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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
As a Rammus you won't get a lot of kills unless the enemy underestimates your damage a.k.a the garen i fought with last game. You need CS to be useful so that you can buy your items ASAP so that you will be useful, as a rammus you should aim to bully your opponent out of lane so that you can deny them CS and farm better and be sure to ward.
If you see a low health enemy just powerball in if that is not enough flash Q if that still dosen't work bait them the taunt them. The garen has more HP than me so i did the logical thing he flash Q'd me then i just taunted him W and Q which made him in my tower for more than 3 seconds so that is how i got my two kills the entire game.
-Thornmail
if your up aganist a Master yi or a Jax you should rush Thormail, as they are AA based so the more damage you do the more damage you do get it? no, here is a simplified version, enemy does 200 damage to you you do 250(approx) to them. League is a balanced online multiplayer game.
-Sunfire cape
Also for melee champs because just by being near you they take damage, that is what your E,W,Q and R are for they can never win you unless you feed or are new to the game.
-Yoummus's GhostBlade
Get that item if your snowballing, so that you can act like a tanky assasin
-Mortal Reminder
Its passive applies Grevious Wounds - which will reduce the effectiveness of healing sources and lifesteal.
if your up aganist a Master yi or a Jax you should rush Thormail, as they are AA based so the more damage you do the more damage you do get it? no, here is a simplified version, enemy does 200 damage to you you do 250(approx) to them. League is a balanced online multiplayer game.
-Sunfire cape
Also for melee champs because just by being near you they take damage, that is what your E,W,Q and R are for they can never win you unless you feed or are new to the game.
-Yoummus's GhostBlade
Get that item if your snowballing, so that you can act like a tanky assasin
-Mortal Reminder
Its passive applies Grevious Wounds - which will reduce the effectiveness of healing sources and lifesteal.
Teamfights
- In team fights you should Q around the enemy then taunt the adc or enemy threat, then lead them away so that they can't do anything in the fight. IF the enemy focuses you, your adc and mid laner wil chuck team in the meantime.
Small Skrimisher
- You should instantly Q to the enemy threats then E,W,R then lead the taunted enemy to your team and delete the target then proceed to chase down the others if you can.
- In team fights you should Q around the enemy then taunt the adc or enemy threat, then lead them away so that they can't do anything in the fight. IF the enemy focuses you, your adc and mid laner wil chuck team in the meantime.
Small Skrimisher
- You should instantly Q to the enemy threats then E,W,R then lead the taunted enemy to your team and delete the target then proceed to chase down the others if you can.
His Passive is Spiked Shell
- Rammus's gains additional damage as his shell becomes reinforced, converting 25% of his Armor into Attack Damage.
His Q is PowerBall
-Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus accelerates in a ball for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+100% Ability Power) magic damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.Activating Defensive Ball Curl will remove this effect after 1 second.
His W is Defensive Ball Curl
-Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resist, while returning damage to attacks.
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40/60/80/100/120.If Rammus is hit by a basic attack while in Defensive Ball Curl he reflects damage back at the attacker, dealing magic damage equal to 25/35/45/55/65 plus 10% of his Armor (+10% Armor).Activating Powerball will remove this effect after 1 second.
His E is Puncturing Taunt
-Rammus taunts an enemy champion or monster into a reckless assault against Rammus' hard shell, reducing Armor temporarily.
Rammus taunts an enemy champion or monster into a reckless assault, forcing them to attack him and reducing their Armor by 5/10/15/20/25 for 1.25/1.5/1.75/2/2.25 seconds.
His R is Tremors
-Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him.
Rammus creates tremors beneath him, dealing 65/130/195 (+30% Ability Power) magic damage every second to nearby units and structures for 8 seconds.
- Rammus's gains additional damage as his shell becomes reinforced, converting 25% of his Armor into Attack Damage.
His Q is PowerBall
-Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus accelerates in a ball for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+100% Ability Power) magic damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.Activating Defensive Ball Curl will remove this effect after 1 second.
His W is Defensive Ball Curl
-Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resist, while returning damage to attacks.
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40/60/80/100/120.If Rammus is hit by a basic attack while in Defensive Ball Curl he reflects damage back at the attacker, dealing magic damage equal to 25/35/45/55/65 plus 10% of his Armor (+10% Armor).Activating Powerball will remove this effect after 1 second.
His E is Puncturing Taunt
-Rammus taunts an enemy champion or monster into a reckless assault against Rammus' hard shell, reducing Armor temporarily.
Rammus taunts an enemy champion or monster into a reckless assault, forcing them to attack him and reducing their Armor by 5/10/15/20/25 for 1.25/1.5/1.75/2/2.25 seconds.
His R is Tremors
-Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him.
Rammus creates tremors beneath him, dealing 65/130/195 (+30% Ability Power) magic damage every second to nearby units and structures for 8 seconds.
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