Rammus has to be one of the most underrated tanks in the game so far. A jungling tank works well into quite a few team comps. Here's what I build and do with Rammus; I find it VERY effective. THIS IS STILL A WORK IN PROGRESS, IT WILL BE UPDATED PERIODICALLY. By this, I mean that new strategies are always discovered, including new itemization paths, patches, etc. League is an ever-changing game, and as such this guide will be ever-changing with it. Who am I? As far as the LoL community is concerned, I'm a guy writing a guide for the champion he loves most in LoL. Why should you use this guide? Well, I have various reasons for using Rammus, but as soon as I saw Rammus \"spindashing\", I thought to myself \"This is my champion\". From that moment on I've experimented with Rammus, and found a static build that works well. I've been using Rammus since season 1, and he's always been my favorite champion. I'm constantly trying things out with him, and enforcing his viability with proper itemization and good play. Why did I make a guide? I've always brought in good results with Rammus. I don't really perform well with champions that AREN'T Rammus, and the community generally thinks that Rammus \"is bad\". I want to share my success with other people so that way Rammus can still be popular. I know some of you guys have a place for him in your heart, and this guide is here to rekindle that lost love that other toxic junglers are replacing. Basically, if I can do it, anyone can. With the new [img=items/skirmishers-sabre-enchantment---juggernaut.png] in place, Rammus is one of the many tank junglers that are going to come into style once again!
You max Defensive Ball Curl first due to Puncturing Taunt no longer giving as much value to ranking it up. Defensive Ball Curl also makes Rammus challenging to duel. It's also notable that you don't always have to get E at level 3. Sometimes it's better to go for W due to there being no gank potential in the near future. Another key point is levelling Powerball to rank 2 at level 8. This is to compensate for the Rammus nerfs, and to deal a tiny bit more damage to the jungle to optimize clears on smaller camps.
I will continue updating this guide as in as many ways as I can. Help me help you. Have any ideas? Tell me. I'm open to all suggestions. If you see anything wrong with the guide, leave some constructive criticism. Like I said before, I'll be coming back to this periodically through the updates/patches, or maybe even at a random time. It depends on how busy I am, and if I'm in the mood. If someone points something out to me, say like a typo, I'll give credit where credit is due, in this update section. [center][highlight]November 19th, 2011[/highlight][/center] -Added new masteries due to update -Added more in-depth explanation for newer players [center][highlight]November 24th, 2011[/highlight][/center] -Added reasoning behind summoner spell choices, masteries, and rune choices. [center][highlight]November 28th, 2011[/highlight][/center] -And the 1st typo has been spotted. I spelt the title of the guide wrong. credit to Lag Cancel [center][highlight]November 25th, 2011[/highlight][/center] -Redid the Item Build section -How 2 jungle rammus -All around more in-depth -Added jungle timers -Updated recommended build -Added \"What you're going for\" section -Changed the title...kind of [center][highlight]December 13th, 2011[/highlight][/center] -Changed jungle route to acquire for the hotfix -Changed build due to hotfix -Forgot to highlight something...lol. [center][highlight]December 14th, 2011[/highlight][/center] -Added Randuins Omen -Added Shurelya's Reverie -Added \"Items to watch out for\" [highlight][center]December 15th, 2011[/center][/highlight] -Removed that contradicting jungle path picture, new one will be up soon. [center][highlight]February 17th, 2013[/highlight][/center] -I'M BACK! I've optimized Rammus for Season 3 and I'm in the midst of reworking this guide completely. So far I've updated every chapter EXCEPT for the items section. I'll get around to that some other time, mid terms x.x -I'm not 100% sure if I've fixed everything to my liking, so if you find anything that looks like it'd fit more with...well, season 2, then please don't hesitate to letting me know. -Added some recent ranked games I've played with him [center][highlight]February 18th, 2013[/highlight][/center] -Completely reworked the \"Items\" chapter, with explanations on when and why you should get what item. -Small reworks and additions overall [center][highlight]February 19th, 2013[/highlight][/center] -I've decided I want to try and go for my guide being approved! I feel like I've already done most of the work, but I looked at the solomid.net \"rubric\", and realized I had no description of how you should play at each point in the game! -With that being said, I added 3 new chapters. Early, Mid, and Late game. I decided to combine the team fighting with mid and late game, due to your objectives during the fights at said point in the game will be different. -Updated the introduction -So, my FireFox crashed and my Mid/Late game and teamfighting within those sections got deleted. My \"Final Comments\" also got deleted. ;-; Remade them, thank god I did. Looks much better now. [center][highlight]February 20th, 2013[/highlight][/center] -Had my friend Taric Dondarrion proof-read my guide. Made a bunch of gramatical fixes. -Added a couple quick points on Smite and Puncturing Taunt, under the Skills section. [center][highlight]March 14th, 2013[/highlight][/center] -I HIT PLATINUM, YAAAAAAAAAAAY. -Added pros/cons list under the \"What you're going for?\" section -Added teleport under Summoner Spells section. Thank you lassem! [center][highlight]May 30th, 2013[/highlight][/center] -Hey guys, it's been a while since an update. The reason being is that...well, Rammus hasn't received any changes! (That and my laziness) -With that being said, I've been doing a lot of experimenting in trying to find other itemization paths that work -Updated \"Runes\" section -Updated Masteries, and \"Masteries\" section., thank you once again, lassem! -Updated Items (Added RoA) -Considering updating the \"Jungling\" section soon, I feel I need to go more in-depth with jungle paths [center][highlight]June 13th, 2013[/highlight][/center] -Update(?) to \"Jungling\" section. Prepare for more stuff to be added in there at a future date, I haven't even tried out the new jungle yet. -Updated \"Runes\" section. -Slight revisions in a few sections, nothing to be noted about though. [center][highlight]April 28th, 2014[/highlight][/center] -Wow...I haven't played League in quite a while. Time to get this guide ready for Season 4! -Going to start giving this guide a complete rework, just getting it back on the map for now. [center][highlight]March 16th, 2015[/highlight][/center] -By the end of Season 4, I finished at Diamond 4, going primarily all Rammus! -It's time to get this guide in shape for season 5. The latest patch rekindled inspiration for me to play Rammus! -Added more matchups -I'll be updating this periodically throughout this month, looking for things that're either outdated, or could be better written. [center][highlight]May 3rd, 2015[/highlight][/center] - Updated item build. [center][highlight]June 4th, 2015[/highlight][/center] - Fixed a few typos - Switched smite types, blue and red smites are pretty strong
Rammus is a heavy ganking jungler. With the changes to season 3, I feel that it's harder for him to fall behind, all the while maintaining a huge presence in the game. You want to make the other team feel overwhelmed by how much you're ganking, while still keeping up in levels so you aren't useless late game. [highlight]Pros[/highlight] [.] Heavy ganking presence [.] Super tanky late game [.] High AoE DPS ult [.] High mobility [.] Strong single-target CC [.] Versatile (Can start red OR blue) [.] Works well in most team comps [.] Can escape jungle duels with [imgsmall=skills/rammus/q.png] [highlight]Cons[/highlight] [.] Lacks effective counterjungling tools [.] Not a strong duelist [.] No high-burst damage [.] Outdone by most other junglers [.] Momentum-based (Snowball or be snowballed) [.] Takes a while to become tanky [.] No jungle sustain [.] Has a beta-tester only skin (It's a con because I don't own it!) :( The way I like to play Rammus is to play by my strengths, and itemize for my weaknesses. I'm probably going to say this again, but this isn't for everyone. This is just how I play Rammus. It works for me, and hopefully it'll work for you.
Rammus's initial clear time is moderately decent. You should be able to back and buy AT LEAST [img=items/rangers-trailblazer.png]and some [imgsmall=items/health-potion.png] . If things are going well, you can also afford [imgsmall=items/boots-of-speed.png] . IF you do get counter jungled, never fear. Tell your team you'll start at red buff, and you'll want a smiteless. Do your wraiths, and proceed to do your red. Once you finish red, [highlight]IMMEDIATELY[/highlight] powerball over towards their blue buff. [highlight]KEEP YOUR EYES ON THE MAP[/highlight]. If the mid-lane and side-lane come towards you at blue, then you need to ping the person coming from the side-lane, and ensure that you and the top laner pincer on him. If they don't move towards you, take their blue buff hastily and proceed normally. This strategy has worked 100% of the time for me when they counterjungle my blue side. Now, as a jungler you must KNOW your jungle times. This is HIGHLY important, if you don't know when the objectives are going to spawn, it's going to be very hard to optimize yourself. [center][highlight]Counter-jungling 101[/highlight][/center] Basically, if the enemy teams jungler ganks somewhere VERY early, take a look at him, and take a look at yourself. Take a note if he has double buff, or just 1 buff. And ask yourself if you're in position to attempt a counter gank. If not, and if he has 1 buff and ganking the side that buff spawns at, the best thing you can do for your team is to take the buff he doesn't have. If everyone on the map is accounted for and nobody is running towards you, that means they don't know you're stealing the buff while said gank is going on. If you think you have enough time, take his big wraith/wolf. Always keep your eyes peeled on the map when counterjungling. If anyone starts running towards you, you need to leave ASAP. Even if the buff is like...3 or 4 autos away from being smited, you need to cut your losses and just leave the buff there. [title]Anyways, jungle times. [/title] [highlight]Initial spawn of camps:[/highlight] Jungle camps - 1:55 Dragon - 2:30 Baron - 20:00 [highlight]Respawn times of camps:[/highlight] Small camps - 0:50 Buff camps - 5:00 Dragon - 6:00 Baron - 7:00
[imgsmall=summoners/ghost.png] Another summoner spell that could substitute Flash, but unlike Flash, you Powerball in with Ghost and go \"HELL YEAH I'M FASTER THAN SONIC THE HEDGEHOG\" but then hit a single minion and the fun parade ends there. Late game, it becomes insanely hard to initiate on the enemy team due to minions getting in the way, CC, and just many things getting in the way of what you need to accomplish. [imgsmall=summoners/exhaust.png] I've taken this into consideration, and it'd pretty well be a guarenteed kill everytime it's up. But I feel it takes away from the fact you have a taunt and returned damage for them hitting you, so you'd like...[imgsmall=skills/rammus/q.png] in, then [imgsmall=skills/rammus/e.png]+[imgsmall=skills/rammus/w.png] them, then Exhaust as they try to run? Maybe start at golems and level 2 gank with Rammus?? [imgsmall=summoners/cleanse.png] Cleanse works almost as great as Ghost, except it does the complete opposite. Instead, now minions get in your way, you have half the movespeed, but you'll never be CC'ed so you'd be able to get to their squishies easily. [imgsmall=summoners/fortify.png] This is not recommended. This doesn't even exist anymore. [imgsmall=summoners/ignite.png] Similar to [imgsmall=summoners/exhaust.png] it helps secure the early ganks. The two main differences between Ignite and Exhaust are that Ignite won't offer as much utility in team fights, and Ignite will be taking the kills, whereas Exhaust secures the kills for the laners. [imgsmall=summoners/teleport.png] This option is very strong in conjunction with [imgsmall=skills/rammus/q.png] and [imgsmall=items/enchantment-homeguard.png]. It enables you to have a free kill whenever it's off cooldown. Simply go to your fountain, teleport to either a ward or their tower, and gank. Very viable and very fun. You can also use it for counterjungling purposes such as stealing their buffs. Just ward their buff, and teleport in for the steal. Every other summoner spell isn't worth looking at for jungle Rammus. It's simply outdone by flash.
Rammus as a jungler holds a lot of ganking power. He is scary and holds a huge presence in all the lanes with [imgsmall=items/enchantment-homeguard.png]. With the knockup/slow on powerball + 100 magic damage, and the single target taunt lockdown that reduces armor, you're going to want to gank as much as possible, all the while trying to ensure that your jungle camps are cleared so you don't fall behind. [title]Ganking[/title] Even if you roll in and just force people to Flash, that's a victory for you. You can come back within the next few minutes and gank again, and they won't have Flash. You'll also potentially have Flash for that gank to close the gap even faster, making the gank that much more effective. Once you complete a gank and get the laner a kill, you have 1 of the following 2 options: [number]1.[/number] Ignore that lane and let the laner press their lead, while you pressure the other lanes. If he doesn't ward his own lane, ward it for him. The only thing that'll stop this lane from snowballing and pressing their gold lead is the enemy jungler. [number]2.[/number] Countergank this lane. Rammus is an effective counterganker because of his amazingly fast gap close, AoE damage, and single target lockdown. I've produced double kills like this, and said laner would be able to 2v1/3v2 the enemy jungler from this point onward because they're now THAT far ahead. All you have to do is predict where the enemy jungler is going to be, and if you've pressed a lead in 1 of the lanes, odds are is that the person who died is going to complain to their jungler to come gank. This means you can stay in the general area, and use your speed to get there incase something does happen. Don't even worry if the enemy team is warding tri-brush or not. With the solo-queue map awareness, plus the speed of [imgsmall=skills/rammus/q.png], you'll be able to force flashes just with your presence, and more often then not get kills. Rammus has a ton of gank paths he can use. With the [imgsmall=items/enchantment-homeguard.png], he can come right up to a lane almost completely undetected. Top lane doesn't typically ward the lane bushes, so ganking there can be effective. In bottom lane, just try to have the support [imgsmall=items/vision-ward.png] the lane bush and take out any ward that is there, or if they're informed enough, just ask them what is warded. Mid lane is a little more tricky, but if they have some sort of CC, you can roll right up through the lane and secure a successful gank. [highlight]NEVER GANK THROUGH THE RIVER BUSHES MID.[/highlight] I mean, I shouldn't say never because there are situations where it's more effective, but 99% of the time the little passage behind the mid-lane river entrance is going to pull in better results. You go undetected for longer, and you're further behind them. [title]Jungle[/title] Once you finish your initial clear and have [img=items/rangers-trailblazer.png], you can clear the season 5 jungle extremely quick due to the AoE damage smite offers, and the AoE damage you have between [imgsmall=skills/rammus/q.png] + [imgsmall=skills/rammus/w.png] (Refer to the \"Jungling\" section for more details) Give your mid laner all the blue buffs (Excluding the 1st one, of course), unless they're an energy or no-cost champion. A final tip would be to take notes on who has [imgsmall=summoners/cleanse.png], and if they have it up or not. They can get rid of your slow and taunt instantly with this, and if they have any abilities that have any sort of jump, the gank will result in no kill. This isn't a bad thing since [imgsmall=summoners/cleanse.png] will now be on cooldown. You just have to gank again before it comes back up. People might be inclined to take [imgsmall=summoners/cleanse.png] just out of fear from his ganks. And above all, make it a priority to finish your [img=items/stalkers-blade-enchantment---juggernaut.png]
By this point in the game, everyone has grown stronger. People are still in their lanes, but have the option to roam out of their lanes to get objectives. Another thing to keep in mind is that towers are still strong at this point in the game, but can be easily dove for kills, which also lead up to objectives. As Rammus, you need to keep your eyes peeled on the map and assess situations appropriately. If you think bottom lane is going to get dove, and you're near the top half of the map, you have the option to get down to bottom with [imgsmall=items/enchantment-homeguard.png] + [imgsmall=skills/rammus/q.png] in a matter of seconds. Conversely, Rammus also has the option to dive turrets relatively easily and gank by coming behind their turret. This allows you to bypass any and all wards, while still securing kills. Global gold is very important by this point, since it allows your team to spend more money on wards to obtain more vision. It's especially important for supports, due to their income coming from global objectives. Getting a double kill bottom and taking the tower + Dragon is TONS of gold; enough for your support to build towards an aura item or simply buy lots of [imgsmall=items/sight-ward.png]/[imgsmall=items/vision-ward.png]. More often then not, both players in the middle lane have more then enough damage to kill their opponent in lane easily. The only problem is locking down said person to get all their damage out. Thankfully for [imgsmall=skills/rammus/e.png], that lockdown is extremely easy. Once again, a simple kill middle can get you global gold through the middle tower, and you can also force Dragon. Always remember to have a [imgsmall=items/vision-ward.png] with you at this point in the game. A simple 100 gold put down on that ward can secure Dragon 100%. Not only will you get your moneys worth, but your whole team will also benefit from the buff. There's no need to take a risk and not have it pink warded, only to have that chance of you fail-smiting and getting it stolen from you. This ward is especially important if the enemy team has some sort of stealth champion on their team. Some common examples of what you'd find would be [imgsmall=champ/akali.png], [imgsmall=champ/twitch.png], or [imgsmall=champ/talon.png]. As soon as their stealth is activated, you can slap down that pink ward and taunt them. You can also confirm their position with [imgsmall=skills/rammus/q.png], due to it being an active hitbox. It also slows so they won't be able to get far, and [imgsmall=skills/rammus/e.png] can keep them in the vision of the ward so everyone can capitalize on them and continue to deal damage.
This is where Rammus really starts to show his worth. It'll all be based upon how you play your cards. There's a number of ways to play Rammus late game, and it'll all be dependent on: [.][highlight]Team compositions:[/highlight] There are a bunch of champions with a bunch of different abilities. Some of the abilities synergize with other champions abilities, and some champions simply counter other champions . This is not only effective in laning phase, but in every aspect of the game. People can also itemize to counter certain champions/compositions. [.][highlight]Where you're fighting:[/highlight] The 2 most common places for late game team fights are by an inhibitor tower, or the Baron pit. Odds are the team who is pushing the others inhibitor has a lead, but not enough of a lead to get overzealous and charge on in. If it's by the Baron pit, the game is probably a real nail-biter. The different environments will be advantageous based on how it's played out. [imgsmall=items/sight-ward.png] are extremely important on either of these locations though. Simple wards over the walls or wards in the bushes can confirm a ton of things. [.][highlight]Positioning:[/highlight] This is probably the #1 way to make or break a fight. The other 2 factors aren't as significant as this, but hold their worth in their own. Having your AD Carry lead the charge and melt instantly is an example of bad positioning, and completely throwing a game away. On the other hand, if Rammus EVER catches someone out of position, they're going to die because of how hard his single-target lockdown is. How your team positions, and who you taunt/disrupt with your Powerball is detrimental to how a fight pans out. How you want to position with Rammus is more defensive and patient until you see someone blatantly out of position and easy to capitalize on. If you do find someone doing this (which you will because it's solo-queue) do NOT hesitate to ping them, and Flash + taunt them. Otherwise, you simply have to wait until their main initiators try to kill your carries. Of course, you need to be the one closest to not just your carries, but the enemies carries as well. You need to be able to apply enough fear into the enemy carries that they'll only be able to hit you, all the while disrupting enemy assassins/bruisers from killing off your carries. Sometimes not using the taunt is the best thing you can do. It's not the taunt that scares the carries, but the fear of being taunted, so timing is really everything. I suggest using [imgsmall=skills/rammus/e.png] on the most important person of their team, and not necessarily the most damaging person, since they should only be able to get close enough to hit you. In the late game, if someone dies, they're dead for easily 50 seconds or more. By this point, everyone has mostly maxed out skills, and at least 10,000 or more items worth in gold. The amount of damage, utility... anything can change a game. Fighting 4v5 is near impossible by this point in the game, and they're going to force an important objective such as Baron or an inhibitor, potentially able to end the game off of simply 1 person being dead.
[title]Early-Game[/title] Team fights won't really happen early-on. The only instance of a level 1 team fight is when both teams are confident in their level 1 and they invade you/you invade them. Say hypothetically the enemy team has [imgsmall=champ/blitzcrank.png] and they [imgsmall=skills/blitzcrank/q.png] you, and your whole team is there to back you up. Your [imgsmall=skills/rammus/w.png] will make you extremely bulky and able to soak up most of their teams damage without dying! So long as your teammates can capitalize on this (odds are they'll run away, fearful for their lives) a teamfight can go very well. It will slow down your jungle, but the extra gold will be very rewarding. It can lead to you starting with a [img=items/boots-of-speed.png] at level 1. There isn't many instaces of team fighting early on, since it's laning phase. You'll more or less have little skirmishes, maybe a 4v4 fight bottom will happen around level 6-7ish. Your job in these fights is to assess the situation (Does everyone have enough mana? Are we outleveled? Outdamaged? How high/low is everyones health?) and judge if you should engage, or disengage with [imgsmall=skills/rammus/q.png]. The amount of distruption Powerball offers is immense and can really decide how things pan out early on. [title]Mid-Game[/title] This is where your lanes push the towers down and attempt to group up for objectives, whether that's bottom, mid tower, Dragon, or jungle roaming. 90% of the time, a team fight is going to happen at Dragon, whether it's them doing it, or your team doing it. Basically, by this point in the game you want to have the person doing the most damage to hit you. Obviously, they're going to attempt to hit the people who are most susceptible to death. Simply use your [imgsmall=skills/rammus/e.png] to prevent them from dealing damage to everyone, and locking them down to potentially result in killing them. You always need to use your better judgement, and with time comes experience. Knowing Rammus's limits really pays off. I can't count how many times I've gotten out of a fight under 50HP alive. With this being said, you'll need to know when to go man-mode, and when to fall back. Vision is the #1 way to judge this. A simple few [imgsmall=items/sight-ward.png] in a jungle fight can be the difference between a won or a lost fight. [title]Late-Game[/title] This is when you'll have the most team fighting action, and the most important fights that can make or break a game. Now, unlike the mid-game where you want to taunt the [number]highest damaging person[/number], in the late game you want to taunt the [number]most important person[/number]. Once again, use your better judgement. This is where [imgsmall=skills/rammus/q.png] can be the biggest gift, or the harshest curse. If you fly in there and taunt the AD Carry, sure you've locked them down, and yes you're doing damage to them and forcing them out of the fight, but you can also bait your team into following up with you. With the current metagame having really strong assassain/tankyDPS bruisers, they'll be able to kill your carries faster then you can kill their carry. With that being said, you want to use [imgsmall=skills/rammus/q.png] as a strong disrupt and disengagement tool, or a quick option in conjuction with [imgsmall=summoners/flash.png] to catch someone out of position. Your [imgsmall=skills/rammus/e.png] is the deciding factor to making or breaking your game. Taunting the carries isn't always the best option, since you'll be the only one close enough that they can hit anyways. If they're hitting you and not your carries, then everything is [highlight]OK.[/highlight] You can use your taunt defensively to lock down the people who're trying to zone out your carries from the fight. Most tanks become less effective by this point in the game due to the amount of penetration AD/AP carries have options towards. A simple 3 second lockdown can be enough time to kill them off, whereas if their carries are hitting you, you're getting WAY more stats then the opposing tank from [imgsmall=skills/rammus/w.png]. You'll be able to handle the penetration items, and they will not. If the carries man-mode and try to fly in to hit your squishies, use your disruption tools to ensure they don't get chances to deal damage.
I'm sure there are lots of people still out there that have a place in their heart for Rammus. This guide is solely dedicated towards bringing back the viability of this champion. He's MORE than viable, and currently extremely underrated. After being informed from this guide, you'll be able to play (and eventually succeed) almost every game with him. Due to him not being a common ban anymore, and most other good junglers being banned 90% of the time, he's a VERY strong alternative pick in solo-queue. Now you may ask, why is he so strong in solo-queue? Well my readers, in solo-queue there are TONS of players. And amongst those tons of players, there are tons of mistakes that they make. Rammus is one of the few junglers who can take these mistakes and capitalize on them. What makes him so punishing? Well, his taunt even at only rank 3 locks someone down completely for almost 2 seconds, and by rank 5 it keeps them locked down for 2.25 seconds. Even with tenacity, this gives MORE then enough time to kill them before they can even flash. With the combination of powerball, he can give mistakes a red X before they can be fixed. I hope this helps anyone trying to pick up jungle Rammus, and I hope it is as pleasurable to read as it was for me to create. 'til next time!