Rammus Build Guide

Rammus Dominating Dominion

Uploader Chikyu
Updated 5 years ago
57,757
91%
Runes
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 9
    Greater Seal of Scaling Armor (+0.16 armor per level (+3 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 Scaling Health (+2.7 health per level (+48.6 at champion level 18))
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 those champion that is good in almost any situation. He can take an AD carry one on one and walk away perfectly fine, or initiate in a battle carrying an enemy champion back to his team. And in dominion, he can do everything that you need him to do. He can travel across the map at high speeds and defend or capture points. Rammus is a great addition to the team if you can use him.

Using these runes will give you the best results with the fast paced playing of this game. Leveling up quickly will give these scaling runes a lot more benefits than the non-scaling runes. Use Greater Mark of Resilience reds for armor (these ones don't scale, unless you want to get the magic resist scaling reds.) Use Greater Glyph of Shielding for blues. These ones scale and will give you a lot more magic resist than the non-scaling ones. Use Greater Seal of Defense yellows for the max defensive seals that you can get. Once again, these will be much better than the non-scaling ones. And finally for the Quintessences, you can use whatever ones you would like to use. Greater Quintessence of Vitality, Fortitude, Swiftness, Shielding, or Defense. Mostly any scaling runes are good to use.

[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] Just because getting more armor means more attack damage, doesn't mean that you should focus on getting just armor. You'll end up with more armor than magic resist, but it's still pretty balanced. [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] Powerball lets you maneuver through the map. With Powerball, Ghost, and the speed buffs, you can hit up to 1000 speed. Powerball lets you catch up to anyone that is running away from you. There are many ways to use this skill and flash together. When chasing down an opponent or going to a capture point, you can flash over minions to not get stopped, flash over walls, enemy champions, and anything else you want to do. [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] Once you taunt someone, turn this on. You'll get a massive boost in both armor and magic resist. You'll take less damage, therefore letting you last longer. Easy skill to use and not much explanation needed. [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] After you Powerball into someone, or get close to someone, taunt them and walk them in the needed direction. Taunt at level 5 is 3 seconds long, giving you enough time to drag them away from the capture point. Taunt also lets you take the main carry of there team so they can't hurt your allies in a team fight. If someone is low on health and getting attacked, you can taunt that enemy away. And if someone is about to get interpreted when capturing a point, you can taunt the enemy and give your ally extra time to capture. [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] Rammus's ult is an AoE attack that is extremely useful in team fights. It does a fair amount of damage and can lower people quickly or kill them off. Tremors can also be used to get all the minions off of the turret if they start to stack up on it. It's only a 60 second cooldown so it should be up frequently.

[center][imgsmall=skills/rammus/q.png] [imgsmall=skills/rammus/e.png] [imgsmall=skills/rammus/e.png][imgsmall=skills/rammus/w.png] [imgsmall=skills/rammus/e.png] [imgsmall=skills/rammus/r.png][imgsmall=skills/rammus/e.png] [imgsmall=skills/rammus/q.png] [imgsmall=skills/rammus/e.png][imgsmall=skills/rammus/q.png] [imgsmall=skills/rammus/r.png] [imgsmall=skills/rammus/q.png][imgsmall=skills/rammus/w.png] [imgsmall=skills/rammus/q.png] [imgsmall=skills/rammus/w.png][imgsmall=skills/rammus/r.png] [imgsmall=skills/rammus/w.png] [imgsmall=skills/rammus/w.png][/center] Max your Puncturing Taunt (E) first so you can drag away opponents and protect points. After that, max your Powerball (Q) so you slow more on impact. After then get your Defensive Ball Curl (W) to get more resistance. And level Tremors (R) whenever you can.

As soon as the game starts, Powerball and go straight to the Windmill. You should be fast enough to get there before any of the enemy team does. You should have two other people going up there with you. The other two people; one goes to the Refinery (blue team) or the Drill (purple team), and the other person goes to the Quarry (blue team) or the Boneyard (purple team). Once you get to top, start to capture it before the enemy team shows up. But once they show up, cancel the capture and team fight. You have to win the team fight before you can capture the point, otherwise you'll be doing nothing. Powerball into someone (preferably the weakest person) and taunt them into the other two people. After that if they still stick around and aren't weak, you have to fight it out to see who gets the top turret.

If someone like Singed can defend top, let him. He is much more tanky and can do constant damage with his posion. I like to defend bottom and the middle turret. Less people try to take those two and more people are worried about the top turret. Because you can go in between point quickly, you are much better off defending bottom and middle. If you have to go to top to defend from bottom, make sure to go over every speed boost possible.

Once late game comes, there is a lot to do. You have to be everywhere. When you want to be defending bottom from someone, you have to be at top to help, or the other way around. If top is having trouble, get someone else to cover for you and rush up to top. You can defend top pretty well if you have help. A lot of games will come down to a close game, or a huge win. If it's a close game, you have to just do everything you can. If you have nothing to do and you know that you're point is safe, try to capture the enemies middle turret ( Refinery or Drill) if you can. Never think that you are in an absolute victory. The enemy team can always make a comeback.

Although team fights happen rapidly and quickly, you always want to try to get there on time. Using Tremors in the middle in a fight deals enormous damage and will quickly help your team kill enemies. Always try to use your Taunt whenever it is up and focus the person that is dealing the most damage. A lot of people that I come across build rather squishy, so if you can taunt a heavy damage dealer, your team should be able to burst them down quickly.

If you think that your team can defend points easily without you, roam around to help out other points. Coming from behind and dragging them to your team with taunt is a great way to get a kill or harass and maybe capture a point. Still go the same build, but then definitely go [imgsmall=items/boots-of-mobility.png]. You will get around a lot faster.

Please message me if there is anything wrong with this guide or there is something that should be mentioned. Thank you for reading this and I hope that it helped. I will try to frequently update this guide whenever I find something new.

[imgext=http://img155.imageshack.us/img155/4484/rammusscores.jpg]

[youtube]http://www.youtube.com/watch?v=_ijh51Raw7g[/youtube]

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