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RAMMUS BUILD GUIDE: powerball! by heartbeat

by heartbeat (last updated 7 months ago)

Featured832,114 Views 10 Comments
9
Greater Mark of Attack Speed(+15.3% attack speed)
9
Greater Seal of Armor(+12.69 armor)
6
Greater Glyph of Scaling Magic Resist(+0.9 magic resist per level (16.2 at champion level 18))
3
Greater Glyph of Magic Resist(+4.02 magic resist)
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
0
30
0
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 2/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 4/4
mastery 3 1/1
mastery 2 1/1
30 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Spiked Shell
QPowerball
WDefensive Ball Curl
EPuncturing Taunt
RTremors
View Skill Order Details

Introduction

Hi. I'm Heartbeat, from the formerly Team MRN. I'm also a high-ELO ranked player, who has three accounts in diamond 1 currently. I've played three roles competitively (mid/ad/support) and i consider myself to be a very versatile player with a good understanding of this game.

you can follows me on twitter : @HeartbeatLoL
or twitch stream: twitch.tv/heartbeatttlol

[http://i.imgur.com/V9jr6pg.jpg]

Rammus has always been an ON and OFF champion. Because of his kit, he's a fun jungler to play and an extremely difficult jungler to escape from. He's being played in competitve scene a lot more often these days, so let's talk about rammus! ok?


pros:
  • Extremely tanky using his
  • lets you zoom across the map, giving you a much bigger gank path than other jungleres
  • Extremely strong catch ability that taunts 3 seconds,
  • Brings an insane amount of pressure early game
  • Can gank even through wards because he is so fast.


cons:
  • weak dueling in the jungle, and relatively slow clear.
  • Can get easily stopped and cc by the enemy while trying to powerball in
  • After using taunt, becomes rather useless late-game other than being a big tank.

Author's note: Rammus is similar to skarner, in the fact that they both like to move fast and grab the target they want. Skarner is stronger early game and is a much stronger dueler, but rammus provides constant hard-CC, and is much more tankier than skarner. The playstyles are very similar, so if you're a skarner player from before, rammus will be an easy jungler to pick up.

Runes

[http://i.imgur.com/aJkdXNO.jpg]


Marks
I recommend getting attack speed marks to help clear the jungle. Later on when you buy a madred's razor, having a higher attack speed will mean that you will get more madred procs, which means you can clear the jungle even faster. Since rammus is a slow jungle clearing jungler, this will be the best to cover for that.

Seals
Armor seals are a must, on any junglers because of how strong the jungle camp is early. Without it you will be taking massive amounts of damage from the jungle, especially the buffs. Not to mention, rammus's passive scales with armor so there's no reason not to get armor seals.

Glyphs
I like to take a couple flat mr for a better early game against magic damage, and the rest scaling mr to fare better against AP damage later in the game. Rammus will mostly be getting armor items, so this is why I personally like sacrificing a little bit of tankiness early to become much more tanky later on in the game.

Quints
Movespeed quints are very solid on rammus. This will scale with your powerball, and if you're moving faster, your chances of getting a successful gank will increase. Remember that having a high movespeed is definitely a solid thing to have all-game, and no one will be able to outrun the good old rammus.

Another alternative i might suggest is attackspeed quints. Rammus already has an incredibly fast movespeed using powerball, so taking more attack speed to cover for rammus's slow jungle clear will help immensely. If your ganks aren't working out, you'll be clearing the jungle so this will give you the padding you need to compensate for failed ganks, so that you can clear the jungle.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 2/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 4/4
mastery 3 1/1
mastery 2 1/1
30 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Since rammus is played as a tank jungler, and the prevalence of the defense tree so far into season 4, I've had much success running the 0/30/0 tree. This tree pretty much gives you maximum defense, making you a super tank. I don't find the offense tree useful at all for rammus, and the utility tree at most is mediocre.

I recommend you try both the 0/30/0 tree and the 0/21/9 tree and use whichever one you'd like. This one's more tankier, and the other one will be more useful if you're a bit more gank-heavy than farm heavy.

Summoner Sets

Primary Set
Flash is an extremely good summoner spell on rammus. Sometimes when you're using to close in on your target, a lot of things can interrupt it. Someone can stop you by body block, or creeps might get in the way. To avoid this, you will need flash. Not to mention, this will extend your gank/catch range because you will be able to flash taunt a carry if they're completely caught out of position. Flash is just a universally great summoner spell which will shine through your ganks and initiates.

smite is also a crucial summoner to have because you will be jungling. Without smite, you won't be able to secure objectives for your team, especially early game. Without smite, you will be struggling to get your first buffs, and sometimes even small camps. If the enemy jungler has smite and you don't, then you will most likely lose big objectives like dragon or baron. Make sure you practice smiting and always watch the HP bar on the target you're trying to smite so you don't miss it!

Item Builds

Starting Build(s)
Default Starting Build
5
Always start with machete and 5 potions. Other starts will just make you fall behind. With the machete start, it should help you have a fast first clear, and let you build into the spirit of the ancient golem faster.

I recommend a red trinket because Rammus is an extremely good early game ganker, and with the use of the red trinket you should be able to clear out some enemy wards, which will make them play scared of your ganks.
Final Build(s)
Standard Final Items
Starting items:
- is your only option here. Machete will build into either a madred's razer to help your clear time, or your prime jungle/tank item spirit of the ancient golem. Not to mention it will heavily increase your early jungle clear time because of the true damage. No reason not to take machete for a jungler! :^)

On your first back..
- this is an extremely good item on rammus. Because your W can clear the small minions rather quickly, you still need something to clear out the big jungle creep on every camp. It will take forever for you to kill it only using auto attack, so this will immensely help with your jungle clear speed. This is also especially good on rammus because it gives early armor, and works well with your passive.

- if you don't want to farm the jungle and rather camp the living hell out of a lane, this is a better item. Get this if you're pretty much planning to only clear jungle when you only have smite available, and ganking every other time. This path will let you get your spirit of the ancient golem item much quicker, but you will sacrifice some early jungle clear, which means farm+money lost if you fail your ganks.

- a crucial item on rammus to get, and better as you get it earlier. Gives you a lot of movespeed out of combat, which also works with your 2% movespeed boost you get from your masteries. Rammus is all about the swiftness and being able to zoom through a ward and perform speedy and sneaky ganks so this is really strong.

Your core items
- This is just simply too good of an item to pass up on a jungler. Makes you a LOT more tanky with the amount of HP this item gives, but not only that this will give you tenacity as well as cooldown reduction. You will be getting mobility boots, so the tenacity is invaluable here. One of the most cost effective items in the game, so you should get this as your first or second big buy.

- A strong item to get early because the shield is pretty strong early game when the HP is more valuable. Also gives you some cooldown reduction and armor, both scaling pretty well with rammus. Not that strong of an item late game, however if you want a source of cooldown reduction this is a good buy.

I recommend getting it after the spirit item because the pure hp and tenacity is better earlier, because you still have W to make up for your defensive stats armor and mr.

Late game items that you will be going for.

- homeguards are extremely effective to get on rammus, and the better the faster you get it. You can recall, get full hp/mana, and come back to lanes in like.. 10~15 seconds. It's ridiculous. Must buy ASAP!

- A solid buy against mostly armor enemy. The passive is also really helpful in clearing lane creeps as well as jungle creeps. Has pretty good aoe damage in a teamfight in combination with your ultimate. It's better to get this item early, so i would not get this as your last two items because the aura becomes rather nonexistent late game.

- Remember that one of rammus's weakpoints is that the enemy team can CC you before you get to your target. This will help you avoid one spell, and hopefully it's enough to get to your target. This will also help if you're getting pushed on and enemy is throwing catch spells at you. Really strong against double AP teams!

- Since your bulwark+ your defensive ball curl gives you HUGE armor and mr already, why not increase your hp instead? nothing raises your pure hp more than this item, and once you get this item people will just be discouraged to attack you because you will be taking no damage. I like getting this a lot of times if the enemy team is just a pure damage team, so that i can completely shut them down.

- one of the most underrated item to get on a tank. Especially strong with a hyper carry or if you also have a carry top lane like jax or irelia. Gives a whopping 20% cooldown reduction. If you feel like you don't need any more tanky items, but you want to give more for your team to do those massive dps while youre taunting and tanking, get this item.

- enemy team have 3/4 AD team comp? tryndamere fed? just get thornmail. You will be a god amongst the AD champions, and they willbe doing negative damage as they will kill themselves by hitting you. Remember that you definitely do not want to get this against multiple AP damages, because it will do nothing for you against AP.

- generally a strong buy that gives armor and hp. The passive is strong against auto-attackers like AD carries, and the active is really strong and shines in teamfights with the aoe slow. If i'm not getting a sunfire cape early, i like to go for this item later on because it is so extremely strong. Remember that your active gets longer the more defensive stats you have, and ofcourse you got that defensive ball curl. :^) good synergy.

- this item used to be a core item on rammus to use for initates and ganks. I only get this item early if i feel like all i'm looking for is snowballing lanes. Also if my lanes are ridiculously fed, it's definitely not a bad idea still to rush this item because it will pretty much cause more pressure on enemy laners just by buying this item. Not that great for yourself scaling into late game, so get this only as a snowballing item.

- if you're still dying often to the enemy team because they have a trundle, or a ridiculously fed zed, then you might want to consider buying this to give yourself another life. You can probably have enough time to get another taunt in after you revive, amongst giving you slight armor/mr as well.

Use your intuition to buy the items that will help you carry the team! This applies not only for rammus but for other junglers. One of the most important factors for a jungler is to be able to build correctly, so remember what i said about each item, and get the correct items for your game! good luck. :^)

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Spiked Shell
QPowerball
WDefensive Ball Curl
EPuncturing Taunt
RTremors
There is only one skill order for rammus, and it is very logical. i'll explain what that is, so here we go!

Level up at levels 6, 11, 16. this is your ultimate, so you should get it whenever possible because it does increase the damage by a very high amount.

>>

Why max taunt first? Because this will let you create the pressure you need early game. By maxing taunt first, it will hit the cap of 3 seconds, which will feel like an eternity for the enemy getting taunted. This is the main CC that rammus brings to the table when ganking, so it's very important to max this first. This is better to max than w because a level 1 w still clears the small jungle monsters fairly quickly, and being tankier doesn't provide much to a gank.

Ofcourse, then max your defensive ball curl second because when this ability is maxed, it should be mid-game. This means you'll be trying to set up teamfights for the most part. Because you're a tank, this is when you NEED to be tanky so that you will be that unstoppable force in teamfights. Mid-game is your chance to shine, because your ultimate and defensive ball curl will accumulate to a decent amount of damage, while still providing you a LOT of armor/mr to last you through the fight!

Then max your powerball last. Leveling powerball does not make you go faster, nor does it make it last longer. It does increase the slow amount, but after you hit someone with a powerball you will most likely be taunting them anyway, so the slow is a bit wasted. Hence, it's only logical to max this last.

Skills

Spiked Shell
This passive isn't the greatest passive to have on a tank, but it does scale pretty well because you will be getting a lot of armor. This will make you do a lot more damage on your auto attacks, which means this basically will let you clear the jungle a little faster for the most part. And ofcourse, I've taken down numerous carries by just auto attacking them with this increased AD passive, so don't forget to constantly auto attack between taunt cooldowns. :^)
Powerball
Your ganking/gapclosing ability. Activating this makes you into a ball which will continue to give you movespeed until you hit something, or until it runs out. Not only will hitting a target knock it back , but it will also slow them for a solid 3 seconds. You will need to practice using this ability so that you are able to maneuver powerball very comfortably. By mastering powerball, you'll be able to perform much sneakier ganks.

Note: Remember that creeps/jungle monsters can stop your powerball. So try your best to walk around them, and don't start your powerball near creeps unless you're just using it for waveclear.
Defensive Ball Curl
Activating this will give you HUGE armor/mr bonus stats, and returns damage to anyone that auto attacks you when you have this activated, including creeps. Think of it as a thornmail-like ability. This will make you a LOT more tankier than other junglers, so make sure you pop this before the enemy team starts focusing you.

Note: You can't have this active at the same time as your powerball. Activating this will stop your powerball immediately. So use this AFTER the powerball has finished.
Puncturing Taunt
This is probably one of the most annoying abilities in the game. You taunt a target enemy for 3 seconds, while reducing some of their armor. This is your main catch/cc ability, and this will also stop channeling spells. Remember that using this on tanks are not that bad, because it will tear some armor. Later on when you have about 20% cooldown reduction, this ability can be used multiple times in a teamfight, so make sure you watch the cooldowns.
Tremors
Creates an AOE field around you that will deal magic damage to everything around you, INCLUDING TURRETS, FOR 8 SECONDS. There are many uses for this ultimate, although it doesn't scale very well because you won't be building AP, it does have a lot of useful factors. If used in a fight for full duration, it will do a massive amount of damage. However, it can also be used to clear a jungle buff camp faster, or to push towers faster. The base cooldown is very low at only 60 seconds at all levels, and it will get lower throughout the game because you'll be getting some cooldown reduction items, making this ult semi-spammable.

Synergy

Rammus does well with the same champions as , in that any champions that increase your movespeed are extremely strong with rammus.



all give you movespeed. Because you won't be buying increased movespeed items in game, having champions that will increase your movespeed for you is really strong so that you can extend your powerball range, and do that initiate/catch your team needs!

will also make you an unstoppable force if she puts her black shield on you. Because you will be immune to cc, as long as you steer your powerball correctly you will be able to get within the enemy team. Not to mention, she can lock up your taunted target for a couple more seconds using her binding. great synergy!

additional general rammus talks

I want to say some stuff about rammus, but i can't really fit it into other sections so i'll put them here.

We all know rammus is a tank, but this should not mean you will be powerballing into 5 people way ahead of your team. Remember that there are champions that can lock you down, and it doesn't matter if you're a tank, it's just a matter of time before the enemy team can kill you. Remember that there are champions such as that can completely counter you using his pillar to disrupt your powerball, as well as his ultimate that will tear your defensive stats apart.

Rammus isn't a strong dueler in the jungle, so if you're getting heavily counter jungled, you should opt to clear those camps on spawn by timing them, or just completely play a gank-heavy style. Against heavy counter-junglers you should always be buying wards for your jungle entrances so your team can punish them for entering your jungle.

alright that's what i had to say! let's move on.

Early Game

You want to prioritize farming until level 3 first. Without hitting level 3, you won't have taunt. Your taunt at earlier levels are not that strong because of the small taunt duration, but if you're able to get behind the enemy team you should still be able to blow summoner spells. If you know a lane does not have summoner spells you should be able to gank them successfully. Just know that watch out for counterjunglers, and try to avoid them. You can't do much other than out-smiting the enemy jungler if they come to harass you at your jungle. Rammus is the most vulnerable at your first buff camps, so always pull the buff monsters to a brush and be wary of the enemy jungler popping out anywhere.

Mid/Late Game and teamfighting

I'll always say this with junglers, but try your best to balance ganking and farming. If you're not being harassed in the jungle and you've bought a madred's razor, you should have a decent clear time. If you just straight up bought a spirit stone, your jungle clear speed will be rather slow, and you will start falling behind if your ganks are just not working. If your laners don't have any CC, it's also really hard to gank for them so you will have to think about if you're going to be ganking or farming ahead of time. My advice is gank solo lanes in earlier levels, and focus bottom after that. This is because your taunt will be maxed and if you can catch one person with a taunt, 3 people should be enough to take the target out within the taunt duration.

play late game like a tank. You are not an assassin and before you catch someone make sure your team is able to follow up. Moving to places on your own will not secure kills. Use the on my way ping wisely and try your best to control your team the places you want to go. Once you get tanky, you might want to think about diving, to not just go for kills but to take the tower itself. Your tremor does a lot of damage to turrets so if you just powerball behind enemy tower and turn on your tremor and the enemy team backs off, your team should be able to take a free tower.

teamfights!
Early/mid game your ultimate actually does a good amount of damage. You want to ofcourse, taunt a carry which is optimal because you want to kill their damage dealers as soon as possible. However, it's completely okay to catch an enemy tank completely out of position. Your team should be able to chunk the tank's health if they can't kill them. This goes the same for you, so try your best not to get caught out of position later the game goes. After you use your taunt, you're going to be in the fray, soaking up a LOT of damage and using tremor to do as much damage as possible. If you fell extremely behind and you're not tanky at all, you might want to think about using yourself as a peel for your AD or AP carries, just using taunt on cooldown and backing off. You are an extremely mobile and fast initiator using your flash, so be creative and make sure your team is behind you to back you up!

video guide

this video was recorded in season 3. the game play hasn't changed, so check it out!



this is a quick game which i'm able to demonstrate how much pressure rammus can bring to the enemy team early game. I was able to snowball our team, mainly bot lane, into a 20 minute surrender. We only have 1~2 teamfights, but i still talk a lot about early game ganking paths, and what to do and what not to do. So go ahead and check it out! i will try to post a 2nd video thats hopefully longer that might cover more stuff in a game.

Final Comments

Thanks for watching my rammus guide! Hes a fun one to play in the jungle, and one of the junglers that puts extreme pressure on the enemy team. He fits the tank jungler role perfectly because of the free defensive stats he gets from W, so he's definitely a viable champion in the current game. try him out!


remember to follow me on twitter: @HeartbeatLoL
and subscribe to my stream at : twitch.tv/heartbeatttLoL
to learn how to play other champions too!

tune in to my stream, i often do commentary and teach how to get better at the game, as well as me trying to get better myself.
this is my stream schedule!
weekdays (mondays~fridays) 12PST ~ 6PST
and i stream on weekends on random times :p
but DO tune in on weekdays! ^~^

Comments

February 11, 2014 - 12:06 AM #1

http://sh.st/cM6P

February 7, 2014 - 06:39 AM #2

Epic guide, keep it up! :)

June 26, 2013 - 05:23 PM #3

@Qzi hypothetically.. yes, but it doesn't deny the fact that you max Q last, or that your ultimate you won't be able to do the full damage in most case scenarios. Megazero always used to argue that spells like irelia's ultimate had an insane amount of ratio and ppl should go aP irelia. Yes, it's strong.. but really not practical.



@lenape thanks! thresh works well with literally any junglers, even if you don't have cc as a jungler thresh can create CC for you and you can pull off insane ganks with just flashes. I tried to assert other synergies that mainly go with movespeed because it's more straight forward!

June 22, 2013 - 11:23 PM #4

Great guide heartbeat.

Just one question, how come you do not have Thresh as a good synergy with Rammus. Lantern+Powerball into a teamfight or objective zone can accomplish a lot.

June 19, 2013 - 10:48 PM #5
Qzi

@heartbeat I agree with you that Rammus's scaling is not as good as Zac's, but Rammus does have a 1-1 ap scale, and his ultimate has .3 ap scale, not much, but the overall damage is 520/1040/1560 (+2.4 per ability power) at maximum damage.

June 16, 2013 - 08:24 PM #6

@tinkady probably abyssal sceptor is as far as i go for damage. rammus doesnt scale too well with damage.



@dsdavidds - rammus doesnt need mana, and you'll get enough cdr from your spirit item. I feel like yes frozen heart does give u insane amount of armor but randuins does its job better



@qzi uh it's good on zac because he scales so well with ap, but .. i wouldnt recommend it on rammus



@sasogwa - its just personal prefernce, i feel like the earlier defensive points on armr or mr is more important because of rammus's weaker early game

June 15, 2013 - 06:27 PM #7

I wondered, does the Mastery "Legendary Armor" work on Rammus defensive ball curl ? Cause that would bring a lot of bonus armor/magic resist no?

Other points in masteries more efficient?

June 14, 2013 - 09:35 PM #8
Qzi

Could you consider zhonyas, I have heard that people in the OGN use it on Zac, I think that it could help with the armor and ap it gives, also the armor and ap from the armguard seems easy to get when you are a jungler, but idk.

June 11, 2013 - 06:19 AM #9

Nice guide. Only 'issue' that I noticed was the lack of Frozen Heart as a recommended item. It seems quite important any synergizes well with Rammus (cdr, armor, mana), but it isn't mentioned anywhere.



An explanation would be nice!

June 11, 2013 - 03:23 AM #10

Nice guide! What would you build if you wanted more damage? You've only given zeke's as an option. What about (copying my custom item set):



AP: Liandry's Torment, Abyssal Scepter, Rylai's Crystal Scepter, Morellonomicon, Twin Shadows, Iceborn Gauntlet, Void Staff

AD: Wit's End, Atma's Impaler, Frozen Mallet, (Zeke's Herald), Spirit of the Elder Lizard



I like building some damage as my third or fourth big purchase, especially when I'm ahead, and most of the time Zeke's is not the right choice.

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