get the hell out quickly once your DBC ends, because your health may be dropping like a rock. [title][img=skills/rammus/e.png] E: Puncturing Taunt[/title] [number]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 12seconds Cost 50 / 65 / 80 / 95 / 110mana Range 325[/number] [title]Explanation:[/title] With 5 points in Taunt, this skill is really fun to use. Not only can you taunt enemies into your tower, away from a team fight, and out from under their tower, you also force them to hurt themselves for 3 seconds. This may not sound like much, but put Thornmail, Sunfire Cape, DBC, Tremors, and Rammus's auto attacks into the mix... That is a lot of damage. [highlight]Note:[/highlight] It is worth mentioning, Rammus's taunt is one of only 3 taunts in the game, one of the longest disables in the game, and on only a 12 second cooldown. [imgsmall=champ/fiddlesticks.png][imgsmall=champ/karthus.png][imgsmall=champ/katarina.png][imgsmall=champ/malzahar.png][imgsmall=champ/missfortune.png][imgsmall=champ/nunu.png][imgsmall=champ/warwick.png] (Basic list of dangerous ults that can be stopped by taunt) [title][img=skills/rammus/r.png] R: Tremors[/title] [number]Rammus creates tremors beneath him, dealing 65 / 130 / 195 (+30% of ability power) magic damage per second to nearby units and structures. Lasts 8 seconds. Cooldown 60seconds Cost 120mana Range 300[/number] [title]Explanation:[/title] This ultimate is great. The minute cooldown means that it is up for every team fight, the AoE damage is relatively high, and the fact that it effects towers all make this ultimate awesome. Use Tremors whenever you initiate and "pull" with Taunt, or whenever you find yourself in a team fight. Don't be afraid to use it as soon as its up. If it deals damage to an enemy, you got use out of it. Just be careful that you don't waste it completely. Combining this with Taunt and DBC is the best option if you aren't using it to push a tower.

[center][img=skills/rammus/w.png][img=skills/rammus/q.png][img=skills/rammus/w.png][img=skills/rammus/e.png][img=skills/rammus/e.png][img=skills/rammus/r.png] [/center] [title][center][highlight]Detailed Skill Order[/highlight][/center][/title] [.] Level 1: Take [highlight]DBC[/highlight] because Rammus needs it for jungling, as it is his form of sustain in the jungle. [.] Level 2: Take [highlight]Powerball[/highlight] because it allows you to get from camp to camp faster. This skill is the only thing that keeps Rammus's jungle speed close to Warwick and other slow but safe junglers. [.] Level 3: I take another point in [highlight]DBC[/highlight] because the sustain and damage return is, IMO, more valuable than another point in Powerball. You have the choice of: another point in Powerball, a point in Taunt, or the standard second point in DBC. (see below for explanation of level 3 point options) [.] Level 4: Take [highlight]Taunt[/highlight] by at least level 4 every time, even if you don't have to give a gank to anyone. Taunt is vital by level 4 because the enemy jungler will have their CC skill by level 4, and you have to compete with them. [.] Level 5: Take another point in [highlight]Taunt[/highlight] because you want the longer disable. [.] Level 6: Take [highlight]Tremors[/highlight] for obvious reasons. [center]From here: Max Taunt first, taking Tremors whenever it is available, then max DBC, then Powerball.[/center] [center][img=skills/rammus/r.png]>[img=skills/rammus/e.png]>[img=skills/rammus/w.png]>[img=skills/rammus/q.png][/center] As far as the point at level 3 goes, here are the options. If your mid lane is in desperate need of a gank, get a point in taunt right after wraiths and gank. You shouldn't need to gank any other lane before level 4 because the solo lane is too far away, the bot lane has two people, and Rammus shouldn't aggressively counter-jungle. For the second point in Powerball, well... I rarely take it, but if an enemy jungler is severly out position and low, you want more burst damage to punish him. If this happens, quickly take the second point in Powerball and roll over there and smash into him, dealing a nice 150 damage to the unfortunate enemy. Take the second DBC point if everything goes according to plan as far as ganking and such.

Okay, so Items. The build listed at the top of the guide was a very basic one. Here is the detailed explanation. [.][highlight]Starting Items[/highlight] [img=items/cloth-armor.png][img=items/health-potion5.png] [title]Explanation[/title] These items are essential starting items for Rammus. [.][highlight]First Trip Back[/highlight] Begin building [img=items/mercurys-treads.png] and start buying either [img=items/aegis-of-the-legion.png] or [img=items/heart-of-gold.png] [title]Explanation[/title] For the first trip back, it depends. If you feel that team fights may break out early start building Aegis of the Legion to give your team a very helpful aura. If the game is moving rather slowly and you haven't had any opportunities to gank buy Heart of Gold for now and start buying your Merc Treads somewhere during this step. Don't get any other type of boots. Merc. treads are the best boots for Rammus; the small MR is great, especially if you are not buying AotL. Usually, I only have enough for HoG and basic boots on my first back. [.][highlight]Core Items[/highlight] [img=items/sunfire-cape.png][img=items/thornmail.png] [title]Explanation[/title] These items give you very scary damage output. Buy the Sunfire Cape first in most scenarios, but occasionally, you will see that the enemy team is failing, and you won't need the health from it first. The reason I run this combination is because of how well the Sunfire Cape passive and Thornmail damage return synchronize with DBC and Taunt. A more standard tank build is viable on Rammus, but I find this layout to be better in a less coordinated scenario. Amumu doesn't need this much residual damage because he has his tears which deal a percentage. Rammus does not, and I find this to be the most viable in terms of balancing your job as a tank and providing incentive for enemies to avoid you. [.][highlight]Final Items[/highlight] [img=items/warmogs-armor.png]+[img=items/atmas-impaler.png] or any two of [img=items/banshees-veil.png][img=items/force-of-nature.png][img=items/guardian-angel.png] and [img=items/randuins-omen.png] if you bought HoG [title]Explanation[/title] This always involves a lot of choices and depends on the enemy team. If you have decent teammates, and the enemy team has decent players, you should be the deciding factor and be very close to ending the game by this point. If the enemy team is heavy on AD, I like to get Warmogs and Atmas. This makes Rammus very tanky and he has an insane damage output with Sunfire Cape, Thornmail, DBC, and Tremors. If the enemy team is AP Heavy, grab any two of the B-veil, Force of Nature or Gaurdian Angel. I like to grab the GA, not so much for the MR it gives, but for the passive. It is a great item for adding armor, but it does give MR. The unique passive is the main reason, against heavy burst damage, the passive has a chance to kick in, and allow you to get away before the enemies spells are back up. You can grab the B-veil+atmas if you want damage output and MR, or you can get Force of Nature to counter enemy slows. Also Force of Nature is a better counter to Bloodrazor than B-veil or Warmogs. [title]Why I don't get [img=items/wriggles-lantern.png][/title] I never buy Wriggle's on Rammus. I have tried it with poor results. It speeds up your jungle route but only gives Rammus one stat he needs early-game... Armor, and very little of it. Wriggle's is a valuable tool on many jungler's, but, in my opinion, Rammus should not follow that path. Wriggle's Lantern is a bad idea on Rammus, and here is my reasoning. Rammus takes a very small amount of damage at each camp compared to most champions. Rammus, similar to Amumu, is a tank in the jungle. Neither Amumu nor Rammus should buy Wriggle's Lantern. Rammus can sustain himself in the jungle with 2 or 3 HP potions on each back. Spending your left-over cash on sustin allows you to continue on with your build without straying from tanky items to buy sustain. If you really need sustian that badly, buy a [imgsmall=items/philosophers-stone.png] or some form of HP regen. But you really don't want to stray from tanky items early in the game. [highlight]Note:[/highlight] I stand by my initial opinions on Wriggle's Rammus, but it is certainly viable on Rammus thanks to the new jungle and creep respawn times. Rammus should only get this if his lanemates are not in need of many ganks, allowing him to farm much more. If you do buy this item, you want to use the farm to counter the enemy team earlier or build flat health early for more general tanking. [title]My opinion on [img=items/philosophers-stone.png] Jungle Rammus[/title] In short, it is definitely [highlight]viable[/highlight]. I played it several times now, and I would like to say that I believe it is definitely and ideal item to build on Rammus. From what I can tell, Philo-stone Rammus promotes high mobility and more burst with the ability to spam your spells for ganks, Rammus becomes more of an early game threat. So when I run Philostone jungle, I prioritize my skills this way: [img=skills/rammus/r.png] > [img=skills/rammus/e.png] > [img=skills/rammus/q.png] > [img=skills/rammus/w.png] Getting a Philo-stone early in the game makes your mobility insane because of how often you can spam Powerball. That is just my initial view on it. I need to experiment more with it to give my opinion on the most viable way to jungle with Philo-stone.

During the early game, your focus is to help any lane that needs it after you reach level 4 (your teammates would have to be pretty needy to desperately cry out for help before that (although your mid lane may need early help). Other than that, your early game is pretty slow. [title]GANKING[/title] Ganking is very easy with Rammus if your teammate is decent at last hitting in the solo lane. You should be prepared to drop what you are doing at any time (after level 4) and help in a team fight or in aiding a lane. Your first gank should be at your solo lane. Ideally, the enemy will be at your tower (or close to it); in this scenario, you should be able to charge your Powerball in the brush to build up speed, roll in, Flash if needed, ram the enemy, DBC and Taunt your victim quickly, and with your red buff and help from your teammate, the enemy target should be down and out (escpecially if you succeed in taunting under the tower). Thanks to the popularity and power of a lee sin jungle, I am seeing the mid with the initial blue buff very often. Thanks to this strategy, your mid champ will need strong ganks early, meaning the mid lane will be pushed in your favor. In short, easy mid ganks. But the enemy caster will be strong, very strong with a blue buff that early. It is ideal to gank and let your mid take the kill for a helpful blue buff. I think Rammus can't really give up blue buff at the start, even on a philo-stone Rammus. If you play and aggressive Rammus, then you really can't give it up because aggression on Rammus is directly related to how often you can spam powerball.

I like to think that mid game begins as soon as Rammus buys his Sunfire Cape. Because as soon as that happens, the game changes completely. Rammus should now be able to gank an enemy carry at a little less than half health (with the help of a partner) and should be rolling in to destroy towers in a pushed lane. [title]GANKING[/title] Mid game ganking is different than early game ganking. Rammus has ridiculous mobility, and it should be utilized greatly. Rammus should be targeting enemy carries at this point, and you should also try to organize a dragon kill whenever it is up (Rammus cannot solo dragon very easily and shouldn't attempt it often because it takes a while, and you are needed elsewhere). Rammus is great because if the mid lane is being pushed by mid game, your ganks should be very easy on the mid lane. Use the same strategy that you used during early game (remember to activate Tremors along with the other skills), just prioritize your targets. Early game you should help whenever the solo lane needs it (or if another lane is doing awful), but mid game is about stomping the enemy squishies and carries so that your carries get the all needed exp. and farm advantage in lane. [title]TEAM FIGHTS[/title] A quick note on mid game team fights... [highlight]BE THERE![/highlight] You are the tank, so make sure that you are there at the beginning of every team fight. Also, be on the lookout for those "poking" team fights (the ones with both teams just running back and forth waiting for a committed fight). These situations are some of the best during the mid game. Rammus can easily wait for a player to extend for a poke just a little too much and Taunt him. I find that many times, it is the enemy ranged carry (or a melee that can use abilities to harrass like Shaco) that extends and gets taunted. When you get this Taunt off, your team should pounce the taunted character, leaving it dead and gone. Usually this results in a team fight breaking out, if you are lucky, you didn't lose too much HP in the Taunt and can stay to tank and deal your AoE Tremors and Sunfire Cape damage.

It seems, at least to me, that solo queue matches with a good Rammus rarely ever make it to late game situations. When you get to late game, you should be able to tower dive in DBC, taunt the enemy carry, and, with maybe one other person, force that carry to slap itself to death under it's own tower. Late game for Rammus is simply absorbing damage, dragging squishy melee champs, and forcing team fights to happen where you want to team fight to happen. Rammus should scare enemy carries like a fed Xin Zhao would by late game. [title]TEAM FIGHTS[/title] Late game, Rammus should be a force to be reckoned with. Your should be at the front lines of every team fight, ready to initiate. Your job in a team fight is to start the fight, screw up the odds in your teams favor and Poweball out when you are low. In order to do this, you want both teams in the same place at the same time (obviously). I usually get my team to push a lane, this forces the enemy team to show up where you want them. Normally, they will stop you from getting a tower, this is fine, its very easy to work with. By late game, towers should do minimal damage to you with DBC on, making it very simple to "pull" an enemy melee out from under the tower with your Taunt. If the enemy team is positioned correctly, with it's tanky champions up front, I like to grab their tank, let's say its Alistar (Alistar is leaning more towards the support role now though); normally, I would not want an Alistar to hop into the middle of our team, but with all the damage output that Rammus can give out alone in just the 3 seconds of Taunt, its usually a good plan (especially now that Alistar functions more as a support in the current meta). If you pull successfully, then your team should demolish the enemy tank, this makes it very easy to dive on enemy squishies even under their tower. Another important target for late game is the enemy team's CC, if you stomp their crowd control, you leave the squishies even more open, and you remove a potential threat for your squishies. So, late game for Rammus in team fights is to initiate, drop a tank or CC champ, Tank damage, and deal AoE. Your overall goal is to make it very easy for your squishies to kill their squishies. [highlight]Note:[/highlight] This strategy in teamfights is not the best in a premade, it is designed to compensate for your team's possible lack of skill, decent team comp., and communication when playing in solo queue.

Rammus's place in a team fight is initiation, and lots of it. Rammus has a very fun job of taunting enemy squishies and absorbing any and all damage at the start of a team fight... Rammus seems to Powerball into a fight to start it, absorb a hell of a lot of damage while getting his Taunt off, and then Powerball out with somewhere between 300 to 50 HP... After Rammus's job is done, it should be a 4v3, 4v4 (with the enemy team very low on HP), or the fight should be over. [highlight]A Rammus's job in a Team Fight is to screw up the odds of the fight in your team's favor.[/highlight] ^^^^ THE ABOVE STATEMENT SUMMARIZES THE OVERALL STRATEGY OF RAMMUS IN A TEAM FIGHT^^^^^^ Rammus, like any tank, has the duty of protecting the carries on the team. Rammus can do this well, but there is a chance that your teammates will not utilize the openings you can provide to your team. If you notice that this is happening, switch your strategy. Use this play style only if your team fails to follow up after your initiations. Start to waddle back and forth in front of your squishies, wait for an enemy to initiate (do your best to keep the initiation damage on you, not your teammates), and proceed to Taunt, DBC, and Tremors like you were the one initiating. Unfortunately, this means that you are more likely to die fighting than Powerball out to safety, but its better than having teammates that misunderstand or are unskilled enough to utilize your play style. [highlight]Special Note:[/highlight] If you are unfortunate enough to get a raging carry on your team, try your best to either: keep that player alive or draw attention away from them. This can be very annoying to go out of your way to help a rage-happy player, but it will usually calm them down, and a calm rager, is a more reasonable rager. [title]Now, Onto Your Role As Rammus, In a Team Fight[/title] 1. [highlight]Your Place[/highlight] [.]Your place, or [highlight]position[/highlight] in a team fight should be at the very front of the Fight! Your are Rammus, there are very few occasions where you should be behind someone in a full blown teamfight. 2. [highlight]Your Target Priorities[/highlight] [.]In order from greatest to least, your priorities are as follows: --Your first priority is always to abuse and punish any enemy that gets out of position. -Ranged AD carry -Melee AD carry [highlight]Note:[/highlight] These two are almost equal and are interchangable depending on which one is performing greater... The one wrecking your team most, is higher priority -Any squishy with high damage output -Tanky DPS champs like [imgsmall=champ/garen.png] -Tanky DPS champs that have a form of "built-in" lifesteal, or on-hit health replenishment such as [imgsmall=champ/irelia.png] or [imgsmall=champ/xinzhao.png] -Hybrid champions with high Damage output such as [imgsmall=champ/akali.png] or [imgsmall=champ/jax.png] -Bruisers such as [imgsmall=champ/drmundo.png] (note: Mundo is much lower priority because of his ability to kite your team to death, and since he was nerfed, he is a much lower threat level) -AoE champions with devastating ults such as [imgsmall=champ/nunu.png] -The champion with the most consitent damage output -The champion with the Most dangerous burst damage output -AP carries without amazing escape mechanics -Melee AP champs such as [imgsmall=champ/kassadin.png] or AP champs with great escape mechanics -Enemy Tanks 3. [highlight]Your Jobs[/highlight] [.]Rammus has many jobs, or duties during a teamfight, and the first one is [highlight]INITIATION!!![/highlight] Initiation is almost always the tank's job, and Rammus, in my opinion, has the best skill set to initiate a fight with. As Rammus, as soon as you KNOW your team wants to fight, get in there! Your first step should be to Powerball into the fight as soon as you see a priority out of position. Once you commit, you should do your best to Taunt said priority, and unleash your ungodly combo of [imgsmall=skills/rammus/w.png]+[imgsmall=skills/rammus/r.png]... After initiation, your job is to Taunt any and all AD champions, or the next priority if no AD champ is around. Most importantly, [highlight]PROTECT YOUR CARRY!!!![/highlight]

Rammus's jungle is a very simple one. [.] Always start at Blue (if possible). [.]Get a teammate to pull Blue for you (make sure they pull it, not leash then stay for the exp. You need the exp. for a gank after double golems). [highlight]Note:[/highlight] You don't need the pull, but it helps a little and saves you a [imgsmall=items/health-potion.png], which allows for an easier gank (and its always good to have an extra HP pot if something goes wrong). [.] Gank whenever a teammate needs you (after level 4 preferably). [.] Utilize the enemy jungle if it is unoccupied. [highlight]Note:[/highlight] With the new jungle system, Rammus gets much more money and has a faster jungle route. The patch has made jungling easier for pretty much everyone. [title]JUNGLE ROUTE[/title] [imgext=http://i1239.photobucket.com/albums/ff506/nach0mama1/Standardroute.png] Start at blue, then wolves, then wraiths, then red, then double golems, then gank if someone needs it. Use a [imgsmall=items/health-potion.png] as soon as you take the first hit from the blue golem, DBC at every site, DO NOT USE A HEALTH POTION AT WOLVES, use your second potion when you initiate wraiths, use your third potion right after the second potion is depleted (thanks to the updates to HP pots, you can now just queue the next health potion without wasting anything). After that third health potion, you should be done with red (or very close). Use your fourth potion either at double golems or on the way there if you are a little low on HP. Use your last one right after double golems so you can gank easily. [img=summoners/smite.png]: Smite the blue golem and the red lizard, after that, save smite. If you are NOT running the smite mastery, you aren't getting +5 gold each time you use it. I advise using your smite if you are taking an enemy buff, dragon, or baron. Be absolutely sure to get the smite last hit on baron and dragon. If you don't think it is important, watch HotshotGG steal baron from the Rioters in the "Riot Vs. Pro's" game. Of course it is Hotshot, but it really isn't that difficult to snipe baron or dragon with a Lux ultimate. Note: If you run the smite mastery, smite anything and everything after the red buff and blue golem. You want to use it basically every time its up, except when you or your team is considering dragon or baron. [highlight]As a jungler, it is YOUR job to make sure you smite dragon and baron[/highlight] This is not quite as simple as it sounds, but with practice it will become second nature. If you find yourself smiting too early, really pay attention to the HP number after left-clicking dragon or baron. If you are smiting too late, chances are that you are timing it wrong because of your caster. Just pay attention to casting animations and try your best to time the smite correctly. The most experienced players can smite baron and dragon for the kill without the HP number, but that only comes with experience. [imgext=http://1.bp.blogspot.com/-QyPpnPPMNFY/Thj71HjYk3I/AAAAAAAAAXU/_trnmM7ySYA/s1600/Smite.jpg] I recommend understanding the scaling of Smite and really getting a feel for smiting dragon and baron. It is a very important part of jungling; it is one of those things that doesn't matter 90% of the time, but it is really bad to get it wrong during that 10% of the time it does matter. [title]Alternate Jungling Route[/title] [imgext=http://i1239.photobucket.com/albums/ff506/nach0mama1/Alternateroute.png] [highlight]White Circles[/highlight] represent camps on the first run [highlight]Pink Rectangles[/highlight] represent camps on the second run I learned about this route from TheOddOne, but he did not create it. It is a slow route on Rammus, but is definitely safer. Usually, the gank occurs about a minute after the regular route, but the gank will be done with 2 points in Taunt and a level 5 Rammus. It is an optional route; I use this route if the enemy team is carrying [imgsmall=summoners/clairvoyance.png] because they will often CV our blue buff. If this happens, you can be sure that the enemy is considering a level one fight. So if you spot an enemy lurking around your blue, and your team is lacking some great level 1 fighters such as [imgsmall=champ/alistar.png][imgsmall=champ/annie.png][imgsmall=champ/garen.png] or someone like that, then you can tell your team to back off of the buff and start at wolves, then wraiths (smite the big wraith), then to double golems. After that run, Blue pill back, and do a full run, if your blue has been taken, it will be a very slow jungle route, but a much safer one. Just conserve your mana and use it only on DBC. [highlight]Side Note:[/highlight] If you are running low on mana, conserve your mana for DBC only. This is a great way to take away Rammus's mana problems early game. [title]Counter Jungling/How to React to Enemy counter jungling Tactics[/title] Ok, so this is Rammus's biggest flaw, given that he has insane mobility, access to some of the safest jungling in the game, right behind [imgsmall=champ/nunu.png] and probably [imgsmall=champ/fiddlesticks.png], he has almost no counter jungling potential... [highlight]HOWEVER![/highlight] In my opinion, Rammus has some of the best skills to react to counter jungling. OK (pun intended =P) Rammus is almost impossible to successfully counter jungle if you take the right precautions. Firstly, if your team has a CV, you should never be counter jungled if the user has half a brain and you inform him where to place the CV's. I like to have the enemy blue CV'd (to check if their team is guarding it. Also, you don't want to steal their blue early, you are just checking to see if they intend to steal yours). The second CV I request is usually right between wraiths and red buff or sometimes, in between double golems and red buff. If any of your jungle is taken, continue on your route, but if you wish to gank, be sure to take a point in taunt at level 3. because you might not make it to level 4 before a gank. Second, you need to learn who can counter jungle you. [imgsmall=champ/nunu.png] can counter jungle anyone, [imgsmall=champ/leesin.png] can steal buffs with ease, and [imgsmall=champ/udyr.png] is the worst thing to encounter at level 1-3 at a jungle camp. Here is how I cope with these champions against me in jungle: -The most important thing is: [highlight]Never go straight back to the place they caught you at[/highlight]. This is almost always a horrible idea, and if you ever fail to kill a camp, move onto a different camp so that you don't fall behind in level. -When against Nunu, be prepared to Flash, this trick works almost every time. --Lets say you are at wraiths, about to kill them, then Nunu waddles up, I almost always (assuming that you can't just Powerball into him and kill him) flash over a wall or away from him and instantly Powerball towards his double golems, you have access to a skill that covers more distance faster than any movement buff (aside from [imgsmall=summoners/revive.png]). So use it. Remember [highlight]don't stick to your route like it is set in stone. Flexibility wins more games than pro builds.[/highlight] This trick can be summed up like this: if you are counter jungled, leave that camp and move as quickly as you can towards a camp on their side that has at least 1 camp before it on the standard route. This means if they take your wolves, don't steal their wraiths, because wraiths come right after wolves on the standard route, you could take red or double golems or THEIR WOLVES (assuming they are up) Thirdly, [highlight]Ward Buffs[/highlight] This is especially important if they take your blue, because if you take the alternate jungle route I mentioned above, you are skipping red, so its open to be taken for a longer amount of time. Ward your red buff. If they take your red, ward your blue even if you already have it, odds are, they will check it, and as soon as they do, you can go for a quick wolf camp, or at least scout his jungle. Rammus is very fast and can scout an enemy camp in seconds, just Powerball over there and check the camp, then leave when you are done. Remember [highlight]if you are counter jungling, you want to keep the enemy jungler at the opposite corner of the map[/highlight]. You never want to find yourself at their wolves when they are at their blue. Fourthly, [highlight]Mobility[/highlight] If you find that you are getting counter jungled, buy boots earlier, buying boots on a jungler noticeably reduces overall time between each camp. So the best thing to prevent deaths from a counter-jungler, is speed. BUT!!! [highlight]Needing mobility is not an excuse to buy any boots other than [imgsmall=items/mercurys-treads.png][/highlight]. All other boots are a bad idea on Rammus, especially since you aren't stacking MR early with my build. Rammus is a tank with no ranged abilities, and since you are a front line fighter, you can't afford to be chain-CC'd before your job is done. Lastly, notify your teammates if you know the enemy jungler is sticking around in your jungle too long. Every part of your jungle is surrounded by your mid lane champ, and either both your bottom laners or your solo top laner.

Wards are very important and always will be, but in solo queue, they tend to be under-appriciated. I always try to be the organizer on my team. Sometimes, I even call MIA's for a lane because the randoms may forget. When I buy wards, I usually buy one [imgsmall=items/sight-ward.png] on my first trip back if the enemy team has a jungler or if I see someone on my team is not very smart with their lane positioning (like being under the enemy tower with 3 MIA's). I usually ask that lane where they want their ward (if its a mid lane) or just place it with my best judgement. I often try to get my team to buy wards mid-to-late game just because it is VERY IMPORTANT to have wards. [highlight][title]Why Warding Is Very Important[/title][/highlight] Why is warding important, you ask? Well allow me to answer that question in this neat little sub-section. Wards provide vision, to say the least. Vision is a very valuable tool. Vision is what you wish you had in that bush before you face-checked it as Ryze and found [imgsmall=champ/garen.png], [imgsmall=champ/jarvaniv.png], [imgsmall=champ/xinzhao.png], [imgsmall=champ/lux.png], and [imgsmall=champ/galio.png] waiting inside, ready to shove the scroll on your back up your rear end. Need I say more? In all seriousness, vision is the most valuable utility you can give your team. Yes, [imgsmall=champ/janna.png] does have a team-heal ultimate that is very usefull. But, wards are there with any character. Wards will not cut into your economy unless you buy 3 or more wards on one back. No one is asking [imgsmall=champ/irelia.png] to not complete her [imgsmall=items/trinity-force.png] and instead buy wards... But I only ask that she uses the extra cash that is left over to pick up a ward or two. If you need an economic approach, think of it this way: Dragon is on a 6 minute respawn timer. When the dragon is killed it gives a gold reward to the entire team, regardless of position on map. This is a huge global gold bonus to the team that gets it and will decrease the need for farm to keep up with the enemy team... Buying a pink ward worth 125 gold will even prevent the enemy team from seeing the dragon, giving your team an easy dragon whenever it is up. [imgext=http://i1239.photobucket.com/albums/ff506/nach0mama1/SummonersRift.png?t=1317773586] [highlight]Green[/highlight] ovals represent great places to place a green ward for any time of the game [highlight]Pink[/highlight] ovals represent the areas that should be pink warded [highlight]White[/highlight] ovals are secondary places that are great for aggressive warding [highlight]Blue[/highlight] ovals are really just to aid a lane that may have a "bush dwelling" champ on the enemy team such as [imgsmall=champ/garen.png] [highlight]Don't feel that you need to ward every spot, these are just common locations for wards[/highlight] [title]Back to the other bit of the section[/title] The reason I do not "waste" my time buying a bunch of wards usually is mainly because I find that my team doesn't follow my actions or even utilize them. If the enemy team has a jungler, I suggest warding dragon about a minute after it spawns, warding baron every 4 minutes or so, and warding the river at the small patch of grass on each side whenever I find myself with extra money after buying my items. If you suspect the enemy team has wards, either buy a [imgsmall=items/vision-ward.png] and place it at a frequently warded area(specifically Dragon/Baron) or buy [imgsmall=items/oracles-elixir.png] and go ward hunting. I sometimes buy oracles if the enemy team has [imgsmall=champ/evelynn.png] or [imgsmall=champ/twitch.png] just because I can usually tell when they are MIA, and you will soon get the feel of where they are running off to, and you will be able to cut them off. [highlight]Note:[/highlight] I am trying to get a picture of ward placement into this guide, but I am having trouble getting it into the proper format; it appears I need to upload it to some place like photobucket before placing it in this guide. [title]Traditional Patterns of Stealth Characters[/title] Be aware of their MIA's. [title]Scenario A[/title] The character goes MIA from the bottom or top lane, it is fairly early game, you can assume that their stealth is only 30 or less. They will likely wait in the bush to gank mid lane, if they are not ganking mid, then they will lose a lot of farming time to make their way all the way across the map. Notify your teammate of the possible location and check the bush (since both stealth characters are squishy AD champs, you have nothing to worry about). [title]Scenario B[/title] The character goes MIA from the mid lane, it is early-to-mid game, you can tell your bot and top laners to be careful (make sure that the solo lane is warded or at least aware), and push mid with your mid laner, this will force the stealthy bugger back to their lane. [title]Scenario C[/title] It is late game, you know that their stealth lasts a minute and that the cooldown is very short. In this situation, you need to assume that the stealth champion is always with the enemy team's largest group. If you notice that you have no sight on the enemy stealth and you have a vulnerable teammate, Powerball to them and aid them in what they are doing. You don't have to be very close to them, make sure you can be there in no less than 5 seconds though.

This Rammus build is very entertaining and will often achieve games such as 3-3-19, 4-1-23, or 0-2-28 Rammus a very overlooked champion in the solo queue scene and in Ranked Matches. Rammus is a great tank and a great jungler and will always be my favorite tank. [highlight]Note:[/highlight] I have said this many times already, but in case you have missed it, this build is designed to fill the much needed tank slot in solo queue matches. It seems everyone is overlooking the tank slot in these matches, but when it is filled with a decent skill level player, it usually results in a victory. [highlight]Also Note:[/highlight] Any ideas for something to include in the guide should be PM's to me if you want a quick response, most of the time I log into Solomid.net, I log in to work on my Taric guide. So I won't always see a comment. [highlight]Change Log[/highlight] 10/4/2011- Touched up the guide, added Smite scaling chart, added pictures of jungle routes and ward placement... Oh and btw, guide got approved!!! 10/5/2011- Added Wriggle's section, added Summoner introduction in intro chapter 10/8/2011- Added initial opinion on Philo-stone jungle in Item build section 10/25/2011- Added a few minor notes (one in intro and one in Final Comments) 12/26/2011- Guide updated through Ahri Patch 4/17/2012- Holy ballz, first update in forever, edited item build to note Philo-Stone jungle Rammus as a solid Pick

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