Rammus Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
How to play
Look for early ganks Use your 1st ability to roll quickly toward enemies who have pushed too far from their tower, then collide with them to start the gank.
Taunt a target your team can reach Your 3rd ability forces an enemy to attack you. Use your 2nd ability afterward to reduce incoming damage and hurt enemies who attack you.
Protect your carry when enemies dive in Use your 3rd ability on someone attacking your damage dealer to force them to attack you instead.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Powerball (1st) gives him map-crossing gank speed and a knockback, stun, and slow on contact, so his pressure arrives before enemies ward for it.
- His taunt is a point-and-click answer to carries, forcing them to attack into his armor and reflected damage.
- Against auto-attack heavy teams he is nearly unkillable, since every swing thrown at him comes back harder.
Weaknesses
- His damage is almost entirely reactive, so a team that simply does not attack him leaves him with little to do.
- Hard crowd control can stop Powerball (1st) before contact, forcing him to spend Soaring Slam (Ult) or lose the engage.
- His whole identity scales off armor, so heavy magic damage and percent-health threats go straight through his defenses.
Rammus Jungle Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Rammus Jungle, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early Health gives Rammus time to stay in Defensive Ball Curl (2nd) during clears and adds to the new Smite burn's bonus-Health scaling.
BOOTS

Armor is offence on him, since his W (2nd) converts sitting still and being hit into damage.
CORE BUILD

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, and his taunt is already forcing them into the armor and the thorns.

Its Spellblade damage scales with bonus armor, so the stat he stacks for defence becomes damage.

Build this when the enemy team has two or more AP champions. The move speed also feeds his rolling engage.

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist, which his taunt pulls him into.

Build last for armor, magic resistance, and an on-demand shield after engaging with Powerball (1st) or Soaring Slam (Ult). Activate the shield as enemies focus you so Rammus can survive the return damage while his team follows the taunt.
SITUATIONAL ITEMS

His taunt immobilizes, so the damage and reveal trigger on the same cast he opens every fight with.

Build this when the enemy team has a lot of attack speed dependent champions, which his taunt is already holding on him.

Build this when the enemy team has multiple crit champions. The armor both reduces their crits and strengthens the damage Rammus reflects after taunting the marksman into attacking him.

Boot swap against heavy magic damage and crowd control, since mages ignore armor entirely.
RUNES
KEYSTONE

His Q (1st) stun and his taunt both immobilize, so the zone lands on the group he rolled into.
PRIMARY

He wins by standing in the middle of the fight refusing to die, which is when this gives the most.

Powerball (1st) and Soaring Slam (Ult) put him inside the enemy team, so reducing the opening champion damage helps him survive until Defensive Ball Curl (2nd) and his taunt take over the fight.

His resistances scale better the more health sits behind them, so the pool multiplies his armor.
SECONDARY

Movement speed accelerates Powerball (1st) and also increases Soaring Slam's (Ult) cast range. Rammus has both the roll and a crowd-control-immune leap, so Powerball (1st) is not his only mobility.
SITUATIONAL RUNES

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable gets Rammus rolling or taunting again before the target can leave his engage range.

Take this over Celerity against attack-focused teams that force long frontline fights. Shorter Frenzying Taunt (3rd) and Defensive Ball Curl (2nd) cooldowns help Rammus control another attacker and refresh his defenses.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. Powerball (1st) is easy to see coming, so Flash can redirect the collision for its area knockback, stun, and slow. The knock-up occurs only when Soaring Slam (Ult) lands in the center after being cast during Powerball (1st).

Smite
You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Rammus Jungle Wild Rift matchups and counters
Wild Rift matchup guide for Rammus Jungle, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Master Yi
Master Yi is the purest auto-attacker in the jungle, so every swing of Wuju Style (3rd) comes back into his own face while the taunt freezes him mid-combo. His own attacks are what kill him, and no amount of scaling fixes that.

Talon
Talon relies on a blink-and-auto combo, and the taunt locks him mid-rotation while reflected damage answers every strike. He is too squishy to survive attacking into your armor, so one committed combo gets him killed.

Graves
Every shotgun auto Graves fires into Ball Curl (2nd) comes back harder, and the taunt strips the dash he uses to reposition. His kite-and-reload pattern turns against him when he cannot make space.
Rammus Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Diana
Diana deals magic damage from front to back, so your armor means almost nothing, and her pull holds you in place for the full combo. The reflect barely answers her spells.

Lillia
Lillia's damage is magic that ignores your armor stacks, and her ramping speed keeps her ahead of Powerball (1st) all fight. Your reflect needs her to hit you, but she kites and burns you from range instead.

Amumu
Amumu's bandage stun and multi-target ult lock you out of Powerball (1st), and his percent-health aura damage ignores the armor you stacked. Once you are rooted, your reactive damage never gets going.
Rammus Jungle Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Rammus Jungle, from early lane control through mid and late game map play to final teamfights.

