Join or Log In. Join the leading League of Legends community. Create and share Champion Guides and Builds. Login Social Login. Create Account Social Register. Why isn't Rammus viable? Creator: I post stuff February 27, pm. Forums General Discussion Why isn't Rammus viable? Sep 15th, Notable I never quite understood it. His ult can be devastating during teamfights and very helpful when pushing.
There are certain items which allow him to build HP and armor at the same time too. So he isn't viable because of his weak early game, or the sheer amound of armor shred? But then, the latter shouldn't really be much of a problem. Jun 24th, Iceborn Gauntlet — This defense item is handy if you are to cause base attack damage. This ability helps deal with the next attack, just within 10 seconds to deal with bonus physical damage. This ability creates an icy field that can slow the enemies around Rammus.
The additional armor helps in increasing the size of the icy field. The first rule of playing LOL: Wild Rift is to understand your champion and the skills that accompany him.
The sooner you understand what they do and get yourselves to familiarize their mechanics, the faster you can win and increase your Elo. Every hero is built around a specific role it can perform, and this is where it shines. Get to know your champion in the sections below and learn how you can grow with your champion:. Exit combat after not taking damage or using abilities for 5 seconds. Activating cancels Defensive Ball Curl and puts it on cool down. Activating cancels Powerball and puts it on cool down.
Taunts an enemy Champion or monster for 1. Taunt Duration: 1. Soaring Slam's range increases with Movement Speed. Aftershocks Damages structures. Rolling Armordillo Passive — This passive skill provides you with bonus speed when you're out of combat, and it stacks with Powerball and pathfinder Rune, which will make you the fastest champion in the wild rift.
This passive is perfect for a roaming Jungler and with so much speed, you can be anywhere on the map. Powerball— Due to this skill, you gain a lot of speed atop your passive. With this speed, you can easily catch up to any out-of-place enemy and stun them.
Colliding with them will knockback and then stun the opponent for one second while dealing magic damage, enough time to apply your Frenzying taunt to keep the champion busy. This is your primary engaging to tool in the initial stages of the game to help your teammates gain takedowns when Ganking or to lower their most powerful teammate's damage for as long as possible.
Further on, the cooldown is only 6 seconds at max level, so you can always use it to kite minions and keep the enemies away from farming. During bigger fights, a few seconds, the ADC doesn't deal damage is huge in tilting the victory in your favor. The best thing about initiating team fights in later stages is that your Powerball increases the damage circle of your Ultimate Soaring Slam the longer it's channeled.
Higher Elo players sometimes use their Powerball for a few seconds before initiating a team fight to have an early advantage in it. One thing to be careful about while using Powerball early game is to mind the minions because your skill has a small hitbox, and most Champions fearing your stun, and Frenzying Taunt might hide behind their minion wave. This way, you may hit a minion instead of a Champion.
You can use Flash to jump over the wave wall and initiate your combos. Keep your eye on the skill button to see its remaining duration, and with higher levels, there is an effect on the screen to let you know that you are powerballing. As this is a channeling ability, you should watch out for Champions like Soraka and Lulu as their skills can stop your channel.
Soraka's Equinox and Lulu's Whimsy can negate your Powerball. Defensive Ball Curl — This would be your best skill in the initial Jungle phase for your survival as it provides a defensive bonus along with dealing damage to monsters that hit you.
Initially, you can couple a leash from your teammate with this skill to increase your survivability. Out of the Jungle, it is best used with your Frenzying Taunt, which forces your enemy to attack you and a great combo after initiating a fight with Powerball.
This combo is especially useful against ADCs as they cannot deal damage to your Carry, and for a few moments, you can bear the brunt of their damage. Also, as you deal magic damage to those who hit you, ADCs don't stack armor or little magic armor, which will hit them hard. To top it off, if you have activated your Aftershock Rune by using Powerball to initiate, you deal massive damage to whomever you have taunted.
You can cancel Defensive Ball Curl if you want to get the movement speed back or get more movement speed by hitting the button again or by using Powerball.
Frenzying Taunt — This is a taunt ability that forces your opponent to attack you for a few seconds and cannot do anything else. Frenzying Taunt is a great engaging skill to keep your enemy occupied and especially powerful when doing it to a fast attack speed opponent.
This ability can be used in many ways. First, CC the other champion and keep them focused on you. The second is to lure your enemy Champion towards your teammates. The third is to lure towards your tower if they're too close so that the tower can get a couple of hits at least. When used with Defensive Ball Curl, this ability is a deadly combo to deal damage as well as keeping your enemy occupied. Plus, this becomes very handy in large team fights as you can just occupy their Carry with you so that particular champion deals as little damage as possible.
Ensure that you target the skill towards enemy Champions if Monsters or minions are nearby, as you may accidentally attack them instead of your target. Soaring Slam — Ultimate Skill : Your Champions jumps in the air and slams down, dealing magic damage to all enemy Champions in range and creating aftershocks in an area for a few seconds. These aftershocks also deal damage and slow any enemy caught in the area of effect. Those caught in the middle are knocked back. Aftershocks can also damage turrets.
Soaring Slam can also cross over from one side of a wall, so it can also be used to Gank or contest Elite monsters in the jungle. Which skill you take first depends on your strategy for the game. Every phase of the game requires you to change your targets and to achieve those goals; you have to invest in each skill as the game progresses and your Champion levels up. After that taking Powerball and maxing it as soon as you can, can help you Gank sooner and faster.
The faster you Gank efficiently, the more Takedowns you can score and more gold and XP you can farm. Level up Defensive curl after if opponents are dealing greater damage. Otherwise, use Frenzying Taunt to CC them longer. Level up your Ultimate as soon as possible. Spiked Shell — Passive : This is your passive and doesn ' t need any skill points. It is always active whenever the conditions are met.
Powerball — First Active Ability: 3 — 4 — 6 — 7. Frenzying Taunt — Third Active Ability: 2 — 12 — 14 — Soaring Slam — Ultimate Ability: 5 — 9 — Even though Rammus is tiered as an easy Champion, if you learn to use the skill set in different combinations, they can have a devastating effect on the enemy team. These combos are the reason he is an easy Champion, as his combos are fairly easy to execute.
Nonetheless, a few combos are mentioned below, and they become much easier if you use them with the keybinds feature. This combo is used when you ' re still Jungling early on. As the Jungle clear speed of Rammus is slow, you can initially ask a teammate, preferably your support, to help you with a leash. Start using this combo as soon as you hit level 3 and are considering Ganking. Later on, it can be used whenever necessary. This combo is the bread and butter of Rammus.
This combo is best used when initiating team fights. As mentioned earlier, this combo is a good surprise when used over a wall while Ganking or contesting an Elite monster. Use this combo when an enemy Champion is trying to escape.
One of the most important aspects of understanding a Champion is capitalizing on its positive aspects and mitigate the negative as much as possible. Similar is the case, especially with Rammus. If you can get some support in your initial phase of Jungling and Ganking, Rammus can become unstoppable in the late game. In this section, we will discuss Rammus' matchups. At higher Elo games, you have to consider what heroes you match up with, as each hero selection is like a chess piece on a game board.
Some heroes will work with you well, while others will hard counter you. Not knowing when to choose Rammus can be bad for your otherwise great game skills. This couldn't be stressed enough that Rammus is an easy-to-play champion and, due to his kit, can help your teammate out no matter what champion they choose. Still, like all other champions, some select Champions will give you a boost which in itself is sorely required for early game Rammus.
Every champion that can boost your speed increases your Ganks. Any champion that can help you in lining your Powerball to hit is your friend. Every champion that can stun-lock, slow, or bring together enemy Champions for you to initiate the fight with Soaring Slam is a boon for your tanky and taunt gameplay.
Following are some Champions that synergize well with Rammus:. Galio — Galio is a versatile tank and good support. His Justice Punch and Hero's Entrance are knocking back abilities to help teammates follow up for maximum damage. You know what is common among Galio and Rammus, a slam dunk. The ultimate abilities of both Champions are hard CC and slam unto their enemies with full force, and that's why Rammus' Soaring Slam followed by Galio's Hero's Entrance, is a match made in heaven.
This tanky pair with hard CC abilities is a nightmare that comes true for enemies. Galio has Justice Punch while Rammus has Powerball. Galio has Winds of war to go with Rammus 'Frenzying Taunt. Nami — Nami is versatile support where all of her abilities proc her Passive Surging tide and geared towards supporting and helping her teammates.
If a Champion is benefited by one of her abilities, each ability use can increase their movement speed. Her Aqua Prison can stun one enemy champion, and if that champion is already hit by Ebb and Flow, it is easier to catch. Her "Ebb and Flow" ability heals if it hits a companion and slows if it hits an enemy Champion. Due to Nami's Aqua Prison, Rammus' ganks become much easier to execute as the lane Champion is already incapacitated.
Her use of her abilities, while Rammus is Ganking, can heal him and increase his movement speed, making it easier for Rammus to land Powerball. Nami's Ultimate ability already knockbacks and slows most of the enemy champions due to its large width and range.
It gives Rammus enough time to use the Powerball Soaring Slam combo. That's why Nami is really good support that synergizes with Rammus as she also provides healing, bonus damage, and on top, movement speed. Ashe — Ashe is a ranged ADC with her kit to slow and stun enemy champions. Her passive slows enemy Champions and increases the damage they take from her subsequent attacks. After slowing an enemy or stunning from Enchanted Crystal Arrow, she can use her Ranger's Focus to deal increased damage to her opponent.
Champions like Ashe synergize well with Rammus as both have some sort of Stun and Slow, and both can utilize each other in this way. While Rammus marks the opponent with his Rune and locks Frenzying Taunt, Ashe can deal increased damage from her passive and increased speed from her Ranger's Focus.
Orianna — Orianna is a dual role Champion as she can be played as a solo mage in the mid lane and support in the bottom lane. Her gameplay revolves around using her ball to control the battlefield.
She provides protection and speed for friends, while for her enemies, she only has stuns and slows. Her Command Dissonance ability provides speed to Rammus' Powerball above an already stellar speed while also slowing any enemy caught within the ability's radius.
Her Ultimate ability synergizes very well with Soaring Slam. Using her Shockwave knocks back enemies towards the center of AoE of her ability and slows them, which gives Rammus enough time to use Soaring Slam for maximum effect. Rammus is strong against Champions with low mobility or escape skills to avoid his Powerball, and Soaring Slam as most of his Combos rely on landing at least one knockback soon after that.
Frenzying Taunt can lock any Campion in attacking you. Xin Zhao — Xin Zhao is a duelist fighter with abilities that focuses on running down his opponent and fighting 1v1 with other Champions. His passive does increase damage every third attack and heals himself, while 3 Talon Strike also does additional damage and knocks up the enemy on the third. Audacious Charge is a distance closer and increases his attack speed while Wind Becomes Lighting slows his opponent.
His Ultimate ability helps him to focus on a single target and pushes everyone away. Even though Xin Zhao is a fast attacker and can heal with every third attack, he cannot survive long when Rammus is in the Defensive Ball Curl phase, and the Aftershock rune activated with Weakness.
This combination melts away Xin Zhao's health. Graves — Rammus can counter Graves by applying Powerball to Frenzying Taunt combo as Graves can't use his other abilities during taunt and unable to run away with Quickdraw, and as soon as Rammus uses Defensive Curl Ball, Graves' AA automatically reduces his health.
As he is an ADC, Graves doesn't last long if he can't get out of the taunt. Katarina — Katarina is a difficult-to-play but agile assassin. Her Bouncing Blade ability is a good poking skill that bounces to more than one enemy and lands near the last target.
Katarina's Shunpo ability can blink her to the dagger and damages any enemy nearby; Therefore, this ability makes her jump easily between different points to quickly maneuver the battlefield. Death Lotus lets her throw a flurry of daggers to the nearest enemies quickly and reduces their healing. Even though Katarina is quite mobile, as soon as Rammus lands his Frenzying Taunt, his other runes and abilities easily finish this squishy hero.
Dead Man's Plate is a good armor piece to provide that speed to quickly land the knockback from Powerball and Taunt her. The combined damage of Rammus' abilities with his runes is enough to kill Katarina with little skill. She should be his first target in a team fight, as killing her is easy, but she can easily jump from target to target to deal tons of damage if left unchecked.
Evelynn — Eve is one of those Junglers that Rammus should watch out for as her stealth can surprise Rammus every time, plus her movement speed during the early game is on par with Rammus. Her Hate Spikes give her the ability to damage Rammus from a distance, and she can kite him easily during the early game. If she decides to invade early into the jungle, it will be difficult for Rammus without team support. Vayne — Vayne is the only ADC that might have been specifically made as a counter to our cute tank.
Her Roll is the cherry on top of her true damage, which allows her to roll out of danger and increase true damage. If any other enemy either slows or stuns Rammus, Vayne can unleash her ultimate skill and deal tons of damage to Rammus. She can also push Rammus to be slammed into a wall which will stun him and making her job easier. Master Yi — Master Yi is another one of much true damage dealing, fast auto-attack Champions that can melt Rammus. If he has his Ultimate ability, he is immune to all slows, which renders Rammus' kit useless.
His fast auto-attacks melt through Rammus when powered up, plus his heal can rejuvenate his health faster than Rammus can shave off. Every fourth attack deals additional damage as it crits, and if Rammus doesn't benefit from his stuns and slows, Master Yi can easily out-match him. Vi — Vi's passive is her bread and butter and tank killer as it first reduces their armor and grants attack speed and damages the enemy scaling with their health every third attack.
Her Vault breaker is a distance closing ability and knocks back any opponent, while Blast Shield provides her with shield and movement speed. Her Ultimate ability clears the crowd away from her target and lets her Slam the target to the ground. Vi is a hard counter to Rammus because she can cancel his Powerball with her Vault Breaker. Her passive gives her an edge over Rammus' Frenzying taunt as every third attack She will reduce his armor so if the fight drags on longer, Rammus doesn't have enough options to stand and fight.
To be able to survive Vi, you have to stun her first with your Powerball and apply Frenzying Taunt as soon as possible and move away as soon as her taunt lock wears off as all her abilities with her passive can melt away your armor and that big chunk of life that you dearly hold.
The only counter you have is to equip Thornmail and Sunfire Aegis and pray that her health is finished before yours. During the Jungle phase, fighting her 1v1 is a big no. Learn to escape when you see Vi and live to fight another day. The following is the list that will allow you an in-depth look at Rammus against different champions:. Rammus is a tanky Jungler, and while slow at the start, if properly fed, he can definitely become a powerhouse. He needs support in the early Jungle phase to speed up his jungle run to support his team by Ganking early to mid-game and become a full assault tank in the later stages of the game.
Due to his skill set, he is a core component of the team and a big boost to land his combos well. Remember to always read patch notes to be aware of the latest changes to your favorite champion. Let's delve deeper into the strategy for each phase for Rammus:. Rammus needs to farm the jungle ASAP. As he is a slow starter, he may lag in gold and XP if he isn't supported early on. To more time he takes, the lower is the amount of Ganks he can perform. Your team can support you with the Red buff by leashing the monster and damaging it until without fear of losing any minion kill.
Focus on other monsters as soon as getting the Red buff as its damage amplification will help you smoothly continue until it wears off. Be mentally and physically prepared for your counterpart's invasion.
Learn when to run from a fight. You can turn around an invasion by Ganking up on the Ganker as you are the fastest Jungler in the game. It's normally recommended to start Ganking when he is level 5 as by then, you would have access to all his skill and a few items under his belt, but if your progression is going fine, you can Gank more often. Rammus is one of the fastest Ganker in Runeterra because of the buffs his skills provide, so capitalize on it.
One thing to remember during the early phase is that Ganking doesn't always mean a sure shot kill. If you can't get a kill, just disrupting the lane's flow is enough as the enemy champions will be defensive. The best case is that they may fall behind on minion kills, resulting in psychological pressure, and they are prone to make more mistakes.
More mistakes mean more kills. As soon as you reach level 6, coordinate with your teammates to start crackdowns on enemy Champions.
With his ultimate ability Soaring Slam, you can have back-to-back CC ability combos to unleash upon your enemies. During mid-game, Champions are busy in their lanes and are not grouped, so it's easy to attack of your enemies together with the help of your teammates.
If you can land your Soaring Slam properly, you can easily complete your Combo 3, with which by the time the enemy Champions recover, the fight will be almost over.
Ganking as much as possible is the name of the game when you're playing Rammus. If the game flow dictates more team fights, Rammus is very potent in slowing and stunning enemy Champions to reduce their effectiveness and make the fights easier with Soaring Slam. Besides being a tank for the team, your primary goal is to be aware of the jungle and when an Elite monster spawns during the mid to late game.
Warding their location is very important as either killing these monsters or stealing an Elite monster kill can give you a boost over the enemy team in terms of gold and XP.
Another way is that if you know that the enemy team is contesting an Elite monster, wait until their or monster's health is low and then Slam your way into their midst to sweep the floor with kills upon kills. Whatever you choose, try your best to Powerball before initiating so that you're AoE of Soaring Slam is at the max radius.
Losing an Elite monster fight is not the end of the game. The important point is to not let their team make takedowns or score more in each fight.
Every gold or XP that you hand over to them is more detrimental to the game in the long run than retreating from a fight and let them score Elite kills. You are the initiator for this phase, and during the team-fights is where you truly shine.
Rammus is a beefy tank, and by this time, his build is almost complete. You have to be always present when a big fight is about to start. Combining Defensive Ball Curl with Frenzying Taunt when your enemies are recovering from Soaring Slam, most of the enemy team will be under CC, which will help your teammates to capitalize on your success.
Before initiating any fight, you should be aware of the ADC or Carry's location. You should initiate with them if possible, as you can shut them down early in the fight. Otherwise, you should focus on hitting the maximum number of Champions with your Soaring Slam.
Losing focus by the ADC for a couple of seconds is paramount to winning a team fight when you're playing Rammus. You should also be aware if one of their Champions is on a streak. Making a shutdown in any game phase is a great boost to complete your build as early as possible. This boost initially should be given to your damage dealers as much as possible as on their damage dealing potential, and every team fight is dependent upon. By CCing your counterpart, your teammates can easily kite their tank's abilities and range and can easily focus on engaging the team.
Don't forget that the longer a fight drags on, the less effective you are, as their Carry can easily tear you apart given enough time. You should leave the danger zone and re-engage to be useful longer. Last but not least, practice, practice, and more practice. The followings are the best and top tips you can know about Rammus.
Use these tips to enhance your gameplay and make a difference:. Let's dive into Rammus's jungle pathing. When selecting a champion and the phase during the time that the screen is loading, you should have a plan well before the game starts. This plan will help you consider the matchup conditions, the players' statistics, and the probabilities of winning.
You may be thinking if anyone has a remarkable win rate or possesses a KDA in several games or not. You may also be urged to aid a snowball of a particular teammate or even be tempted to repress your opponent to enable them to rule the game. How many games are needed to boast on the Champion? Professional Players have been able to deduce that players who have games ranging in multitudes of hundreds can play better and continuously compared to someone who has had less to no gaming experience.
If you consider the less mechanically demanding Champion, they need some exposure before the gameplay. Intuition is certainly important, which helps focus upon the resources that are imperative to the game.
Many players may even end up surprising you, but if we take it in a more generalized form, then people with low KDA's or win rates shouldn't be made a priority to lead a game. Similar Picks. Alistar Support B Tier. Malphite Top Lane C Tier. Sion Top Lane C Tier. Leona Support C Tier. Amumu Jungle D Tier. Counter picks. Ban suggestions. Jarvan IV. Game content and materials are trademarks and copyrights of their respective companies, publisher and its licensors. RankedBoost is not affiliated with the game companies, publisher and its licensors.
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