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

Champion Info (Rammus top 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

TOP

  • Tier: Off Meta
  • Win: 51.49%
  • Role: 8.60%
  • Pick: 0.22%
  • Ban: 6.89%
  • Games: 1835
  • KDA: 1.57
  • Score: 50.18

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

Teleport Teleport

Consumable: 0

Cooldown: 360

Range: 25000


After channeling for 4 seconds, teleports your champion to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which teleports your champion to target allied structure, minion, or ward.

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


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


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)

Cloth Armor Cloth Armor

BUY: 300

SELL: 210

15 Armor

Refillable Potion Refillable Potion

BUY: 150

SELL: 60



Active - Consume: Consumes a charge to restore 100 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
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)

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.

Sorcerer's Shoes Sorcerer's Shoes

BUY: 1100

SELL: 770

18 Magic Penetration
45 Move Speed


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.
    Randuin's Omen Randuin's Omen

    BUY: 2700

    SELL: 1890

    400 Health
    55 Armor


    Rock Solid
    Reduce incoming damage from attacks.

    Critical Resilience
    Critical Strikes deal less damage to you.

    ACTIVE
    Humility
    Slow nearby enemies.
    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)