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Rammus Statistics for Rammus Support

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

Value
Average
Games Played
188
4
Win %
53
45
Kills
3.5
4.1
Assists
12.1
10.4
Deaths
6.3
6.1
KA:D Ratio
2.5
2.4
Gold Earned
9.8K
10.6K
Creep Score
55.9
79.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

((First I must add, you will support by taunting, tanking and using your spells efficiently. So it will be hard supporting a player/team who assumes from the start that support Rammus doesn't work and blames their doubts/fails on you. Please try to find players who are open minded and want to enjoy the game. In my experience, those who look forward to playing with support Rammus win far more often, as in most cases they look outside the box and realize how Rammus Support is viable. This is an unconventional build/position, but it works for me, and I hope it works for you too. Please leave constructive comments on how I can improve this build, thanks))

3.png Exhaust is a great spell which i much prefer over flash as it can be used both offensively and defensively. Exhaust the enemy in order to get the upper hand in a fight. This both weakens the enemy and decreases the chance of them escaping. Save yourself or another by slowing the enemy and weakening his attacks. Also you may use exhaust to slow them down in order to taunt (E) them for your adc to finish them off. This is risky as the enemy may flash, so only try this if they have already flashed or a gank is in process.

14.png Ignite is also valuable in a fight as it can finish off an enemy, escaping or not, and reduces their heal rate. A must if an enemy is fed and out-healing/tanking your teams attacks. I've finished off plenty of enemies early game who have been able to escape to their tower, but not out-heal my ignite.

The adc (attack damage carry) you are supporting can compliment your spells with heal 7.png and flash 4.png, which they do in most matches.

New Runes Back to Top

Masteries Back to Top

You are a tank, so act like it.


Dangerous Game (12th point in cunning mastery) is a great pick as it is often the point between life and death, for example if you are about to die but then an enemy champ is killed, you gain enough hp to either escape or continue helping in a team fight.

Edit: To go with my rune edit, I have been sometimes using 'Strength of the Ages' keystone mastery, which gives a maximum of 300hp permanently when you have killed or been near enough siege minions/large jungle, and heals you for 6% of max health there after. I use this when I feel the enemy team's damage will be too much to handle and/or my allies don't need my damage reduction from 'Bond of Stone' key mastery.

I have also found that Bond of Stone can make ganking harder because when you absorb damage for a nearby ally while in bushes, the enemy will see you, thus making it that little bit harder to bait/gank/trap.

Abilities Back to Top

Q
W
E
E
W
E
E
R
E
W
W
W
R
Q
Q
Q
Q
R
Passive
Q
1
14
15
16
17
W
2
5
10
11
12
E
3
4
6
7
9
R
8
13
18
I will show what I normally pick, but this can change depending on who you verse. You may want to leave Defensive Ball Curl defensiveballcurl.png at 1 and max your Taunt puncturingtaunt.png first in order to maximize your chance of killing an enemy who won't deal out enough damage to overcome your Defensive Ball Curl. This is an ideal situation, but you may need to max Defensive ball curl first if they do deal a ton of damage.


1) It should be obvious to max your ultimate Tremors tremors2.png when possible.

2) Always choose Powerball powerball.png first. This can be used to help the jungler with his first kill, catch and slow an out of place enemy, or escape if being ganked or your teams invade goes wrong. Also with its speed, you can intercept enemy skill shots for your adc, but also roll around and scare them into thinking you may attack or a gank is coming, in order for your adc to comfortably farm.

3) A) Defensive Ball Curl should be second in most cases as you just want to play defensively, use relic shield for gold and progress slowly (remember your scaling runes lack of defense early game). B) If you are confident in catching and killing an enemy with your adc early, or the enemy comes too close to tower, you may choose Taunt first.

4) Next, up until level 13, level Defensive Ball Curl or Taunt according to who you are vsing. Need the extra defense against an overpowering enemy? Focus on Defensive Ball Curl. Need to taunt them longer in order to lock down a kill? Focus on Taunt. Of course you may well want to level them evenly. It all depends on what you want/need.

5) Powerball is leveled up last since you are not an ap champ.

Items Back to Top

Starting Items

    Relic shield to both heal and gain gold for you and adc. Refillable potion as it will come in handy all game until you sell it around lvl 18. Ward to avoid ganking

Core Items

    Let's assume you're vsing a mixed bag of ap/ad. Thorn i feel is a necessity in almost all games because lets face it, Rammus loves to take a beating.
    Get Oracle Alteration to clear objectives, such as dragon, of enemy wards.

Situational Items

    Full ap enemy? Banshee's veil is a must. Locket of the Iron Solari I feel should only be purchased if the enemy has strong area of effect spells and your team needs the shield/magic resist in team fights.
    Full ad enemy? Get mostly Armor/hp items in place of the magic resist items depending on their ad type. The main choice I feel is between Randuin's Omen (vsing a crit heavy team) and Dead Man's Plate (need more speed to catch the enemy plus the extra momentum damage). Take Dead Man's plate if you need to gap close, and sunfire cape if they are more so melee enemies.
    If they are high speed auto attackers, you will need Frozen Heart to stop them tearing though your team, though I very rarely need this item.
I build sight stone first in order to avoid ganks. Ganks are game changers. Sometimes in the event enemy bot is ad heavy and we are losing, I will rush thornmail first to counter and gain gold for sightstone. ALLWAYS check your death recap to help determine which item to purchase next; are they doing more ad,ap or true damage? Is there someone you specifically need to counter?

Rammus ranked wins.jpg

Matchups Back to Top

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

  • Ahri
    Medium
  • Caitlyn
    Easy
  • Janna
    Hard
  • Jax
    Easy
  • Karma
    Hard
  • Kennen
    Medium
  • Lee Sin
    Medium
  • Rengar
    Easy
  • Swain
    Hard
  • Trundle
    Medium
  • Twitch
    Easy
  • Vel'Koz
    Medium
  • Vladimir
    Medium

VS

Ahri

Medium
Careful of her charm, and ability to poke you all day.

VS

Caitlyn

Easy

VS

Janna

Hard

Janna can slow you, has extra movement speed, shields to counter damage, and ults to heal and knock you back. You may catch her, but she may ult and win the fight.

VS

Jax

Easy

VS

Karma

Hard

Her abilities supports herself and an ally, while slowing and stunning you. kill her quick or she will poke you down and shield her adc.

VS

Kennen

Medium

He poke and stun is quite annoying, as well as his ult which can stun, leaving him to kill you or escape.

VS

Lee Sin

Medium

His shield and lifesteal can be quite challenging to overcome, as well as his escape potential.

VS

Rengar

Easy

If he is ad, watch your thornmail slice through him, but try not to fight him around bushes, which could help him escape.

VS

Swain

Hard

His strong healing ult is a bit too much for you to handle alone.

VS

Trundle

Medium

This guy heals quite well. Even with thornmail it is possible for him to beat you, as he steals some of your armor and magic resist.

VS

Twitch

Easy

VS

Vel'Koz

Medium

IF you can dodge his knockup and slows, he should not be a problem and you can cancel his ult with taunt.

VS

Vladimir

Medium

You're going to need help killing this guy, as he will out heal your attacks.

Matchups Back to Top

I'm not going to list difficulty against every champion unless you ask me for specifics.. just a few to give you an idea.
Rammus only really has difficulty against enemies which are very mobile aka champions which poke, escape and repeat until they can overpower rammus, but also ap champions who's abilities greatly heal themselves.
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