Runes
  • 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 Attack Speed (+4.5% attack speed)
Skill Order
Q W E R
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, I'm Glass or "Glassssss" on the US Servers. I was originally writing a Mundo guide but stopped a while through because I wasn't sure if it was good enough, I may finish it at some point, but that isn't the point of this guide. This is my guide on Jungling Rammus. Rammus lost a lot of popularity after he got nerfed several times in a row a while ago, but overall it didn't affect him as bad as it seemed. Rammus recently got a buff in patch 1.0.0.125 that lowered his damage return on his [imgsmall=skills/rammus/w.png] by 2 points at rank 1, but buffed it at later levels. His [imgsmall=skills/rammus/q.png] and [imgsmall=skills/rammus/w.png] can now cancel in to each other, meaning if you're [imgsmall=skills/rammus/q.png]'ing away on low life, and you see a [imgsmall=skills/lux/r.png] about to hit you, you can hit W and swap straight into [imgsmall=skills/rammus/w.png]. Rammus is a really fun champion to play, and is a really offensive jungler in terms of ganking a lot. My strategy with Rammus involves ganking after Wraiths and catching people off guard since they would never expect a gank so early on. Rammus on some occasions can't even be stopped by [imgsmall=items/sight-ward.png]'s since he can [imgsmall=skills/rammus/q.png] in with 800 Move speed straight past it. One thing about Rammus is though he's sort of a "reverse snowball" jungler, meaning he gets slower as time goes on. Your first route is very fast, but you will notice you spend a lot more time on buffs later on.

Rammus •Right clicking on an enemy while using Powerball will now move you close enough to hit the target •Base armor reduced to 20.8 from 24.8 •Base attack damage reduced to 53.5 from 58.8 While the fact that they've fixed Powerball is rather nice, it doesn't make up for how hard they hit his base armour and AD. This will slow his jungle down by quite a bit, make him take more damage as well as making him not do as much damage as he could when ganking. Again, this isn't a nerf that is going to stop Rammus being banned/first picked every game, but it is a hefty hit to his base stats.

Honestly, I believe this to be a fairly big nerf to the way I jungle Rammus due to the fact that you hit level three 15 to 25 seconds slower than before (about 2:55-3:05) when you used to be able to get level three at 2:40. This allows mid lane to hit level three, which could give them the chance to get an ability to halt your ganks. The new jungle is very punishing. Basically, you have three choices. Either; [.]Gank successfully, and successfully often. [.]Farm(which Rammus doesn't need as much as other junglers) [.]Fall behind Now, being Rammus, you will get a lot of successful ganks unless your opponents are very well coordinated. If you rely on farm, you will still fall behind as you don't even get as much experience and gold as bot lane in the jungle. Right now, you have to play [highlight]VERY[/highlight] smart in order to do consistently well. I'll test more with Rammus jungling in real games, but from a glance I am very sad about this remake.

[center]A picture of the rune page I use on Rammus[/center] [center][imgext=http://i.imgur.com/mjMTe.jpg][/center] My runes are sort of a variation of the ones Chaox uses in his guide. Instead of Attack Speed reds, which adds up to 15.7%, or 16%, I take AS quints which adds up to 10.2%, or 10%. I do this for the choice of taking Armour Penetration reds to help make the jungle go by faster, and just give some extra power in my early game auto attacks. You'd be surprised at how much damage a Rammus can do at level 3 with just a level 1 DBC on. If you really want to, you can swap out 3 Armour Pen reds for 3 Attack Speed reds to have the same amount as if you had full AS reds, and full Arpen quints. Naturally as a jungler and a tank, you'll want flat armour yellows. It keeps you high health, and is a very nice early game boost. There's not much to explain here. For Blues, I take scaling Magic Resist. I do this because none of the jungle mobs except Dragon and Baron do magic damage, and scaling overtakes flat at level 11, which is when casters get their rank 2 ult. It adds up to 23 at rank 18 which is nearly half of a [imgsmall=items/negatron-cloak.png]. Added together with various tank items, [imgsmall=items/mercurys-treads.png], and [imgsmall=skills/rammus/w.png] you will be tanking like a beast. But still, if you prefer flat MR you're welcome to use it. If you don't have AS quints but have AS reds, you can swap your runepage to 6 Attack Speed reds, 3 Armour Pen reds, and then 3 Armour Pen quints for the same stats.

Okay, I get questions and hate on why I take Attack Speed quints on Jungle Rammus instead of say Armour or more Arpen. Well the main reason is with runes, masteries, [imgsmall=items/cloth-armor.png] and your [imgsmall=skills/rammus/w.png] you have [highlight]90 AD[/highlight] at level 1. But bear in mind, you only reach such a high number when you have your [imgsmall=skills/rammus/w.png] on, in which case it would be most efficient to [number]attack with it on as much as possible[/number]. How can we do this? With attack speed runes and masteries. They don't even lose their effectiveness as much as some people think late game. At level 18, Rammus has a base AD of about 114 which is pretty decent. Then add his base armour at level 18 divided by four which gives you 21. That's 135. Then add the 37.5 you get from your rank 5 [imgsmall=skills/rammus/w.png]. It goes up to 162. Then there are variables like the armour items you may get throughout the game, if you happen to get [imgsmall=items/atmas-impaler.png] which gives you even more AD through your health and the armour it provides. Due to this you can easily get over 200 AD. Being able to attack as much as possible with 200 AD is going to put a heavy dent in people. Now, with Armour quints that gives you 13~ extra armour. That provides you with 1.3, or 1 extra damage on your [imgsmall=skills/rammus/w.png] and with 3 extra AD at level 1. That doesn't provide you with nearly as much damage output as attacking faster with 78/90AD. The benefit of armour quints though is that you get a tad more early game tankyness, but you build armour and MR every game as a tank anyway. But this is just my opinion, and you're free to take whatever you feel is best.

[center][img=skills/rammus/w.png]->[img=skills/rammus/q.png]->[img=skills/rammus/e.png]->[img=skills/rammus/w.png][/center] [center][highlight]W then Q then E then W[/highlight][/center] [center]THEN MAX[/center] [center][img=skills/rammus/r.png]>[img=skills/rammus/e.png]>[img=skills/rammus/w.png]>[img=skills/rammus/q.png][/center] [center][highlight]R > E > W >Q[/highlight][/center] I take the second point in W at level 4 and a third at 9 just to help me with my jungling, to make it go by smoother.

[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] This passive is helpful for jungling, but shouldn't really be focused on. You will see a lot of Rammus' stack nothing but armour just so he can get some damage from his passive. It's still a handy passive since it has synergy with your [imgsmall=skills/rammus/w.png]. You hit W, you get armour and MR, and you also get damage due to your passive. It makes Rammus very deadly early on. [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 a very nasty skill. It has very good base damage, scales very well with ability power(although you wont really focus on AP at all unless you go AP Ram Ass) and lets you catch up with anyone. It has an AoE knockback in a decent radius and then slows them by a good amount afterwards allowing you to [imgsmall=skills/rammus/e.png] them easily. You should use this when jungling, but not so much when you don't have Blue since it has a very high mana cost. Powerball has always had a problem with hitting big things, like 4+ stack [imgsmall=champ/chogath.png], Baron, Blue, Dragon and Red. You'll need to move out then move back in to be able to hit them with [imgsmall=skills/rammus/q.png]. Powerball easily gets you to an incredibly high movement speed, and people just seeing you fly out of the bushes can cause [imgsmall=summoners/flash.png]es to be popped. A trick you can do if they haven't warded, is charge up [imgsmall=skills/rammus/q.png] in the bush to increase your MS way higher than if you just went straight in. You'll secure a lot more kills this way. Powerball can also be cancelled by hitting Q again while you're rolling. [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 20/30/40/50/60 +10% of total armor as magic damage to attackers. Cooldown 18 seconds Cost 50 mana[/number] [title]Explanation:[/title] This is a very nice skill, it gives you huge stats and has the damage return that goes hand in hand with your [imgsmall=skills/rammus/e.png]. It is also the skill that lets you jungle so well, since mobs will be damaging themselves while you're chilling out with around 100 armour at level 1. The damage return also increases very slightly with the amount of armour you get - and yes - it does work on itself. Meaning just a rank 5 [imgsmall=skills/rammus/w.png] alone will have them doing 75 damage to themselves. Because of this, people love to get [imgsmall=items/thornmail.png] first. [highlight]DON'T.[/highlight] Thornmail is an awful item, it provides you with 100 armour and a 30% damage return. You will never ever have them doing anywhere near 30% of their damage to themselves because even with 30 magic resist, they'll be lowering the damage by a large amount. The only time I would even consider getting this item is when they have 5 auto attackers, but unless you somehow have a worse team comp or you're playing with goldfish you should never lose against a team like that. While 100 armour is nice, it isn't very useful if you have no health to use it with. "But I can get [imgsmall=items/warmogs-armor.png] first hurrrr". [highlight]NO.[/highlight] You'll be so squishy while saving to get it, aswell as it delaying your important items greatly and your [imgsmall=skills/rammus/w.png] isn't always off cooldown. You're better off getting armour items that give you nice amounts of other stats too and/or extra effects, like [imgsmall=items/aegis-of-the-legion.png] or [imgsmall=items/randuins-omen.png]. That's my rant over. Let's move on shall we? [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] The skill that makes Rammus so good, is his [highlight]3 MOTHERFUCKING SECONDS OF TAUNT[/highlight]. With Tenacity, this is lowered to 2.2 seconds which is still a very long time. Not to mention, it also reduces armour of the things you target. This also includes jungle creeps, so if you have blue you can spend mana on [imgsmall=skills/rammus/e.png]ing them to reduce their armour for a short time. The general combo is [imgsmall=skills/rammus/q.png] into someone, put on [imgsmall=skills/rammus/r.png] while using [imgsmall=skills/rammus/e.png] then activate [imgsmall=skills/rammus/w.png] and just auto attack them. It adds up very quickly, and allows you to get a lot of kills and assists. You'll want to target the squishiest auto attacker with this, or just least tanky. Your next best choice is their squishy casters. Rammus can shut someone out of a fight so easily it's crazy. It's also worth noting that if you can catch someone under your tower with this, they are probably dead. [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 is a very nice ultimate due to it's low cooldown, crazy damage and how it synergises with Rammus. At rank 1, if you can keep on someone you can do 520 damage(not including magic resist). At rank 3 that's nearly 1600 damage. In [highlight]AOE.[/highlight] This move makes Rammus such a threat in fights because he can be buttslamming one person when he [imgsmall=skills/rammus/e.png]s them, and doing good damage to 4 other people without even trying. The skill also doesn't match the animation, it doesn't do damage every tremor, it just does damage every second. Rammus can also help push lanes after he's killed the occupants by using this when hitting the tower. [imgsmall=skills/rammus/w.png] boosting [imgsmall=skills/rammus/p.png] along with your [imgsmall=skills/rammus/r.png] on, you can drop towers quickly.

[center][item=cloth-armor][item=heart-of-gold][item=philosophers-stone][item=mercurys-treads]OR[item=ninja-tabi][/center] This is the core I mentioned earlier. When leading up to this core, this is the path I take [img=items/cloth-armor.png][img=items/health-potion5.png] If you successfully got a kill before first route done, you should be able to have; | If not; [img=items/cloth-armor.png][img=items/philosophers-stone.png] OR[img=items/cloth-armor.png][img=items/regrowth-pendant.png][img=items/faerie-charm.png] [img=items/cloth-armor.png][img=items/philosophers-stone.png][img=items/boots-of-speed.png] [img=items/cloth-armor.png][img=items/philosophers-stone.png][img=items/boots-of-speed.png][img=items/heart-of-gold.png] [img=items/cloth-armor.png][img=items/philosophers-stone.png][img=items/mercurys-treads.png][img=items/heart-of-gold.png]

[img=items/aegis-of-the-legion.png]is a brilliant item, and probably the best item in the game. The stats it gives are amazing, Health, Armour, MR, and even some damage. Half of these stats are also in an aura so your team gets the bonus too. It's an item that should be on each team every game. It works best against a balanced team since the stats it gives increases your resists likewise. If no-one else has one, and you want to be a bit tankier but don't know what to get - look no further. [img=items/atmas-impaler.png] actually works quite well with Rammus. You can easily get high health with Rammus with various other items, and if you want an extra bit of damage with some armour, here you go. It becomes cost effective at ~2000HP, when it gives you 40AD. That's just short of a [imgsmall=items/bf-sword.png] + the bonus stats it gives. You should really aim to get this once you have around ~2800HP. At this point it gives you 58 Damage. It's just an all around brilliant item for AD champions. [img=items/banshees-veil.png]is naturally good on anyone, even those manaless champions because it gives a nice amount of health and a decent bit of MR. It's real selling point though is the block one spell every 45 seconds. This can block nearly every spell in the game that isn't an AoE like Karthus' [imgsmall=skills/karthus/e.png] or Fiddlesticks' [imgsmall=skills/fiddlesticks/r.png]. [img=items/force-of-nature.png]is very good with Rammus. It gives the most MR in the game for any item, a whopping 76, which is 26 more than [imgsmall=items/banshees-veil.png]. It also provides you with extra move speed which is good on everyone and a Mundo-esque passive. Overall a good item to get once you've gotten a bit of health since unlike [imgsmall=items/banshees-veil.png] - it gives you no health. [img=items/frozen-heart.png]is another thing that gets argued against on Rammus like dodge, due to the fact it lowers the enemies attack speed. It gives a huge amount of stats though, 99 armour, a huge 20% CDR and a big chunk of 500 mana which is always nice on Rammus since he has such a low manapool. If you're really against using an attack speed lowering item on Rammus, you can just get a [imgsmall=items/glacial-shroud.png] and leave it at that. [img=items/guardian-angel.png]can be bought as a later item, as in for slot 5 or 6 when the enemy team has a balanced amount of physical/magic and you are still taking a lot of damage. Fairly standard, not much to explain. [img=items/quicksilver-sash.png]actually gives a lot of MR for a very cheap price with a neat passive. If you keep getting chain CC'd, [imgsmall=summoners/ignite.png]ed or whatever and you just want a way to stop it, QSS is a good item to get. It also removes [imgsmall=skills/mordekaiser/r.png] and [imgsmall=skills/vladimir/r.png] which is always good. [img=items/randuins-omen.png]is an item you will be getting most games. It's also the reason you save your [imgsmall=items/cloth-armor.png] at the start, since that and [imgsmall=items/heart-of-gold.png] are both in the recipe. In the event you need an early [imgsmall=items/aegis-of-the-legion.png] though, you'll have to use the [imgsmall=items/cloth-armor.png] for that. [imgsmall=items/randuins-omen.png] also comes with a very nice passive and active. It is another attack speed lowering item, but it's just too good to pass up. A second AOE slow just adds to Rammus' massive CC repertoire. [img=items/shurelyas-reverie.png]is always a handy item to have. It gives you a very nice amount of health and mana regen which is always good on Rammus. It gives a rather good amount of CDR and has it's awesome little active that's like a much better [imgsmall=summoners/ghost.png], except it only lasts for two seconds and works for your whole team(if they're near you). [img=items/spirit-visage.png]can be bought whenever you need a quick MR and Health boost. It's fairly cheap and comes with free CDR but unfortunately you can't really take advantage of the increased health regeneration. Good item either way. [img=items/sunfire-cape.png]Oh Sunfire, how far you've fallen. [imgsmall=items/sunfire-cape.png] is rather subpar now, due to it's low stat increases, high cost, and nerfed passive. It's still worth getting sometimes if you want extra health and armour and already have a [imgsmall=items/randuins-omen.png]. [imgsmall=skills/rammus/e.png] will also make sure they take the passive damage. [img=items/warmogs-armor.png] I used to have a vendetta against this item. It gives nothing but health and health regen, and even then health regen isn't too good. But with Rammus, if you get this as a later item, you can be pretty much invincible. I've had games where I can reach 4000+ health and 160 in each resists, boosted to [highlight]310[/highlight] by [imgsmall=skills/rammus/w.png].

[.]After buying cloth+5pots [highlight]head over to Wolves[/highlight] [.]Have someone watch your wraiths, since they are key to this strategy [.][highlight]At 1:40, turn on your W and auto attack the big wolf to death. You should be done by 1:45-7~[/highlight] [.]Get a leash on blue. The more damage they do, the earlier you can gank, chug a potion here [.]You should be level 2, skill your Q. [.]Power ball into Wolves, [highlight]then W, then hit the small wolves[/highlight], down another potion here [.][highlight]When walking to Wraiths, once you reach the middle of the lane, start Powerballing into Wraiths[/highlight] [.]Slap on DBC, then hit the Blue Wraith, then one of the Red Wraiths once, the other two will have killed themselves, use another potion here [.]You should be level 3, skill your E. Prepare to gank mid. It branches here - [.]Got a good gank off on mid? Good. Head over to Red if you didn't take too much damage then minis then go back to base. You will be able to get a Philo stone. [.]Gank went wrong mid? Too low on health? Go do small golems then back to base. You wont be able to get a Faerie Charm, but can still get a Regrowth. [.]Unable to gank mid at all? Is bot being pushed? Go gank them. [.]Can't gank bot either? Go do Red, [highlight]you won't have smite for it though[/highlight] then Mini Golems. [highlight]Use smite here.[/highlight] Then B and see if anyone needs help. Use a potion at each of those camps [.]You managed to gank top AND bot and managed to get all the kills? GO SPEND YO MONEY. If you have good control of the lanes and jungle, you should tell your top and bot to push then come help you do dragon. Also if top _really_ needs help when you hit 3, you can go from mid to top. [highlight]After you've done all of this, you should just gank when needed and help lanes while attempting to ruin the enemy jungle(should they have one).[/highlight] I have highlighted all the changes I made to the path.

[.]Begin by buying [number]Cloth Armour + 5 Potions[/number] [.]Head over to [number]Wolves[/number] which spawn at 1:40 [.]Turn on your [number]Defensive Ball Curl[/number] and kill all of the [number]Wolves[/number] [.]Head to the [number]Blue Buff[/number], it should be around 2:00 [.]Turn on [number]Defensive Ball Curl[/number] and attack it till it has 445 hp, remember to use a potion, then [number]Smite it[/number]. Finish off the mini lizards [.]You will be level two now, take a point in [number]Powerball[/number] [.]When walking to [number]Wraiths[/number], once you reach the middle of the lane, start [number]Powerballing [/number]into [number]Wraiths[/number] [.]Turn on [number]Defensive Ball Curl[/number] and kill all of the [number]Wraiths[/number], use another potion here [.]Head over to [number]Red Buff[/number], [number]Powerball[/number] into it then turn on [number]Defensive Ball Curl[/number] and kill it, use a potion here, this is where you hit level three now. Take a point in your [number]Puncturing Taunt[/number] [.]Here, you can either [number]gank[/number], or [.]Go back to [number]Wolves[/number], use [number]Powerball and Defensive Ball Curl[/number] to kill them [.]Head back to [number]Wraiths[/number], using [number]Powerball and Defensive Ball Curl[/number] as necessary [.]You should now be level 4 [.]Now go to [number]Mini Golems[/number] and kill them. You can use [number]Smite[/number] here. Once you've finished this route, you can stay in the jungle to do the camps as they spawn, go back to base to buy boots and something else(or straight up Philo) or continue ganking. But you have to be careful, as failing ganks continuously in the current jungle can put you VERY far behind.

At this point you should have your core build and your lanes have free roam over the enemy. Around this time when you have your [imgsmall=skills/rammus/r.png] you should make an effort to push towers with your teammates. If you manage to kill someone(or both people) in a lane, push that shit yo. Naturally you should be warding around at this point so that you don't get punished for doing so. Make sure Dragon is always warded after 5 minutes, and when you're doing it place wards depending on what team you're on. I'll add pictures later at some point of where they should be. As Rammus, you can give your second or third blue to your mid or top, depending on who needs it most. If neither character really needs it - or they already have one - just go ahead and take it. You get more exp that way. If you can force teamfights early on, you will have the advantage since no-one will be very tanky at this point, meaning you can easily shut down anyone when you taunt them allowing you early pushes and increasing your advantage. If you can't start teamfights early, you should just keep ganking lanes. They don't even need to be overextended, they can be in front of their tower but still out of range and you'll be able to get them. The more CC you have in the lanes you gank, the easier your job will be. Your Heart of Gold and Philo stone should be bringing in enough money to sustain you. Don't get too gank happy, though, because if you leave your jungle alone for too long the enemy can just waltz in and steal your buffs. You can keep up in exp if you manage to get enough kills or assists, but remember to secure your buffs. If they have a jungler, make a note to ward their blue and red so your team will be alerted as to when someone attempts to take them. Something that should be mentioned too. BUY POTIONS. Buy 2 or 3 of them before you know you'll be fighting. You never know, that health regen may save you or the main reason you get them so that you can sustain yourself without having to go back so often. I don't get [imgsmall=items/wriggles-lantern.png] in my build, so there's no lifesteal. You're free to get Wriggles if you choose or can't live without it. And hey, it gives a free ward. [highlight]Summary of your job: Keep wards on dragon and their buffs, gank lanes, push towers.[/highlight]

Late game is one of Rammus' favourite points in the game. You should be so tanky that it would take entire teams ages to even dent you. At this point, it's yours and the supports job to keep Baron and that particular area warded at all times. The Baron is one of Rammus' strong points due to the fact the alcove is so small that his [imgsmall=skills/rammus/r.png] will be able to hit everyone inside their if you're attempting to stop them. Rammus isn't the fastest Baron-er on a team, but his [imgsmall=skills/rammus/w.png] helps it go by faster if you're tanking it. Your rank 3 [imgsmall=skills/rammus/r.png] should be able to easily drop towers with your team. If you have a really decent advantage, you can just walk up to the tower with a minion wave and your team while the enemy is there and just [imgsmall=skills/rammus/r.png] the tower with no fear. You are probably going to be the initiator for your team, and there are several ways of going about doing this. [.]You can charge up a powerball, get your team ready, then [imgsmall=summoners/flash.png] into a group of people on the enemy team. The AoE knockup will disrupt them while you taunt their carry and mutilate them so fast they won't even realise they're dead. [.]Just straight up Powerball into them head first. The problem with this is that your team might be a bit far behind to capitalise on this properly, although it's still fine if you get in their and [imgsmall=skills/rammus/e.png] their squishy straight away. [.]Go around. You can have your team bait them into a 4 vs 5, then BAM - you fly out of nowhere behind them to fuck their shit up. This is what you'll be doing quite often. [highlight]Summary of your job: Ward Baron, kill carries, initiate for your team.[/highlight]

[img=champ/akali.png]: [highlight]7/10[/highlight] Akali is difficult to gank due to her [imgsmall=skills/akali/w.png]. While you can hit Akali while she is stealthed, she won't be revealed and can easily make an escape while you're waiting for her since her Stealth lasts a lot longer than your knockback + slow. [img=champ/anivia.png]: [highlight]6/10[/highlight] Anivia is one of two champions with access to a wall. While not necessarily stopping you with her [imgsmall=skills/anivia/w.png] early on since it's not wide yet, she can block you into minions or a terrain wall and ruining your gank. Later on when her [imgsmall=skills/anivia/w.png] covers nearly an entire lane it becomes hard to get to her. [img=champ/annie.png]: [highlight](pre-6)5/10 - (post-6)8/10[/highlight] Annie becomes a threat to gank at around level 6. You can probably guess why. If you try to get in on her when she has her stun up at level 6 and she stuns you then full combos you while you were [imgsmall=skills/rammus/q.png]ing, you're going to take a lot of damage and possibly even get yourself or your lane partner killed. Possibly even both. [img=champ/ashe.png]: [highlight](pre-6)1/10 - (post-6)8/10[/highlight] Only becomes a problem at level 6. An [imgsmall=skills/ashe/r.png] to the face a day keeps the turtle away. [img=champ/brand.png]: [highlight]7/10[/highlight] At level 2 Brand can easily pull a 2 second stun off while doing pretty good damage to you. Later on he becomes like Annie where if he gets a full combo off on you while you're in [imgsmall=skills/rammus/q.png] you're going to be taking a huge beating. [img=champ/cassiopeia.png]: [highlight]7/10[/highlight] Early on she can slow you down slightly with [imgsmall=skills/cassiopeia/w.png] but your [imgsmall=skills/rammus/q.png] should be able to charge right through. Unless you also get hit by [imgsmall=skills/cassiopeia/q.png] which gives her a movement speed buff. I'm not quite sure yet but Cassiopeia's [imgsmall=skills/cassiopeia/r.png] may or may not be able to stun you while you're [imgsmall=skills/rammus/q.png]ing towards her. [img=champ/chogath.png]: [highlight](pre-feast stacks)8/10 - (high amount of feast stacks)15/10[/highlight] I hate Cho with unbridled passion. Personally, I believe this champion is quite overpowered as he can sustain by pushing the lane, fuck up ganks with his large amount of hard CC, aswell as just being very hard to kill because he gets health with his ultimate. Most of the time, ganking this guy with 4+ feast stacks can end up with one or both of you dead, since Feast is a 300 true damage nuke at rank 1, meaning it goes straight through your [imgsmall=skills/rammus/w.png] which is what you rely on for early game defensive stats. The thing is Silence messes up Rammus so much. Nothing is worse than [imgsmall=skills/rammus/q.png]ing into them only to be silenced and not be able to follow up. [img=champ/corki.png]: [highlight]6/10[/highlight] [imgsmall=skills/corki/w.png] [img=champ/drmundo.png]: [highlight]Mundo/10[/highlight] Mundo can [imgsmall=skills/drmundo/q.png] you for a huge slow when you're zooming in, and even then with his [imgsmall=skills/drmundo/w.png] and [imgsmall=items/mercurys-treads.png] your [imgsmall=skills/rammus/e.png] time is going to be heavily reduced. He's also just generally hard to kill. [img=champ/ezreal.png]: [highlight]9/10[/highlight] Double blink if he takes [imgsmall=summoners/flash.png] ): [img=champ/fiddlesticks.png]: [highlight]9/10[/highlight] Oh god how I hate Fiddlesticks. He has a 3 second fear with [imgsmall=skills/fiddlesticks/q.png] and a silence that can hit you three times silencing you for a total of 3.6 seconds with [imgsmall=skills/fiddlesticks/e.png] so you can't even [imgsmall=skills/rammus/e.png] if you hit him with Powerball. Probably the most irritating person I've had to attempt to gank. It generally goes best if your lane can CC him first. [img=champ/fizz.png]: [highlight]10/10[/highlight] Playful/Trickster. What a dumb ability. Not to mention if he hits his ultimate when you gank, he can get away super easily. Don't count on killing this guy in lane. [img=champ/gangplank.png]: [highlight]7/10[/highlight] He ate some oranges then he was k(unless he eats them when you [imgsmall=skills/rammus/q.png] him. Then you can just [imgsmall=skills/rammus/e.png] him) [img=champ/garen.png]: [highlight]8/10[/highlight] Garen is another problem to gank because there is a chance he can hit you with his [imgsmall=skills/garen/q.png] before or at the same time you hit him with [imgsmall=skills/rammus/q.png]. There is also the problem with his [imgsmall=skills/garen/e.png] since after you knock him back with your [imgsmall=skills/rammus/q.png], he isn't slowed as much so he can just waltz away. And like [imgsmall=champ/drmundo.png], he is just generally hard to kill. [img=champ/heimerdinger.png]: [highlight]10/10[/highlight] [imgsmall=skills/heimerdinger/q.png] WILL ALWAYS GET IN YOUR WAY ASFSFA [img=champ/kassadin.png]: [highlight](pre-6)7/10 - (post-6)9/10[/highlight] Has a free blink on a super low cooldown at 6. Before this, he's just free food after you make him blow [imgsmall=summoners/flash.png]. [img=champ/leblanc.png]: [highlight]Motherfucker/10[/highlight] is a champion that can have a TRIPLE BLINK WHO THOUGHT THAT WAS A GOOD IDEA EHWSTHSTRHG [img=champ/leesin.png]: [highlight]8/10[/highlight] Lee Sin is annoying since he can escape very easily. He can shield back to a minion or ally with [imgsmall=skills/leesin/w.png], he can kick you away with [imgsmall=skills/leesin/r.png], slow you down with [imgsmall=skills/leesin/e.png] or even try to fight you by jumping in with [imgsmall=skills/leesin/q.png]. Very annoying champ. [img=champ/lux.png]: [highlight]Good at hitting skillshots/10[/highlight] Lux comes with a bind and a slow on her [imgsmall=skills/lux/q.png] and [imgsmall=skills/lux/e.png] respectively. The slow isn't really a problem since you can charge right through it, but the bind will stop you in your tracks completely. Better hope you can dodge. [img=champ/malphite.png]: [highlight]7/10[/highlight] can steal your movespeed from [imgsmall=skills/rammus/q.png] with his [imgsmall=skills/malphite/q.png] and speed himself up making him difficult to gank. Not to mention he can use his [imgsmall=skills/malphite/r.png] to escape. [img=champ/maokai.png]: [highlight]8/10[/highlight] [number]Is actually quite hard to gank[/number], it's the fact he can have free 35 second wards with his [imgsmall=skills/maokai/e.png]. Just try to avoid them or go straight past them. [img=champ/morgana.png]: [highlight]Skillshots/10[/highlight] Just like [imgsmall=champ/lux.png] she can stop you in your tracks with [imgsmall=skills/morgana/q.png] but now she comes with a shield that blocks all form of CC for a good amount of time. [imgsmall=skills/morgana/e.png] is a real bitch. [img=champ/nidalee.png]: [highlight]Avoiding Bushwacks/10[/highlight] [imgsmall=skills/nidalee/w.png] [img=champ/rammus.png]: [highlight]ok/10[/highlight] Awkward. He can just [imgsmall=skills/rammus/q.png] when you [imgsmall=skills/rammus/q.png] and you'll knock each other back, and both be out of range of [imgsmall=skills/rammus/e.png]. You'll have to rely on your lane to draw out the Powerball. [img=champ/renekton.png]: [highlight]7/10[/highlight] If Renekton is pushed past your minion, he can use a his [imgsmall=skills/renekton/e.png] to blink once, then again if he hit yours. Chances are he'll block himself off using his minions. He's also in the "generally hard to kill" category due to his [imgsmall=skills/renekton/r.png]. [img=champ/shaco.png]: [highlight]10/10[/highlight] If for whatever reason Shaco is laning, he's one of the most difficult to gank. He can set up [imgsmall=skills/shaco/w.png] everywhere and if you get by them? He'll just [imgsmall=skills/shaco/q.png] to safety. In the case that you get past that, he can use his clone from [imgsmall=skills/shaco/r.png] to take the [imgsmall=skills/rammus/q.png] and potentially escape [imgsmall=skills/rammus/e.png]. [img=champ/singed.png]: [highlight]7/10[/highlight] Singed can have the second longest slow in the game when his [imgsmall=skills/singed/w.png] is leveled up. He can also [imgsmall=skills/singed/e.png] you when you hit him with [imgsmall=skills/rammus/q.png] and it'll just be a mess. His [imgsmall=skills/singed/r.png] provides him with a huge movespeed bonus and CC reduction making it even more difficult to keep hold of him, and in the case that you do [imgsmall=skills/rammus/e.png] him, his [imgsmall=skills/singed/q.png] will be able to damage you. [img=champ/swain.png]: [highlight]7/10, pretty much 10/10 if he hits Nevermove[/highlight] Swain's [imgsmall=skills/swain/w.png] is two seconds at all levels. If you get hit by this, your gank is pretty much foiled unless he is incredibly over-extended. If you [imgsmall=skills/rammus/e.png] him near your minions when his [imgsmall=skills/swain/r.png] is on, he becomes quite hard to kill. You could just have your lane [imgsmall=summoners/ignite.png] him to make it easier on yourself though. [img=champ/talon.png]: [highlight](pre-6)7/10 - (post-6)9/10[/highlight] Talon has a pretty big slow when he uses [imgsmall=skills/talon/w.png], combined with his extremely low cooldown stealth [imgsmall=skills/talon/r.png], the best you can do is gank him again straight after a failed attempt. [img=champ/teemo.png]: [highlight](pre-6)6/10 - (post-6)9/10[/highlight] becomes a problem at level 6 when he put's down his [imgsmall=skills/teemo/r.png] FUCKING EVERYWHERE. He is a junglers worst nightmare. [img=champ/tristana.png]: [highlight]6/10[/highlight] Another champion with a blink. [img=champ/trundle.png]: [highlight]7/10[/highlight] The other champion gifted with a wall. Except unlike [imgsmall=skills/anivia/w.png], his [imgsmall=skills/trundle/e.png] has a slowing effect around it. Trundle can also attempt to fight back at you since his [imgsmall=skills/trundle/r.png] steals your resists. If he uses it when you have [imgsmall=skills/rammus/w.png] he will become one of the strongest champions in the game. [img=champ/tryndamere.png]: [highlight](pre-6)7/10 - (post-6)is his ult up/10[/highlight] is quite hard to gank, due to the fact he has a dash and [imgsmall=skills/tryndamere/r.png] makes him quite difficult to kill when he's post 6. [img=champ/twitch.png]: [highlight]10/10[/highlight] You better hope to catch him off guard, since [imgsmall=skills/twitch/q.png] shuts down your gank attempt completely. [img=champ/vayne.png]: [highlight]6/10[/highlight] Vayne can use [imgsmall=skills/vayne/e.png] to send you back, but unless you hit a wall it shouldn't really affect you. She also has her short roll that can stealth her which is very annoying. Viktor(Solomid doesn't have a picture for him yet): [highlight]6/10[/highlight] Viktor's Gravity Field can stop you completely in your tracks if you roll in to it and since it's a rather large AoE, it can be difficult to avoid both that and the minions. He can also check bushes from a good range with his Death Ray meaning he can easily make sure he's safe. You're best bet is to charge in unexpectedly with Powerball. [img=champ/veigar.png]: [highlight]8/10[/highlight] can just lay down his [imgsmall=skills/veigar/e.png]. It's a fairly large aoe stun, and probably one of the best stuns in the game. [img=champ/wukong.png]: [highlight]8/10[/highlight] Wukong can use his [imgsmall=skills/wukong/w.png] to mess you up. Because 9 times out of 10, you'll hit his Decoy but he'll be just out of range for the knockback radius for it to effect him. Once he hits level 6 too he gets his long range AoE knock up in the form of [imgsmall=skills/wukong/r.png]. [img=champ/yorick.png]: [highlight]10/10[/highlight] Probably the biggest counter to Rammus ganks. He can just slap down a billion ghouls to block your path and slow you down by a huge amount. You better get ready for some matrix style dodging if you want to [imgsmall=skills/rammus/q.png] in to this guy. [img=champ/zilean.png]: [highlight]7/10[/highlight] Zilean's [imgsmall=skills/zilean/e.png] is a huuuuge slow at rank 1 that can pretty much stop your ganks. He's another one of those champions that can do very big burst to you while you're in [imgsmall=skills/rammus/q.png] if he Double Bombs you. The hardest thing for Rammus to gank is someone with [imgsmall=summoners/flash.png]. What most junglers need to learn is though, is that if someone just blew [imgsmall=summoners/flash.png] and pushes out even slightly again, just gank their ass again. They won't expect it nor will they have a [imgsmall=summoners/flash.png] to rely on. Now this list doesn't mean they can't be ganked, since you can just [imgsmall=summoners/flash.png][imgsmall=skills/rammus/q.png] most of the time to generally avoid problems but this list assumes you have no [imgsmall=summoners/flash.png], and they're on their own in the lane. Rammus ganks are incredibly strong if you have CC in your lane since Rammus comes packing 3 different CCs of his own(A knockback, a slow and a taunt). You also might notice that [imgsmall=champ/vladimir.png] is not on this list. That's because if he uses [imgsmall=skills/vladimir/w.png], you can just keep following him right above him and hit him with [imgsmall=skills/rammus/q.png] the moment he comes up. Of course, this won't work if he's at his tower but then it's hard to gank anyone at their tower if they have a safety button or if they're not at very low health. Any questions or opinions about this list are welcome.

20th March 2012 (patch 1.0.0.136) [.]Rammus' Powerball fixed, but given a hard hit to base AD and armour. 27th February 2012 (patch 1.0.0.134) [.]50 likes! Thanks to the 0.0002081494679699598687825753917373% of you who gave my guide a like! 14th February 2012 (patch 1.0.0.134) [.]Rammus given a fairly hefty nerf, though shouldn't be too bad. No love for the turtle on Valentine's Day. 11th February 2012 (patch 1.0.0.133) [.]200,000 views! Thanks to everyone who took the time to read my guide. I hope it helped you on your Rammus endeavours! :D 1st February 2012 (patch 1.0.0.133) [.]Rammus' dance buffed, he is now the best champ in the game. 20th January 2012 (patch 1.0.0.132) [.]Added Viktor to the gank list 17th January 2012 (patch 1.0.0.132) [.]New patch. Rammus nerfed a little bit. 30th December 2011 (patch 1.0.0.131) [.]Laptop fixed, but now runs the game even worse than before ): 24th December 2011 (patch 1.0.0.131) [.]100,000 views! Thanks to all of you! 21st December 2011 (patch 1.0.0.131) [.]My laptop finally died a few days ago, so now I'm on a terrible computer. Because of this, I won't be able to play League of Legends for a while so I probably will not be able to test anything new. Chances are I'll just have to speculate on new things in the next patch on how they affect Rammus. Sorry, and thanks for the views I was still getting. 13th December 2011 (patch 1.0.0.130) [.]New patch, Attack Speed mastery nerfed a bit. Indirect nerf to jungle Rammus. [.]Warmog's nerfed very slightly. 5th December 2011 (patch 1.0.0.130) [.]Fixed an error in the post-remake jungle path. 29th November 2011 (patch 1.0.0.130): [.]Edited Title slightly. [.]The Jungle has been remade. Rather large nerf to Rammus. [.]Included my thoughts on Armour quints to the "Why I take Attack Speed runes" section. [.]Added section on my opinion on the remake. [.]Added new jungle path. [.]Added Cho'Gath and Fizz to the difficult to gank section. [.]Grammar checks. 23rd November 2011 (patch 1.0.0.129): [.]Added ratings to the difficult to gank section. 17th November 2011 (patch 1.0.0.129): [.]Added a section on why I take Attack Speed runes. [.]Highlighted the "summary of your job" part of the Early + Jungling, Mid game, and Late game chapters so they don't go unnoticed. 15th November 2011 (Patch 1.0.0.129): [.]Masteries have been reworked, huge buffs for all junglers. [.]Rewritten Masteries section. [.]Revised initial jungle path. [.]Flash nerfed. Both helps and hurts Rammus. More helpful though.

So this is my guide on jungle Rammus. I hope that if you follow it you have success using it, because I know I sure have. If you have any questions or problems with my guide, feel free to tell me and I'll respond and change what is necessary after I read your comment. This is an example of what happens when your game goes right. [imgext=http://i.imgur.com/Xg5tn.png] Thanks for reading and have a nice day. I'll be updating this whenever there are changes that might effect Rammus.

[youtube]http://www.youtube.com/watch?v=RYnFIRc0k6E[/youtube]

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