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All Guides Rammus Guides Rammus 7.10 Guide ~ The Adc Breaker
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Rammus Statistics for Naillij

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

Value
Average
Games Played
7
5
Win %
43
46
Kills
5.4
4.2
Assists
10.7
10.6
Deaths
7.7
6.1
KA:D Ratio
2.1
2.4
Gold Earned
12.4K
10.8K
Creep Score
64.3
76.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

I wouldn't say 4.png can't be replaced but Rammus don't have any Dash to cross walls or real gap closer.


Notice that you will be able to use the 4.pngpowerball.png combo to get behind the enemy frontlane and kill their adc

New Runes Back to Top

Masteries Back to Top

For me the only and best masteries possible, don't forget that defensiveballcurl.png will slow your move speed for 60% .

Stormraider's Surge will grant you a huge boost of move speed after a successfull Gank and will remove 75% of the slow thought you will be able to chase even when using defensiveballcurl.png
For the rest 33.png need move speed , if you're gonna give your blue to your midlane  meditation can help you a lot in long trades, Dangerous Game will help you a lot survive if your team is doing their job rightfully and precision is an evidence due to rammus gameplay based around his Auto-Attacks

Since 33.png will almost always engage the teamfight fearless is a must have to reduce a lot of the first incoming damage.

Abilities Back to Top

W
E
Q
E
E
R
E
Q
E
W
R
W
W
W
Q
R
Q
Q
Passive
Q
3
8
15
17
18
W
1
10
12
13
14
E
2
4
5
7
9
R
6
11
16
rammuspassive.png  Spiked Shell
 INNATE: Basic attacks deals 8 - 20 (based on level) (+ 10% armor) bonus magic damage amplified by 50% to 12 - 30 (based on level) (+ 15% armor) bonus magic damage while Defensive Ball Curl.png Defensive Ball Curl is active.

As you can see 33.png passiv scales with he's armor and attack speed

powerball.png Powerball
RANGE: 225 / 100
 
COST: 60 / 65 / 70 / 75 / 80 MANA
 
COOLDOWN: 16 / 13.5 / 11 / 8.5 / 6

ACTIVE: Rammus tucks into a ball and begins to roll, channeling for up to 6 seconds, becoming unable to use basic attacks or to cast Frenzying Taunt.png Puncturing Taunt but gaining 25 - 39.2 (based on level)bonus movement speed per second over the duration, up to a maximum of 150 - 235 (based on level)bonus movement speed.

Rammus stops rolling upon colliding with an enemy, Airborne icon knocking back all nearby enemies for 0.75 seconds, dealing them magic damage, and Slow icon slowing them for 1 second.

 MAGIC DAMAGE: 100 / 135 / 170 / 205 / 240 (+ 100% AP)
  • SLOW: 40 / 50 / 60 / 70 / 80%

Powerball can be canceled instantly by reactivating the ability or 1 second after activating Defensive Ball Curl.png Defensive Ball Curl.

Rammus Q can deal a lot of damage but it's not worth maxing it, the slow duration is a poor 1 second and the 
move speed increase on level. I take it lvl 2 when rammus hit lvl 8 to get a 50% slow
defensiveballcurl.png Defensive Ball Curl
COST: 40 MANA
 
COOLDOWN: 6

ACTIVE: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and bonus magic resistance, doubling and applying Spiked Shell.png Spiked Shell's damage to enemies whenever they use basic attacks against him, but Slow icon slowinghim by 60% for the duration.  BONUS ARMOR: 20 (+ 50 / 55 / 60 / 65 / 70% total armor)
  • BONUS MAGIC RESISTANCE: 20 (+ 50 / 55 / 60 / 65 / 70% total magic resistance)
  • Defensive Ball Curl can be canceled instantly by reactivating the ability or 1 second after activating Powerball.png Powerball.
Rammus Core defending ability Rember to land puncturingtaunt.png before to keep the attack speed buff reset.
Notice that you will be slowed for 60% if you want to chase or run away you have to desactivate it.

Most of the time I use powerball.png to cancel it and run away faster.

Thought it's not worth maxing it first since you won't have enough armor and magic resist to scale well with in early.

Details:
Applies spell effects as an area of effect ability.
puncturingtaunt.png Frenzying Taunt
RANGE: 325
 
COST: 50 MANA
 
COOLDOWN: 12
ACTIVE: Rammus Taunt icon taunts the target enemy, gaining bonus attack speed for the duration.
  • TAUNT DURATION: 1.25 / 1.5 / 1.75 / 2 / 2.25
  • ATTACK SPEED BONUS: 20 / 25 / 30 / 35 / 40%
While Powerball.png PowerballDefensive Ball Curl.png Defensive Ball Curl or Tremors.png Tremors is active the bonus attack speed is refreshed.

This is the Core damaging ability of rammus but if you don't reset the attack speed buff it will become really useless.

Rammus defensiveballcurl.png is the best way to reset the buff but don't forget while clearing jungle camps that you can use powerball.png to reset it one more time and get additional time while waiting for cooldowns

tremors2.png Will also reset puncturingtaunt.png but I find it more usefull to land it right after defensiveballcurl.png ends or while i'm hitting a turret.

tremors2.png Tremors
RANGE: 300
 
COST: 100 MANA
 
COOLDOWN: 100 / 80 / 60
ACTIVE: Rammus creates an earthquake around himself for 8 seconds, Slow icon slowing and dealing magic damage each second to nearby enemies for the duration. Structures receive double damage.「 MAGIC DAMAGE PER SECOND: 40 / 80 / 120 (+ 20% AP) 」「 STRUCTURE MAGIC DAMAGE PER SECOND: 80 / 160 / 240 (+ 40% AP) 」The Slow icon slow persists for 1.5 seconds and stacks up to 8 times.「 SLOW: 8 / 10 / 12% 」

Is the last ability it will grant you a huge Aoe CC that can stay for 8 seconds.

Remember to use it while hitting a turret to make extra magic damage to it.

Using 3116.png is no more worth since it already grant a slow.

Items Back to Top

Starting Items

    The best item start on rammus jungle Notice that you can sell the refillable potion later. The sweeping Lens is nice since enemies will ward since the start of the game.

Core Items

    I always use cinderhulk because it grants magic aoe damage and give a lot of survability in early even more while your W already grant you defense. Green one is for more vision. Red one if the enemy team has Camille/Fiora/Vel'Koz or any champ that deals true damage or % health damage or ignore armor. Blue one if you play against a lot of squishy who are able to hit & Run you. I mostly use the blue one for obvious reasons.
    This is a hard choice because you won't take both. Choose wisely if you need more move speed (even if you have Q) or if you need more damage against enemy carry
    I always take abyssal Scepter but wit's end can be usefull if the enemy team don't have a lot of ap but are buying mr
    This item is a must have if you want to be able to survive in a 5c5 teamfight. Use the active right after landing W
    Again a hard choice. Do you need to reduce even more the slow (Lucian/Ezreal/Ashe) or Do you need a lot of AA reduction (Vayne/Draven/Trynda/Yi)

Situational Items

    Different Item's you can be searching for.
    One of the best item I ever used use it after W when E is off on the enemy Adc you can hit 420 + move speed with it even with the 60% slow

Basically given alrdy all information needed.


3151.png is against a 3+ tank team.

3053.png + 3193.png Grant you a lot of survability into a 5c5 teamfight

3102.png is really usefull against 67.png268.png18.png45.png64.png

3152.png is a bit a SURPRISE MTHFCKER item !

3115.png Cheese DPS rammus item

3022.png A must have if you don't use Stormraider's Surge

Matchups Back to Top

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

The right combo, the right teamfight. Back to Top

If we don't count masteries, runes and items, the only way landing a total combo lvl 18 is :


powerball.png (0.75 s bump + 1.0 s slow (80%)) => tremors2.png to start the slow stacking (you have to wait exactly 1.55 s) => puncturingtaunt.png 
(you have to wait exactly 2.05 s) => defensiveballcurl.png  (until your ulti ends) => powerball.png.
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