[Tutorial] Rammus Adc, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)

Champion Info (Rammus adc 5v5 )

Rammus Rammus Stats

Attack: 55

Defense: 10

Magic: 5

Difficulty: 5

Health: 675

Move Speed: 335

Armor: 40

Range: 125

Health Regen: 8

Critical Strike: 0

Attack Speed: 0.656

ADC

  • Tier: Off Meta
  • Win: 50.19%
  • Role: 0.56%
  • Pick: 0.01%
  • Ban: 7.28%
  • Games: 90
  • KDA: 2.96
  • Score: 52.36

Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.

Rammus Tips (Ally)

  • Powerball can be used as an effective escape mechanism.
  • Using taunt on a champion by your tower can cause the tower to attack your enemy.
  • Tremors and Defensive Ball Curl can be used late in the game to obliterate towers. If you're bogged down in a team fight, it is often valuable to break off and attack the buildings.

Rammus Tips (Enemy)

  • Pay particular attention to when his Defensive Ball Curl is off. Rammus has much lower stats than a normal tank when he's out of the stance.
  • Rammus often stacks high Armor, leaving him especially vulnerable to caster damage while not in Defensive Ball Curl.

Summoner Spells

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Ghost Ghost

Consumable: 0

Cooldown: 210

Range: 200


Your champion can move through units and gains 24 - 48% Move Speed (depending on champion level) for 15 seconds.


Rammus Masteries

Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 35 + 80% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 25 - 120 (+8% of your bonus health)
Cooldown: 20s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Font of Life
Impairing the movement of an enemy champion marks them for 4s.

Ally champions who attack marked enemies heal for 5 + 0.9% of your max health over 2s.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your bonus Armor and Magic Resist by 3%.
Unflinching
Gain 2 - 10 (level scaling) Armor and Magic Resist when crowd controlled and for 2 seconds after.
Precision
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Attack Speed
+10% Attack Speed
Health Scaling
+10-180 Health (based on level)
Health Scaling
+10-180 Health (based on level)

Rammus Starting Items (PROBUILD)

Doran's Shield Doran's Shield

BUY: 450

SELL: 180

110 Health

Enduring Focus
  • Attacks deal an additional 5 physical damage to minions.
  • Regenerate 4 Health every 5 seconds. After taking damage from a champion, large or epic jungle monster, restores up to 45 Health over 8 seconds. Restoration increases when you are low Health.
  • Health Potion Health Potion

    BUY: 50

    SELL: 20



    Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

    You may carry up to 5 Health Potions.
    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0



    Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.

    Rammus Recommended Items (PROBUILD)

    Sorcerer's Shoes Sorcerer's Shoes

    BUY: 1100

    SELL: 770

    18 Magic Penetration
    45 Move Speed


    Thornmail Thornmail

    BUY: 2700

    SELL: 1890

    350 Health
    70 Armor


    Thorns
    When struck by an Attack, deal damage to the attacker and apply 40% Grievous Wounds if they are a champion.

    Grievous Wounds reduces the effectiveness of Healing and Regeneration effects on the target.

    Frozen Heart Frozen Heart

    BUY: 2400

    SELL: 1680

    70 Armor
    400 Mana
    20 Ability Haste


    Winter's Caress
    Reduce the Attack Speed of nearby enemies by 20%.

    Rock Solid
    Reduce incoming damage from Attacks by up to 0, capped at 0% of the Attack's damage.
    Sunfire Aegis Sunfire Aegis

    BUY: 2700

    SELL: 1890

    450 Health
    50 Armor



  • Immolate: Taking or dealing damage causes you to begin dealing (12 + 1.75% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Damaging Champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds (max stacks 6).
  • Jak'Sho, The Protean Jak'Sho, The Protean

    BUY: 3200

    SELL: 2240

    300 Health
    50 Armor
    50 Magic Resist


    Voidborn Resilience
    During combat with champions become empowered, increasing your bonus Armor and Magic Resist until end of combat.
    Unending Despair Unending Despair

    BUY: 2800

    SELL: 1960

    400 Health
    55 Armor
    10 Ability Haste


    Anguish
    While in combat with champions, every few seconds, deal magic damage to nearby enemy champions, healing based on the damage dealt.
    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0



    Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.
    Elixir of Iron Elixir of Iron

    BUY: 500

    SELL: 200



    Active - Consume: Drink to gain 300 Health, 25% Tenacity, and increased champion size for 3 minutes. While active, moving leaves a path behind that boosts allied champions' Move Speed by 15%.

    Drinking a different Elixir will replace the existing one's effects.

    Rammus Active Abilities

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    QQQQQ
    WWWWW
    EEEEE
    RRR
    PassiveQWER
    Spiked Shell Spiked Shell

    Rammus' basic attacks deal bonus magic damage, scaling with his Armor.

    Powerball Powerball

    Cooldown: 16/13.5/11/8.5/6

    Consumable: 60

    Range: 300

    Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.

    Defensive Ball Curl Defensive Ball Curl

    Cooldown: 7

    Consumable: 40

    Range: 300

    Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him.

    Frenzying Taunt Frenzying Taunt

    Cooldown: 12

    Consumable: 50

    Range: 325

    Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.

    Soaring Slam Soaring Slam

    Cooldown: 90

    Consumable: 100

    Range: 25000

    Rammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies. If cast while Rammus is in Powerball, Rammus knocks up enemies near the center as well.

    Rammus SKINS

    Rammus default
    King Rammus
    Chrome Rammus
    Molten Rammus
    Freljord Rammus
    Ninja Rammus
    Full Metal Rammus
    Guardian of the Sands Rammus
    Sweeper Rammus
    Hextech Rammus
    Astronaut Rammus

    Rammus Counters (Over 50% win rate)

    Rammus Countered By (Under 50% win rate)