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Jan 17 2011 04:01am


Rammus, Rolling thunder.
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 Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the Kumungu Jungle into the Plague Jungles, Rammus 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, Rammus' 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, Rammus 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, Rammus 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. Rammus's quest eventually drew him to the only place where a sentient armadillo is less than confounding

Why play rammus?
Rammus can fill multiple roles at once on a team comp. he is an effective jungler. Clearing the jungle reasonably fast and offers very effective ganks. He provides cc in the form of a 3 second taunt and a slow. Hes an effective tank and one of the best chasing/catching champs in the game.

Runes masteries and summoner spells
x9 Attack speed marks
x9 Flat armor seals
x9 Flat cooldown glyphs
x3 Flat health quins



Runes, masteries and summoner spells explained
Your runes will help you absorb the opposing teams damage, clear the jungle faster and clear the jungle at higher health throughout while slightly increasing rammus's damage output.
When setting your masteries you will be working down the defensive tree until finally hitting tenacity, then use your remaining points to pick up the exp mastery and extended buff duration. Your exp and buff duration masteries are very important.

summoner spells - I recommend smite and flash. flash makes rammus even better at escaping and chasing. Flash has a lot of synergy with powerball. allowing you to clear the gap between you and them even faster. Depending on the opposing teams composition you could take exhaust as an alternative.

Spells
(Innate): Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into attack damage. Almost useless early in the game and during mid/late game it provides a slight damage buff.

(Active): Rammus accelerates in a ball towards his enemies, dealing magic damage and slowing targets affected by the impact for 4 seconds. This is rammus's signature skill and for good reason. Great for initiating, chasing and escaping. This is what makes rammus one of the most mobile champs in league of legends.

(Active): Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance and returning magic damage to attackers. Important skill for jungling. Late game you should apply this skill after initiating with your powerball.

(Active): Rammus taunts the unit into a reckless assault, reducing their armor and forcing them to attack Rammus for a few seconds. Max this skill out as soon as possible to get the full 3 second taunt. This skill is an absolutely amazing form of single target cc.

(Active): Rammus creates tremors beneath him for 8 seconds, dealing magic damage per second to nearby units and structures. Because this ult is on a short cooldown its recommended you use this when pushing turrets as long as your careful not to take turret aggro off the creeps because a nearby champ wanders into it.


Lets get into the jungle.
Start the game off with a cloth armor and 5 health pots, then put a point into your defensive ball curl. Your going to be starting at golem (1). Make sure your mid scouts the brush near golem, giving you vision of your only blind spot an early gank could come from. Get into melee range of golem, activate your defensive ball curl, start auto attacking the golem then drink your first health pot. Keep using defensive ball curl until the golem and its surrounding minions are dead. Pick up a point in Powerball and use that to get to your wolf camp (2). Bump into them with your powerballl and turn on your defensive ball curl. Drink another potion during wolf camp and head to Banshees (3) next. Finish banshees in the same way you finished wolves drinking a health pot here as well. Make sure mid isn't too close to banshees. if they steal too much exp you wont level before reaching lizard buff which will make lizard buff and the two little golems both close calls. Once you hit level 3 at banshee camp pick up another point in defensive ball curl. After banshee camp your smite should be up again which you will use on the lizard (4). Using smite, powerball, defensive ball curl and a health pot you should finish lizard with enough life to spare for the two little golems (5) nearby. After finishing the two little golems you should pick up your first point in your taunt and either gank a lane, back for your ninja tabi which you willl be able to afford by now or continue to jungle stealing the other teams golem or whatever.

Once your done with that very basic order you can begin to free jungle, cover lanes and gank. Rammus is an amazing ganker. his mobility can get him to any lane that is in need of a gank and make sure he catches his prey. pinning them with his taunt for your lane partners to pick up kills. Remember that golem will spawn at 7:20-7:30 and rammus is heavily reliant on golem buff. His skills consume large portions of his mana pool and your masteries/runes provide you with nothing to manage your mana with.



Item suggestions.
Being a pure tank makes your items vary depending on the situation every game. Keep that in mind when playing any tank. The core of my build usually consists of mercury treads, banshees veil and sunfire cape. All of the stats on banshees veil benefit rammus greatly, its mana included.

First item - Cloth armor and 5 health pots. This will either be built into ninja tabi or aegis of the legion. I suggest saving cloth armor for aegis and making mercury treads in most cases.
Second item - Finish your boots and either begin to work towards banshees veil or sunfire cape.
Third item - Either begin to work towards either item you havent built yet that I've mentioned in your second item option or get additional armor in the form of thornmail/randuins omen or more magic resist in the form of force of nature.
Fourth item - This is usually where I'd build my aegis of the legion.
Fifth item - Depending on the opposing teams composition you should pick up either force of nature, randuins omen or thornmail if you haven't already.
Sixth item - One of the items mentioned in the fifth item options or guardian angel.

Build examples
Mercury treads
banshees veil
sunfire cape
aegis of the legion
force of nature
guardian angel

Ninja tabi
Sunfire cape
banshees veil
aegis of the legion
randuins omen
force of nature

Mid/Late game
Play the role of a tank. Keep the carrys and vunerable targets in place and off your team with your taunt, initiate with your powerball, keep your tremors active during fights and keep your defensive ball curl active when your absorbing damage. Pick up golem buff when you can during the mid game especially if you skipped banshees veil. your taunt should be the next skill you use after powerball. Rammus doesnt have a lot of control over dragon. Keep it warded if you can remember to and don't insist on trying to dragon. Always try to be one of the first in the fight. If you follow my guide correctly you should be tanking your way to victory in no time on the jungle tank that is rammus, OK?
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Jan 17 2011 04:03am
i BAWWD at that comic, poor rammus
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Jan 17 2011 05:02am
no smite? no imp smite? no mana regen gems, I wouldnt play rammus like this
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Jan 17 2011 05:08am
Quote (dmx_wizzard @ Jan 17 2011 03:02am)
no smite? no imp smite? no mana regen gems, I wouldnt play rammus like this


I recommend smite in the summoner spell section.

Where could I make room for the upgraded smite mastery? lol.

Dont need mana regen runes as long as you build banshees veil and get golem buff/dont spam.
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Jan 17 2011 05:23am
We'll see how this guide works after patch day.
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Jan 17 2011 07:45am
Quote (CaptainT @ Jan 17 2011 09:23pm)
We'll see how this guide works after patch day.


IT WONT
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Jan 17 2011 08:31am
It's a good guide. i approve it.
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Jan 17 2011 08:45am
I disapprove of this guide's rune and mastery selection.

While improved smite isn't needed, it's useful, but going 0/21/9 is bad for jungling, 11/9/10 or 9/10/11 are better off, one going more towards AP, CDR and 15% Magic pen (Since your Pball, W and ult deals magic damage) or IAS, Crit chance and Armor pen for stronger auto-attacking enemies (If you go this path, get an aegis of legion ASAP).

IMHO, Rammus deals more magical damage in the end. His Q, W's return effect and ult are all magical damage and most items you get that will deal additional damage (Sunfire, Thornmail). Hence why I suggest getting magic pen marks.

For Seals, it depends on people. Some prefer dodge, but it ruins W's effect and if you get a Thornmail, it ruins that too. I prefer HP/LVL or Mana Regen/lvl, Mana Regen/lvl helping jungling much faster.

For Glyphs, CDR is useless on rammus imho, I prefer getting a full page of MR/lvl, which gives close to 27MR at level 18, which helps a lot in all scenario.
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Jan 17 2011 09:36am
personally i go hp/lvl and mp/lvl split on my yellows, favouring hp.

i find its all the mp regen you need for end game.
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Jan 17 2011 11:55am
Quote (ROFLmanMAN @ Jan 17 2011 11:08am)
I recommend smite in the summoner spell section.

Where could I make room for the upgraded smite mastery?  lol.

Dont need mana regen runes as long as you build banshees veil and get golem buff/dont spam.


1-21-8

And hmm.... why make a guide for JUNGLE RAMMUS

All you have to do is press w and click :O
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