• 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
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

[center][highlight]"I've seen a lot of things, but this... this is a first."[/highlight] [number]- Ezreal, the Prodigal Explorer, after first meeting Rammus[/number][/center] The metagame is a funny thing. For some reason,[number] people think that Rammus should be a tank[/number], and [number]only a tank[/number]. However, I believe that Rammus can be played differently. I believe Rammus can be a viable tanky DPS instead. So I present [highlight]ShadowLight's AD Jungle Rammus[/highlight]. [number]Although I love to use [imgsmall=items/phantom-dancer.png][highlight] Phantom Dancers[/highlight] [/number]and other items widely considered to be troll on Rammus, I do so with great care and caution. Each item has a great deal of thought and experimentation behind it. [number]Give my build a chance[/number] - at least read it over before forming your opinion. If it does not appeal to you, feel free to play however you wish, but I sincerely hope that you can pull off this build in a spectacular fashion. I do [number]not[/number] think that this is the end-all build for Rammus. Only attempt this build with a good team composition and ALWAYS inform your team of your intentions. [highlight]Here are the Pros and Cons of AD Rammus[/highlight] [title]Pros[/title] [.]Is a strong [highlight]jungler[/highlight] - Stays high on health, has flexible routes (Check out my [highlight]Jungle Routes[/highlight] section) [.]Can [highlight]farm[/highlight] - Rammus usually is contrained by his farming ability, both in lane and in the jungle. However, with this build you can even out-level mid and out-farm top [.]Runs (rolls) [highlight]really quickly[/highlight] - You can counter-jungle, defend and destroy towers, or catch people out of position very easily. [.]Is the [highlight]BEST ganker[/highlight] out of the jungle [.][highlight]Good 1v1[/highlight] because of the +150/150 ar/mr buff. High resists + lifesteal = high effective health. [.][highlight]Taunt [/highlight] keeps the target squishy in range [.][highlight]Armour Reduction[/highlight] - with [number]Taunt [/number]and [number]The Black Cleaver[/number], you apply up to 75 armour reduction to a target [title]Cons[/title] [.]People [highlight]think you're a troll[/highlight] - I'm not sure if this is a pro that makes the enemy team underestimate you, or a con when your team rages at you. Just be prepared and give advance warning. You need a thick skin to play Rammus (get it, haha). [.]People [highlight]assume you're a TANK[/highlight] - Don't sit in the middle of the enemy team, and make sure your team knows so they can pick an appropriate tank. [.][highlight]Will die[/highlight] if caught. Use Fog of War and Brush to your advantage. Separate the enemy team and pick off stragglers. [.]Can be [highlight]countered by snares[/highlight] and walls - you rely very heavily on Powerball to get you places - learn to dodge these with your extreme move speed and Flash!

[center][highlight]"Do not worry about holding high position; worry rather about playing your proper role."[/highlight] [number]- Confucius, China's most famous teacher, philosopher, and political theorist[/number][/center] Keep this list in mind at all times. Remember what you are supposed to do and you will benefit your team greatly. [highlight]In order of importance:[/highlight] [.][highlight]Assassin[/highlight] Powerball in, and go for the kill. Make sure you taunt the squishy that you are going for so that they can't run, Flash, or otherwise escape (other than Cleanse). [.][highlight]Disable[/highlight] Taunt that Kat when she ults! [.][highlight]Off-tank[/highlight] Defensive Ball Curl gives you +150 armour and magic resist. Frequently, your team will need more people that can stand in the heat of battle and come out alive. You can step in to fill that role. You are also a very good single target taunt to pull their assassin off your carry. [.][highlight]Chaser[/highlight] Powerball + Boots of Mobility will catch up with that runner. A little bit of practice will get you used to the extreme speed you can achieve with Powerball, and then it's all about dodging minions, snares, and slows. Flash if needed. Taunt and wait for your team to show up. [.][highlight]Backdoor[/highlight] Powerball, then Defensive Ball Curl + Tremors kills turrets quite quickly. You can also get out easily if you have a lead (don't forget warding, so you see them coming) with Powerball [.][highlight]Physical DPS[/highlight] Finally, don't forget that you are a damage dealer. If you can't see a squishy in range, just beat on whoever [number]is [/number]in range

[center][highlight]"A Rune is an enhancement that the player provides for his champion before a match on a Field of Justice begins to augment their champion's fighting abilities."[/highlight] [number]- LoL Wiki, on runes[/number][/center] [center][title]Regular Setup[/title][/center] This is the regular setup I use in solo queue when I don't need to give away Blue buff. This also works well with manaless champions. [center][imgext=][/center] [center][title]Blue Buffless[/title][/center] This is a setup that allows you to give away Blue buff earlier without running out of mana as quickly. [center][imgext=][/center] [center][highlight]Note: [/highlight]If you can't afford them all, the [number]seals [/number]and [number]quintessences [/number]are the most important![/center] [title]Marks[/title] [number]Marks of Alacrity ([highlight]Flat Attack Speed[/highlight]) are very useful marks.[/number] Attack speed increases the early jungle clear time, but also helps proc Wriggle's Lantern more often later on. Marks of Desolation ([highlight]Flat Armour Penetration[/highlight]) has no use anymore on a jungler speccing down the Offence tree. [title]Seals[/title] [number]Resilience Seals ([highlight]Flat Armour[/highlight]) are non-negotiable.[/number] You need the armour to survive the jungle, as well as deal additional damage to jungle creeps. [title]Glyphs[/title] [number]Glyphs can be pretty much anything that you have.[/number] [highlight]Attack Speed[/highlight] is my top choice. [highlight]Magic Resistance per Level[/highlight] also seems to be popular. [highlight]Note: [/highlight]You probably don't want to buy new runes that won't have a large impact on your gameplay, so stick with whatever you already own and enjoy for Glyphs. Consider [highlight]Mana Regen/5[/highlight] or[highlight] Mana Regen/5 per level[/highlight] so you can give away Blue buff to casters who you know can use it. [title]Quintessences[/title] [number]Quintessences of Resilience ([highlight]Flat Armour[/highlight]) are my choice.[/number] They add up with your armour seals to give you amazing amounts of armour to start with, earning Rammus his reputation as one of the fastest junglers. Quintessences of Fortitude ([highlight]Flat Health[/highlight]) are slightly inferior to flat Armour quints but will serve as well.

[center][highlight]"The unique nature of a champion's abilities set them apart from the other champions."[/highlight] [number]- LoL Wiki, on abilities[/number][/center] [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] Rammus' passive is a great way to have a slight edge over other attackers. However, the main source of armour in this build is Runes, Masteries, and Cloth Armour, so this mainly helps at level one. With the optimal setup, I have 21 (innate) + 25 (runes) + 6 (masteries) + 18 (Cloth Armour) = 70 base armour, and + 40 armour (Defensive Ball Curl). [number]In total, this is 110 armour at level 1, giving you [highlight]27.56 more Attack Damage[/highlight] right away. [/number] [number]Defensive Ball Curl also procs this passive while it is running[/number]: [number]120 Armour (at ability level 5) converted to damage is [highlight]30 (free) damage![/highlight][/number] [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: 10 seconds Cost: 80 / 90 / 100 / 110 / 120 mana Range: 300[/number] [title]Explanation:[/title] This skill is surprisingly versatile, despite its apparent simplicity. It is your [highlight]initiate[/highlight], [highlight]interrupt[/highlight], and [highlight]escape[/highlight], all in one. When ganking, [number]charge it up in the brush[/number] for a few seconds before going in so that your opponent will be unable to react before you hit them. This is what makes Rammus such a great ganker. Powerball has a small AOE, so don't be afraid to hit a minion right next to your target. It will still deal full damage and have the knockback effect. [number]Flash has a lot of synergy with Powerball.[/number] You can Flash and still remain in Powerball form. Use this to your advantage during ganks, when chasing, or when initiating teamfights. Flash over the tanks or a minion wave and burst directly into your target's face. Flash also allows you to initiate or escape over walls.[number] Use Flash to create gaps when escaping so you aren't caught before you start accelerating. [highlight]*TODO Video Example[/highlight] It is useful to remember that you can [highlight]interrupt skills[/highlight] like Tristana's Rocket Jump, Corki's Valkyarie, Vayne's Tumble[/number], and any similar ability that moves a character through the air by being in the path in Powerball. Use this to make your ganks against these characters much more effective. However, this will not work on Flash or Ezreal's Arcane Shift because these abilities move a character directly from point to point. [highlight]*TODO Video Example[/highlight] [highlight]Powerball can also hit stealthed characters.[/highlight] If [number]you to already know their approximate location[/number], simply roll around the area with Powerball. Note that [number]Teemo is a special case[/number]. Teemo must remain completely still to stealth, so you can hit him with your Powerball to reveal him, if you know where he is. There is another way to hit stealth characters even if you don't know exactly where they are. Walk into a nearby bush, then turn around and Powerball back the way you came. The chaser will lose sight of you as you enter, then follow you into the bush. Thus, you can easily hit them with your knockback and slow, allowing you to pinpoint their location for a pink ward. [highlight]*TODO Video Example[/highlight] [number]In teamfights, remember that Powerball has a small AOE knockback[/number] so you can use it to interrupt multiple enemies and slow them all. You can [number]switch directly between Defensive Ball Curl and Powerball[/number]. Be aware that one cancels the other, and vice-versa. [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 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 +10% of total armor as magic damage to attackers. Cooldown: 14 seconds Cost: 50 mana[/number] [title]Explanation:[/title] [highlight]Your main tanky skill.[/highlight] Gives you enough armour and magic resist to be a tank without even building any. This is the reason you won't completely melt as a melee character. Use this skill immediately after hitting your target with Powerball to boost your attack damage (due to your passive) and absorb any of their attacks. It also returns a respectable amount of damage. In this tower dive, I manage to take Xerath off guard and kill him with just Defensive Ball Curl. [youtube][/youtube] [number]Also make sure you use this skill when attacking a tower.[/number] It will increase your damage and return damage to minions that attack you. You can [number]switch directly between Defensive Ball Curl and Powerball[/number]. Be aware that one cancels the other, and vice-versa. [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 seconds Cost: 50 / 65 / 80 / 95 / 110 mana Range: 325[/number] [title]Explanation:[/title] Probably the most important skill for any Rammus, Puncturing Taunt [number]ensures that your (squishy) target cannot escape your onslaught[/number]. Conveniently, being taunted also prevents the target from flashing away. Essentially this skill lets you have 2.5 seconds of free time with a squishy of your choice! As a side note, [number]the taunt does reduce the target's armour[/number] by a good amount, contributing to your physical attacks even more! [number]Puncturing Taunt [highlight]reduces the damage output[/highlight] of Attack Damage and Ability Power champions alike.[/number] Attack Damage champions will be forced to attack you, taking damage return from Defensive Ball Curl and not focusing on the rest of your team, while Ability Power champions will be completely unable to cast spells to fuel their damage for the duration. [number]If there is someone attacking a tower[/number] that you are standing nearby, you can combo Flash and Taunt together on them, forcing them to take tower aggro. Turning on Defensive Ball Curl will minimize the damage you take. When your taunt is about to end, position yourself behind the enemy and activate Powerball. This will knock them toward the turret, hopefully gaining time for it to attack one more time. This technique can cause massive damage to any enemy, in conjunction to your normal auto attack. [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: 60 seconds Cost: 120 mana Range: 300[/number] [title]Explanation:[/title] [number]Tremors does a good amount of [highlight]AOE damage[/highlight] on a short cooldown[/number], so use it during team fights, solo fights, or when pushing towers - it does damage to nearly everything. I even use this skill when stealing enemy buffs (if I need to be fast) and doing Dragon and Baron. Even large creep waves are a prime target for your ultimate, if you need to decimate them quickly. Tremors has more range than your auto attack, so use it to get last-hits on low-health fleeing targets. [number]Use Tremors together with Powerball if you have both available[/number] to chase someone down. [highlight]*TODO Video Example[/highlight]

Because you are jungling, your skilling order is quite limited up to level 4. [img=skills/rammus/w.png] -> [img=skills/rammus/q.png] -> [img=skills/rammus/w.png] -> [img=skills/rammus/e.png] [imgsmall=skills/rammus/w.png] [highlight]Defensive Ball Curl (Level 1)[/highlight] You need this VERY badly for any jungle route. [imgsmall=skills/rammus/q.png] [highlight]Powerball (Level 1)[/highlight] This is what makes Jungle Rammus, Jungle Rammus. It lets you get quickly between the various neutral minion camps, making Rammus one of the fastest junglers out there. Also, you will need this when you gank. Also, this spell does 100 damage aoe as you hit something. This is very good for such a low level spell. [imgsmall=skills/rammus/w.png] [highlight]Defensive Ball Curl (Level 2)[/highlight] This second level helps you kill Red Lizard. It's not 100% necessary, but you'll end up with much lower health and a slower jungle otherwise. [imgsmall=skills/rammus/e.png][highlight]Puncturing Taunt (Level 1)[/highlight] Get this at level 4 to enhance your first gank.

Pretty self explanatory at this point. After getting the necessary skills up to level four, you can follow this simple build. [title]Normal skill order:[/title] [img=skills/rammus/r.png] [highlight]> [/highlight][img=skills/rammus/e.png] [highlight]> [/highlight][img=skills/rammus/w.png] [highlight]> [/highlight][img=skills/rammus/q.png] [highlight]R > E > W > Q[/highlight] If you wish to [number]jungle more and gank less[/number], skip out on leveling your taunt. Put the levels instead into [number]Defensive Ball Curl[/number] - it will help you jungle much faster. [title]Sustained jungling skill order:[/title] [img=skills/rammus/r.png] [highlight]> [/highlight][img=skills/rammus/w.png] [highlight]> [/highlight][img=skills/rammus/e.png] [highlight]> [/highlight][img=skills/rammus/q.png] [highlight]R > W > E > Q[/highlight]

[center][highlight]"An Item is an artifact/object carried by champions to enhance their performance on the Fields of Justice. A champion can only carry 6 items at a time, making the selection of items an important part of achieving victory."[/highlight] [number]- LoL Wiki, on items[/number][/center] [center][highlight]TL;DR [/highlight][number]Do not read all of this section if you don't want to! Simply look up items that you might consider useful, and I'll offer my viewpoint on it.[/number][/center] [title]Boots[/title] In order of amount of situations they are useful in. [imgsmall=items/boots-of-mobility.png] [highlight]Boots of Mobility[/highlight] [number]are my personal favourite.[/number] They allow you to jungle quickly and counterjungle without fear of being caught. Also helps to pick off enemies who are out of position. [imgsmall=items/berserkers-greaves.png] [highlight]Berserkers Greaves[/highlight] [number]are probably my second choice.[/number] They provide good early attack speed. They are good to help catch up on a weak early-game. [imgsmall=items/mercurys-treads.png] [highlight]Mercury's Treads[/highlight] pick these depending on the [number]amount and type of enemy cc[/number] being targeted at you. [title]Core Build[/title] [imgsmall=items/wriggles-lantern.png] [highlight]Wriggle's Lantern[/highlight] - Get it. It makes or breaks your jungle during the midgame. [imgsmall=items/madreds-razors.png] [highlight]Madred's Razors[/highlight] + [imgsmall=items/vampiric-scepter.png] [highlight]Vampiric Scepter[/highlight] can substitute for the Wriggle's Lantern if you plan on getting a Madred's Bloodrazor from the beginning. The vampiric scepter can easily be built into a Bloodthirster later on instead. [imgsmall=items/sight-ward5.png] [highlight]Sight Wards[/highlight]/[imgsmall=items/vision-ward5.png] [highlight]Vision Wards[/highlight] Place them at entrances to your jungle, at enemy buffs, at Dragon and Baron. Place them everywhere. Wriggle's Lantern already gives you a free ward, so make sure you place that one too. Map awareness is essential to good team play. [imgsmall=items/phantom-dancer.png] [highlight]Phantom Dancer[/highlight] - Move speed allows you to get places faster and catch people out of position. Attack speed is very cost-effective on Rammus because he needs attack speed to back up his high base (plus passive) damage. [title]Desirable[/title] [imgsmall=items/the-black-cleaver.png] [highlight]The Black Cleaver[/highlight] - Stack the Armour Reduction with Taunt for maximal effect (75 armour reduction). [imgsmall=items/infinity-edge.png] [highlight]Infinity Edge[/highlight] - with 30% crit chance from [number]Phantom Dancer[/number], 2.5x crit damage is very welcome. Also, by this point it's probably wise to start stacking damage. [imgsmall=items/the-bloodthirster.png] [highlight]The Bloodthirster[/highlight] is an excellent item. The lifesteal, when stacked with Wriggle's Lantern, is phenomenal. Attack Damage is also very welcome to boost your crits. [title]Situational[/title] [imgsmall=items/wits-end.png] [highlight]Wit's End[/highlight] is a cheap item providing both magic resist and attack speed. I get this early if there is constant, but not bursty magic damage on their team. [imgsmall=items/sword-of-the-occult] [highlight]Sword of the Occult[/highlight] requires careful consideration before being purchased. This item is essential for Rammus to carry into the lategame, but must be purchased early enough to take advantage of ganks while still in the laning phase. [number]Remember that Sword of the Occult breaks even at five to six stacks, so if you can't get above that, sell it.[/number] [imgsmall=items/last-whisper.png] [highlight]Last Whisper[/highlight] - if your target on the enemy team has 100+ armour (aka. they have one or more big armour items), get a Last Whisper. [number]NEVER get both Last Whisper and The Black Cleaver together.[/number] [title]Survivability[/title] [imgsmall=items/warmogs-armor.png] [highlight]Warmog's Armor[/highlight] - Rammus already gains 150/150 armour/magic resist from Defensive Ball Curl, but his main problem is a lack of health. Get Warmog's if you are melting before you can dish out your damage. [imgsmall=items/warmogs-armor.png] [highlight]Warmog's Armor[/highlight] + [imgsmall=items/atmas-impaler.png][highlight]Atma's Impaler[/highlight] - Atmog's will give you plenty of health and armour. Get this if you are taking lots of physical damage. [imgsmall=items/banshees-veil.png] [highlight]Banshee's Veil[/highlight] is a good choice if they have lots of CC that you need to avoid (Morgana's Dark Binding, Lux's Light Binding, etc.) while rolling in. [imgsmall=items/quicksilver-sash.png] [highlight]Quicksilver Sash[/highlight] is a cheaper alternative to [number]Banshee's Veil[/number]. [imgsmall=items/guardian-angel.png] [highlight]Guardian Angel[/highlight] is a well rounded defensive item. The passive is a nice boost as well - if you build lifesteal, it can turn into another full health bar. [title]Undesirable[/title] [imgsmall=items/trinity-force.png] [highlight]Trinity Force[/highlight] - see [number]Sheen[/number] and [number]Phage[/number]. [number]Zeal[/number] is already part of a [number]Phantom Dancer[/number]. [imgsmall=items/sheen.png] [highlight]Sheen[/highlight] - Rammus can't spam skills. [imgsmall=items/phage.png] [highlight]Phage[/highlight]/[imgsmall=items/frozen-mallet.png][highlight]Frozen Mallet[/highlight] - Get your Red buff already. [imgsmall=items/sunfire-cape.png][highlight] Sunfire Cape[/highlight] - The damage is really what you are paying for. I'd rather get the stats from Warmog's + Atma's. [imgsmall=items/youmuus-ghostblade.png] [highlight]Youmuu's Ghostblade[/highlight] - Armour pen doesn't stack well with Armour reduc.

[title]Items[/title] [img=items/cloth-armor.png] + [img=items/health-potion5.png] is the most flexible, you can do anything on your first clear. Also slightly faster. OR [img=items/vampiric-scepter.png] gives more sustain after the potions would have run out. Second/third clears are possible without going back. [title]Ability Usage[/title] [imgsmall=summoners/smite.png] [highlight]Smite:[/highlight] Use Smite to finish off Buff Monsters (Blue and Red Buff) as well as Dragon and Baron. This will prevent the enemy from stealing the buff. Mouse over the ability to see the exact amount of damage it deals. See Counter-Jungling for more uses for Smite. [imgsmall=skills/rammus/q.png] [highlight]Q:[/highlight] Use [highlight]Powerball[/highlight] to move between camps if you have Blue Buff. [imgsmall=skills/rammus/w.png] [highlight]W:[/highlight] Use [highlight]Defensive Ball Curl[/highlight] whenever fighting monsters. Attack the big monster at each camp and let your damage return kill the rest. [imgsmall=skills/rammus/e.png] [highlight]E:[/highlight] Save [highlight]Puncturing Taunt[/highlight] for ganking enemies. [title]Jungle Routes[/title] [highlight]In order from most to least aggressive:[/highlight] [title]Counter-Jungle Route[/title] [number]I simply love this route.[/number] It takes so much experience away from the enemy jungler, while at the same time still allowing you to complete your own route. [center][number]Jungle experience and map awareness are key to completing this route.[/number][/center] [highlight]Time: [/highlight] Varies [highlight]Summary: [/highlight] [number]Enemy Wraiths -> Enemy Red -> (Gank 1) -> Blue -> Wolves -> (Gank 2) -> Wraiths -> Red -> Double Golems -> (Gank 3)[/number] [highlight]Notes: [/highlight]Leave one small minion at each enemy camp to delay it's respawn. [number]All ganks are optional[/number] - use your discretion to determine when you need to gank and when you need to farm. [title]Aggressive Route[/title] [number]This is probably the most common and most simple jungle route.[/number] It will work easily if you have the Flat Armour Seals and either Flat Health or Flat Armour Quintessences. [center][number]Use this jungle route if this is your first time jungling![/number][/center] [highlight]Time:[/highlight] 3:40 [highlight]Summary:[/highlight] [number]Wolves -> Blue -> Wraiths -> Wolves -> Red -> Wraiths/Double Golems -> Gank[/number] [highlight]Notes:[/highlight] The strength of this route is the fast gank. Go ahead and roll into the closest lane and look for a kill. [title]Fast Clear Route[/title] [number]This is the safest and fastest route that clears your own jungle.[/number] [highlight]Time:[/highlight] 3:30 [highlight]Summary:[/highlight] [number]Wraiths -> Red -> (Gank) -> Double Golems -> Wraiths -> Wolves -> Blue[/number] [highlight]Notes:[/highlight] This route ends at the other side of the map from the Aggressive route. Use this when you know that you will need to gank the opposite lane. However, because this route has a fast Red buff, you will need to gank earlier than usual.

[title]Being counter-jungled[/title] [number]Rammus is pretty strong early on.[/number] Most routes enable you to stay high on health if done right, and Rammus' early damage output is phenomenal. Remember that if you can call for your allies in your jungle, but also vice-versa in the enemy jungle. Your [number]first clear of the jungle very fast[/number], and the enemy may be surprised by the speed. However, on subsequent runs you will slow down until you finish both a [number]Wriggle's Lantern[/number] and a [number]Zeal[/number]. If some of your camps have been taken, [number]improvise[/number]! You do not need to stick strictly to any of the jungle routes I have outlined. Use your own judgment and experience to determine which of your camps you can take out. [number]Wraiths [/number]are an excellent camp to farm for Rammus at any stage of the game as he can kill all four of them quite easily with just Defensive Ball Curl and a few hundred hit points. Double Golems and Wolves are also quite easy for Rammus. Simply remember to use your [number]Smite everywhere[/number]. [center]If you have no Blue Buff, [number]use Powerball sparingly[/number] as it consumes a lot of mana. Powerball if you need to travel across lanes or further than two camps. Save Taunt for ganks.[/center] [title]Counter-jungling[/title] The number one rule to counter-jungling is to leave a small minion in each enemy camp you clear. The small minions in each camp are worth almost nothing. Leaving one alive will delay the respawn time of the entire camp. See [highlight]Jungle Routes[/highlight] ([number]Counter-Jungle Route[/number]) for a level 1 counter route. This will only work if you know the enemy will start at Blue buff (very common now). Later in the game, when you know the enemy jungler is occupied somewhere else, you can roll in and steal a buff. Make sure you use [number]Smite [/number]to finish off the big creep so it can't be counter-stolen. [number]After you have a Madred's Razors/Wriggle's Lantern and at least Boots of Speed, you are a very strong counter-jungler.[/number] If the enemy doesn't have wards, you can Powerball in at will and take essentially any camp you want to. Blue is the most important buff to you, so go for it when you can. With a permanent blue buff, you can spam Powerball, allowing you to show up quickly where you are least expected. [number]If you are caught by the enemy in their jungle[/number], try to Powerball away. If you're not going to get away with that, choose a wall and Flash over it. This will most likely gain a sufficient lead for you to get away. Other tricks you can use in their jungle is run where you are not expected. For example, if you are ganked at Blue buff by an enemy who is coming up from Dragon, Powerball up and away. Don't be afraid to cross through mid - turrets do very little damage for the first few hits. Once you're in the other side of the jungle, it is very easy to lose the chasers. [highlight]If the enemy does not have a jungler[/highlight], you likely have free reign over the opposing jungle. This is a very good thing. Use this opportunity to rack up experience and gold from the neutral minion camps. Having essentially another source of experience is of great benefit and you will find yourself leveling extremely quickly - in some cases even outleveling the solo mid. If they make no attempt to stop you, [number]you can be extremely fed by the late-midgame.[/number] Remember that there is no enemy jungler to gimp, so do not leave behind small minions. You are only gimping yourself on your next run through the enemy jungle. [title]Creep Camp Spawn Times[/title] This information is important to know to keep track of which of your camps and which of the enemy's camps are available at a certain time, in order to [number]plan out your jungling route[/number]. If you can arrive at an enemy buff camp a mere 10 seconds earlier than them because you know when the respawn time is, you can get the buff and leave before they arrive. [center][imgext=][/center] Please note that the respawn timer will only start once every single monster in a camp is killed. Thus, [number]one can delay the spawn of enemy camps[/number] by leaving one of the smaller monsters alive at an enemy camp. Many players use the ingame chat to record the next spawn time when they kill Dragon or Baron. Ex. [number]Next Dragon @ 9:00[/number] This will allow your team to be in position when these important creeps respawn. [title]Smite[/title] [highlight]Do not jungle without Smite.[/highlight] The speed and security it provides is essential. [number]Mouse over the Smite icon in your HUD to see the amount of true damage it deals.[/number] Use Smite when your target is below the damage threshold. [highlight]When to use Smite:[/highlight] To steal a Buff monster (Blue, Red, Baron) or Dragon To kill a Buff monster (Blue, Red, Baron) or Dragon To steal Wraiths quickly early on

[center][highlight]"It is only the enlightened ruler and the wise general who will use the highest intelligence of the army for the purposes of spying, and thereby they achieve great results."[/highlight] [number]- Sun Tzu[/number][/center] [number]Yup, warding is so important it has it's own section![/number] [img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png] Everyone should buy wards, but the [number]jungler [/number]has a few more choices than most when placing them. Feel free to skip a location if your [number]support [/number]has placed a similar ward. Good warding is essential to keeping your own jungle safe, as well as safely invading the enemy jungle. Here are a few sample ward placements (from Blue side). [title]Defensive Wards[/title] Defend your own buffs. [imgext=] [highlight]Jungle Entrance 1[/highlight] - Prevent enemies from entering your jungle from this side. Best used in conjunction with a top-side ward covering the river entrance from the tri-bush. [imgext=] [highlight]Blue Defence Ward[/highlight] - Either use this on your own side to watch for people entering your jungle, or on the enemy side to ensure no laners interfere with your buff-stealing. [title]Invasive Wards[/title] Wards that you can use to steal buffs. [imgext=] [highlight]Wraiths Ward[/highlight] - Use this when you're stealing Wraiths or Red to warn you of approaching enemies. [imgext=] [highlight]Red Steal Ward[/highlight] - Place this ward BEFORE Red spawns, or if you run by without time to stop and take it. When the enemy jungler is doing Red, wait for it to get low, then Smite-steal it, or simply kill the jungler. This ward is within the bush so that you have vision even if the enemy jungler pulls the Lizard. [imgext=] [highlight]Alternate Red Steal Ward[/highlight] - This is a backup location for the above purpose if the enemy team has oracles or a pink ward in the area. [imgext=] [highlight]Blue Steal Ward[/highlight] - As with the Red Steal Ward, place this before Blue spawns. However, this ward may also be placed while stealing Blue as it covers the regular approach of a jungler. If the enemy jungler is doing Blue, this ward gives you vision into the bush so that you can Smite-steal it at the opportune moment. [imgext=] [highlight]Additional Blue Steal Ward[/highlight] - If you know the jungler will be approaching through mid lane, or mid is MIA, place this ward down to warn you when they approach. [title]Dragon and Baron Wards[/title] These wards should go down no matter which team you are on. [imgext=] [highlight]Dragon Ward[/highlight] - This allows you advance warning if you are interrupted during Dragon, or simply allows you to see if the enemy is doing it. Use a pink ward if you suspect the enemy has warded or you plan to kill the Dragon. [imgext=] [highlight]Dragon Bush Ward[/highlight] - Gives you notice of enemy movement around the Dragon area. Use this ward when Dragon is gone, but will respawn soon. This also covers the entrance to bottom side's jungle. [imgext=] [highlight]Baron Ward[/highlight] - Probably the most common ward in the game. This ward will let you see if the enemy is attempting to kill the Baron, so you can interrupt them. Also use pink wards here later in the game to kill the enemy ward, allowing your team to threaten Baron. [center][number]You don't have to stick to these few locations. Plop a ward down anywhere you might need vision![/number][/center]

[title]Definition[/title] [number][highlight]Early Game[/highlight] begins after your first gank has concluded.[/number] It may not always start exactly at this point, but generally fades into this stage. This phase is about the second jungle clear, counter-jungling, and perhaps more ganks. [title]Items[/title] [img=items/madreds-razors.png] + [img=items/health-potion2.png] + [img=items/sight-ward.png] If you can afford a Wriggle's, skip the health potions and the sight ward. Then when you have the gold, build these items in order: [imgsmall=items/vampiric-scepter.png] -> [img=items/wriggles-lantern.png] -> [imgsmall=items/dagger.png] -> [imgsmall=items/boots-of-speed.png] -> [img=items/zeal.png] -> [img=items/boots-of-mobility.png] You may choose to vary this order a bit depending on the game and the amount of gold you have, but I find this build order works well for me in most situations. [title]Itemization[/title] [imgsmall=madreds-razors.png] [highlight]Madred's Razors[/highlight] significantly speeds up your jungle time. Take 1-3 [imgsmall=items/health-potion.png] [highlight]Health Potions[/highlight] and 1-2 [imgsmall=items/sight-ward.png] [highlight]Sight Wards[/highlight] if you cannot afford a Wriggle's yet. When you have 600 g more, get [imgsmall=wriggles-lantern.png] [highlight]Wriggle's Lantern[/highlight]. Wriggle's gives you infinite sustain in the jungle - you cannot farm without this. After that, use your discretion to figure out when to get [imgsmall=items/boots-of-mobility.png] [highlight]Boots of Mobility[/highlight] and [imgsmall=zeal.png] a [highlight]Zeal[/highlight]. [title]First Gank[/title] At level 4, you should be setting up for your first gank. Whether you need to recall or not beforehand is a matter of your skill, masteries, runes, and ultimately preference. I like to not recall beforehand, rolling in at half to three-quarters health with full mana. Make sure you inform the lane of the gank attempt well before you enter the lane. Charge up your [number]Powerball [/number]for a few seconds in the bush (this will make you faster coming out of the bush), then go for the target you have decided on. Try to hit the target from behind, as Powerball has a slight knockback effect. If needed, [number]Flash [/number]over the minion wave to hit your target. Activate [number]Defensive Ball Curl[/number] while your target is still flying back, then quickly [number]Puncturing Taunt[/number] them to keep them from getting away. At this point, you and your allies should be auto-attacking, chaining CC, and doing whatever is needed to kill the target. [highlight]*TODO Video Example[/highlight] [title]Next Steps[/title] After this, you have a little time for jungling relaxation. Timing the enemy buff spawn time is important. [number]If the enemy started at blue, it will likely respawn slightly after 7:00.[/number] You have enough time to recall and clear one of your camps, probably Wraiths, before heading to the enemy jungle. Drop your Wriggle's ward in the bush near blue, and wait for it to spawn. If you have the opportunity, take the buff. [highlight]Your buffs will also respawn[/highlight] - [number]blue being the most important for Rammus[/number]. Make sure you are there (preferably fresh out of base with a Madred's Razors) to get it when it spawns at ~7:00. Drop a ward at Dragon or Baron to watch for a gank if you have one. Smite will help protect your buff, so try to save it when the time approaches.

[title]Definition[/title] [number][highlight]Mid-game[/highlight] begins when you have purchased [imgsmall=items/wriggles-lantern.png] [highlight]Wriggle's Lantern[/highlight].[/number] During this phase, counter-jungling and ganking are priorities, while clearing your own jungle is good when no other options are available. If you feel the need to built tanky, now is the time to pick up items such as [number]Wit's End[/number], [number]Warmog's Armour[/number], [number]Randuin's Omen[/number], [number]Force of Nature[/number], or [number]Banshee's Veil[/number]. [title]Items[/title] [img=items/wriggles-lantern.png] + [img=items/zeal.png] + [img=items/boots-of-mobility.png] These three items are the core of this build. Wriggle's can keep you out in the jungle for an extremely long time (I've been up to 3.9k gold with only Wriggle's), but when you finally go buy, get these items. After that, start building bigger items, beginning with: [img=items/phantom-dancer.png] [highlight]Phantom Dancer[/highlight] will give you a significant increase in [number]move speed[/number] and [number]attack speed[/number], both of which greatly speed your jungling. [img=items/oracles-elixir.png] If you think the enemy team is warding, get [highlight]Oracle's Elixir[/highlight]. You roam a lot, so you will pass over many likely ward locations. Also, if you play carefully, it should be hard for the other team to kill you. This may mean giving up some kills, however. After this, you should choose which item is best for your current game situation: [img=items/the-black-cleaver.png] or [img=items/infinity-edge.png] or [img=items/the-bloodthirster.png] [highlight]The Black Cleaver[/highlight] works well on targets with low armour. You can reduce their armour below 0 with this item and taunt. [highlight]Infinity Edge[/highlight] will give you much more damage, especially on the crits that you are constantly inflicting. [highlight]The Bloodthirster[/highlight] has a lifesteal component - this will allow you to fight melee champions in sustained battles much better. [title]Counter-jungling[/title] This is where AD Jungle Rammus differs significantly from other junglers. While most junglers will want to set up much stronger ganks with their ultimates, you are now in for a long period of [number]sustained jungling and counter-jungling[/number]. Once you have [imgsmall=items/wriggles-lantern.png] [highlight]Wriggle's Lantern[/highlight], move into the enemy jungle. With your superior [number]move speed[/number], you can steal enemy camps and get away. Leave behind a single small creep at each camp to delay its spawn (See [number]Counter-Jungling[/number]). Not only does counter-jungling shut down the enemy jungler, but it also gives you more gold and buffs. Depending on your gold, grab a [imgsmall=items/zeal.png] [highlight]Zeal[/highlight] or [imgsmall=items/boots-of-mobility.png] [highlight]Boots of Mobility[/highlight]. The attack speed of Zeal allows you to proc Wriggle's Lantern more, dealing more damage, but the Boots of Mobility allow you to get to creeps and away from ganks. Some people argue that the jungle cannot offer enough experience to keep up with lanes, but I've found that if you treat the jungle like a lane, constantly clearing creep camps (ie. last hitting), you can keep up in levels and items easily. [title]Ganking[/title] Ganking is still an excellent option. Rammus can take out an overextended enemy easily. [number]Powerball in, using Flash if necessary to position yourself on top of the enemy. Defensive Ball Curl, then Puncturing Taunt. Activate Tremors if possible.[/number] For a few seconds, your quarry will be taunted to you and you can shred them with your auto-attacks. You should gank if: [highlight]1)[/highlight] The enemy is ridiculously overextended [highlight]2)[/highlight] Your allies need help in the lane [highlight]3)[/highlight] Your counter-jungling has been shut down by wards or a good enemy jungler [highlight]4)[/highlight] There are no jungle creeps left [title]Pushing Towers[/title] [number]After a mid-game gank, Rammus can quickly push towers down[/number], especially if his ultimate is off cooldown. Use Defensive Ball Curl and his ultimate to decimate creep waves and towers after you kill or force back the opposing laner(s). Left unattended, Rammus can kill an outer tower in just a few creep waves.

[title]Definition[/title] [number][highlight]Late Game[/highlight] is when teams group up for large fights around objectives[/number], including Baron Nashor. [title]Items[/title] [img=items/wriggles-lantern.png] + [img=items/phantom-dancer.png] + [img=items/boots-of-mobility.png] + [img=items/the-black-cleaver.png] or [img=items/infinity-edge.png] These items are likely complete by now. You should be doing a significant amount of damage by now, especially if you can get into range of squishies. [img=items/banshees-veil.png] or [img=items/guardian-angel.png] or [img=items/warmogs-armor] If you haven't built a tanky item yet, the above are optimal for AD Rammus. If you don't need a defensive boost, go on to the next item... [img=items/the-bloodthirster.png] Your [imgsmall=items/wriggles-lantern.png] [highlight]Wriggle's Lantern[/highlight] won't cover all your lifesteal needs forever. A Bloodthirster as the last item or replacement for Wriggle's is an excellent idea. [img=items/elixir-of-fortitude.png] + [img=items/elixir-of-agility.png] Once you are sure your final build is complete, all you have left to buy are Elixirs! [title]Role[/title] Lategame is when teamfights start. This means you are doing one of two things: [.] [highlight]Assassinate any squishies that you can get to[/highlight] Use your full combo to nuke and [number]kill off squishies[/number]. Your combo is [number]Powerball -> Defensive Ball Curl -> Puncturing Taunt -> Tremors[/number]. Easy stuff - hit the keys in order :) Try to catch people around corners or at the edges of brush. [.] [highlight]Backdoor towers[/highlight] [number]Remember Tremors does damage to towers[/number] as well as the approaching minions and Defensive Ball Curl indirectly raises your attack damage. Make sure you use both of these skills when attacking a tower. At level 18, you can take towers without a minion wave if you have a [number]Guardian Angel[/number] or [number]Thornmail[/number]. However, you may sometimes end up with low health, so make sure all approaches are warded and you [number]have an escape route[/number] planned out. [title]Team Fights[/title] Before teamfights begin, you should be rolling around pushing large minion waves or clearing the jungle/buffs. When it looks likely a teamfight is going to break out, position yourself in the jungle somewhere out of sight of the enemy team. When your team's initator starts the fight, roll straight for whoever your target is. Taunt, Defensive Ball Curl (if you haven't already), then Tremors. Auto attack to kill the target, and move on. If a dangerous channeled ultimate needs to be interrupted midway through the fight, use Powerball to knock back the caster.

[title]Optimal Target Squishies[/title] [number]These champions are very easy kills for you. They are squishy and possess insufficient escapes.[/number] [imgsmall=champ/ashe.png][imgsmall=champ/brand.png][imgsmall=champ/caitlyn.png][imgsmall=champ/cassiopeia.png][imgsmall=champ/karthus.png][imgsmall=champ/kogmaw.png][imgsmall=champ/lux.png][imgsmall=champ/missfortune.png] [imgsmall=champ/vayne.png] [highlight]Vayne [/highlight]- She is the easiest target you will ever see. Powerball into the path of her Tumble, and take her out. Taunt to make sure she can't stealth. Longer fights against Vayne can turn against you. End it quickly. [imgsmall=champ/akali.png] [highlight]Akali [/highlight]- Tremors and Powerball in her shroud. [imgsmall=champ/corki.png][imgsmall=champ/tristana.png] [highlight]Corki/Tristana[/highlight] - [number]Block Valkyarie/Rocket Jump with your Powerball [/number](See [highlight]Abilities[/highlight] - [number]Powerball[/number] section). [imgsmall=champ/heimerdinger.png] [highlight]Heimerdinger [/highlight]- Smite turrets if necessary. [title]Harder to Kill, but Don't Pose Much of a Threat[/title] [number]These champions prove more resilient than most squishies, but don't pose any major damage threats to you. This does not mean that they pose no threat, however.[/number] [imgsmall=champ/fiddlesticks.png] [highlight]Fiddlesticks [/highlight]- Fear, nothing you can do. Drain, interrupt. Crowstorm, INTERRUPT at all costs. [imgsmall=champ/janna.png] [highlight]Janna [/highlight]- Don't chase her. [imgsmall=champ/anivia.png] [highlight]Anivia [/highlight]- Stun and some slows. Also wall and egg. Don't dive her. [title]Very Hard to Kill Squishies[/title] [number]These squishies all have various escapes or other skills that make it neigh on impossible to gank them with Rammus.[/number] [imgsmall=champ/ezreal.png] [highlight]Ezreal [/highlight]/[imgsmall=champ/leblanc.png] [highlight]Leblanc [/highlight]/[imgsmall=champ/katarina.png] [highlight]Katarina [/highlight] - Built in flash. Don't chase them too far. [imgsmall=champ/kennen.png] [highlight]Kennen[/highlight] - Lightning Rush is the main issue here. When ganking him, approach from his escape route. [number]Taunt through the duration of Lightning Rush[/number]. [imgsmall=champ/morgana.png] [highlight]Morgana [/highlight]- Snare and Spell shield. Never taunt on Black Shield. When approaching Morgana, roll at an angle so that it is hard for her to land Dark Binding. [imgsmall=champ/gangplank.png] [highlight]Gangplank[/highlight] - Free cleanse (Remove Scurvy) [imgsmall=champ/mordekaiser.png] [highlight]Mordekaiser [/highlight]- Depending on the build, Mordekaiser can either be very easy to kill, or impossible. Determine which one he is early on and adjust your engagements accordingly. Thankfully, your taunt ensures that Mordekaiser cannot generate shield by casting spells during your encounter. [imgsmall=champ/kayle.png] [highlight]Kayle[/highlight] - Ultimate counters assassination attempts [title]Tankies or Just Won't Die[/title] [number]These champions are really tanky or have enough lifesteal to outlast you.[/number] [imgsmall=champ/garen.png][imgsmall=champ/jarvaniv.png][imgsmall=champ/galio.png][imgsmall=champ/nunu.png][imgsmall=champ/drmundo.png][imgsmall=champ/gragas.png][imgsmall=champ/leona.png][imgsmall=champ/malphite.png][imgsmall=champ/maokai.png][imgsmall=champ/leesin.png][imgsmall=champ/irelia.png][imgsmall=champ/jax.png][imgsmall=champ/udyr.png] [imgsmall=champ/nocturne.png] [highlight]Nocturne[/highlight] - Powerball to pop Spell Shield, taunt after. [imgsmall=champ/tryndamere.png] [highlight]Tryndamere [/highlight]- Make sure you use Defensive Ball Curl, taunt when Endless Rage is almost up. [imgsmall=champ/rammus.png] [highlight]Rammus [/highlight]- You can easily counter-jungle him, but don't fight 1v1. [title]Dangerous[/title] [number]These can kill you with high amounts of burst magic damage.[/number] [imgsmall=champ/annie.png] [highlight]Annie [/highlight]- Possesses a very deadly combo. The nuke will hit you when you're in Powerball, so you don't have additional Magic Resist. The stun also prevents Powerball from reaching your target. Also Tibbers will block Powerball. [imgsmall=champ/malzahar.png] [highlight]Malzahar [/highlight]- Only dangerous if he can get pool and ultimate down before you can activate Defensive Ball Curl and Taunt. Also his voidling will block Powerball. Smite if necessary. [title]Uncatagorized[/title] [number]I haven't seen these characters enough to be able to assign them a position.[/number] [imgsmall=champ/karma.png] [highlight]Karma[/highlight] [imgsmall=champ/kassadin.png] [highlight]Kassadin[/highlight]

[center][highlight]"You are only as invincible as your smallest weakness..."[/highlight] [number]- Jodi Picoult, Perfect Match[/number][/center] [title]Bad for Rammus[/title] [.] [number]Nukes before Defensive Ball Curl can be activated[/number] - 150/150 armour/magic resist is no laughing matter. By circumventing this defence, Rammus is much more likely to die. [.] [number]Lots of cc on the enemy team[/number] - This inhibits Rammus' ganks and assassination attempts. [.] [imgsmall=items/frozen-heart.png] [highlight]Frozen Heart[/highlight]/[imgsmall=items/randuins-omen.png] [highlight]Randuin's Omen[/highlight] - These cut down Rammus' attack speed significantly [.] [imgsmall=items/sight-ward.png] [highlight]Sight Wards[/highlight] - Good ward coverage leaves Rammus stuck on just one side of the jungle. [.] [number]Lots of bruisers/brawlers on the enemy team[/number] - If Rammus can't take anyone in a 1v1, there's no point in him being an assassin. [title]Good for Rammus[/title] [.] [number][imgsmall=items/banshees-veil.png] [highlight]Banshee's Veil[/highlight][/number] - Powerball will pop the bubble, leaving the target vulnerable to taunt. [.] [number]Pre-emtive Spell Shields/Cleanses.[/number] - Same as above. [.] [number]Lots of squishy characters on the enemy team[/number] - Assassin's delight.

[center][highlight]Whatever floats your AD Rammus.[/highlight] [number]- FiendDragon, Author of Anivia - Off-Tank and True Tank[/number][/center] [highlight]Innovate.[/highlight] This is what brought this build to life, and this is what keeps it going. [number]Don't EVER stick to what's written here; rather, take what you have learned and improve on it.[/number] Your playstyle differs from mine - play however it suits you.

[center][highlight]"Feedback is the breakfast of champions."[/highlight] [number]- Ken Blanchard[/number][/center] [highlight]All of your questions and comments are highly appreciated. Here I respond to some of your posts![/highlight] ... [number]This seems ok for a tanky dps build. Not sure why you would pick rammus over other tanky dps champs like Jarvan though[/number] [highlight]teeemos[/highlight] When most people look at Rammus, they instantly think TANK! I want to disprove that notion. I think that Rammus is a versatile character that can be played in many different ways from initiater, tank, jungler, move-speed support, nuke caster to AD assassin. I think that AD Rammus is as viable as many other tanky dps champs and is definitely more fun for me to play. [number]All that MR and armor wont be worth too much if you dont have SOME hp to protect... Anyway you could add frozen mallet or something to your build? Maybe even just trinity force...[/number] [highlight]Gene Cowins[/highlight] The armour and magic resist does go a long way, but you're right. If you don't have a lot of HP to back it up, you're no tank. Sometimes, I get a Warmog's, and I'm instantly the tankiest AND the highest damage dealer on my team. It depends what you're facing up against. However, you want to be able to single out a target and take them out before the team can respond. See the updated [number]Items [/number]section for more info about those items. [number]I've been using this (though with my summoner level, I find myself getting creative on the proper method of running through my first few levels) and I can say it's very delightful. I've been able to reasonably level and certainly gear up more than when I was duo-laning; I find the utility works to my advantage in that by mid-lategame, I can shift into full on Assassin Rammus or effectively full on Tank Rammus, though I often find myself utilizing my BoM to make me a Backdoor Rammus.[/number] [highlight]Dethmourne Silvermane[/highlight] Seems like you've got the right mindset! If you have anything fun recorded, send it over. I'd love to see someone playing AD Rammus :) [number]Took them long enough to approve this.[/number] [highlight]Glass[/highlight] Yea, thanks :D 15 days of waiting... I didn't submit until I was fully ready. I thought that the process would be faster, but apparently they have quite the backlog. Good news is that it got approved on my first submission :)

[center][highlight]"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved."[/highlight] [number]- Sun Tzu, ancient Chinese military general, strategist and philosopher[/number][/center] I am known as [number]ShadowLight2143[/number] on the US servers. No, I am not a noob that can't manage to come up with a unique username and tacks on several numbers to get one; I [number]do[/number] own the original [number]ShadowLight[/number] account. I created my original [number]ShadowLight[/number] account back in open beta (I have UFO Corki!), but I started over with [number]ShadowLight2143[/number] when I returned to the game September 2010. As of [number]November 1, 2012[/number], my ELO in Solo Queue was [number]1520[/number]. [highlight]Leave a comment on my guide![/highlight] Any feedback is good - just try not to be uselessly flaming.

[center][highlight]"I have a number of alternatives, and each one gives me something different."[/highlight] [number]- Glenn Hoddle[/number][/center] These links lead to additional reading that may further your knowledge of Rammus, the meta-game, or the game in general. I have found these resources to be immensely helpful in learning to play this game. [title]AD Rammus Replays[/title] The following links are League Replay files. To watch them, you need [highlight]LOLReplay[/highlight], available at LOLReplay is a wonderful utility that allows you to record and replay LoL matches with very little memory. [highlight][VICTORY] Rammus is a sustained jungler[/highlight] - Showcasing my Sustained Invasion route since the enemy has no jungler. Rammus can easily stay in the jungle until past level 8, or forever with Wriggle's Lantern. [highlight][VICTORY] AD Rammus vs. Fed Akali (No enemy jungler)[/highlight] - This game starts out poorly for my team, as we quickly fall behind and Akali gets fed. However, we keep going and cover the map with wards. Realizing the enemy team has no wards, we sneak a baron. We eventually seal the game after another baron and ace. [highlight][DEFEAT] Rammus Ranked Carry[/highlight] - This is a team ranked game. Even though we lose, this game is a pretty good showcase of AD Rammus' playstyle. [title]Rammus Champion Spotlight[/title] [youtube][/youtube] Consider both ways of playing Rammus - tank jungler, or AD assassin jungler. One of them seems like a lot more fun, doesn't it? ;P [title]Master of Assists[/title] [highlight]by Bguggs [INN][/highlight] A very long, but educational guide on how to play Rammus in any manner. I particularly like the detail he has expended on the various usages of Powerball. This has been a great help in my early days as a newbie Rammus player. Also invented the plural of Rammus, Rammi. I acknowledge that he believes there is only one way to play Rammus - as a tank - but nevertheless the guide is an excellent resource to get into the right mindset to play Rammus. I know that it is quite severely outdated, but the techniques still apply (despite the constant nerfs), notably his Skills section. [title]Changing the Meta-Game[/title] [highlight]by ProtatoMonster[/highlight] [title]Advice from the Pros[/title]

[title]Surprise! I'm back...[/title] [highlight]Saturday, September 15, 2012[/highlight] Almost a year since the last major update... I'm back with many changes I've discovered to improve Rammus. I've been playing him on and off (sometimes as DPS), but haven't been able to update the guide. All of the small cumulative changes I've made will now be added slowly. [title]100k Views![/title] [highlight]Thursday, December 22, 2011[/highlight] We hit 100 000 views! Yay for growing popularity of Rammus :) [title]Rammus Champion Spotlight[/title] [highlight]Tuesday, December 20, 2011[/highlight] See additional references for link and comments on the Champion Spotlight. [title]Volibear Patch (v1.0.0.130) Jungle Rework[/title] [highlight]Tuesday, November 29, 2011[/highlight] Sorry for the really late update. I've been busy with lots of other things. However, thank 25 000 new viewers, because the next update is finally here! The long awaited jungle remake is finally here. Here is a list of changes, and my thoughts on them. [highlight]Jungle Adjustments[/highlight] (Some of them, at least) [number]Small camps now respawn faster, but have reduced rewards[/number] - Mid/late-game, Rammus is now one of the only junglers who can reach camps quickly enough to keep the jungle relatively clear. Farm those jungle creeps like a lane: keep killing them! [number]Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing[/number] - This, in addition to the Vampirism mastery will keep Rammus in the jungle for much longer, especially on the first and second runs. Also may be used for quick Smite-heals on the run. [number]Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy[/number] - Despite this being a nerf to almost all mana users, Rammus' tiny mana pool manages to make this a buff. Yay! [number]Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%[/number] - Early on, it's going to be noticable. Later on, you have taunt, so this is not a problem. [number]Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects[/number] - Black Cleaver weilding Rammii will find it much harder to solo Dragon/Baron. Consider skipping The Black Cleaver if you plan on soloing Dragon/Baron. Alas, I will have to remake my entire jungling section, complete with the videos. Old videos are still on youtube, accessible here: I will throughly scour the guide for Season 1 relics at a later date; the next few updates will be centered around alternative new masteries and jungle routes. [title]Season Two Masteries (v1.0.0.129)[/title] [highlight]Monday, November 15, 2011[/highlight] The new mastery trees were released today. See for more details. I will rewrite the masteries section soon for the new setup. [title]APPROVAL![/title] [highlight][/highlight] [highlight]Friday, October 26, 2011[/highlight] [highlight]This is it.[/highlight] [number]We have finally reached [highlight]APPROVED [/highlight]status on[/number] [highlight]116 [/highlight]days after the public release of my original [highlight]"Jungle DPS Rammus"[/highlight] guide, the new and improved [highlight]"The one - THE ONLY - AD Jungle Rammus guide"[/highlight] is up there among the giants. [center]This is the first guide that I have written and I am honoured to be able to achieve an approved rating. I always strive to ensure the quality of my content is the best.[/center] During the writing of this guide, [number]I have often been discouraged by many players[/number] in Ranked and Normal games that think I am trolling them with such an unorthodox build. However, I have always found hope and encouragement in the following parties: [.]I would like to thank [highlight]the many supporters[/highlight] I have throughout the writing of this guide - mainly friends that encouraged this radical new build. [.]I would like to thank the [highlight]Team SoloMid[/highlight] for hosting this guide on their awesome site. [.]And lastly, I would like to thank you - [highlight]all the readers of my humble guide[/highlight] - all 33 000 of you that have read this guide from its very first chapter. You are what has made this guide into the lengthy (yes, I know, it gets boring at times) leviathan that it is today. I have watched the number of Rammus guides steadily increase since I first started writing my own. When I first joined, there were barely 5 Rammus guides. None of them were featured nor approved. Today, I look on the page and there is a featured guide by [highlight]Chaox[/highlight], and three amazing approved guides. Furthermore, the page has grown longer and longer -[number] there are a total of 32 Rammus guides [/number]out there, including AD, AP, and Tank builds. I am delighted that Rammus has become such a popular champion, and I would like to believe that I have had a hand in it. [title]Keep reading - and keep rolling, Rammus.[/title] [title]Dominion[/title] [highlight]September 26, 2011[/highlight] Turns out Rammus is one of the top Dominion characters. His insane move speed bonus from Powerball makes capturing points and generally getting across the map very easy. He is ideal for rushing the top point, then backdooring other points later on. Instead of Smite, I would recommend Ghost for the additional move speed. Starting Boots of Mobility or Zeal will allow you to move much faster than other champions, then building Zeals or Phantom dancers will prove your move speed unrivaled. A single damage item is usually sufficient. As stated by [number]fiendishdragonfly[/number], you might want Priscilla's Blessing or some other capture increase item. When you capture so many points, that little percentage will save you plenty of time. Also, a 2 second move speed buff is always welcome. [title]Riven Patch (V1.0.0.125)[/title] [highlight]September 14, 2011[/highlight] [.] [number][imgsmall=items/long-sword.png] [highlight]Attack damage[/highlight] per level increased to[highlight] 3.5[/highlight] from [highlight]2.75[/highlight][/number] - It's like Riot [number]wants[/number] us to do more auto attack damage. Why not capitalize on this? [.] [number]Rammus can now immediately switch between [imgsmall=skills/rammus/w.png] Defensive Ball Curl and [imgsmall=skills/rammus/q.png] Powerball.[/number] - a simple mechanics change that works wonders. Makes escaping that much easier. [imgsmall=skills/rammus/w.png] [highlight]Defensive Ball Curl:[/highlight] [.][number]Magic damage return changed to [highlight]20[/highlight]/30/40/50/60 from [highlight]22[/highlight]/26/32/38/46.[/number] - [number]-2 damage return[/number] at level one means the jungle route will be slightly slowed, but not to any noticable degree. [.][number]Cast time removed.[/number] - Again, escaping is now much easier. [.][number]Now correctly displays the armor amount in the tooltip when [imgsmall=skills/rammus/w.png] Defensive Ball Curl is active.[/number] - That's nice to know. :)

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top