[9.2.1][Season 9] Jungle Rammus Guide: Easy Journey from Bronze to Platinum with Rammus

by Meii

(Last updated on January 28, 2019)

1 Votes

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Summoner Spells

Hide Notes
  • Smite
  • Flash


  • resolve
  • Aftershock
  • Demolish
  • Conditioning
  • Unflinching
  • precision
  • Triumph
  • Legend: Alacrity
Bonus :

+65 health and +9% attack speed

Before we begin...

Hello! I began playing League of Legends in season 8 and made it up to Platinum all the way from Bronze; I played over 1000 games on Rammus and can proudly say that I know a whole lot about playing him. Also, I know exactly what you need to do in order to climb to higher elos because I was originally a Bronze player and have all that info mixed into this guide.  

Now that season 9 started,  we had several huge changes in the Rift which happen to be great for Ramus -- a big one being the turret plates. It has become harder to destroy the outer turret, which also means, ‘the laning phase has gotten longer’ as well. 

This means one thing -- there are now more opportunities for Rammus to show his power and gank more often. With well-planned macros, Rammus will rule the Rift and your tier will reach new heights. 

(I have tried all item builds and runes for Rammus and finished studying him. I will go into details on playing Rammus so that you too can climb the elo ladder.)

Pros & Cons

Winning games is quite simple -- you just have to try and minimize a champion’s weaknesses while maximizing their strengths. 

This means that you need to know what kind of strengths and weaknesses Rammus has. 

★ Strengths

  1. Mobility

    Using Rammus’ Powerball (Q) makes him pretty fast, letting you join your team fights as well as counter-gank as often as you want. I will speak more of this later but in order to use this to your advantage, you will need to max your Powerball (Q)  first, not Frenzying Taunt (E), since the cooldown will be only 6 seconds at max level.

  2. Speed Jungling

    This part may puzzle some of you, but Rammus is never slow at jungling. Do as I tell you and you can manage your health while speed-jungling. I will explain later.

  3. AD Melt
    Rammus, after building Thornmail Thornmail, can melt an AD champion with his Frenzying Taunt (E) & Defensive Ball Curl (W).

  4. Tier 1 Ganking

    Rammus is great at ganking -- all you have to do is roll towards your target with his Powerball (Q) and use Frenzying Taunt (E). This works in lower tiers, but as you gradually climb to higher tiers, it becomes less easy since enemy laners tend to be prepared for your ganks. 

    (Although Rammus’ skill set makes it look easy to play him, it is different for all players. I’ve seen players in lower tiers play recklessly by using Powerball + Flash + Frenzying Taunt to dive only to get counter-ganked, waste all of their spells, and ruin the laning for their laners. I’ll go into detail on how to make proper ganks as Rammus.)

  5. Turning the Tide

    Let’s say your team is falling behind. When it comes to team fights, it’s usually well-scaled teams that initiate the fight. When your enemy comes closer to your DPS, taunt them; if another enemy tries to stick to your DPS, peel off by using your Powerball (Q) since it has a knock-back effect. Doing this to protect your DPS during team fights will create opportunities for you to turn the game around. 

    Also, since Rammus is very tanky, positioning yourself in the center of the team fight while disturbing enemy positions will make it trickier for your enemies to win.

  6. Dress Poor, Stay Powerful

    I will go into details in the item build section later, even having just Cloth Armor Cloth Armor and Null-Magic Mantle Null-Magic Mantle will still make Rammus powerful.

  7. Tanky Assassin

    Rammus can also assassinate squishy enemy even though he is a tank. Thornmail Thornmail + Frenzying Taunt (E), Defensive Ball Curl (W) + Tremors (R) can kill a squishy DPS. Use this combo to go kill a squishy enemy who is wandering alone.

★ Weaknesses

  1. Helpless Rammus

    Before the patch, there was nothing you could do as Rammus when the whole team fell behind during the early phase.

    Before the turret plating was added to in-game, it was nearly impossible for Rammus to turn the tide if either your mid or bot lane turret was destroyed and you had enemy bot laners coming up to the mid lane.

    However, due to the turret plating added along with the new patch, the laning phase has gotten longer, meaning Rammus is now able to get more chances to capitalize on his strength since he becomes powerful from the mid phase. 

  2. Early tanking became weaker due to the new patch.

    Although I will go into details when I am explaining the runes, tanking in the early phase became harder. Bone Plating was moved to the same category as Conditioning, making the early tanking weaker. 

    You may think that weaker tanking in early phase will make Rammus a bad choice since he isn’t as strong as certain jungle champions that are strong even from the start. However, whether you have Bone Plating or not doesn’t have much of an impact unless it is in the very early phase; Rammus becomes tanky enough once he builds Bami’s Cinder, which means that not having Bone Plating is not that big of a loss. 

  3. Has no control over jungling against certain jungle champions in the early phase. 

    As mentioned above, Rammus isn’t a champion that is strong in the early jungling phase -- it is hard to win against enemy junglers in early Rift Scuttler control with Rammus. Thus he has no control over jungling in the game against certain champions during the early phase.

    I will use Xin Zhao Xin Zhao as an example.

    Rammus can’t gank lanes until he learns Frenzying Taunt (E) at level 3 (ganking at level 2 is not the wisest choice). Also, if an enemy jungler picked a jungle champion that is powerful at level 2 like Xin Zhao Xin Zhao and succeeds in a level 2 gank in one of the three lanes, they will take control of the jungle. Not only will Rammus be unable to take Rift Scuttlers, but most sensible enemy junglers would go invading if they have succeeded in ganking and killed some enemy laners. If Rammus comes across an enemy jungler in his own side of jungle, he will either get killed or lose his Flash Flash. Even if he does use his Flash Flash to get away, he could even die after using up all his spells due to enemy Xin Zhao’s Phase Rush Phase Rush (Runes) + Flash Flash.

    Even if you miraculously survive, by the time you recall and come back to your jungle, no monsters would be left for you, preventing you from scaling up. In this state, wherever you gank, it is very likely you will fail.

    If you are placed in such a situation, I will write what you can do to get out of it and counter that. 

  4. Enemy laner either has Cleanse or Quicksilver Sash

    As you climb to higher elos, it is likely that enemy mid laners will take Cleanse Cleanse the moment they see you pick Rammus. Once the game starts, whenever you gank and use your Frenzying Taunt (E) on the enemy mid laner, they will immediately use their Cleanse Cleanse to get away from you, making it hard for you to gank. Also even in team fights, they will use Cleanse Cleanse on your taunt so if you make a bad taunt, it might lead to losing the whole fight. 

    Furthermore, the cooldown for Cleanse Cleanse isn’t that long so it will be ready to be used sooner than you expect. This means that you can’t dive into enemies, and have to take care to get hold of enemy DPS once their Cleanse is on cooldown.

    Here’s one more tip -- if enemy mid laner has Cleanse Cleanse and your mid laner has IgniteIgnite, your mid laner will have a greater advantage in laning. This means that even if you can’t go gank, you can still help your mid laner keep that advantage by controlling the vision around the mid lane so that they can know where the enemy jungler is. Never hesitate to buy Control WardControl WardControl Ward Control Wards. A simple 75 gold purchase decide who wins or loses the game. Whenever you recall, buy Control Ward Control Wards and place them in appropriate places. Being a good jungler isn’t just about good ganks. 

  5. Your ganks could fail if enemy laners have CC like root and fear.

    Let’s say the enemy support is Fiddlesticks Fiddlesticks; if Rammus Rammus uses his Powerball (Q) to gank, Fiddlesticks Fiddlesticks can cancel his skill by using Terrify(Q). In this case, you will need to make sure the enemy’s CC skill is on cooldown. Or, if the enemy has non-target CC skills like Light Binding Light Binding (Lux Lux), then you will need to be prepared to dodge these skills when you go in. 

    As an example, I’ll use Lux Lux’s Light Binding (Q) to tell you how to dodge non-target skills. 

    First, move towards Lux Lux straight without showing any sideways movement; the moment you see Lux’s animation for using Light Binding (Q), change your direction immediately towards either top or bottom. Since the speed of Powerball (Q) is very fast, you can definitely evade the enemy’s non-target skills. Because you were going towards your target straight, it is very likely that they will use their skill in that direction; simply use Rammus’ movement speed to evade that skill shot.  

  6.  Don’t pick Rammus if the enemy has many AP Bruisers on their team. 

    There is no reason at all for you to pick Rammus Rammus if your enemy has many AP Bruisers. Rammus shines when there are many AD opponents so if there are many AP Bruisers, don’t pick Rammus solely for ganking. There are many jungle champions you can choose from, like Nocturne Nocturne, Evelynn Evelynn, or even Zac Zac and build Spirit Visage Spirit Visage, which will work so much better than picking Rammus in this situation. 

  7. Never ever use Powerball to charge at enemies without thinking first!

    You there, the person playing Rammus! Please never charge at enemies using Powerball(Q) without thinking first. If you use Flash Flash to dive into enemies, only thinking that you should get to the enemy bot laner, even though you are outnumbered, your teammates would probably call you ‘pea-brain’. 

    You must first check the enemy positions, then your ally’s, then initiate at the right moment. I’ll go into detail later.


★ Primary Path: Resolve

  -  Aftershock

  - Demolish
  -  Conditioning
  -  Unflinching

Secondary Path: Precision

  -  Triumph

  -  Legend: Alacrity

★ Shards

Option 1: OFFENSE (9% Bonus Attack Speed)
Option 2: FLEX (5 Bonus Armor)
Option 3: DEFENSE (5 Bonus Armor)

Conditioning Conditioning

There was a huge patch on Runes in season 9. Bone Plating was moved to the Secondary Path for Resolve, meaning you now have to choose either of Bone PlatingBone Plating or Conditioning Conditioning. If you have choose one, then always go for Conditioning Conditioning

You get 8 bonus armor and magic resistance while increasing your total defense and magic resistance by 5%. This is even more powerful in later phases. Of course, your tanking is rather weak during the early phase. So try to get 900 gold through stable jungling then build Bami's Cinder Bami’s Cinder -- you will become powerful from that point on.

Demolish Demolish vs Font of Life Font of Life

At first, I thought Font of Life Font of Life was better than Demolish Demolish; however, the effect was not apparent at all during team fights. This rune may work for laning but not for jungle Rammus.

Not only that, it has become crucial to destroy enemy turrets even more than before now that turret plating has been added. To put more strength towards taking down enemy turrets, take Demolish Demolish. If you look at this rune in details, it has:

Charge time: 3s
Damage: 100 (+30% of your maximum  health)
Cooldown: 45s

This is a great rune to use for Rammus since he has a lot of health. When you successfully gank, use this effect on the enemy turret!


This rune gives you the Tenacity effect whenever Rammus uses Smite Smite on an enemy or when he uses Flash Flash. For example, if you have 30% Tenacity, then that means that the duration of enemy CC is reduced by 30%, which is really great for Rammus. 


This is another helpful rune that lets you survive potentially deadly situations.

Legend: AlacrityLegend: Alacrity

This rune makes up for Rammus’ slow attack speed. This lets you go 1-on-1 with enemy DPS. If an enemy has many CC skills, then go for Legend: Tenacity Legend: Tenacity instead of Legend: Alacrity Legend: Alacrity.

As for the Shards, make up for Rammus’ slow attack speed and tanking by going for 9% bonus attack speed + 5 bonus defense + 5 bonus defense. Starting your game with an extra 10 defense helps a lot in managing your health while jungling.  

Here’s another rune build that can enhance Rammus’ ganking abilities. 

★ Primary Path: Resolve

  -  Aftershock
   -  Demolish
  - Conditioning
 -  Unflinching

★ Secondary Path: Sorcery 

 -  Celerity
  -  Waterwalking

Celerity Celerity & Waterwalking Waterwalking

Going for Celerity Celerity & Waterwalking Waterwalking for your Secondary Rune Path can make it easier for you to gank with speed. 

Try both Secondary Paths and choose the build that you like. I personally think Triumph Triumph & Legend: Alacrity Legend: Alacrity has more to offer than the other but if you feel that you find it hard to gank, then go for Sorcery as your Secondary Path.

Summoner Spells

Smite & Flash

Obviously, always take Smite Smite & Flash Flash.


★ Skill Explanation

One of the biggest factors that decide your mastery for a champion is your understanding of that champion’s skills. Here is the brief explanation of Rammus’ skill set.

Spiked ShellSpiked Shell (Passive)

Rammus’ basic attack deals 8-20 (based on level 1-13) (+10% armor) bonus magic damage. 

When Defensive Ball Curl (W) is active, his basic attack deals 8-20 (based on level 1-13) (+15% armor) bonus magic damage. 

This means that the higher your armor is, the stronger your BA becomes. Activating Defensive Ball Curl (W)will increase your armor, thus increasing your BA damage. Rammus’ BA damage is higher than you’d expect and works wonders with Legend: Alacrity Legend: Alacrity; you can go fight 1-on-1 with these effects. 

Powerball Powerball (Q)

Rammus curls into a ball and charges towards an enemy, gaining 150-235% bonus movement speed (based on level), and deals 100/135/170/205/240 (+1.0 AP) bonus damage while slowing them for 1 second by 40/50/60/70/80% when colliding with an enemy.

Powerball (Q)
 can be canceled instantly by reactivating Powerball  (Q) or by activating Defensive Ball Curl (W). 

Activating Defensive Ball Curl (W) while using Powerball (Q) will cancel Q. 

Using Defensive Ball Curl (W) then Powerball (Q) will cancel W.

Using Flash Flash while using Powerball (Q) won’t cancel Q.

Powerball (Q) activation ends when Rammus collides with an enemy, knocking back nearby enemies and stunning them. 

You can’t use  Flash Flash to move through units while using Powerball (Q) when there are enemy minions (I hope you don’t waste your Flash to move through minions while you are ganking and end up colliding into them). 

Rammus’ Powerball (Q) is an AoE skill so even if your enemy is standing with their minions, you can still stun them with your Powerball (Q) + Flash Flash. 

Using FlashFlash while Powerball (Q) is activated can let you ignore non-target skills like Lux Lux’s Light Binding (Q) at the right time.

Defensive Ball Curl Defensive Ball Curl (W)

Defensive Ball Curl (W) will be activated for 6 seconds, giving Rammus 30 (+60/70/80/90/100% total armor) bonus armor as well as 10 (+30/35/40/45/50% total magic resistance) bonus magic resistance. You are slowed by 30% for the duration; your passive effect Spiked Shell (Spiked Shell) will increase by 50% and applying it the enemies when they use basic attacks against Rammus.

Rammus’ BA becomes stronger when he activates Defensive Ball Curl (W) because it enhances his passive effect. When you activate Defensive Ball Curl (W), your BA deals 8-20 (based on level 1-13) (+10 - >15% armor) bonus magic damage. When an enemy uses their basic attack on you, they take the same damage as Rammus’ basic attack damage + passive damage, meaning they take 8-20 + (15% of Rammus’ armor) damage for each BA they inflict. 

This makes Thornmail Thornmail + Defensive Ball Curl  (W) a perfect combo as Thornmail Thornmail reflects 25 (+10% bonus armor) magic damage when hit by basic attack.

Frenzying Taunt Frenzying Taunt (E)

Taunts the target enemy for 1.25/1.5/1.75/2/2.25 seconds and increases Rammus’ attack speed by 20/25/30/35/40% during the activation. Once Rammus’ other skills are activated, the attack speed increase effect is refreshed. The cooldown is 12 seconds.

This means that, for example, if you taunt an enemy (based on Frenzying Taunt E skill level 1), you get  bonus 20% attack speed for 1.25 seconds; if you used your Tremors  (R) before your taunt ends, you get bonus 20% attack speed for 8 seconds more. 

TremorsTremors (R)

Rammus deals 40/80/magic damage to nearby enemy units (+20% AP), and enemies hit by  Tremors (R) are slowed down by 8/10/12% for 1.5 seconds. The effect can stack up to 8 times, with a maximum slow of 64/80/96%. Structures receive 200% damage. 

The slowing stacks so your enemies will be slowed down more as the time passes. You can destroy enemy turrets very quickly when Rammus’ Tremors (R) is activated. During ganks or team fights, activate Tremors (R) to deal AoE damage + slow when you are fighting to shake enemy positions and make them scatter. 

★ Skill Build

Defensive Ball Curl  - Powerball - Frenzying Taunt - Powerball - Powerball -  Tremors - Powerball - Frenzying Taunt - Powerball - Frenzying Taunt - Tremors - Frenzying Taunt - Frenzying Taunt - Defensive Ball Curl - Defensive Ball Curl - Tremors - Defensive Ball Curl - Defensive Ball Curl

Some of you may wonder why Rammus masters Powerball (Q) first, instead of Frenzying Taunt (E). However, mastering Powerball (Q) first is the best for Rammus. Powerball Powerball’s cooldown is 16s at skill level 1; the cooldown decreases by 2.5s every time you increase the skill level. Once you master Powerball (Q), the skill cooldown becomes 6s.

You will use Powerball (Q) not only when you are going ganking but also when you are jungling or regrouping with your allies, so it is better to master Powerball (Q). You can still gank successfully even if you don’t master Frenzying Taunt (E) first. Mastering Powerball (Q) offers a greater advantage. 

When you master Powerball (Q), you can use it when you are going in during a gank, then one more time when you are going after the escaping enemy. 


If you choose to increase skill level for Frenzying Taunt (E) to 2:

If you have Viktor Viktor on your team, first learn Frenzying Taunt (E) to level 2 then master Powerball (Q) ( learn in order: W - Q  - E - E - Q - R - Q). Go Frenzying Taunt taunt first and let the ally Viktor Viktor use his Gravity Field Gravity Field -- this is a perfect skill combo. However, the skill level for your Frenzying Taunt  (E) must be level 2. If your Frenzying Taunt (E) is only level 1, the skill combo won’t be as perfect as it would be when it’s level 2. 

One thing you should keep in mind -- let your Viktor Viktor know beforehand. The moment you use your Frenzying Taunt taunt, Viktor Viktor should use his Gravity Field Gravity Field, and this will end in getting a kill. The skill combo is so great that it is quite great for your ally Viktor Viktor to upgrade Gravity Field (W).

★ Skill Tips

There is no special combo other than just rolling towards your target using Powerball (Q), taunt them with Frenzying Taunt (E), then use Defensive Ball Curl (W) right away while keep using your BA. If you have your ult Tremors ready, just use it during the fight. 

And when you are using Tremors (R), don’t just stay on the same spot to hit your target. After you use your basic attack, use the delay time between the next BA to move towards the direction your target is running away to. This will make a huge difference in the damage you deal and will decide whether you will get a kill or not. 

Also, let’s say you are ganking the top lane. If the enemy top laner pushed the line beyond their safe boundary, don’t use Powerball (Q) yet. Use Frenzying Taunt (E) first and hit them until they move away using their Flash Flash or mobility skill; only then use your Powerball (Q) to chase them and get a kill.

How to Jungle as Rammus

I mentioned beforehand that one of the advantages of playing Rammus was his quick jungling. I’ll now go into detail on how to jungle as Rammus with good health management; good health management is a must for jungle Rammus since early health management decides the success of your ganks as well as vision control with Rift Scuttler. 

  -  Red Brambleback/Blue Sentinel

Easy. Just use Defensive Ball Curl (W) and Frenzying Taunt (E)  when you are killing them. You can use Powerball (Q) now and then in between using Defensive Ball Curl (W) and Frenzying Taunt (E).  When the monsters are about to hit you, use Powerball (Q) to stun them briefly and cancel their basic attacks. This helps in managing your health. 

  -  Raptors/Murk Wolves

This is very important -- I’ve seen players in lower tiers learn Defensive Ball Curl (W) at level 1 and Frenzying Taunt (E) at level 2, losing much of their health and even using Smite Smite. I’ve also seen people built Hunter's Potion Hunter’s Potion because they couldn’t manage their health well but there is no need for that at all. 

First, from the blue team’s perspective:

After getting help from your teammates in leashing and getting Crest of Cinders, you should be going for the Raptors. When you attack them, go BA - Wait a bit then Powerball (Q) - BA - Defensive Ball Curl (W : Hit 4 times) then move away, which will perfectly kill the Raptors. If you don’t wait a bit before using  Powerball (Q) after BA, there are small Raptors who won’t get hit by Powerball (Q) so it will take longer to kill them all. Practice a bit in the practice mode and you will see what I’m talking about.

As for taking the Murk Wolves, use Powerball (Q) on all of the wolves - activate Defensive Ball Curl (W) and one BA on each small wolf - kill the Greater Murk Wolf. 

It’s quite similar on the red team’s perspective but I will still upload a clip of it.


★ Item Builds

-  Start with: 

Hunter's Talisman Hunter's Talisman + Refillable Potion Refillable Potion

 - Main Build: 

Skirmisher's SabreSkirmisher's Sabre + Bami's Cinder Bami's Cinder + Boots of Swiftness Boots of Swiftness + Bramble Vest Bramble Vest + Spectre's CowlSpectre's Cowl

 - Final Builds:

Enchantment: CinderhulkSkirmisher's Sabre (Cinderhulk) + Thornmail Thornmail + Adaptive HelmAdaptive Helm + Randuin's Omen Randuin's Omen + Gargoyle Stoneplate Gargoyle Stoneplate + Boots of Swiftness Boots of Swiftness

 - Build Order:

Bami's CinderBami's Cinder - Boots of Speed Boots of Speed - Skirmisher's Sabre Skirmisher's Sabre - Bramble VestBramble Vest - Boots of Swiftness Boots of Swiftness - Spectre's Cowl Spectre's Cowl - Thornmail Thornmail - Enchantment: Cinderhulk Skirmisher's Sabre (Cinderhulk) - Adaptive Helm Adaptive Helm - Randuin's Omen Randuin's Omen - Gargoyle Stoneplate Gargoyle Stoneplate

★ The Importance of Item Builds

How you build your items will decide whether you can get solo kills as Rammus against powerful enemy junglers.

Here’s a video for you to understand better:

It was around 8 minutes since the game started, and Rammus Rammus was currently going 0/0/1 with  Hunter's Talisman Hunter’s Talisman, Refillable Potion Refillable Potion, and Bami's Cinder Bami’s Cinder, while the enemy Graves Graves was going 0/1/0 with Skirmisher's Sabre Skirmisher’s Sabre, Long SwordLong Sword Long Sword x2, and Refillable Potion Refillable Potion. Both of them were level 6. 

After the game started, Rammus I built Bami's Cinder Bami’s Cinder (Around 900 gold) and Graves Graves built  Skirmisher's Sabre Skirmisher’s Sabre (300 gold), Long SwordLong Sword Long Sword x2 (350x2 = 700), a total of around 1000 gold, so it wasn’t like Rammus had any advantage over Graves in gold or level. 

However, as you can see in this clip, Rammus Rammus won against Graves Graves. With the right item builds, you can still win against powerful jungle champions even during the early phase; when you are recalling to the base for the first time, get more than 900 gold to buy Bami’s Cinder. There may be some people who would go for Stalker's Blade Stalker’s Blade + Boots of Speed Boots of Speed if they make over 950 gold; this is a bad choice. Bami's Cinder Bami’s Cinder is so much better for Rammus. The reasons are: 1. faster jungling 2. more health, making Rammus tankier 3. Bami’s Cinder provides quite a fair amount of damage so it’s better for ganking.

Some of you may ask, “Isn’t it better to go Stalker's Blade Stalker’s Blade & Boots of Speed Boots of Speed for more speed in ganking?” 

That kind of question is understandable. However, just because you get Boots of Speed Boots of Speed, it doesn’t mean that the distance you cover with your Powerball (Q) is a whole lot different. There isn’t much difference, actually. Watch the clip below.

This image shows the distance Rammus Rammus can cover with his Powerball (Q) based on what shoes he’s got. 

1. There’s not much difference between the distances with Boots of Speed shoes or no shoes. 

2. When upgrading your shoes, there’s not much difference between Ninja Tabi Ninja Tabi and Mercury's Treads Mercury’s Treads as far as distance goes. 

3. Boots of Mobility Boots of Mobility may cover more distance than Boots of Speed Boots of Speed but there isn’t a huge difference between Boots of Mobility Boots of Mobility and Boots of Swiftness Boots of Swiftness. 
4. There are speed differences between having no shoes and upgraded shoes but there isn’t much difference in speed or distance between upgraded shoes. 

5. Going for Boots of Mobility Boots of Mobility doesn’t necessarily mean you will cover a longer distance.

Number 1 and 5 are the most important. If you look at the effect of the shoes:

Boots of Mobility Boots of Mobility: +25 movement speed (+115 when out of combat)
Boots of Swiftness Boots of Swiftness: +55 movement speed (reduces the slowing effect by 25%)

Mercury's Treads Mercury’s Treads: +45 movement speed (+25 magic resistance, reduces the duration of all CC effects by 30%)

I’ve seen many Rammus Rammus players build Boots of Mobility Boots of Mobility first but here are the reasons I don’t go for them. 

First, the reason why some players go for Boots of Mobility Boots of Mobility first is because they saw the speed difference. You can see in the picture above that there is a difference in the distance covered between having no shoes and having  Boots of Mobility Boots of Mobility. However, you will still get some distance covered even if you go for Boots of Swiftness Boots of Swiftness. 

Going for Boots of Mobility Boots of Mobility will grant you extra speed only when you are going in. Once you get hit or attack your target, your shoes will give you the same speed as Boots of Speed Boots of Speed. This will work as a disadvantage when you are going after a fleeing enemy or engaged in skirmishes. 

That is why I go for Boots of Swiftness Boots of Swiftness or Mercury's Treads Mercury’s Treads depending on the situation. If the enemy team has champions with slows like OlafOlaf or Teemo Teemo, then go for Boots of Swiftness Boots of Swiftness; if the enemy team has many champions with CC skills like Ahri Ahri’s Charm Charm or Fiddlesticks Fiddlesticks’ Terrify Terrify, then go for Mercury's Treads Mercury’s Treads.

This talk about shoes has gotten longer than I expected… Let’s move on to the actual item builds.

First recall to the base:

If you made:

0-500 gold (an unsuccessful case of jungling): Hunter's Machete Hunter's Machete (+ Control Ward Control Ward)
650-800 gold: Skirmisher's Sabre Skirmisher's Sabre (+ Control Ward Control Ward)
900-1000 (if possible, get more than 900 gold): Bami's Cinder Bami's Cinder (+ Control Ward Control Ward)
1200-1300: Bami's Cinder Bami's Cinder + Cloth Armor Cloth Armor (+ Control Ward Control Ward)
1550-1650: Skirmisher's Sabre Skirmisher's Sabre + Bami's Cinder Bami's Cinder (+ Control Ward Control Ward)
1850-1900: Skirmisher's Sabre Skirmisher's Sabre + Bami's Cinder Bami's Cinder + Boots of Speed Boots of Speed (+ Control Ward Control Ward)

Going for this item build is the most powerful build I’ve found from playing  Rammus 1000 times. 

** If you are curious as to why you should go for Skirmisher's Sabre Skirmisher’s Sabre instead of Stalker's Blade Stalker’s Blade, it’s because a) it makes up for the insufficient tanking in the early phase and b) it is much tankier and stronger than Stalker’s Blade.

Smite Chilling Smite may seem great since you can make the best out of its slow effect in early phase ganks. However, Challenging Smite is much better in 2-on-2 skirmishes or tanking (Challenging Smite does deal damage to enemy champion just like Chilling Smite). 

If you are in the lower tiers, players tend to be quite vulnerable to enemy ganks or counter-ganks so going for Stalker's Blade Stalker’s Blade isn’t that bad, either. 

After the First Recall

It’s better for Rammus Rammus to build several items at the same time rather than completing a core item. 

For example, instead of building Enchantment: Cinderhulk Skirmisher’s Sabre: Cinderhulk first, get Skirmisher's Sabre Skirmisher’s Sabre, Bami's Cinder Bami’s Cinder, Cloth Armor Cloth Armor, and Null-Magic Mantle Null-Magic Mantle. This will make Rammus even stronger. Going for Bramble Vest Bramble Vest first than Enchantment: Cinderhulk Skirmisher’s Sabre: Cinderhulk is so much more effective and powerful. It’s better to build Enchantment: Cinderhulk Skirmisher’s Sabre: Cinderhulk after you’ve completed building Thornmail Thornmail. 

Look at the item build above for reference. For your information, if your enemy team is comprised of AD champions, go for Bramble Vest Bramble Vest before Skirmisher's Sabre Skirmisher’s Sabre

About Shurelya's Reverie

There are some people who get Shurelya's Reverie Shurelya’s Reverie for bonus speed, but this is not recommended at all. If you want more speed, going for Dead Man's Plate Dead Man’s Plate will be a much better choice than Shurelya’s Reverie.

About Abyssal Mask/Adaptive Helm

I don’t recommend Abyssal Mask Abyssal Mask either; building it will cause a loss of potential damage. Besides, it is better to go for Adaptive Helm Adaptive Helm than Abyssal Mask. If your enemy AP-based champions don’t have much consistent damage dealing skills, then it wouldn’t really matter if you build Abyssal Mask Abyssal Mask. You’ll be super tanky if you go for Adaptive Helm Adaptive Helm even against champions like Brand Brand or Orianna Orianna. 

About Righteous Glory

As for Righteous Glory Righteous Glory, many people say that it should be one of the three main core items. However, I don’t usually build Righteous Glory Righteous Glory unless I’m placed in a special situation. The reason is that when you build Righteous Glory as your main three core items, you’ll end up building Adaptive Helm Adaptive Helm very late. If you think about the average time it takes to play a ranked game nowadays, your game would probably end even before you can complete building Adaptive Helm Adaptive Helm. During the process, your level of tanking will fall short while causing a loss of potential damage. Quickly build Thornmail Thornmail and Adaptive Helm Adaptive Helm; if your enemy has Critical Strike Damage attacks/items, then also go for Randuin's Omen Randuin’s Omen. 

Also, if you decide to go for Righteous Glory Righteous Glory as one of your three main core items, by the time you build it, it is highly likely that the laning phase is over and your team would have gathered in the mid lane to push while poking. Do not thoughtlessly activate Righteous Glory Righteous Glory to run towards your enemy. The rest of your teammates will be slower than Rammus Rammus and they won’t be able to keep up with your speed. You could end up dying by the time they catch up, which would spell certain ruin for that team fight. Of course, if you play Rammus Rammus many times, you’ll be experienced enough to see what situation and opportunity you should take to go in. You can turn the tide around by cutting off a well-scaled enemy DPS by using Righteous Glory Righteous Glory, but as you climb to higher tiers, your enemies will be prepared to either use Quicksilver Sash Quicksilver Sash or Cleanse Cleanse to get rid of the taunt effect, which will end up with you throwing yourself at the enemies for no good reason. 

The point I’m trying to make here is that it’s just better to not build it than build it as a main core item. That being said, when is a good time to build it?

When you are not building Thornmail Thornmail. 

You don’t build Thornmail Thornmail when your enemy team has only 1-2 AD based champions or most of their DPS are AP based because it’d obviously fall short on efficiency. In this case, you build Enchantment: CinderhulkSkirmisher’s Sabre: Cinderhulk first, then Righteous Glory Righteous Glory as the second core item. Go for Adaptive Helm Adaptive Helm as the third core. If you’re going for one more item, then build Gargoyle Stoneplate Gargoyle Stoneplate as your fourth.


★ Top 3 Champions Hard to Play Against

The top 3 champions you will find hard to play against as Rammus:


Morgana Morgana

Morgana’s Dark Binding (Q) and her Black Shield (E) makes it harder for Rammus to get kills.

Riven Riven

If you thoughtlessly roll towards Riven, you’ll just lose the fight by getting hit by Riven’s Ki Burst (W). If you get stunned, there’s no time for you to use Frenzying Taunt (E). One thing you can do about it is to roll around and get in the way of her escape route. That way, you will still have time to use your taunt even after you get stunned. The best way, although, is to go in after the enemy Riven has used her skill, but if your enemy Riven is a good Riven, they will save their skills if they think there is a chance they could get ganked. 

LeBlanc LeBlanc

Very good at getting away. But still, there’s a way you can counter that. If you taunt LeBlanc when she has less than 40% health, you will be taunting the real LeBlanc, not her clone, so it’s easy to tell them apart. 

★ Top 3 Champions Easy to Play Against

The top 3 champions you will find easy to play against as Rammus:

Master Yi

Master Yi Master Yi

Most of Rammus mains think Master Yi is a piece of cake but actually, you can never win against a really good Master Yi. When Master Yi scales hard, whatever Rammus does (activating W, etc), they’d just melt from Yi’s Guinsoo's Rageblade Guinsoo’s Rageblade and Blade of the Ruined King Blade of the Ruined King; they would also remove your taunt with Quicksilver Sash Quicksilver Sash. 

However, most of the Master Yis in Bronze-Gold aren’t that good, so no worries!

Yasuo Yasuo

There are some Yasuo players who pick Cleanse Cleanse when they see you picking Rammus. Unless Yasuo scaled very hard, they are very vulnerable to Rammus without Cleanse Cleanse or Quicksilver Sash Quicksilver Sash. Also, most of the Yasuos I’ve seen tend to push the lane hard, making it easier for Rammus to gank. 

Heimerdinger Heimerdinger

Just make sure you don’t roll into Heimerdinger’s H-28 G Evolution Turret turrets. Roll into Heimerdinger Heimerdinger and use your Defensive Ball Curl (W); your Defensive Ball Curl (W) damage will destroy Heimerdinger’s H-28 G Evolution Turret turrets anyway. 

★ Other Champions 

Other champions you might find easy to play against, or, difficult to play against depending on the tier:

Xin Zhao

Nocturne Nocturne

The level of difficulty changes depending on the tier when it comes to playing against Nocturne Nocturne. Always save your Frenzying Taunt (E) until Nocturne Nocturne uses his Shroud of Darkness (W) . Only then use your Frenzying Taunt taunt. Also, don’t use your Powerball (Q) right away when you see Nocturne. Wait for Nocturne to use Unspeakable Horror (E) , and then use Powerball (Q) to get out of the range. After you are safe from the fleeing effect, then go in again to fight. 

There are many times where a level 6 Nocturne Nocturne can crush your laners, and here is a tip for how to deal with that:

The range for Nocturne Nocturne’s Paranoia (R) is quite short; if they want to gank a lane, they’d need to move near. If your Rammus Rammus managed to scale hard, invade enemy jungle to get vision control and provide Nocturne Nocturne’s locations for your laners. If you see how the waves are in the lanes, you’ll see there will be a lane that will be good for Nocturne Nocturne to gank (ex. when your laner is wave-pushing). Standby in a nearby location and when Nocturne uses their Paranoia (R), just counter-gank to get double kills. 

Lux Lux

Rammus players don’t like Lux Lux for her Light Binding (Q) just like Morgana Morgana; however, Lux is very squishy and vulnerable without her Light Binding (Q), and if you dodge her Q the way I mentioned before, then Lux will be a free kill for you.

Xin Zhao Xin Zhao

I’ve seen Rammus players cower when they see Xin Zhao but there is absolutely is no reason for that. When Xin Zhao Xin Zhao comes in using his Audacious Charge (E), activate Defensive Ball Curl (W) right away to fight and you will win. However, once Defensive Ball Curl Defensive Ball Curl is on cooldown, you could lose the trade. Take this into careful consideration when you play.

★ The Level of Difficulty for Each Champion

If you think the enemy’s team comp will be quite difficult to play against based on this list, it will be best if you could pick a different jungle champion to play.

I’ve included all champions in the list; there could be repeats as I put the champions that can be played in several different lanes in different roles on purpose. However, if that is not the case, you will be able to easily find the champion in the main lane it goes to (use Ctrl + F). 

If the enemy team comp is comprised of champions with 1-2 stars, then the game will be easy for you; if they are comprised of champions with 4-5 stars, then the game will be very difficult.

*The list is based on the champion’s: trading advantages + ability to evade gank + macro + CCs + roaming ability + able to use skills with allies in a combo during team fights, etc. (The level of difficulty may differ from tier to tier.)


  -  Gangplank Gangplank
  -  Gnar Gnar
  -  Renekton Renekton
  -  Rengar Rengar
  -  Mordekaiser Mordekaiser
  -  Yasuo Yasuo
  -  Jayce Jayce
  -  Quinn Quinn

  -  Kled Kled
  -  Tryndamere Tryndamere
  -  Heimerdinger Heimerdinger


  -  Nidalee Nidalee
  -  Neeko Neeko
  -  Lee Sin Lee Sin
  -  Master Yi Master Yi
  -  Vi Vi
  -  Shyvana Shyvana
  -  Skarner Skarner
  -  Amumu Amumu
  -  Ivern Ivern
  -  Udyr Udyr
  -  Warwick Warwick
  -  Jarvan IV Jarvan IV
  -  Jax Jax
  -  Kha'Zix Khazix
  -  Pantheon Pantheon


  -  Malzahar Malzahar
  -  Annie Annie
  -  Yasuo Yasuo
  - Zed Zed
  - Katarina Katarina
  -  Talon Talon


  -  Draven Draven
  -  Miss Fortune Miss Fortune
  -  Varus Varus
  -  Ashe Ashe
  -  Jhin Jhin
  -  Jinx Jinx
  -  Kai'Sa Kai’Sa
  -  Kalista Kalista
  -  Kog'Maw Kog’Maw
  -  Twitch Twitch


  -  Blitzcrank Blitzcrank
  -  Sona Sona



  -  Viktor Viktor
  -  Aatrox Aatrox
  -  Urgot Urgot
  -  Irelia Irelia
  -  Yorick Yorick


  -  Graves Graves
  -  Nocturne Nocturne
  -  Nunu & Willump Nunu & Willump
  -  Rek'Sai Rek’Sai
  -  Sejuani Sejuani
  -  Kayn Kayn
  -  Kindred Kindred
  -  Hecarim Hecarim


  -  Diana Diana
  -  Vel'Koz Vel’Koz
  -  Irelia Irelia
  -  Xerath Xerath




  -  Nautilus Nautilus
  -  Lux Lux
  -  Leona Leona
  -  Malphite Malphite
  -  Brand Brand



  -  Nasus Nasus
  -  Darius Darius
  -  Rumble Rumble
  -  Maokai Maokai
  -  Cho'Gath Cho’Gath
  -  Kayle Kayle
  -  Teemo Teemo
  -  Fiora Fiora


  -  Gragas Gragas
  -  Shaco Shaco
  -  Xin Zhao Xin Zhao
  -  Elise Elise
  -  Wukong Wukong
  -  Olaf Olaf
  -  Evelynn Evelynn


  -  Aurelion Sol Aurelion Sol
  -  Orianna Orianna
  -  Karthus Karthus
  -  Twisted Fate Twisted Fate
  -  Fizz Fizz


  -  Lucian Lucian
  -  Ezreal Ezreal


  -  Nami Nami
  -  Thresh Thresh
  -  Lulu Lulu
  -  Zyra Zyra
  -  Janna Janna
  -  Zilean Zilean
  -  Pyke Pyke



  -  Garen Garen
  -  Riven Riven
  -  Dr. Mundo Dr. Mundo
  -  Swain Swain
  -  Ornn Ornn
  -  Illaoi Illaoi
  -  Kennen Kennen


  -  Volibear Volibear
  -  Camille Camille
  -  Taliyah Taliyah


  -  Galio Galio
  -  Ryze Ryze
  -  Vladimir Vladimir
  -  SwainSwain
  -  Azir Azir
  -  Ekko Ekko
  -  Zoe Zoe
  -  Ziggs Ziggs
  -  Corki Corki


  -  Sivir Sivir
  -  Caitlyn Caitlyn


  -  Rakan Rakan
  -  Braum Braum
  -  Soraka oraka
  -  Karma Karma
  -  Taric Taric
  -  Fiddlesticks Fiddlestick



  -  Poppy Poppy
  -  Sion Sion
  -  Shen Shen
  -  Singed Singed
  -  Akali Akali


  -  Zac Zac
  -  Trundle Trundle


  -  LeBlanc LeBlanc
  -  Lissandra Lissandra
  -  Veigar Veigar
  -  Syndra Syndra
  -  Ahri Ahri
  -  Anivia Anivia
  -  Kassadin Kassadin
  -  Cassiopeia Cassiopeia


  -  Vayne Vayne
  -  Xayah ayah
  -  Tristana Tristana


  -  Morgana Morgana
  -  Bard Bard
  -  Veigar Veigar
  -  Alistar Alistar 
  -  Tahm Kench Tahm Kench

Additional Tips

★ Basic Macro Tips for Early Phase

Since Rammus isn’t very tanky in the early phase, get Bami's Cinder Bami’s Cinder before you go around to gank. Of course, if you see any good opportunities to get kills even before you got Bami’s Cinder, go for it. 

In order to make the best of Rammus’ strong ganking abilities, please refer to the tips I have written below. 

★ The importance of early vision control

Here are some tips for you on how not to be threatened by an enemy Xin Zhao Xin Zhao. 

First, ask your teammates to place a Warding Totem (Trinket) ward in the brush on each side. Having vision on both sides here will make it easier for you to win in the competition over the Rift Scuttlers, as well as giving you a grasp on the enemy jungling route. If you do this, this will drastically increase the possibility of winning the game.

This video shows players in higher elo competing against each other in order to take the early vision.

For example, if your enemy is the Red Team and their jungling route is going toward to the Rift Scuttler on the bottom side of the map, then all you have to do is go invade the enemy jungle and get the enemy’s Red Buff.

Ask your top laner to place a Warding Totem (Trinket) ward at 1:30 in the top brush, and ask either your mid laner or bot laner to place a ward in the bottom brush at 1:20. With wards placed like this, it is unlikely that you’d die from the enemy jungle’s invasion. 

Also, whether you are playing a champion that is strong or weak at the start, this is a very basic thing to do so don’t hesitate to ask your teammates to place wards there!

★ Jungle Routes

Blue Team

(Based on the assumption that you have wards placed on both side)

(Either choice depending on the situation)

1. Red Brambleback - Raptors - Rift Scuttler (Depending on the situation. By the time Rammus takes the Rift Scuttler, he’d probably be level 2, which makes it hard for him to win against the enemy jungler. There’s no need to take a risk to take it.) - Blue Sentinel - Wolves - Optional

※ The safest moment to take the top Rift Scuttler is when you know that the enemy jungler is taking the bottom Rift Scuttler from the vision you have on both sides. 

2. Gank for the bot lane at level 3 when you have supports with grab/hook like Thresh, Pyke, Blitzcrank, etc.

First, let your bot laners know they should pull the line. Get Red Brambleback - Raptors - Krugs and you will be level 3. Watch how things go in the bot lane and gank; you’ll be able to cause the enemies to use their Summoner Spells. If you stay calm and play well, you might even get kills even if they use their Spells. 

Red Team

(Based on the assumption that you have wards placed on both sides)

1. Blue Sentinel - Wolves - Raptors - Red Brambleback - Optional

2-1. Red Brambleback - Raptors - Enemy Raptors - Bottom Rift Scuttler - Gank in bot lane if you see the chance - Blue Sentinel - Gromp - Wolves

Rammus can take Raptors the fastest so this is a route that can give you many options while invading. 

One thing you should keep in mind is that when you are moving from No. 3 to 4, wait until the enemy minion wave passes by, or else your enemy will be able to spot you. Some of you may ask, ‘how do we know when the enemy minion is passing when we don’t have any vision?’.

Well, here’s the answer to that question. Because the minion waves on both sides are symmetrical, you can know when your enemy wave is coming by just looking at your own in the bot lane. 

※ When you are invading, make sure to get out of there right away when either enemy mid laner or bot laners are missing. It is possible that your enemy can locate you from their early wards and provide backup. Check if the enemy placed a ward in the bottom brush when the game starts; if so, only take enemy Raptors and go straight for the Rift Scuttler instead of enemy Krugs. 

2-2. Red Brambleback - Krugs - Raptors

This would make you level 3. After this, you have many options. 

a. If enemy top/mid laner has no Flash, it’s time for you to gank that lane.
b. If you go for enemy Blue Sentinel, you’d be level 3 while enemy jungle is level 2 so most of the time if you start fighting, you would probably win.
c. Right after you take the Raptors on your side, you can go straight for enemy Raptors.

**Tips: Jungle champions that start with Hunter's Machete Hunter’s Machete like Lee Sin Lee Sin usually don’t go for Raptors in the early phase because it causes them to lose too much health. That’s why junglers with Hunter's Machete Hunter’s Machete usually go for the top Rift Scuttler after they have taken the Red Brambleback. This is your chance to take enemy Raptors after taking the ones on your side; right after that, go for the bottom Rift Scuttler. From here, you have many options (ex. gank). Or, after you go for the Rift Scuttler, you can go for the Blue Sentinel - Gromp - Wolves. This will make your jungling perfect.

Whether you are on the Blue or Red Team, having vision in the brushes on both sides is extremely crucial. Having vision there will let you counter-gank and also lets you jungle with more convenience and counter-jungle with safety.

About Having Lane Dominance

★ About Having Lane Dominance

The things I’m about to talk about here are great to know regardless of what jungle champion you play. 

First, there must be times where you get killed when you were trying to take the Rift Scuttler. Most of the time, you die because the enemy mid/top laner came for backup instead of going 1-on-1 with the enemy jungler. This is because either your mid/top didn’t have any dominance in their lane and couldn’t easily come for backup. In such case, you should never think of going for the Rift Scuttler for an obvious reason: you could end up getting caught from either side by your enemy top/mid like a sandwich. That is why you should always check which lane has more dominance when you are jungling, including when you are taking Rift Scuttlers.

When your laners are doing great and dominating their lanes: free Rift Scuttlers. When your enemy jungler is standing nearby, looking for a chance to steal that Scuttler, spam pings for backup and hit the enemy jungle. Enemy laners will be late in their backup and by the time they make it, the enemy jungler would be dead, and you could move onto fighting enemy laners and make them use their Summoner Spells. This will help you snowball. 

It’s easy to initiate 2-on-2 skirmishes as you take the Rift Scuttler if your laners are dominant, especially in lower tiers because players tend not to think about lane dominance. Also, when your laner has lane dominance, you should invade the enemy jungle under the assumption that you could win if you were to ever come across the enemy jungler. Playing risk-free by taking only your side of the jungle can make the game run for a long time. This lead to more chance for the enemy team to turn the tide. You should keep snowballing when you can. 

Then what is the advantage of invading?

1. You can get gold and experience points by taking the monsters on the enemy side.

2. It will also keep the enemy jungler from scaling properly.

3. Whenever you come across an enemy jungler, your laners will be able to know where the enemy jungler is, thus leading to easier laning. 

4. You can just crush the enemy jungler.

5. Even if enemy laners come for backup, your own laners won’t come late since they have the lane dominance. 

When your laners have lane dominance like in the video:

As you can see from the minimap, my top and mid laner have lane dominance. I have a fair amount of health and I am confident that I can win even if I come across the enemy jungler, Kayne.

Kayne was hitting Gromp, which I managed to steal from him. He also used his Flash Flash to get away, but then I thought, 'what would a Kayne that didn't scale well do right now instead of recalling to the well?'

I had my answer: wolves. I used my Flash Flash to go after him over the walls and Frenzying Taunt taunted him. Now, since I have come very deep inside on enemy's side, I was sure the enemy laners would be coming to get me. They did, but our laners had dominance so they were right behind them. We were able to start a skirmish and win. 

When enemy laners have lane dominance

You may not be able to take Rift Scuttlers but it will be a great opportunity to gank for Rammus Rammus since enemy laners will be pushing the waves. 

Of course, enemy laners wouldn’t thoughtlessly push waves without any Warding Totem (Trinket) wards. They would probably have them in the brush. In that case, do as I did in the video below.

How to go around 
enemy vision to gank

- Go in a curve around enemy vision to come behind them. 
(Even if the enemy has taken the Rift Scuttler, go the way I did through the brush because the vision it provides is quite small. 

- Let's say an enemy laner placed a ward in that small brush in the river. If you come down while staying right next to the wall, they won't be able to see you (Unlike the top brush, you cannot ride at the wall for the bottom brush). 

- When an enemy places a ward in the opening, go around using the top opening, then come down to the brush then around the vision (keep to the wall) for a successful gank.

- There are many players who can't be bothered to walk further and place their ward at the closer end (regardless of tiers). Again, go around it, keeping to the wall. When they do place it a bit further into the brush, you might be exposed for a short moment, but I don't think many top laners who are busyily engaged in trading and farming will be able to spot that very quickly. 


Keep to the wall, and your enemy won't be able to spot you even if they have wards. 

As you play, you will be able to see where enemy laners have placed their Warding Totem (Trinket) wards and when they are moving to place them in the minimap. Many players have a tendency to place the wards where they have placed before so even if you didn’t spot them placing a ward, you would know where they might have. Keeping this in your mind will help you have a higher successful gank rate.

How to Crush a Lane

★ How to Crush a Lane

When enemy laner has Teleport Teleport

This is a concept a jungler should know. 

Let’s say an enemy top laner has Teleport Teleport and you successfully ganked the top lane. Don’t just walk away to kill monsters. Wait in the brush under the lane and gank one more time when enemy top laner uses their Teleport Teleport. If the wave was pushed, then you could just walk straight from your side into the bush to ambush. 

When an enemy laner is not reading their minimap

Laners can’t always keep their eyes fixed on the minimap. There are moments where they forget to look at it. When do you think that will be? When they are trading? Nope. When they are last hitting minions. To laners, getting CS is very important so they tend to be more focused when they are last hitting minions. This is the moment they will be taking their eyes of the minimap

Then what should we, junglers, do?

Gank right when you see the animation of the enemy laner about to last hit a minion. It is highly likely that you will successfully gank even if enemy placed a  Warding Totem (Trinket) ward.

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Comments :1

  • 0

    level 1 liverponj

    nice guide man , i agree with u in every aspect except that you didn't mention warmog ,its such a good item cuz with rammus innate resistance he starves for health , and its nice vs poke comps

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