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Rammus Statistics for Th3HotRain

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

Value
Average
Games Played
302
4
Win %
51
44
Kills
4.5
4.0
Assists
9.5
10.0
Deaths
7.0
6.1
KA:D Ratio
2.0
2.3
Gold Earned
11.3K
10K
Creep Score
58.3
122.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.pngFLASH  11.pngSMITE

Simply put, 4.png11.png are the only spells to run on 33.png in the jg.  4.png in or 4.png out. Simply the best utility spell bar none.  Very often a key ganking tool is the  4.png and puncturingtaunt.png combo. Don't be afraid to use it early and often.   4.png provides you the greatest utility spell for Rammus's kit and you can't jungle without 11.png.

AoE ULT is one of the best in the game.  When opponents are playing protect the adc game consider using flash to place yourself where you need to be.

New Runes Back to Top

Masteries Back to Top

Ferocity Tree - 12 points

Cunning Tree - 18 points

Bounty Hunter > Oppressor vs. AD    Against AP heavy set mastery to Oppressor

Every time I tell myself Oppressor is better... and its true early.  But this 33.png by design is built to  have carry potential late game making bounty hunter better IMHO.

Precision along with Hybrid Pen Runes play will with the attack speed and Ram's ability to gank early. The TD although not maximized  for 33.png is still the best selection for this build...



Abilities Back to Top

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

MOSTLY COPY PASTA CREDIT- *Vivi*


Passive

rammuspassive.png

This ability gives 33_64.png 25% of his armor as bonus attack damage.  This passive really isn't the greatest but it does come in handy.  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) reduces enemy armor so you'll be dumping a good amount of physical damage to your enemy (specially early game).

Qpowerball.png

  • Cooldown: 10
  • Mana Cost: 70 / 80 / 90 / 100 / 110
  • Magic Damage: 100 / 150 / 200 / 250 / 300 (+100% AP)
  • Slow: 20 / 25 / 30 / 35 /40%
  • 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.  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.

Wdefensiveballcurl.png

  • Cooldown: 14
  • Mana Cost: 40
  • Bonus Armor and Magic Resistance: 40 / 60 / 80 / 100 / 120
  • Magic Damage Returned: 15 / 25 / 35 / 45 / 55 (+10% armor)
This ability is basically a built in 3075_32.png except better.  You get an incredible amount tankiness from it and it synergizes with all the armor you get (including the one it gives).  A good thing to keep in mind about this ability is to make sure you turn it on once you've taunted someone and if you have a 3143.png, make sure you use its active while you're in defensiveballcurl.png to reach its full potential.  The tankiness you get is NOT passive so keep that in mind, you only get the stats when you active it.

Epuncturingtaunt.png

  • Range: 325
  • Cooldown: 12
  • Mana Cost: 50 
  • Armor Reduction: 5 / 10 / 15 / 20 / 25
  • 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 reduces the enemy's armor by quite a bit which makes a huge difference early game specially if you're ganking for an AD champion.  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.  

Rtremors2.png

  • Cooldown: 100 / 80 / 60
  • Mana Cost: 100
  • Magic Damage Per Second: 65 / 130 / 195 (+30% AP)
  • Maximum Magic Damage: 520 / 1040 / 1560 (+240% AP)
So this Ultimate is by far one of the strongest in the game in my opinion.  Yes it does up to 1560 flat damage plus 240% of your AP as bonus damage so take a few moments to digest that. 


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 ;)

Items Back to Top

Starting Items

    Single Pot
    I've been turned on to the value here over starting with single pot...

Core Items

    3rd item. Bami's Cinder side first.
    6th item: often this item is bought to replace boots at the E.O.G. ZZ Rot + DMs Plate + Q + after 20 minutes you get everywhere you need to.
    Wit's End 2nd item. Attack Speed side fist, then MR Cloak, complete..
    4th Item after Sunfire Cape / Thornmail. Build side based on game state.
    5th
    completing your boots happen w/available gold. I lean on and build the larger core items as a priority and boots get completed when the timing is right.
    Rammcore Item. The benefits are theoretically, you get more gold and items more quickly having a more beneficial champion on your team. Camp clear, EARLY ganks, Solo dragons without having to overstay, tower clear with ULT and ZZ rot. It's not just your gold. Everyone benefits from the juice.
    Item order changes based on match ups. Always think of how you can maximize value based on the game state.

Situational Items

    Shoes make the man. Situational play choice. Armored Jordan's typical pref
    EOG flip Zhonya's, GA, and ZzRot each back to maximum efficiency.
    I pref a health item like Sunfire Cape after Wits End. Thornmail is only a 50/50 play for me.
    only situational. this is not what I want to do. It is not a dynamic item at all. To me, speed and timing is everything in this game. But if you have a rough start there is no problem building this first.
    A Health item option that helps against tanks.

Game Theory:


The purchase of a lone starting pot is by design.  This is the minimum spend you can make to clear 3-4 camps and a Rift Scuttler that allows you to buy Stalkers Blade asap.

Reasons this is so important:


1-Chilling Smite - The damage to (bolt) champions, the Smite slows.
2-The increase in your jungle camp clear speed
3-Most importantly, the experience boost bonus gained in the jungle. The earlier in the game you are consistently able to reach level 6 the sooner you can use one of the best ults in the game.


Toward the end of the game you should not have boots as 3512.png and 3742.png provide you all the speed you need. Zz Rot is still under rated.   I mention item rotation below.  It amazing how many times I'll see late game champions still not using it.   Rot can be bought laid and sold for a more synergistic build item.  Anyone with extra gold should employ this ideology if the can.  Ive seen so many bad decisions made by teams trying to address a lane pushing Zzrot. 5-1 = 5 v 4 equals an item unequaled in the game in terms of both strategy and impact.  

Situational notes:

Remember at full build to rotate; buy and sell your 3512.png3157.png3026.png

You will always get heat for building 1416.png when you are losing. However, the rest of your build is still tanky and armor stacking benefits are magnified by bloodrazor which is broken.  This enchantment also allows for more counter jungling and 1 v 1 vs most champs a nightmare.

Matchups Back to Top

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

  • Amumu
    Hard
  • Bard
    Hard
  • Lee Sin
    Hard
  • Morgana
    Hard
  • Shyvana
    Hard
  • Udyr
    Hard

VS

Amumu

Hard

VS

Bard

Hard

VS

Lee Sin

Hard

VS

Morgana

Hard

VS

Shyvana

Hard

VS

Udyr

Hard

Bronze V to Gold IV with Rammus with people throwing shade. Back to Top

At the time of this update and successfully making it into Gold V for the first time, I went 19-3 with a 4.01 KDA average over these last 22 33.png games.

Full disclosure: I believe I have played Rammus more than any other player in NA.  I have played him with every imaginable combination of Items, Runes & Masteries and can say that my current build is one of the most efficient and  effective ways to build and play this champion. 

Despite my recent accomplishments using this build I must bring attention to the fact that cancer will find you on the rift. You will get shade thrown at you for playing Bloodrazor1416.png.   Frankly, this negativity is about the only real drawback to playing it in solo Q.

Someone asked me about my build the other night. I name changed and censored his query below...  

[1:07AM] : can u explain ur rammus build
[1:07AM] OJ: Why bloodrazor
[1:08AM] Th3HotRain: It's the best jg item in the game for a rammus in my opinion.
[1:08AM] OJ: but on rammus?
[1:08AM] Th3HotRain: YES, The attack speed is so important to clearing an early jg and 1401.png25% health increase has no real affect on Ram's early game gold efficiency.  To reiterate 1416.png gives you faster JG clear., increased early ganking potential, and ability to hold your own in 1 v 1 situations against counter jglers early.  With an increased ability to accumulate gold you are subequently able to obtain your Armor / Health items more quickly.  Simply put Bloodrazor is a more gold efficient and (better) enchantment choice.

Mid - Late game:  Again attack speed only further enhances his ability to clear lanes, crush tower, and solo dragons quickly.  Everything you do you are on a clock.  How fast will a team rotate or get to drag etc?  1401.pngCinderhulk just does nothing for you in this regard.  You increase the odds that you find yourself in dead and out of the game with the dragon buff on the other side.  Any item that lowers odds of this happening is just better IMHO. 

First you understand my game theory concept and relearn what rammus can do for you with this build.  I hope you have as much fun with it as I have grinding with it.  Thank you for taking the time to read my guide.  Good Luck!  



UPDATES Back to Top

8/10/16

1. Rune Adjustment: Cooldown Glyphs over AP / MR. 
2. Items: Improved and updated build order.

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