Rammus Build Guide

An "ok" guide on jungle Rammus

Uploader Chaox
Updated 3 years ago
1,101,570
84%
Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 5
    Greater Seal of Armor (+1 armor)
  • 4
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 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
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

Rammus is one of the scariest jungles to play against, and if you've had the unpleasant experience of being ganked by him, you know what I'm talking about. The mobility of powerball makes it hard to track him in the jungle. One second you may clairvoyance him at blue, the next he's halfway across the map stealing your jungle minions, or ganking your sidelanes. When played right, the sheer amount of early game pressure Rammus can put on the opposing team along with how tanky he becomes lategame are the main reasons why he is so often banned.

[center][img=custom/chaox_rammus/runes.jpg][/center] [title]Explanation:[/title] The quintessences are meant for level 1 fights and overall survivability. Marks of Alacrity clears the jungle quicker than armor pen. Seals of Resilience to facilitate jungling, Seals of Clarity to help your mana pool during mid-late game, and Glyphs of Shielding help make you a monster late game.

[title][img=skills/rammus/p.png] Passive: Spiked Shell[/title] [number]Rammus' shell grants him additional strength by converting 25% of his Armor into Damage.[/number] [title]Explanation:[/title] 25% armor into damage is an excellent passive, it is great at level 1 and scales well even at level 18. The damage increase directly synergizes with Puncturing Taunt, making it hard to ignore Rammus when hes doing considerable amounts of damage to your carry. [center][highlight]Conversions(All Armor items to Damage):[/highlight][/center]

ItemDamage
[imgsmall=items/dorans-shield.png]Doran's Shield2.25
[imgsmall=items/cloth-armor.png]Cloth Armor [imgsmall=items/aegis-of-the-legion.png]Aegis of the Legon4.5
[imgsmall=items/madreds-razors.png]Madred's Razors5.75
[imgsmall=items/ninja-tabi.png]Ninja Tabi6.25
[imgsmall=items/heart-of-gold.png]Heart of Gold6.75
[imgsmall=items/wriggles-lantern.png]Wriggle's Lantern7.5
[imgsmall=items/chain-vest.png]Chain Vest [imgsmall=items/glacial-shroud.png]Glacial Shroud [imgsmall=items/atmas-impaler.png]Atma's Impaler [imgsmall=items/sunfire-cape.png]Sunfire Cape11.25
[imgsmall=items/wardens-mail.png]Warden's Mail12.5
[imgsmall=items/zhonyas-hourglass.png]Zhonya's Hourglass12.5
[imgsmall=items/guardian-angel.png]Guardian Angel17
[imgsmall=items/randuins-omen.png]Randuin's Omen20
[imgsmall=items/thornmail.png]Thornmail [imgsmall=items/frozen-heart.png]Frozen Heart25
[imgsmall=skills/rammus/w.png]Defensive Ball Curl12.5 / 18.75 / 25 / 31.25 / 37.5
[title][img=skills/rammus/q.png] Q: Powerball[/title] [number]Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact. Cooldown - 10/10/10/10/10 seconds Cost - 80/90/100/110/120 Mana Range - 300[/number] [title]Explanation:[/title] While Jungling... [.]Does massive damage to jungle creeps, make sure you hit everything with powerball. [.]Very little downtime between each jungle camp. [.]Makes Rammus unpredictable in the jungle. During game... [.]One of the best initiations, the mobility allows Rammus to initiate from different angles(sides and sometimes even behind the enemy) [.]Synergizes very well with Flash [.]Map movement, it allows Rammus to get to fights very quickly [.]Hits invisible targets such as Shaco and Eve. It also hits wards that are still visible(as soon as it was placed) [.]Great escape, just make sure you don't hit anything. (Flash first if you must) [.]Great tool for chasing, it's on a 10s cooldown [.]Can save allies, and kill enemies [.]Facilitates jungling and farming [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 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers. Cooldown - 14/14/14/14/14 seconds Cost - 50/50/50/50/50 Mana[/number] [title]Explanation:[/title] [.]Your level one ability [.]DBC makes Rammus almost very difficult to kill (When was the last time you killed a Rammus with DBC on?) [.]It makes him impossible to kill at level 1, increasing his effective HP from 600 to around 1k [.]DBC makes jungling possible for Rammus, saving HP while dealing damage, also facilitates farming [.]DBC should be used when you will be taking damage, which is usually right after you powerball into an enemy team [.]Synergizes very well with Spiked Shell [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 - 12/12/12/12/12 seconds Cost - 50/60/70/80/90 Mana Range - 325[/number] [title]Explanation:[/title] [.]One of the longest disables in the entire game. [.]3 seconds is a long time. [.]3 seconds is a long time... [.]Synergizes very well with Spiked Shell [.]Makes ganking very easy [.]Can "drag" melee champions [.]Forces tower aggro onto taunted champion [.]Effective on all creeps/minions other than Baron [.]Can save allies, and kill enemies [title][img=skills/rammus/r.png] R: Tremors[/title] [number]Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures. Lasts 8 seconds. Cooldown - 60 seconds Cost - 120/120/120 Mana Range - 300[/number] [title]Explanation:[/title] [.]Considerable AoE damage [.]Does damage to towers [.]Facilitates jungle and farming [.]Active during powerball and movement, allowing you to chase champions while doing damage to them, without wasting time and auto attacking

[center][img=custom/chaox_rammus/skills.png][/center] [title]Explanation:[/title] 3 Levels into Q because Powerball (like many other nukes) scales excellently during early game, the 200 damage of level 3 Powerball not only helps ganks, but speeds up jungling. Levels 4 and 5 of Powerball is significantly weaker than leveling Puncturing Taunt and Defensive Ball Curl.

[title]Opener:[/title] [img=items/cloth-armor.png][img=items/health-potion5.png] [title]Explanation:[/title] Basic jungle item opening. [title]First B(to base):[/title] [img=items/cloth-armor.png][img=items/boots-of-speed.png][img=items/sight-ward.png][img=items/health-potion3.png] [title]Explanation:[/title] The ward can serve multiple purposes, placing at dragon if they have a champion that can do it early (WW/Fiddle), placed defensively to watch your jungle buffs, or offensively to watch their jungle buffs. Get many potions because you will be taking damage as you continue to clear the jungle. [title]Core items:[/title] [img=items/mercurys-treads.png][img=items/heart-of-gold.png][img=items/sight-ward.png] [title]Explanation:[/title] These are the only items that I would get every single game on Rammus without fail. [title]Build:[/title] [img=custom/chaox_rammus/build.png] [title]Explanation:[/title] My build focuses purely on tanking, being able to soak as much damage as possible AD or AP. Knowing the 6 items you will end up getting is important, but the process in which you get them is also important.

[title]Jungle spawn timers (after camp is cleared):[/title] Wolfs, Wraths, 2x Golems: [highlight]1Min40Sec[/highlight] Blue and Red buffs: [highlight]5Min[/highlight] Dragon: [highlight]6Min[/highlight] Baron: [highlight]7Min[/highlight] [title]Explanation:[/title] There are great amounts of jungle routes, and there are ways to effectively counterjungle depending on enemy jungle. Jungle priorities are speed(do everything as fast as you possible can), buff control(red and blue), Dragon control(wards), and ganking. The actual physical process of Jungling is very easy, you Q into jungle camp, press W then pop a potion. This is why you can divert your attention to the lanes, always be on a lookout at which lanes you can gank, especially after you get red buff. The trick to Rammus jungling is timing when to use Powerball, it should be used as soon as you think the duration of Powerball will be long enough to reach your next creep camp. Positioning on powerball is also important (be able to hit all 4 wraths with Powerball without starting in the middle of the camp). Also use potions as soon as you can, since Rammus gains nothing by staying at low HP during jungling (unlike Olaf). Always try and get help at blue. Get your middle to hit it first, to "leash" blue. It saves you significant amounts of HP and time.

[title]Explanation:[/title] Here I outline three very basic routes that applies to most situations, however they do not cover all the possibilities of counterjungle/jungling paths given the different jungle vs jungle matchups that's currently available in the game, always feel free to improvise if need be. [title]Passive/Basic jungle route:[/title] The safest way through the jungle. Make sure to pop pots as soon as possible, and hit/spam your powerballs on all jungle camps. Powerball right after you clear blue to wolfs, powerball from wolves to wraths instead of walking. [center][img=custom/chaox_rammus/route1.png][/center] [title]Aggressive/Counter jungle route:[/title] Very ballsy and requires that you get help at blue and to be against a slow jungle. If executed properly vs a slow jungle such as Warwick, it can absolutely destroy their jungling capabilities. The trick is after doing blue, walk a safe distance until you know your Powerball will hit their Wraiths before using. Sometimes it's recommended to not do their golems (their team might gank you) and the safest way out (if you're already on Golem) is to flash over the terrain behind Golems, and Powerball away. [center][img=custom/chaox_rammus/route2.png][/center] [title]Jungle dominance:[/title] This route is for when the opposing team doesn't have a jungle, it covers both jungles very efficiently and keeps your creep kills and levels on par with solos. [center][img=custom/chaox_rammus/route3.png][/center]

Remember you're a tank, an initiator and a baller. You can run into them and taunt their carry to initiate, or you can powerball and taunt enemies off your carry, you can do insane AoE damage that drops towers like nothing and your mobility is unrivaled. You are powerful, invincible and round.

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