Rammus

Starter Guide: Armor Powerball Rammus (Jungle) Jungle

For Rammus · By lolclassicwiki Starter

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Item Build

Total stats from Core Build
215 Armor10% Cooldown Reduction1450 Health14 Health Regen per 5 seconds7 Mana Regen per 5 seconds45 Movement Speed

Skill Level Order

18 Levels Planned
Ability 123456789101112131415161718
Powerball Q
Powerball
114151718
Defensive Ball Curl W
Defensive Ball Curl
28101213
Puncturing Taunt E
Puncturing Taunt
34579
Tremors R
Tremors
61116

Spells & Runes

30 / 30 Runes · 2 Spells

Summoner Spells

Smite Flash

Rune Page

Marks

9 / 9 Sockets
  • Mark of Attack Speed +1.7% Attack Speed (+15.3% total)

Seals

9 / 9 Sockets
  • Seal of Armor +1 Armor (+9 total)

Glyphs

9 / 9 Sockets
  • Glyph of Magic Resist +1.4 Magic Resist (+12.6 total)

Quintessences

3 / 3 Sockets
  • Quintessence of Movement Speed +1.5% Movement Speed (+4.5% total)

Total Rune Statistics

30 / 30
Attack Speed +15.3%
Armor +9
Magic Resist +12.6
Movement Speed +4.5%

Masteries

9 / 21 / 0

Offense

9
4/4

Deadliness

4 of 4 ranks taken
1: +0.166 Attack Damage per level
(2.99 Attack Damage at champion level 18)
2: +0.333 Attack Damage per level
(5.99 Attack Damage at champion level 18)
3: +0.498 Attack Damage per level
(8.96 Attack Damage at champion level 18)
4: +0.664 Attack Damage per level
(11.95 Attack Damage at champion level 18)
0/4

Blast

Not taken · 4 max ranks

See it on the mastery tree →

0/1

Destruction

Not taken · 1 max ranks

See it on the mastery tree →

Defense

21
0/1

Summoner's Resolve

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Perseverance

3 of 3 ranks taken
1: Grants up to +2 Health Regen per 5 seconds based on missing Health
2: Grants up to +4 Health Regen per 5 seconds based on missing Health
3: Grants up to +6 Health Regen per 5 seconds based on missing Health
4/4

Durability

4 of 4 ranks taken
1: +1.5 Health per level
(+# Health at champion level 18)
2: +3 Health per level
(+# Health at champion level 18)
3: +4.5 Health per level
(+# Health at champion level 18)
4: +6 Health per level
(+# Health at champion level 18)
2/2

Tough Skin

2 of 2 ranks taken
1: Reduces damage taken from monsters by 1
2: Reduces damage taken from monsters by 2
3/3

Hardiness

3 of 3 ranks taken
1: +2 Armor
2: +4 Armor
3: +6 Armor
2/3

Resistance

2 of 3 ranks taken
1: +2 Magic Resist
2: +4 Magic Resist
3: +6 Magic Resist
0/1

Bladed Armor

Not taken · 1 max ranks

See it on the mastery tree →

0/1

Block

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Tenacious

3 of 3 ranks taken
1: Reduces the duration of crowd control effects by 5% (stacks multiplicatively with Tenacity)
2: Reduces the duration of crowd control effects by 10% (stacks multiplicatively with Tenacity)
3: Reduces the duration of crowd control effects by 15% (stacks multiplicatively with Tenacity)
2/3

Juggernaut

2 of 3 ranks taken
1: Increases your maximum Health by 1.5%
2: Increases your maximum Health by 2.75%
3: Increases your maximum Health by 4%
1/1

Honor Guard

1 of 1 ranks taken
1: Reduces damage taken from all sources by 3%

Guide & Strategy Breakdown

Armor Powerball Rammus arrives at speed with Powerball (Q), strips armor with Puncturing Taunt (E), and hands damage back to whoever dealt it with Defensive Ball Curl (W).

Armor Powerball Rammus arrives at speed with Powerball (Q), strips armor with Puncturing Taunt (E), and hands damage back to whoever dealt it with Defensive Ball Curl (W).

How it plays

Against a Season 3 team built on attack damage, Rammus is barely fair. Spiked Shell turns 25% of his total Armor into Attack Damage, so armor is his damage item. Defensive Ball Curl (W) adds up to 120 bonus Armor and MR and reflects magic damage back at whoever is hitting him. Puncturing Taunt (E) makes a target attack him whether they meant to and strips up to 30 armor while they do it.

What to buy

  • Starting Items: Hunter's Machete and 5 Health Potions.
  • Core Build Rush: Boots of Mobility (Mobility Boots allow Rammus to Powerball Q at mach speed, lock down carries with a 3-second taunt, and strip 30 armor via Puncturing Taunt E), Spirit of the Ancient Golem (grants health, tenacity, and cooldown reduction for jungle clearing), Sunfire Cape (converts 25% of total armor into Attack Damage via Spiked Shell passive while Sunfire burns nearby enemies during Tremors R), and Thornmail (Defensive Ball Curl W grants +120 Armor/MR and reflects magic damage; Thornmail reflects 30% of incoming basic attack damage, causing enemy ADCs to kill themselves).
  • Situational Options: Randuin's Omen, Banshee's Veil, Abyssal Scepter, and Warmog's Armor.

Summoners and skill order

  • Smite and Flash (or Ghost).
  • Max E (Puncturing Taunt) first for 3-second taunt duration and 30 armor shred. Max W (Defensive Ball Curl) second for defensive stats and damage reflection. Max Q (Powerball) third.

New to the champion?

Combos worth drilling

  • Mach Speed Taunt: Q (Powerball) -> roll into enemy carry -> E (Puncturing Taunt) 3-second taunt -> W (Defensive Ball Curl) +120 Armor/Thornmail reflection.
  • Tower Tremors: Turn on R (Tremors) while pushing enemy towers; R damages towers and surrounding minions.

Mistakes to avoid

  • Don't hit minions during Q Powerball: Hiding behind minion waves stops Powerball. Flash past minions to hit the champion.
  • Don't taunt AP mages over ADCs: Taunt enemy ADCs so they damage themselves on W + Thornmail damage reflection.

Playing it out

  • Early Game (Levels 1-5): Roll into lanes with Powerball (Q) speed. Flash past minion waves to knock up the enemy laner and lock them down with Puncturing Taunt (E).
  • Mid Game (Levels 6-11): Turn on Tremors (R) during ganks and tower pushes (Tremors damages towers). Taunt enemy ADCs under their own tower.
  • Late Game (Levels 12+): Powerball into the enemy backline, activate W (+120 Armor) + Thornmail, and taunt the enemy ADC. Watch them kill themselves on your damage reflection.

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