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Rammus Statistics for Gregory da Great

Author's performance with Rammus compared to the ranked average.

Value
Average
Games Played
722
6
Win %
49
45
Kills
3.6
4.1
Assists
13.5
10.5
Deaths
7.8
6.1
KA:D Ratio
2.2
2.4
Gold Earned
10.5K
10.6K
Creep Score
73.0
75.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

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With ghost the speed % increase is very helpful for chasing/escaping and the cooldown is shorter than it is for Flash.Use Flash for fun surprise initiates and over the wall escapes. Heal is great for support Rammus as it can be used for ranged healing/assist gold. Use Smite in the Jungle always. Lastly, Teleport is fun for very viable Homeguard ganks.

 All 5 other spells are very viable on Rammus and Flash is highly recommend in any game. When playing lane Rammus don't be shy to use 2 of these spells. I find the ghost-flash combo to be very effective. Heal-Flash is also very effective for lane Rammus and can really help your team in team fights and pick up extra assist gold during the game. 

Ignite is also an "Ok." choice if you are going lane Rammus as it gives you more kill potential.

Depending on playstyle combo Flash with the one of the other 5 that fits you best.

Lane Guide: Flash-All, Tele-Top/Mid, Ignite-Sup/Mid, Heal-Mid/Sup/Top, Smite-Jungle.

New Runes Back to Top

Masteries Back to Top

Feel free to match your style here anything can work on Rammus. Best to match how you play...

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

Since the nerfs on the melee range Rammus taunt - it is best to level up Powerball and DBC ASAP as it greatly increases your ganking and durability. Ganking when lanes are pushed or when your flash or  6.png is up is always a good idea. Don't be afraid to ping and gank through lane and let the supports initiate for you. I tend to try to keep an eye on mid at all times. I find with Rammus' poor jungle speed - staying by wraiths and wolves is safest and most effective. When you see the enemy pushing or mid could use some help - rush out and gank/counter gank ASAP to ensure mid wins the lane. A fed mid can roam to help you and gank bot or top as needed- they can also dish out tons of damage and effectively gank lanes that rammus is too weak to gank and will just get the fed enemy a double kill. Rammus is weak early so keep in mind this and try to gank when you have a 2v1 or a nice hp advantage.

Items Back to Top

Starting Items

    Jungle Start
    Early Core (Aggressive)
    (If your behind)
    Lane Rammus

Core Items

    Mid Game Items
    If team is behind
    If team is ahead
    BUILD WHEN AHEAD (aggressive)
    BUILD WHEN BEHIND (DEFENSIVE)
    BUILD WHEN EVENLY MATCHED (Balanced)
    New/Other Options to consider.

Situational Items

    Optional Upgrades
    Viable Options

Jungle: Start machete + 2 pots. Then upgrade and get boots.

Boots are optional imo on Rammy and you shouldn't always rush them. Then get Stalkers Blade with Juggernaut. Immediately after the that rush hp or the wisp -a  sunfire (If you are not Jungle) , Warmog's, or Thornmail for the extra team AOE, Tankiness, or 1v1 power. After that I recommend Randuins Omen, Banshees Veil, or Static Shiv but building anything in the above Core set would work. Also some early Ap if your ahead work well too just don't overdo it unless your team doesn't need you to tank or you 20 kills up or something. Go with what fits your style. 

With this build you can shred and 1v1 almost every champion in the game as long as they are not super ahead of you. The champions that you cannot beat 1v1 will the super tanky bruisers which you shouldn't be fighting solo anyway (more important objectives to take then to waste time fighting/chasing some champions). Kill the ADC = gg.

*NOTE* - Rammus tends to get behind fast if your team is losing lanes or you get counter jungled so if this happens try to farm up jungle and defend. Skipping boots entirely if your behind early game is better. Your team will need you to tank and if you get behind fast and get 1 shotted by the fed mage because your team fed and you bought boots with the little gold you had - then its gg at 20. However if you used that gold to buy a spirit visage or banshee or warmogs; this way- when the enemy mage is dumb enough to blow everything on you when you annoy him- you may survive and your team may find courage in your actions and follow up with you. (If you buy boots and get 1 shotted its a huge morale hit for your team - either your teammates will start a surrender vote from fear or they will run into the fight waaaay to late after your long dead and when the enemies cooldowns are back up.) PRIORITIZE your HP if behind.  If AP is your thing then an early Aether Wisp + Boots makes you a strong and fast fighter but I would advise against getting more AP too soon especially if your team is behind - They will need you Tanky. Some games it is fine to just skip boots and get as much HP as possible as your role is to peel and disrupt for as long as possible. You should be using powerball to disrupt and peel and it won't always be up to escape with- so winning the fight may be your only chance to live- why not get super tanky and help ensure that happens.


Lane Rammus is only viable for certain matchups or if you have a jungler to gank a few times for you. Start cloth + 4 pots and then keep getting potions and rush wisp or Sunfire Cape. Play defensive and farm. Get Sunfire, Thornmail, and Shiv or wisp as fast as you can. If you do this correctly and fast enough you will be able to 1v1 almost any champ with ease. (Don't go looking for 1v1s because your better helping your team- but keep in mind for teamfights your power is strong and you are to be feared.)


Lane Rammus Option 2: Get 1 HP Item and a Banshee's and then get some AP. Level up W then max Q.

*NOTE* - Remember late game if the gold is available trade in to get the more expensive/stronger items. If your team is losing substitute the Shiv/wisp for a more Tanky Item. Also trade to get the 3000+ cost items when you can afford them if the game is more than 45min you may have the gold.


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Amumu
    Medium
  • Ashe
    Easy
  • Darius
    Hard
  • Diana
    Hard
  • Elise
    Hard
  • Evelynn
    Hard
  • Hecarim
    Medium
  • Katarina
    Medium
  • Master Yi
    Medium
  • Nautilus
    Hard
  • Quinn
    Easy
  • Soraka
    Easy
  • Teemo
    Hard
  • Tryndamere
    Easy
  • Zyra
    Hard

VS

Amumu

Medium

It is best to try to separate the enemy vs. Amumu. His ult is very potent in a clumped team fight and he can can really mess up your team. His counter Jungling potential isn't too strong though so your Jungle should be safer.

VS

Ashe

Easy

This champ as well as most other ADC's are the easiest targets for a Rammus. Fly at them fast and lock them down to assist your team in free kills. Also with the above build you can solo most ADC's once you buy 3087_32.png.

VS

Darius

Hard

His massive damage, armor pen, and pull can leave a Rammus crying within a few seconds...Be careful around him or you may find yourself 3 shotted.

VS

Diana

Hard

Dirty D is a scary monster if you try to face her when she is fed. She will burst down and stick to a rammus like duck tape until you are dead. Try to avoid her unless you can 2v1 or 3v1 her.

VS

Elise

Hard

This AP spider is a very deadly foe. Her combination of CC and high burst damage makes her a dangerous opponent to face. Careful when u get to close.

VS

Evelynn

Hard

This tricky stealth champion is just what a Rammus doesn't want...Rolling in at 1000 speed to gank and have a 3v2 only to find that an eve is there stealthing -_-...just be careful and gank when u know %100 that eve is in another lane.

VS

Hecarim

Medium

This guy has the speed of Rammus but he also has a good bit of damage output so be wary. Its best to not try to out damage him. Just peel and back off if things get hot. If you have him outnumbered or low then attacking him is viable.

VS

Katarina

Medium

She can kill you fast but you can taunt her faster. If she gets fed just be sure to alert your team and then go in and CC her for the win.

VS

Master Yi

Medium

This guy auto attacks himself to his doom after your taunt/ballcurl combo. You can also drag him into towers for days... His alpha strike is still decent so avoid that 1 move and he should be no problem to take down.

VS

Nautilus

Hard

This tank outmatches Rammus in almost every way - stats - cc - jungle speed...basically he will out level you and has so much cc that you will not escape him easily. Play safe early game when he is near and use your speed to avoid danger. Do not engage against him unless you have him out numbered.

VS

Quinn

Easy

Quinn is another one of those squishy adc's Rammus gets stuck in his spikes...Her get away move actually jumps to ramus making it possible to taunt her and her speed is no match for a good rammus. Catch her with some help to bring her down and she is in big trouble.

VS

Soraka

Easy

Those heals are OP but rammus takes little notice. Since his whole gameplay revolves around picking champs off and outnumbering rammus has an easy time locking champs down for his team to damage through the heals.

VS

Teemo

Hard

Captain Rascal OP! This little guy is not your friend and can really mess up a Rammus. Stay cautious when fighting him and let your team handle him if needed. Teemo poison will cut through your armor and defenses like butter and his fast auto attacks will drop your HP. Also there is nothing more depressing than hitting a teemo shroom whilst rolling at 1000+ speed...

VS

Tryndamere

Easy

Tryn is scary and a fed one can kill anything but beyond these strengths he stands no chance against a good Rammus with a friend. Just taunt/pull him to his doom and even his ult can't save him.

VS

Zyra

Hard

This is a support/mid champion to be feared. Her ranged CC along with nasty group ult and plant placement can really hinder a Rammus. Careful of attempting initiations when Zyra is near and it may be best to just peel since she has that AOE ult that will get ur team if u initiate and your team groups behind you.

Champions to Avoid Back to Top

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Difficulty: 10 - Avoid Captain Rascal (Teemo) as well as most of these other champions at all costs! Ban them if needed... It is best to remember as a rule of thumb Rammus is weaker than most champs early. so a 1v1, 2v2, 3v3, etc. is not usually a good option because it can get you or your teammate killed. Use the great mobility on Rammus to attack ans start 2v1's and 3v2's in the early stages of the game. When you are losing the game and you failed or can't  catch the enemy out of place, then the next best option is to peel like a crazy turtle and let your carry-carry you as you rack up assists. Never engage unless your team is in the lead or you can catch the enemy out of position.

 

 

Rammus Strategy (General) Back to Top

     In general it comes down to team fight. Its best to have a Rammus mindset to get the victory. By this I mean try to stay as safe as possible and know you are probably weaker 1v1 in fights early game. Look for the 2v1s and make plays. In team fights don't try to initiate over and over and die for the cause. Try to zone and peel. Sometimes surviving to hit a few more tremors on the enemy team is worth it. Also zoning an ADC out of the fight is just as useful as taunting them if you can keep them distracted without actually endangering yourself. If you do this you are full health and can wreak the enemy team if they are low and all the ADC can do is run if you are full HP still. If they fight Flash Taunt and your team will be there to follow through without resistance. Sometimes it is better to fight this way as just flash taunting off at start of the fight will sometimes end up in just a 1v1 trade - you for the ADC (Which may not always be a great trade off as weird as it sounds BECAUSE YOUR REMAINING TEAM MAY FOCUS THE ENEMY TANK AND LOSE THE 4v4 --- 0 TO 4.) Having a full HP Rammus to clean up after a fight can be much scarier than having a full HP ADC. Lastly, say you zoned the ADC out of the fight but your team traded a 4v4 and only you and the opponent ADC was left - Well...with my build that ADC is going to attempt to run back to base with his life...at least he tried to run :)

Think of Rammus as a (Clean up Tank). Yes get a bit tanky - and tank the initial damage and zone for your team but it is best to go into fights when the enemy has blown some of their CC. A good Rammus will dive into a fight and tank all of the damage for his team and get blown up so his team can hopefully win the fight, but a Great Rammus will tank some damage avoid CC peel and zone - then once the enemy is bunched and low - roll into the fight to tank and chase.

(Recap) Basically you do not always want to be the first on your team to die, if you can survive as long as possible hitting all 8 ticks of Tremors and CC the team into submission hitting with your thornmail shiv sunfire - it can be much more effective than tanking everything- and dying so that your team can get pounced on immediately after because they positioned poorly and are focusing the enemy tank... Use your defense + CC to peel for the adc.


In the Jungle - Start Blue- Gank top early before 2nd blue and try to get a few ganks mid. After 2nd blue camp bot and go mid if needed. After that stay bot to mid to secure dragons and to gank and counter gank then watch your rankings soar!


Lane Rammus - Play safe, level up W, and farm as best as you can. Wait for ganks or mid game to destroy your opponents. Early levels - trade only when W is up and rush homeguard. When Supporting play very safe until 6 with co or another support item - then rush aether wisp and destroy when both sums are up (Caution: This strat can work well but the adc needs to be on the same page and not die much before this point.)


AP Rammus- It is "Ok." and can destroy another team but be careful as I find the "nature" of Rammus that he is a annoying squishy looking Tank because he is small and builds extra armor so his HP bar isn't 5K at most times. Also his kit annoys opponents and makes him go in to melee danger zones so they tend to focus him (which is good if you are tanky.) Lastly Rammus is meant to chase down cowards, cowards have ranged CC and fire shots as they flee, going AP won't help you survive the shots they fire at you while you close those gaps. Yes you can destroy them if you reach them but it takes skill and you have to outplay them every time to do so and isn't worth it. All that being said is why I wouldn't recommend AP Rammus in most situations unless you want to have TONS of fun and don't care about winning haha.

 

Best of luck in solo Q


Note: If you want to have all of the team glory and have a pretty 20/0/0 game with Penta-Kills then Ram Ram is not the champion for you. However, if you are out there to have fun, grind every game out for that much deserved win, and are "ok" with a score of 2/10/20 if it means your team gets a win then Rammus is a great choice. Remember a good Ram Ram player is selfless and true, never rages at fail teammates, and even if the score is 10 to 0 in the first 5 min - he keeps rolling, taunts, and says "Ok".

And now a few words from Rammus "OK, YEAH, ALRIGHT, MHMM, RIGHH, MMM-OK".




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