Rammus
Rammus (Jungler)
97 matches ( Laatste 2 dagen )
51.8%
Winrate
48.5%
Winrate
(Vs Tryndamere)
-1,423
Gold diff @15

Skill orders

Powerball
Q
Frenzying Taunt
E
Defensive Ball Curl
W
Spiked Shell
Powerball
Q Q Q Q Q
Defensive Ball Curl
W W W W W
Frenzying Taunt
E E E E E
Soaring Slam
R R R
Populariteit: 20.9% - Winrate: 44.2%

Begin items

Stealth Ward
Gustwalker Hatchling
Health Potion
Populariteit: 27.1%
Winrate: 61.5%

Kern Items

Bramble Vest
Thornmail
Sunfire Aegis
Jak'Sho, The Protean
Populariteit: 16.2%
Winrate: 54.5%

Boots

Plated Steelcaps
Populariteit: 79.2%
Winrate: 48.8%

Eind items

Randuin's Omen
Protoplasm Harness
Dead Man's Plate

Rammus Pro Players Builds

Rammus Pro Players Builds

Recente veranderingen

Patch 15.13
Rammus
Health Growth increased. W Armor/Magic Resist increased.
Rammus's update was successful in making him much more consistently useful but we shot a little low on his power level. We'd like to buff him back up and specifically re-enable the choices he used to have around what ability to max first. We're giving him some generic durability and empowering Defensive Ball Curl's rank-up as a way to ensure he can opt into being the tankiest armordillo he can be.
Patch 15.12
Rammus
All abilities adjusted.
In this patch we’re giving Rammus an update with three main goals. First, we’d like to retain him as an anti-auto attack tank, but within that umbrella, allow him to be successful when tanking magic damage auto-attacks as well with the hope that he can be picked outside of last pick against full AD team comps. Second, we’d like to punch up a few of his abilities, giving him more impactful Powerballs and Soaring Slams by frontloading more of those abilities. Third, we’d like to remove some needless complexity from the champion that required exact ability sequencing that simply had a “right” answer with no room for finesse. Our hopes for this update are that Rammus will be a viable tank in more situations, still strongly in love with Thornmail, and overall “OK” in more team compositions.
Patch 14.23
Rammus
Q cooldown decreased.
Rammus has wound up a little weak, especially for such an AD-heavy jungle meta where he should be on a roll. We're buffing his early Powerball cooldown to give him more tools for his jungle clear which should also give him more chances at disrupting opponents in early game skirmishes.
Patch 13.22
Rammus
W bonus armor increased.
Rammus gained a ton of power in 13.20 as armor became a much stronger stat in the jungle. Then he lost a bit more than he gained in 13.21 between direct nerfs and systemic buffs to AD junglers. We're looking to return Rammus to his power level from 13.19 and before. We're choosing to unwind some of his 13.21 nerfs with the hope to hit that power level goal.
Patch 13.21
Rammus
Q damage decreased. W armor decreased.
Rammus was a huge winner thanks to patch 13.20 for three primary reasons. First, his jungle DPS skyrocketed with pets getting a better armor ratio. Second, with games going later due to the anti-snowballing changes, his early weaknesses became less important. Lastly, he's also performing better than his actual power level due to players typically picking him to counter heavy AD teams, so we should expect Rammus to win more than half of his games even if he'd be theoretically weak. Regardless, he's just winning a bit too hard. This patch, we're aiming to reintroduce some weaknesses back into his early game since his early clear has gotten so much faster.
Patch 13.7
Rammus
W armor scaling decreased.
Rammus has been a high win rate champion for about half of all players over the last several patches, which is just too high for a champion to reasonably maintain. We can’t let this roll anymore. Tactically, we’re tuning his late-game power, which tends to most strongly affect the outcome of his games.
Patch 13.5
Rammus
Attack damage growth decreased. Q base damage decreased.
Rammus is still powerful after everything has shaken out in the jungle. We’re tapping down a bit of his damage so he's a little less of a murderadillo but still able to keep his core strengths intact.
Patch 13.1
Rammus
Base AD decreased, base health decreased. W calculations adjusted, flat armor decreased, armor scaling decreased.
Like Amumu and the jungle companions, Rammus found a new friend in Preseason by the name of Jak’Sho the Protean. The current synergy between Rammus’ W and Jak’Sho is being adjusted so that the two interact more cleanly with one another, but this should be roughly neutral. That said, Rammus is a bit too strong right now, so we are baking in a small nerf to his overall durability.
Patch 12.20
Rammus
W self slow removed. R dash speed increased.
A bugfix in 12.19 to Rammus' W resulted in a sizable nerf to everyone's favorite Armordillo. We're removing some of his training weights so that now he'll be even faster. That said, we'll be keeping an eye out to make sure he's still speedy and tanky and adjust as needed.
Patch 12.15
Rammus
R cooldown adjusted, base cast range increased, dash range growth increased, minimum and maximum dash speed increased.
With the 12.14 changes to tank items, Rammus hasn’t been rollin’ around with the enthusiasm he once had. We’re opting to return some power to his kit with a few quality of life adjustments to his ultimate to which Rammus would respond by saying “OK.”
Patch 11.12
Rammus
W base bonus armor increased. R cooldown decreased.
Everyone knows Rammus and Bramble Vest are best friends, so it should come as no surprise that he’s been feeling prickly after Bramble’s 11.11 nerf. To mend fences, we’re putting more armor in the armordillo and letting him slam down more often, so that he can continue running rings around his competition.
Patch 11.8
Rammus
Q base damage decreased later. W now lasts longer with basic attacks. E taunt duration decreased. R updated so that Rammus now soars, slams, slows, and shocks. Ability VFX and SFX updated.
In conjunction with his release in Wild Rift, we’re celebrating Rammus with a mini visual update! Along with new sound and visual effects, we’re armoring this ‘dillo with a new ult that rewards him for going fast and vaulting into enemies to create the perfect impact.
Patch 11.5
Rammus
Base health growth decreased.
Rammus has been more armor than arma(dillo), particularly in Average levels of play. Rolling down some of his durability so he has to be more careful before barrelling into fights.
Patch 11.3
Rammus
E cooldown flattened.
Rammus rolled comfortably into preseason and has gained more momentum with the cheaper tank Mythic items. We're reducing some of his taunt power now that his engages have become more consistent.

Runes

Grasp of the Undying
Aftershock
Guardian
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
+9 Adaptive Force
+10% Attack Speed
+8 Ability Haste
+9 Adaptive Force
+2.5% Move Speed
+10-180 Health (based on level)
+65 Health
+15% Tenacity and Slow Resist
+10-180 Health (based on level)
Populariteit: 73.7% - Winrate: 39.3%