All Guides Rammus Guides Can't touch this!
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Rammus Statistics for Vivi

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

Value
Average
Games Played
40
4
Win %
58
43
Kills
3.5
4.0
Assists
10.6
10.1
Deaths
4.1
6.1
KA:D Ratio
3.5
2.3
Gold Earned
10.1K
10K
Creep Score
103.8
121.7
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash is better!


I know that there are people out there who prefer using 12.png , 6.png , or 14.png instead of 4.png but I can assure you that 4.png is 100% entirely necessary if you're going to play this champion.  Not only as a jungler, but I feel like he needs it at all times for a few reasons.  First, he doesn't really have an escape so this is basically his only escape.  Yeah you can powerball.png around but once you hit something, your powerball.png cancels so it isn't a reliable escape.  Second, this spell can make your ganking so much easier.  Most people see a 33_64.png Powerballing to them and most of the time they can't react fast enough to him and if they do, they use their 4.png or 4.png-type ability immediately which basically allows you to use yours and catch up to them (a lot of times you don't even have to, but when you do is almost a guaranteed kill).  Third, and probably the most important, this ability allows you to initiate a team fight easily.  If you have an Assassin or somebody that can get onto a carry or if someone is out of position, you can 4.png onto them and immediately taunt them and that basically guarantees you an advantage in a team fight which can lead to giving you more kills, more turrets, or more objectives. 

Teleport


The reason I don't recommend 12.png is because you're basically relying on other people to make this play work.   So the trick is, they go back to base, they use 12.png and they powerball.png on to someone but the thing is, 12.png is mostly a ganking or pushing tool and I feel like 33_64.png shines more in a team fight rather than pushing (although he can safely and efficiently push, it isn't that reliable compared to other pushing-type champions such as 77_64.png).  Another thing is, you're left with almost no escape or way to initiate a team fight efficiently if you have to.  So, if you're 100% inclined to pick this ability, the only thing I can recommend is to build 33_64.png in a way to better fit his pushing capabilities.

Ghost


Another commonly used summoner spell by some 33_64.png is 6.png.  Now this ability basically allows you to ignore unit collision and it synergizes with your powerball.png  so I can see this working better than 12.png because it basically allows you to do almost everything that 4.png allows you to do.  Although, it's harder to catch people off-guard which still puts 4.png ahead of it in my personal opinion.

Ignite


Lastly, I have seen jungle 33_64.png pick 14.png as one of their summoner spells.  I cannot stress how bad this is.  Yes there are times when it comes handy but the only thing this spell gives you is the ability to maybe (and I do mean maybe) score more kills.  Normally as a 33_64.png, when you're ganking someone and you actually reach them it almost always means that the person will either blow their cooldowns and summoners or they'll die.  You don't need 14.png at all.  Not to mention, it isn't the smartest idea to be taking ALL of the kills within a game.  After all, this is a team game.  The only time I'd recommend this is if you're laning 33_64.png.

So in conclusion, pick 4.png, it's the best and most viable option along with 11.png of course. 

New Runes Back to Top

*Resolve* 

This is definitely the best option for jungle Rammus.  It gives you a lot of tanky options that allow you to survive in team fights and still be able to do some damage.

Aftershock.png?width=64 Aftershock

This rune is amazing.  It gives you more tankiness when you immobilize a champion and a good little burst of damage to start your ganks off strong.  Guardian.png?width=32is not a bad option either because it gives you and an ally a shield and some movement speed but I think this is more of a support Rammus rune.  Grasp%20of%20the%20Undying.png?width=32is definitely not even an option for jungle Rammus.  Yes it gives you a little bit more damage, a heal, and a permanent HP boost but you wouldn't be able to get the most out of it as a jungler.  This is mostly a top Rammus rune.

Bone%20Plating.png?width=64 Bone Plating

For this tier of runes, you don't get too many good options.  Out of all three, Bone Plating is probably the best one specially early game when you're an easy target for other junglers.  Demolish.png?width=32 can be a good option as well because Rammus sucks at pushing towers but I'd rather have the tankiness from Bone Pating.   Font%20of%20Life.png?width=32 is just not as good as the other two options really since you don't get much benefit out of it.

Iron%20Skin.png?width=64 Iron Skin


For this tier of runes I normally choose Iron%20Skin.png?width=32.  It gives your some armor and your consumables heal you a bit more which is very useful early on in the jungle.  Mirror%20Shell.png?width=32 can be a good option as well if you're going against a heavy AP.  Conditioning.png?width=32 is also not a bad option although you only get the benefits after 10 minutes into the game and I feel like Rammus' weakness is his early game so I normally choose one of the others.  Second%20Wind.png?width=32 is just not as good as the rest of them.  You don't get any benefit from it in the jungle although it can be really useful for survival.

Perseverance.png?width=64Unflinching

Perseverance.png?width=32 is probably your best option here.  It gives you a good chunk of tenacity to help you out during your ganks.  Overgrowth.png?width=32 is mostly a support ability in my opinion or a jungler that farms a lot.  As a Rammus, you're better off spending your team ganking and your jungling is slow anyway so you won't get as much benefit.  Revitalize.png?width=32 is extremely situational and probably the least useful.

 *Inspiration*

So for the next sets of runes you can pretty much pick whatever you feel is mostly needed for each specific game.  I think going Inspiration is very useful for your early jungling considering how fragile Rammus is early on and probably the safest route.  I normally choose Time%20Warp%20Tonic.png?width=32 and Biscuit%20Delivery.png?width=32 that way I can last longer in the jungle and as I gank early on.  Another plus is that by going this route you get +130 HP which helps out a lot.  All other rune choices give you a combination of +65 HP and 9% attack speed / +5 or +6 adaptive attack damage and +9 or +10 adaptive ability power.  Each of those choices has their own set of abilities that can honestly be pretty useful depending on what you need most for each individual game.


Abilities Back to Top

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

The Never Ending 33_64.png Taunt

So like the title suggests, if you're playing a jungle 33_64.png you have basically chosen a champion that excels at ganking and because of that, your most lethal weapon is your ability to lock enemies down until they die.  Although there are a few exceptions to the rule, which I'll explain further below.

Passive

rammuspassive.png

This passive ability gives 33_64.png bonus magic damage based on his level.  8-20 (+10% of his armor) and 12-30 (+15% of his armor) while defensiveballcurl.png is activated .  This passive helps out a lot when jungling.  Normally you'd want to build a lot of armor on 33_64.png not only because of his passive but because his W (defensiveballcurl.png) benefits from it as well.  Not only that, your E (puncturingtaunt.png) increases your attack speed so you'll be dumping a good chunk of damage to your enemy (specially early game).

powerball.png

  • Cooldown: 16 / 13.5 / 11 / 8.5 / 6
  • Mana Cost: 60 / 65 / 70 / 75 / 80
  • Magic Damage: 100 / 135 / 170 / 205 / 240 (+100% AP)
  • Slow: 40% / 50% / 60% / 70% /80%
  • Bonus Movement Speed: 25-39% up to 150-235% based on level.
  • Impact Radius: 200 (estimate)
  • Knock Back Distance: 100 (estimate)
This is probably one of the most fun abilities in the game.  It can be a bit tricky to learn once you have a lot of movement speed but it is 33_64.png second most lethal weapon.  This ability is just amazing overall, it speeds you up by an incredible amount, it does a LOT of damage, it slows, it knocks back, and it has a short cooldown.  This ability is amazing for ganking and initiating team fights,  don't even need to dump your 4.png to catch people off-guard.  It's good to keep in mind though that this ability charges up, so if you're about to gank someone, make sure you charge it up a little bit before going in.  One important thing to keep in mind is that if you activate defensiveballcurl.png, it'll cancel outpowerball.png after one second.

defensiveballcurl.png

  • Cooldown: 6
  • Mana Cost: 40
  • Bonus Armor: 30 (+50% / 55% / 60% / 65% / 70% total armor)
  • Bonus Magic Resistance: 20 (+50% / 55% / 60% / 65% / 70% total magic resistance)
With this ability you get an incredible amount tankiness from it and it synergizes with all the armor and magic resistance you get.  A good thing to keep in mind about this ability is to make sure you turn it on once you've taunted someone that could deal heavy damage on you.  The tankiness you get is NOT passive so keep that in mind, you only get the stats when you active it and you are also slowed down by 30% while this is active, keep that in mind when trying to escape. 

puncturingtaunt.png

  • Range: 325
  • Cooldown: 12
  • Mana Cost: 50 
  • Attack Speed Bonus: 20% / 25% / 30% / 35% / 40%
  • Taunt Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25
So like I said earlier, this is 33_64.png most lethal weapon.  This ability taunts the enemy  f-o-r-e-v-e-r.  No not really, only for 2.25 seconds at max level but it feels like it's forever I've heard.  Not only that, it also gives you a very nice boost on your attack speed which makes it really good while jungling so don't forget to taunt jungle mobs and the attack speed bonus also refreshes while any of your other abilities are active.  Keep this in mind while jungling early game, it helps a lot.  This ability basically almost always guarantees the enemy will either blow their cooldowns or they'll die.  Keep in mind though, although this is 33_64.png most lethal weapon it can also be one of his weaknesses.  This ability can be easily countered by 1.png3222_32.png or 3140_32.png so when you're ganking someone or initiating a fight, make sure you keep up with these three.  

tremors2.png

  • Cooldown: 100 / 80 / 60
  • Mana Cost: 100
  • Magic Damage Per Second: 40 / 80/ 120 (+20% AP)
  • Structure Magic Damage Per Second: 80 / 160 / 240 (+40% AP)
  • Slows enemies by 8% / 10% / 12% stacking up to 8 times.
So this Ultimate is by far one of the strongest in the game in my opinion.  One of the reasons why I love building some AP and Magic Penetration on 33_64.png.  Once you're fed enough and you decide to build 3151_32.png or 3001_32.png you can literally dump on an entire enemy team.  You choose one of the carries, E -> W -> R and you can basically kill the carry without anyone's help plus you'll be doing AoE damage all around you.  But it doesn't stop there... this ability also works against enemy turrets and the cooldown is ridiculous short so you can use it to push lanes or clear creep camps easily and fast.  The only counter to this is basically knock backs or anything that stops you from going closer to the enemy team which you can counter-counter by grabbing 4.png ;)

Skill Order Exception

I just recently started playing again so I've been toying around with new items and ability order since they basically changed everything.  I now prioritize Q more than W.  I normally put 4 points into E first so I can get 2 second long taunt but it doesn't necessarily have to be lvl4, you could just put a point or two in or just switch between them.  The reason I do this now is because I noticed how amazing Q is for chasing people down and the more points you put in, the lower the cooldown, higher slow, and more damage.  I don't really think prioritizing W is as important anymore.  Yes you get more damage from your passive and you're tankier but 33.png is more of a ganker so prioritizing his abilities that make him better at that is probably the best way to go.  Even if you're trying to jungle quicker, the higher damage on Q and lower cooldown helps you out with that.

Items Back to Top

Starting Items

    first back if possible

Core Items

    early game depending on what you need
    Optional

Situational Items

    against heavy AD
    against heavy AP
    if you're carrying

Important Note

Every game is different so you have to make the right build decisions.  Don't go into every game expecting to win it with the same build just because you went 20/0/20 the previous game.  

Trinkets

As of season 5, 33_64.png is probably one of the toughest champions to jungle with.  Due to all the jungle changes, he is much weaker then before and a lot more vulnerable to counterjungling so I feel that starting with a 3340_32.png is a must.  If you feel very confident in your team to help you out in the jungle then and only then is 3341_32.png good as a starting trinket.  As for 3342_32.png, I feel like this is more of a late game trinket.  If you no longer have any good use for the other two, you might want to switch over to this one but even then, you're probably much better off with 3364_32.png late game.

Starting Items

There really isn't much you can play around with for starting items.  I usually just grab 1039_32.png and 2031.png .  It does still give you faster jungling if you're planning on not ganking at all, but if that was the case, you should probably not be playing 33_64.png in the first place.

Core Items

So my core item is pretty much 1409.png.  Whatever you build after that really depends on your team comp the enemy team comp.  I normally get 3711.png on my first back.  After that, I normally get my boots depending on what I need the most and then I finish my jungle item.  You can switch from 3340.png to 3341.png for better map control and for setting up ganks whenever possible.

Situational

So this is where things get a little bit complicated so I'll split it into different sections.

Against Heavy AD

Normally if the enemy team is heavier in the AD department, I build 3083.png,3109.png,3742.png,3143.png3110.png , and  3075_32.png (order depends on what you need most).  This gives you some damage and a good combination of armor and health.  Sometimes you might want to build this and skip over any Magic Resistance if the enemy team's AP carries are really behind, weak, or they don't know what they're doing.  Don't forget to use 3143.png's activation when you activate your defensiveballcurl.png.   

Against Heavy AP

My core item against AP is  3190_32.png.  Against a really heavy AP composition I usually build 3194.png,3001.png3065_32.png3102_32.png, and 3083_32.png (I normally pick Warmogs over Banshees).  This gives you some damage and a good combination of magic resist and health.  Now you don't necessarily have to get 3083_32.png or 3102_32.png but I like getting it because they synergize very well with the passive you get from 3065_32.png.  Although if you realize you need some more armor, you could switch one of them for one of the items mentioned above.

If You're Carrying (Very risky)

Now this is probably my favorite build by far because it's just so much fun to roll into a team and basically eat their health bars within a few seconds.   This build is usually best if you're getting a lot of kills and your team is pretty much winning.  To make sure I keep that advantage, I like to build 1402.png , 3255_32.png , 3001_32.png , 3157_32.png ,  3151_32.png , and 3075_32.png.  The order I build them on really depends on the type of tankiness you need but they all give you more damage power.  Not only does this help you win team fights but you can pretty much solo any carry with it which means you can split push very easily and not have to fear much of anything.  If the enemy decides to send their team after you, it gives YOUR team more space to push a different lane or do objectives.  Although be aware that this build normally gets you most of the kills and it makes you squishier so you have to learn when to go in and who to target (usually the strongest carry) because once you do, the chances of coming out alive are minimal.  You don't necessarily have to have all these items together.  Depending on what you need, you might choose one or two of these items and still be able to 1v1 the carries.

Sunfire Cape - Patch 5.5

In Patch 5.5 they gave 3725_32.png the Immolate passive, which is Unique and shared with 3068_32.png.  This means that it is no longer a good idea to build 3068_32.png as your second item because you cannot benefit from both passives.  You're better off moving on to one of your other options.

Matchups Back to Top

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

  • Aatrox
    Medium
  • Alistar
    Easy
  • Amumu
    Easy
  • Cho'Gath
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Elise
    Medium
  • Evelynn
    Medium
  • Fiddlesticks
    Easy
  • Gragas
    Easy
  • Graves
    Easy
  • Hecarim
    Easy
  • Jarvan IV
    Hard
  • Kha'Zix
    Medium
  • Kindred
    Hard
  • Lee Sin
    Hard
  • Malphite
    Easy
  • Maokai
    Medium
  • Master Yi
    Easy
  • Nasus
    Easy
  • Nautilus
    Easy
  • Nidalee
    Hard
  • Nocturne
    Medium
  • Nunu
    Medium
  • Olaf
    Medium
  • Rek'Sai
    Easy
  • Rengar
    Easy
  • Rumble
    Medium
  • Sejuani
    Easy
  • Shaco
    Medium
  • Shyvana
    Medium
  • Sion
    Easy
  • Skarner
    Easy
  • Trundle
    Easy
  • Tryndamere
    Medium
  • Udyr
    Hard
  • Vi
    Medium
  • Volibear
    Easy
  • Warwick
    Medium
  • Xin Zhao
    Hard
  • Zac
    Easy

VS

Aatrox

Medium

You don't often see him as a jungler but when he invades you, don't try to 1v1 him. 

VS

Alistar

Easy

Not often used as a jungler but can be annoying.

VS

Amumu

Easy

Definitely not a problem, you can deal with him.  Although his lockdown capabilities somewhat interfere with your abilities.

VS

Cho'Gath

Easy

Can be super annoying in team fights but you won't see him invading you.

VS

Dr. Mundo

Medium

Not really much of a problem but if he does invade you, don't try to 1v1 him early game, just run.

VS

Ekko

Medium

You'd normally not want to go up against him early game.  He deals a lot of damage so depending on the situation, it might normally be a good idea to run away.

VS

Elise

Medium

Not really much of a problem aside from her Spiderlings which can screw up your Powerball although I wouldn't recommend a 1v1 either.  Her abilities are all AP so unless you've built some MR, she can probably kill you easily if encountered alone.

VS

Evelynn

Medium

The only time you should really fear her is at lower levels and if they're carrying 14.png.  You have to be extra careful early game but other than that she's isn't a big deal.

VS

Fiddlesticks

Easy

You're definitely a counter to him.  You won't see him invading you at all.  You can basically cancel his Drain with your taunt or powerball and in team fights, you can prioritize him so that he doesn't get to use his Ultime.  He's pretty squishy so you can get him killed before he uses 3157_32.png too.

VS

Gragas

Easy

Spotted more often in the jungle, Gragas can be kind of annoying.  He's kind of tanky so you'd be wasting your time trying to kill him although he's not that strong early so escaping him shouldn't be a problem either.

VS

Graves

Easy

Now that people have been playing him as a jungler, you don't really need to be worried about him that much.  He excels mostly in team fights and even then, he's still a squish carry.  You don't want to 1v1 him but you might not encounter him much early.

VS

Hecarim

Easy

Definitely not a big deal but he can be annoying.  You won't see him invading you though.

VS

Jarvan IV

Hard

This guy can actually be pretty annoying.  He's not an amazing counterjungler like 77_64.png but he can still beat you down so you have to be extra careful against him.

VS

Kha'Zix

Medium

You don't really normally see Kha'Zix jungling a lot so you don't have to worry much about him.  He could probably kill you if he catches you in your jungle but they're slow junglers early game so he probably won't get to you in time.  On the other hand, if he invades your jungle you could coordinate a counter attack and he'll be an easy early kill.  All I can suggest is to ward your second buff early.  I normally start 2 pots 1 ward against aggressive junglers but like I said, he's not really something to lose sleep over.

VS

Kindred

Hard

Definitely a pain in the ass.  Normally you'd want to run away from him, he deals a lot of damage throughout the entire game so unless you know you can kill him, stay far.

VS

Lee Sin

Hard

Lee Sin is an exception counterjungler so if you can avoid picking 33_64.png against this champion, I'd highly suggest you do so.  Although if you're good enough and you ward properly, so long as you get past early game he really isn't a problem.  I normally ban this champion for that reason though.

VS

Malphite

Easy

You won't see him invading you, not much of a problem.

VS

Maokai

Medium

You won't see him invading you but he's a pretty fast jungler and good ganker so he'll most likely be everywhere you go.

VS

Master Yi

Easy

Not often picked anymore but he's really not a problem.

VS

Nasus

Easy

Definitely won't see him invading you, not a big deal really.  Just keep an eye on Dragon because he can solo it at level 6.

VS

Nautilus

Easy

Not really a problem and you won't see him invading you.

VS

Nidalee

Hard

I'd highly recommend staying far away from her unless you have someone that can help you out.  She does a lot of burst AP damage and she can easily escape/keep up with you.  Early game is when she shines a lot so be aware of her whereabouts.

VS

Nocturne

Medium

You won't really see him invading you but if he does, I wouldn't recommend you try to 1v1 him.

VS

Nunu

Medium

This guy will probably try to invade you so you have to make sure you time your Smite right.  He can easily steal your stuff but he can't really kill you.

VS

Olaf

Medium

You don't often see him anymore but he can be annoying.  Definitely don't try to 1v1 him though.

VS

Rek'Sai

Easy

Rek'Sai's not really much of a counterjungler, you wouldn't normally encounter him unless it is to countergank but he's squishy early on so you shouldn't be too afraid.

VS

Rengar

Easy

Rengar's a slow jungler in general so you shouldn't really worry too much about him.  He only becomes a problem if he counterGANKs you, in which case, you should target him first because they're usually pretty squish.

VS

Rumble

Medium

Rumble in the jungle if finally a thing... and he is probably best if kept far away from you.  You won't really be able to take on him and his abilities allow him to be able to escape you easily or catch up to you just as easy.

VS

Sejuani

Easy

You won't really see her invading you.

VS

Shaco

Medium

Have to be careful if he has 14.png.  Like 28_64.png, he will try to invade you and he will probably win early game.  You will also see him everywhere you go, he's a good ganker.  Other than that, not so much of a problem.

VS

Shyvana

Medium

Not too many people play her so she's not too much to worry about but if she does play and if she invades you, I'd recommend not trying to 1v1 her.

VS

Sion

Easy

He's not spotted a lot in the jungle but when he is, I wouldn't recommend wasting your time with him.  He's hard to kill although he can't really kill you either.  Your time is better used somewhere else.

VS

Skarner

Easy

Not often played, won't see him invading you anyway.

VS

Trundle

Easy

Not often played, not a big deal.

VS

Tryndamere

Medium

Not too many people jungle Tryndamere.  Although, every now and then you might encounter one but even then, he's not something you should worry too much about.  He'll most likely spend most of his time in his jungle or in yours.  My best advice would be to keep an eye on important objectives because he won't be doing much ganking, if any at all.

VS

Udyr

Hard

Udyr is another exceptional counterjungler.   Avoid picking 33_64.png against him because if he catches you in your jungle, you're pretty much dead.  Good thing is though, he's not too often picked so you don't have much to worry about.

VS

Vi

Medium

She can probably 1v1 you early game pretty easily so I'd stay far from her.  You don't often see her invading though.

VS

Volibear

Easy

Can be really annoying but you won't see him invading you.

VS

Warwick

Medium

Not often played, just make sure he doesn't take your buffs because he is a pretty fast jungler so you might need to keep an eye on him.  He's easy to get away from early game but later on, don't try to fight him because you will lose.

VS

Xin Zhao

Hard

If he invades you you're pretty much dead unless you blow your 4.png and even then he could still kill you.  You have to be extra careful against him.

VS

Zac

Easy

You don't really see this guy invading too often, I wouldn't say he's a big deal.

Matchup Explanation Back to Top

Ban 64_64.png


There are a few things you need to know about 33_64.png and his matchups.  Now once you have enough experience playing this champion, you don't really have to worry much about matchups.  Don't get me wrong, they still apply but there are ways around them.  A few things to keep in mind, try banning 64_64.png as much as you possibly can.  This champion is by far the most annoying jungler I've ever encountered.  He will invade you and he will kill you if he gets to you.  It doesn't matter if you powerball.png or 4.png, he will kill you and probably get away with it.  64_64.png is by far one of the most used junglers right now so you can avoid yourself a huge headache if you just ban him.  Other than that, 77_64.png5_64.png, and 59_64.png can also be very annoying but you don't see them as much (except 59_64.png but he can't really kill you that easily).

Ignite Junglers


Another important thing you need to keep an eye out for is junglers that pick 14.png.  It's usually 28_64.png and 35_64.png that do this so be extra careful because this often means that they'll try to kill you at your 2nd buff and they will succeed if they catch you.

Team Composition


Other than that, you shouldn't have much of a problem against any other jungler.  33_64.png fits any team composition as well so don't worry about that either.

Jungling Route & Ganking Tips Back to Top

Jungling Route


So 33_64.png jungling route is actually pretty simple. I personally always start with the buff closest to my bottom lane for a better leash and protection from invades plus I like working my way up to top lane for a level 3 gank. One important thing that you need to know when jungling in general is that most top laners don't buy early wards, so it's normally an easy lane to gank. With that in mind, this is something that experienced junglers know so it's always good to go there anyway to countergank as well. So route is : bottom buff -> top buff -> gank. That's basically all you need to know when it comes to his route.

Ganking Tips


So like I've said like three times, I highly recommend rushing 3270_32.png. This item basically allows you to gank any lane with little effort. It doesn't matter how many wards bottom lane has, you can easily reach the enemy (or blow their cooldowns) with 3270_32.png + powerball.png. In fact, you don't even need to go through wards, you can just gank through the lane and people still won't be able to outrun you.

Other than that, make sure you let your lanes know that you're about to gank so that they can bait out an ability from champions such as: 103_64.png266_64.png42_64.png81_64.png105_64.png59_64.png38_64.png, etc. If the enemy is actually pushed away from a safe point, you can literally just powerball.png towards them and still be able to catch them afterwards.

Another important thing that you need to keep in mind when playing any jungler is to check inventories and keep track of them before ganking. This is most important early game when ganks are extremely important because everyone is most vulnerable. By keeping track of them, you can find out if someone bought a 2044_32.png and hasn't placed it yet and who has already placed one. If you know someone has already placed one, you should probably try ganking through a different route because most people place their 2044_32.png where you last tried to gank them from.

Weaknesses and Strengths Back to Top

Weaknesses


So 33_64.png main weakness is his early game. He is incredibly weak to counterjungling so if you're going against an aggressive jungler such as 64_64.png or 77_64.png, I'd highly recommend you either ask your support to ward your second buff or to buy a 2044_32.png yourself (although this will leave you with less potions to work with). Normally I can get my support to 2044_32.png my area, which is preferable. 

His other big weakness is 1.png3140_32.png, or 3222_32.png. When going against one of these, you have to keep an eye on it. In other words, ask team if they've already used it or try to bait it out yourself before using Taunt. Most people get scared when they see a 33_64.png run up to them so they use their summoner/item before they need to or you could wait until someone else makes them use it. Also make sure you don't get baited by one of these, keep a constant eye on people's spells/items.

Strengths


33_64.png is actually an extremely amazing champion overall. I'd say his biggest strength is his ganking ability. He can basically gank any lane without much of any trouble because of his powerball.png + puncturingtaunt.png combination. This is why I love building3270_32.png as soon as possible on this champion, it works wonders. He can push lanes with little risk, he can dump a lot of damage to an entire team, and his initiation power is beyond comparisson.

Counterjungling and Objectives Back to Top

How To Deal With Counterjungling

Now there may come times when you just cannot do anything about counterjungling.  A lot of people ask this and to be honest, I can never give them an exact answer because it all really depends on the way the game is currently flowing and what you're going against.  So what I can do is tell you how I make such decisions when this happens to me.  For the most part, if the enemy jungler is just sitting in your jungle taking all of your precious money, the best thing you can do is basically avoid him as much as possible.  A lot of people make the mistake of getting angry because they get their buff stolen so they try to invade the enemy jungle and end up dying.  Before you even consider going into the enemy jungler's jungle, you have to consider many things:  Who is the enemy jungler? What are his abilities and could I survive from him with my abilities? Do I have summoner spells? Does my team have summoner spells? Do I have my ultimate? Do my team mates have ultimates? What's the level difference between me and the enemy jungler? (this affects Smite's power) Do I know of any possible warding? Do I know where the enemy jungler is? How fast can he reach me? How fast can I take this buff or camp? What's the best way to invade without being caught? If I do get caught, can I rely on my teammates? (Are they fed? do they respond quickly?) and lastly, is this worth it?

This is a lot to think about but I think it's very important to consider most, if not all, of these things when dealing with counterjungling.  

Objectives

This is another important subject that people need to know before playing 33_64.png.  Like I said earlier, 33_64.png is a very weak jungler (specially early game) so you have to be very careful when going for objectives such as Dragon.  Because of his inability to burst a lot of damage early game, best way to really secure something is to calculate the damage your powerball.png + 11.png can do.  Other than that, it is really easy for a lot of junglers to steal objectives from you.  Not only that, because of how slow you are in the jungle, you're naturally almost always bound to be lower level than the enemy jungler so this also affects your 11.png's power level.  If anything, the best thing you can do is make sure one of the lanes or the enemy jungler himself is dead otherwise you could be risking an important objective that could affect the outcome of the game.

Get To Know Rammus! Back to Top

Lore

Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of 33_64.png. While no one is entirely certain why an armadillo from the Shurima Desert crossed the Kumungu Jungle into the Plague Jungles, 33_64.png made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him towards its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.

When he awoke, 33_64.png whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, 33_64.png had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, 33_64.png  arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique. The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. 33_64.png quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.

Base Stats

564 - 2026
Health Regeneration 7.92 - 17.3
Mana 310 - 870 
Mana Regeneration 7.84 - 16.3
Range 125 (Melee)
Attack Damage 55.9 - 115 
Attack Speed 0.625 (+0 - 37.7%)
Armor 31.4 - 104 
Magic Resistance 32 - 53.4 
Movement Speed 335

Jungling Video



**Note: This video contains a build a bit different from the one mentioned in this guide but still very viable.  You can learn much from the video!**

Get To Know Me! Back to Top

Introduction


Hey guys! So I'm mostly known as Vivi on basically every game I've ever played.  I've been a gamer for as long as I can remember.  I have been playing League of Legends since the end of Season 1 so you can say I've been around for a while.  I never really took the game too seriously until Season 3 when I started jungling.  I've tried just about every jungler and tons of builds but when I finally stumbled upon 33_64.png I just instantly fell in love with the little guy.  Most of my ranking time has been spent in the jungle so that's basically where all my expertise is.

My YouTube

Haven't made any new videos in a very long time sorry.

Stream

Don't really stream anymore sorry.

Change Log Back to Top

Sorry! Forgot to do this from the beginning.  I try to keep this guide as updated as I can but I'll be putting my updates on here now.


May 9th, 2014 - Patch 4.7 - Updated item build a little bit, basically got rid of 3106_32.png.
August 6th, 2014 - Patch 4.13 - Updated the starting items a little bit for safer jungling.

September 15th, 2014 - Patch 4.16 - Added Kha-Zix matchup.

October 1st, 2014 - Patch 4.17 - Fixed Yellow Runes back to flat Armor.  Thanks to wasabiwaffles for reminding me of how shitty health % yellows are.  I actually hadn't been using them for a very long time after doing the math, I just had forgot to change them on here.  I changed it to health % when the Armor yellows were nerfed but ended up going back to Armor.

December 20, 2014 - Patch 4.21 - Added Ranger's Trailblazer - Juggernaut to the core item's list +  added explanations to the item's section.  Changed starter trinket + added explanation.

February 24, 2015 - Patch 5.3 - Changed all my mastery points around.  After a lot of testing with different masteries AND runes, I've decided that the best way to go now is by going half and half in the Offensive and Utility trees.  I have changed the explanations underneath the Mastery tree section.

March 12, 2015 - Patch 5.5In Patch 5.5 they gave 3725_32.png the Immolate passive, which is Unique and shared with 3068_32.png.  This means that it is no longer a good idea to build 3068_32.png as your second item because you cannot benefit from both passives.  You're better off moving on to one of your other options. I have added 3056_32.png as one of my core items because I feel like it literally gives you everything you need early game; HP, armor, CDR, and ganking power.

November 13, 2015 - Updated the mastery page.  Enjoy!

November 24, 2015 - Updated the items page.  Enjoy!

February 29, 2016 - Updated items page and matchups.  Enjoy!

July 11, 2017 - Updated masteries and ability information.  Sorry haven't updated in a while.

July 25, 2017 - Updated all ability information to be accurate based on current Rammus.

July 31, 2017 - Updated ability order and some explanation for it.

November 8th, 2017 - New runes page added!

December 16th, 2017 - Added explanations for rune choices.  Removed old Mastery and Rune explanations.

March 5th, 2018 - Updated runes.

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