Hi I'm Pants are Dragon, an ex-CHALLENGER solo queue player, also subbed for Complexity Gaming once in the NACL and I've been playing since the release of Nocturne, my first champion was Teemo and I grew in love with his champion select quote \"Captain Teemo on Duty\" and ultimately the game. I actually didn't make my name, it was given to me by Riot! My old name was jlzzdragon and then Riot changed my name to this and I feel like I was trolled to oblivion, but at the same time I grew with great power, and from that day I knew I would be one of the best! For those who want to view my other guides, check the description in this video as it lists links to other guides and is updated thoroughly: [vid=http://www.youtube.com/watch?v=63rjU3VuGck] For those interested, here's my summoner profile: [center][imgext=http://gyazo.com/f8ebc309a04126ee22e20f449451708f.png][/center] Rammus is a high mobility sonic the hedgehog tank, he's a very mobile jungler and is a very high resistance tank. His ultimate is one of the most damaging AoE ultimates if enemies stay in it for awhile, he used to have a 3 second taunt but riot nerfed that and changed it to 2.25 seconds. He can turn into sonic the hedgehog and run around the map at crazy speeds and is considered a ganking priority jungler. What he lacks the most is clearing the jungle and damage without his ultimate, and also with the changes to how resists work in season 3 it sort of nerfed him in a way as resists were king in season 1-2.
Max out E first as we want our ganks to be very strong since Rammus has the most mobility out of everyone in the game. The more we can lock down an opponent the more our ally can wale on him and do his damage. We max out w 2nd as it gives us some great free resists to tank out enemies gaining 20 per level. Last will be powerball since at level 1 it gives us all we need, the knock up, the mobility, and a slow.
Rammus has a decent start for clears since he has a lot of attack speed with his passive + W. His gank are very good if you can maneuver yourself with Q to hit the enemy and you can lock someone down for about 3 seconds (knock up + taunt). Level 3-4 you should be looking for ganks often to make use of the double buffs and rammus's mobility, as the game progresses though rammus's clears start to get slower and that's why he should be used as a ganking machine. Once you have your ultimate your ganks just become more damage, AND YOU SHOULD ALWAYS use it when it's up in a gank as it has a relatively low cooldown. Usually when I jungle Rammus, I have the mentality of ganking 80% and farming 20% since his clears get slower as the game progresses and his mobility around the map is superior to any other jungler, and his crowd control that he brings to ganks is very superior and he's got some damage to add to them and increases at level 6. Always keep tabs on your blue buff/red buff and do them immediately or have some ward coverage so the enemy jungler doesn't steal it, he will steal your red buff (blue side) if you're ganking top and he notices you started there and it's 7:15 minutes. These are general rules I go by, but if you can get a kill and lose a buff it's worth it in my opinion so if you think you can get a kill go for it. Some Junglers out there will not keep tabs on their buff, and at 7:15 if you know he started blue on purple side and you see him ganking top, that's a free blue for you. Little notes like these will make you a better counter jungler and player. [center]GANK COMBO[/center] A successful gank must involve you hitting them with your Q. Start rolling when you have the distance to cover some of the terrain and giving yourself 2 seconds extra when you hit the lane so that you can maneuver around minions to hit the enemy, then cast your E to taunt him immediately, then activate W and proceed to auto attack him.Your main goal is to get in range so that you can use your taunt to lock him down so your ally can start whaling on him. Once you get your ultimate, use it everytime you land your combo as all it does is extra damage and its on a very low cooldown. Unless you don't need to you can save it for the tower and take it down swiftly. Rammus is a decent duelist, due to the resists and his single target damage but compared to Vi, Lee Sin and Nocturne is probably a NOPE, I mean he probably won't finish them off and he can probably take some of them on. He does provide the CC and burst damage to get someone, but he'll probably need help from an ally to finish someone off from FULL health. [center]When to do Dragon[/center] - Bot Lane is dead. Reason: When doing dragon, it would be a 4v2 if they try to contest it. - You see bot lane recall and your mid and bot lane help do dragon (your team has to have immediate reaction from you and your teammates). - Mid laner down. Reason: Mid is basically worth 1.5x of an ADC early game, because of the level advantage. So you have a clear advantage at dragon. - You feel confident on doing it. You feel that the enemy team won't contest, feeling more powerful, etc. - Vision warded or sweeping lens'd, can solo or ask for some help.
[b]How to Effectively do Jungle Creeps[/b] Level 1 : W - AA Level 2 : Q - W - AA Level 3 : Q - AA - W - E Roll through camps for mobility, making sure to hit your Q at the last second, also don't use E if you don't have blue buff. [b]Blue Side Route[/b] 1. Red (smite) 2. Wraiths 3. Blue (smite) 4. Gank or Super Wraith 5. Wolves 6. Wraiths 7. Golems [b]When ganking:[/b] - If he flashes and has no other escapes, it's best to flash with him and go for blood as long as you have the distance to kill him (half a lane maybe?) and hes chunked HARD as you have red buff to stick to him, Though Rammus won't really have anything up to follow up on except red buff and auto attacks and this may be a bad plan unless you absolutely know you have the damage to kill him. - Usual Combo: Q - E - W - Use your ultimate on the target when in range. [b]Purple Side Route[/b] 1. Blue (smite) 2. Wolves 3. Red (smite) 4. Gank or Golems 5. Wraiths 6. Wolves 7. Super Wraith [center]Ganking Mid Lane[/center] Rammus is great at ganking mid, he has good lockdown so that your ally can burst him (usually your mid is a burst champion)., brings some damage but best of all he can come behind the cliff and surprise them so they have to blow a flash or somehow try getting around you. Usually you won't come through bush unless your mid can lock him down first. Someone like Zed is even killable, like if you lock him down before he can use his W to escape the burst from you and your mid laner he can't even get away with his W fast enough, since taunts and knock up prevent him from using his W. [center]Ganking Bottom Lane[/center] The hardest lane to gank, this lane is probably the trickiest to pull off as everything is warded most of the time. I will be talking about this from blue side perspective. Ganking this lane is actually the hardest lane to gank, most of the time you won't be the initiator and you'll want your bot lane to initiate so you can follow up with a for-sure hitting Q, if you can land the Q and then taunt someone after the gank is successful and you will either get a kill or blow a flash. Then proceed to use W and then whenever in melee range use your ultimate and start auto attacking. You can roll out from river if it's not warded and just flank them, they have to blow something on you and somehow let you not touch them for instance thresh flay could probably stop you. But your bottom should have crowd control to follow up on so you can even get to someone, and also if you think for sure that you can get a kill use flash to knock into someone and they can't get away if you cast taunt immediately. This lane is usually warded though and you'll need your bot lane to feed you information on where the wards are, and also if your bot lane relies on you to land the rupture first, it's most likely not going to be a successful gank since most bot laners can easily predict it and ADC's have a dash to dodge it. [center]Invading[/center] Start with Q as it gives you a knock up, a slow and burst damage, very good skill for a level 1. [center]Dragon[/center] The dragon comes up every 6 minutes, knowing when to dragon is key, remember its every 6 minutes and you need to have some sort of advantage most of the time when doing it. Rammus can easily tank this with his W, but he won't do a lot of damage to it so bring some back up. [center]Baron Nashor[/center] The Baron comes up every 7 minutes, Rammus can tank it with some health and of course with the damage of some friends. Rammus doesn't have a smite + burst skill combo so rely on the burst from your smite to get it. [center]Counter Jungling[/center] Rammus is less than average at counter jungling, because he has bad clears and isn't the best duelist as he can't finish people off, but he does bring his Q to get out of sticky situations but of course someone can interrupt that if someone gets in front of him like an enemy laner to cut you off. A good way to go in there jungle is when you have vision of the enemy jungler, having that gives you an idea of what to do in a jungle for example, say he's ganking bot lane at 7:15 when he should be getting his buffs is like saying free buffs for Rammus. [center]Counter Ganking:[/center] Find your enemy jungler, then set up in a place where he will come and you can come kill the enemy jungler or whoever is squishier with your allied laner, make sure to pick a target that you can burst and your ally knows it, or else the disperse damage could cause you to die. Rammus can be a great counter ganker because of his AoE damage with tremors, and the potential Q to knock both the enemy and his jungler up and then you just choose the squishier target to kill. [center]How to Spike Objectives[/center] Smite + auto attack or maxed out Q, should be about 1300 damage.
Mid game you should have locket of the iron solari for team fights, as it provides great stats for you and your team. You should also sell your warding totem and get a sweeper lens to get some control over the map and on objectives like dragon and baron. This is where also the best team fights come alive, since everyone is around level 13 and multiple variables happen instead of late game where it's peel for carries and kill the crowd controlled guy. This is where Rammus tanks the best as he has high resists and his ultimate does actually a lot of damage if enemies stay in it. Rammus can pick people off with his extreme mobility and if he needs to pick someone off he can flash into them and lock him down for his team to follow up on. He can just zone after he locks someone down with his ultimate damage and he basically runs around like a turtle with his W just hitting people until taunt and Q is up again. Rammus has extreme mobility around the map, along with your mobility boots and you should be looking for people to pick off with help from your ally as no over extender can out run Rammus, only outplay him somehow and it should be easy to take someone down. Hopefully you can look for picks rather than team fights as Rammus tends to have a hard time initiating on a 5v5. Try to find objectives to secure if you have an advantage and push with your advantage. Also you should be keeping track of objectives on timers like dragon and baron, 6 minutes for dragon and 7 minutes for baron. Team fighting will be referred to the team fights section so remember to look at that!
You should have a randuin's omen at this time as the enemy ADC should have a Bloodthirster/Infinity edge + Phantom Dancer and will do tons of damage. Attack Speed reduction will cut a ADC's DPS massively, although once he gets that last whisper, he'll still be doing tons of damage. Just remember when you're chunked to disengage/retreat to an ally and let them switch focus off you. Banshee's veil will help against poke comps, and of course block that one spell in a team fight so that you don't take damage or crowd control from it. The HP & magic resist will help you in survival. Rammus actually falls off a bit late game, because he doesn't really have that AoE crowd control and the resists that he gets from his W are easily pierced by last whisperer and void staff so he can't just charge in like in mid game and not die. His ultimate still does a great deal amount of damage though they probably have Aegis so it's a bit reduced, and teams tend to group up more often in this stage, Rammus is the type of jungler to pick off people so picking off people when people are grouped is a bit hard. You might be able to find a flank on the team and knock everyone up with a flash Q, and then taunt a squishy and hope your team follows up. Usually in this stage though your going to have to burn a flash Q initiate.
What is your role in a team fight? : Tank, Disrupter, Initiator, Zoner The tank, is the one who can survive a lot of damage while bringing CC. The disrupter, is the one who can keep crowd controling someone constantly in a team fight. The initiator, is the one who is the first to start the fight and be in the frey. The zoner, is the one who is suppose to get in an enemies way to stop him from getting to a high priority ally, like an offensive line in football. What do you do with your skills? [img=skills/rammus/q.png] - This is used to initiate the fight and ram into people, this should be one of your first skills to use to CC someone, after you've used it once it should be used to chase people down and ram into them OR to peel for your team mates and knock someone up + slow them. [img=skills/rammus/w.png] - This is used to turn into a super tank with high resists, and to reduce a lot of incoming damage from the enemy and is usually used after you've landed your Q+E combo. It's just used to reduce damage from the enemy basically and to add some damage to your auto attacks. [img=skills/rammus/e.png] - This is used to initiate the fight and lock someone down, whether it be used on a squishy so your team can burst him or to use it to peel for your ally so they can live. After your first usage look for targets to lock down so that your team can focus or when chasing people after you've rammed into someone with your Q. [img=skills/rammus/r.png] - This skill should be used when you've used your Q+E+W combo and basically when you've locked someone down. Don't think too much of doing AoE damage with it and being in the enemy's backline just remember to keep positioning yourself for whatever the situation is, it's just like a heavy damaging sunfire cape so don't put too much thought into using it for maximum efficiency. [center]What positioning should you have?[/center] Being your front line, ready to take some damage and in front of your carries trying to damage whoever your team is focusing, which should be the most vulnerable target that looks like he's going to die (some general ideas: closest, HP, is CC'd?). If you see someone trying to dive onto your carry (ex: Irelia, Jax) you MUST switch focus to them so your carry can keep doing damage and not die in the team fight. Your slow and knock up is enough for the ADC to kite him so try to apply all of it onto it and just focus him and try to get him down. Once your HP is low, you should only attack someone when you can get in melee range and not die, if you see the enemies cooldowns are down thats another point to make. Remember you want to always be surviving throughout the whole fight and that's your goal, but you still want to have presence in a fight even with low HP. Only get back in the fray to taunt someone that you know can't kill you and that you know that your team can kill, and obviously you'll take a bit reduced damage with your W up. When your W is down you should tend to back away from the enemy and wait til it's back up to take in more damage, as it is a very valued skill on Rammus in team fights since it reduces damage.
Rammus is your average tank, he excels at early game and mid game because of his high pressure ganks, his clears get super slow compared to other junglers after level 5. Also you won't see him much because riot nerfed his taunt from 3 seconds to 2.25 seconds which is a huge nerf to him, and they didn't even compensate for it... He's very good at snowballing the game and the reason you don't see him in competitive play is because of a lot of wards, easy to avoid if you see him coming and if he can't find a gank he's forced to clear camps which he's horrible at. If you enjoyed this guide, check out the description of this video as it has links for other guides written by me: [vid=http://www.youtube.com/watch?v=63rjU3VuGck] Check me out on youtube, I make video guides on champions and there will be stream highlights along with montages and random other stuff! http://www.youtube.com/luigidragon Check my stream sometime! http://www.twitch.tv/luigidragon Like me on Facebook: http://www.facebook.com/luigidragonLoL Follow me on Twitter: http://www.twitter.com/luigidragon