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

Champion Info (Rammus support 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

SUPPORT

  • Tier: Off Meta
  • Win: 46.59%
  • Role: 2.15%
  • Pick: 0.06%
  • Ban: 7.26%
  • Games: 544
  • KDA: 2.55
  • Score: 50.10

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.

Ignite Ignite

Consumable: 0

Cooldown: 180

Range: 600


Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.


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)

World Atlas World Atlas

BUY: 400

SELL: 160

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)

Plated Steelcaps Plated Steelcaps

BUY: 1100

SELL: 770

20 Armor
45 Move Speed


Reduces incoming damage from Attacks by 12%.
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.

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).
  • Dead Man's Plate Dead Man's Plate

    BUY: 2900

    SELL: 2030

    300 Health
    45 Armor
    5% Move Speed


    Shipwrecker
    While moving, build up bonus Move Speed. Your next Attack discharges built up Move Speed to deal physical damage.

    Unsinkable
    The strength of movement slowing effects is reduced.
    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.
    Celestial Opposition Celestial Opposition

    BUY: 400

    SELL: 160

    5 Gold Per 10 Seconds
    75% Base Health Regen
    75% Base Mana Regen
    200 Health


    Blessing of the Mountain:
    Become Blessed to reduce incoming champion damage, lingering for 2 seconds after taking damage from a champion.



    ACTIVE
    Ward
    Place an Invisible Stealth Ward that grants vision. Stores 0 Stealth Wards, which refill upon visiting the shop.
    Oracle Lens Oracle Lens

    BUY: 0

    SELL: 0



    Active - Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards. Has 2 recharges.
    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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    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)