Rammus Build Guide

Lets Roll! Ap top lane rammus guide

Uploader leglisse
Updated 4 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
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 my name is leglisse. Im not a high elo player but i enjoy playing rammus a lot and i have to say that after last nerfs, he has fallen from the impressive jungle position where it was and today is considered a low tier champ in most of the games. Trying to find a viable build i stumbled upon a great number of guides which tagged rammus only as a tank, a meat shield with no real utility of most of his spells more than soaking damage. Now let me give you my own personal point of view of how a tank should work before explaining more about rammus. In my opinion a tank should be able to absorb as much damage as posible while being a BIG menace if left unnatended and unfocused. If we follow this line of thinking, who in its sane judgement will focus a 6khp tank that taunts somone for 3 seconds (less with [img=items/mercurys-treads.png]) then wander arround without purpose? For this reason i tried many rammus build without a lot of success, including bruiser and ad assassin. Still something did not feel quite right because rammus was just a bad choice for either of those paths. Then is when i decided to give it a try to AP Rammus. Stil the question im sure you are asking is, why AP rammus, if his skill set only has 2 scaling ap skills, one being [img=skills/rammus/r.png] and the other [img=skills/rammus/q.png]. Is it really viable? How is it supposed to work and which is the position in team fights and rammus main role as an ap? The awnser of this questions are in the skill chapter just below. [title]PROS[/title] [.]Impresive damage throu the game [.]He is able to gank mid easely [.]Ganks are almost a ceirtain kill using [imgsmall=skills/rammus/e.png] [.]One of the best initiators [.]Fun to play [.] Excellent lane and creep control [title]Cons[/title] [.]Can be kited [.]Easy to harras [.]You have to be careful around minions

[title][img=skills/rammus/q.png] Q: Powerball[/title] [number]Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100/150/200/250/300 (+1) magic damage to nearby enemies on impact and slowing them by 20/25/30/35/40% for 3 seconds. Activating Defensive Ball Curl will remove this effect. Cost 70/80/90/100/110 Mana[/number] [title]Explanation:[/title] This skill is one of the most important skills for a rammus user to control. It can be stopped by minions, so learning to dodge minion waves and time your skill will be crucial. This skill gives rammus high movement speed and when colliding with an enemy unit rammus deals damage, slows the enemies and gives a little knock back. Please note how it scales 1:1 with AP If you cast [imgsmall=skills/rammus/w.png] when using [imgsmall=skills/rammus/q.png] it will stop and you will lose the damage. Also [imgsmall=skills/rammus/q.png] enters in cooldown. [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 Resist by 40/60/80/100/120 and returning 15/25/35/45/55 (+0.1) magic damage to attackers. This ability gains damage equal to 10% of Armor. Activating Powerball will remove this effect.[/number] [title]Explanation:[/title] This is where Rammus gets the tankyness from. With 2 early points in this skill, rammus will be able to soak a lot of damage without losing a lot of health. will also let him tank towers and if facing heavy ad characters as [imgsmall=champ/masteryi.png]. It will grant a certain bonus damage. Note that since we will not be stacking armor, is not worth it to use this skill in combo with [imgsmall=skills/rammus/e.png] agains targets as [imgsmall=champ/annie.png] since the damage added will be very low, and the utility given will be better when waiting for the retaliation or tanking a tower . Note that if you activate [imgsmall=skills/rammus/q.png] , [img=skills/rammus/w.png] effect will end immediately [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). Cost 50/60/70/80/90 Mana Range 325 [/number] [title]Explanation:[/title] This skill is what makes Rammus deaadly. It can be used as a heavy CC in early game to get an easy kill on the enemy laner. In teamfights however you will want to [imgsmall=skills/rammus/q.png] to their most fed carry and then [imgsmall=skills/rammus/e.png] and make them useless for 3 secons or 2.2 if using [imgsmall=items/mercurys-treads.png] at rank 5. This skill will make most enemies curse their screens as they see how you and your team kill everyone with their most fed champion or primary target out of the picture. This ability however is way more versatile. Most guides depict Riven as one of the best heroes to be able of controlling the lane via baiting attacks and making enemy minions push while yours hit the enemy champ. Well here i can tell you that Rammus excels at this. with a lvl 2 point going into [imgsmall=skills/rammus/e.png], you can control your creepwave so you can cs just outside your torret. Having this matter achieved, your opponent will be forced into 1 of 2 options: either lose cs or get way to close to your torret so you can either [imgsmall=skills/rammus/e.png] and make torret hit the enemy champ, or with help of your jungler, you can have a very easy gank via [imgsmall=skills/rammus/e.png] and the slow from [imgsmall=skills/rammus/q.png]. Be careful, Rammus early game is very weak, knowing how to control the creepwave to avoid being abused by the enemy is the best way to win your lane. [title][img=skills/rammus/r.png] R: Tremors[/title] [number]Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage every second to nearby units and structures for 8 seconds. Cost 120 Mana[/number] [title]Explanation:[/title] The skill that makes AP rammus viable. and to show you, lets make some math. [img=champ/fiddlesticks.png] ultimate crowstorm, deals at lvl 3 325(+.45 AP) damage per second for 5 seconds, that is 1625(2.2AP) which is HUGE damage, now lets examine Rammus ultimate. [img=skills/rammus/r.png] deals 195 (+.3AP) damage per second for 8 seconds. That is 1560(+2.4AP)! Thats right, Rammus ultimate is stronger than fiddlesticks. And also it is on a 60 second cooldown. To make you picture this easier, lets pretend you finished [imgsmall=items/dorans-ring.png]x2, [imgsmall=items/zhonyas-hourglass.png] and [imgsmall=items/rabadons-deathcap.png] at least. witht this you have around 400 AP which means, that your ultimate deals 1560(2.4*400)=2520. with the given masteries and runes, means that with proper position and a taunt, you can kill 90% of the ap/ad carries in the game. this is without taking into consideration that they are heavily CC and your team will like to damage em too. Notes on how and when to use the skill will be added on the later sections. By the way, did i told you the cool down on this ultimate is less than 60 secs? this means it will be available for EVERY team fight or you can just spam it to bring towers down. [title][img=skills/rammus/p.png] Passive: Spiked Shield[/title] [number]Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into Attack Damage. [/number] [title]Explanation:[/title] This passive is mostly useles in AP rammus, but remember that with this [imgsmall=skills/rammus/w.png] gives a decent damage boost, so you can take torrets or auto attack carries since non of your spells requires you to do anyhting else.

The runes i chose have several uses: [.]Magic penetration marks allow him to deal more damage early and mid game. [.]Armor seals let him tank towers better and resist harrasment of many top champions such as [imgsmall=champ/darius.png] [.]The glyphs and the Quints are there to improve rammus early game damage.

Early game, you want to get [imgsmall=items/boots-of-speed.png] and [imgsmall=items/health-potion4.png], this will help you achieve better ganking potential and will give you some healing for the first levels. After the first back at 950G, u should buy [imgsmall=items/dorans-ring.png]x2, this will give you the mana regeneration you need throu the game, more HP, and a nice ap boost. After this the build splits into 2 paths. The first path is against double AP, this meta is widely accepted and you could be facing a mordekaiser, a swain or something like that at top. If it is the case, rush [imgsmall=items/abyssal-scepter.png]. Wether you get the MR or the AP first, is up to you and how well are you doing on lane. After that[imgsmall=items/mercurys-treads.png], continue with [imgsmall=items/zhonyas-hourglass.png]. This item is great on AP rammus, and its a core item. with this you will be able to deliver 2 more seconds of your ultimate even if the enemy is focusing on you big time. Its great 1v1 becuase u can finish off your enemy with [imgsmall=skills/rammus/r.png][imgsmall=summoners/ignite.png] while taking no damage. Like any other AP you will want to follow with [imgsmall=items/rabadons-deathcap.png] followed of [imgsmall=items/rylais-crystal-scepter.png] for better tankynes stats. To finish your build , you can round everyhting up with a [imgsmall=items/guardian-angel.png] ---------------------------- If you face Heavy AD characters, such as [imgsmall=champ/garen.png],[imgsmall=champ/darius.png] or [imgsmall=champ/riven.png] the path will change. You will start with [imgsmall=items/boots-of-speed.png]->[imgsmall=items/dorans-ring.png]x2->[imgsmall=items/chain-vest.png]->[imgsmall=items/zhonyas-hourglass.png]->[imgsmall=items/ninja-tabi.png]->[imgsmall=items/rabadons-deathcap.png]->[imgsmall=items/rylais-crystal-scepter.png]->[imgsmall=items/void-staff.png] and finally [imgsmall=items/guardian-angel.png] ------------------------------ [img=items/zhonyas-hourglass.png] besides AP , also provides Armor, so your early game AA deal a nice ammount of damage thanks to [imgsmall=skills/rammus/p.png]. ------------------------------ [img=items/mercurys-treads.png] Even when they are praised as the best boots, in AP Rammus are not so usefull. You want to get focused, and [imgsmall=skills/rammus/r.png]continues even when you are under CC. So every CC that lands on you, its a win because it means it potentially didnt landed on your carries. Still, if they are a heavy CC team remember to activate [imgsmall=skills/rammus/w.png] once you think they will unload their CC. This will allow you to avoid most of the damage. ------------------------------ If your team has a Zone burstermage as [imgsmall=champ/annie.png] or [imgsmall=champ/ziggs.png], even when you are facing a Heavy AD team , consider buying [imgsmall=items/abyssal-scepter.png] instead of [imgsmall=items/void-staff.png]. Since your are supposed to be in the middle of the enemy team at all times, the aura will be beneficial for your AP.

Early game Rammus is VERY VERY weak, from lvls 1 to 3, you will be harrased and molested, so play with care. By using [imgsmall=skills/rammus/e.png] to control your creep flow back to your torret is a must. When you get your 950GP go back to your base and immediately buy [imgsmall=items/dorans-ring.png]x2. After this things start to change. Even when Rammus is not a dueler, with help of your creep control and your jungler, you will be able to exectute perfect ganks. Just engage with [imgsmall=skills/rammus/r.png][imgsmall=skills/rammus/e.png], depending on your match, wait to see when he is using his abilities and until then use [imgsmall=skills/rammus/w.png], your jungler should be over him soon, if the enemy tries to run, just [imgsmall=skills/rammus/q.png] into him for extra dmg and slow, also catching up will let you deal more damage with[imgsmall=skills/rammus/r.png]. If you are ahead and want to duel do so. Start with same combo [imgsmall=skills/rammus/e.png][imgsmall=skills/rammus/r.png] and use [imgsmall=skills/rammus/q.png] to disengage. This will permit you geitng half his HP even form a renekton or so. And in 60 secs go for the kill with the same combo and [imgsmall=summoners/ignite.png] If enemy flashes, and you think you can go for the kill, flash and go for the kill too. Another thing you can pull of easely is after reaching level 6, go mid to gank for the kill, mid will normally wont have a lot of wards that stage of the game, and with your high dmg , high velocity and 1 second CC u can almost garantee a kill if your mid has anny hard CC.

Mid game is all about objectives and this is where rammus starts to shine. If your team attempts dragon, [imgsmall=skills/rammus/q.png]and you will have a lot of movement advantage and quikly turn a 4v4 to a 5v4. How to engage will be examined in the teamfight secction. Another tip is to use your [imgsmall=skills/rammus/r.png] to destroy torrets. Since your cool down is of 60 secs, you can use it to kill torrets and it will still be up for the teamfights. In this part, thanks to the jungle ganks and the ganks to mid you should be way over your lane opponent. So you can go for 1v1 kills in your lane, Remember since you have hourglass you can bait things like [imgsmall=champ/darius.png] ult and riven ult.

Late game is all about team fights and baron, consider that you have no burst damage, so stealing baron will be quite hard for you. Positioning to initiate team fights or counter initiate are the key to wining. This will be explained in depth in the team fight section .

Starting form mid game, the team fights for objectives such as baron an dragon will start. Your role is simple here... Kill every carry in sight while tanking. To achieve this you should always start the team fight from a place where they do not expect you to come from. This will be the key, since if they see you coming , the briusers and tanks will block your [imgsmall=skills/rammus/q.png] and will prevent that damage and the ability to land your other spells to their carries. Getting from behind is advised. After you land [imgsmall=skills/rammus/q.png] start [imgsmall=skills/rammus/r.png] and [imgsmall=skills/rammus/e.png] the nearest carry. [imgsmall=skills/rammus/w.png] is the key of having a succesfull battle. you need to time this exactly to absorb most enemy damage, not to combo it with [imgsmall=skills/rammus/e.png] since the extra tankyness will not be very effective as if spent when everybody focuses you. Try to keep along the target. who will try to move. And remember to pop [imgsmall=items/zhonyas-hourglass.png] right before you think you will die, as if it was [imgsmall=champ/tryndamere.png] ultimate.

In future updates im gonna ad videos to show some gameplay, also some match up chapter.

Thanks everyone for reading this guide. I hope you liked it and any suggestions are welcomed. Lets roll!

Comments coming soon!
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