Rammus
Jungle Pure memeAP Rammus Jungle (OK)
How to play this build
Roll in with Powerball (Q) to engage and pop Defensive Ball Curse (W) to reflect damage; on AP, the Tremors ult plus Spikes deal real damage while you're near-indestructible. Taunt (E) the enemy carry to lock it down.
Skill order
Max priority:
Q Bola Rodante → W Postura Defensiva → E Provocar
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Powerball (Q) for engage speed and impact damage; Defensive Ball (W) second for the reflect. E (taunt) at 1 point.
Items and what they do
-
Sunfire Cape Health and armor; aura that constantly burns nearby enemies. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Thornmail Armor; reflects damage back at auto-attackers. -
Sorcerer's Shoes Boots with magic penetration.
Masteries: how they work
In Season 3 you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 0/21/9 — Defense
- Why this page
- 0/21/9 goes defense: you're the tank engager, the AP is a troll bonus.
- Runes
- Armor, MR/level, AP quints
Summoner spells
- Lane
- Jungle
- Original role
- Jungle Tank