Wild Rift Guides
Rammus Jungle Wild Rift Guide
Rammus jungle counters include Diana, Lillia, and Amumu. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Rammus Jungle Counters
Who counters Rammus Jungle in Wild Rift (WR)? These champions beat Rammus in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Rammus Is Strong Against
Rammus's best matchups in Wild Rift. Rammus holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- 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.
Early Game
Your first clear is patient. Keep Defensive Ball Curl (2nd) active while camps are hitting you and weave attacks throughout it, since the reflected damage is what keeps the clear moving. Once Soaring Slam (Ult) is learned, cast it during Powerball (1st) when the center knockup is needed, or preserve it as a crowd-control-immune follow-up after the roll is interrupted. Gank while the camps respawn. Scuttle fights tilt your way once the ball is up, since it catches whoever contests and the taunt pins them while your laner collapses. You are not an early invader, so avoid duels with junglers who out-damage your raw clear.
Mid Game
The first objective fights give Rammus multiple walls, corridors, and attack-based targets to punish. Powerball's (1st) collision knocks back, stuns, and slows nearby enemies; it does not knock them up. Cast Soaring Slam (Ult) during Powerball (1st) and land its center on the group when you need the one-second area knock-up, then taunt the priority attacker. Between objectives, play for tempo: clear a camp, Powerball (1st) into a side lane, taunt the carry, and leave with a kill or a Flash burned. Counter-gank with your speed, because arriving second to a skirmish on Rammus usually flips it, and keep stacking armor so every brawl tilts further your way.
Late Game
Late game you are pure engage and lockdown: start fights on your terms and pull one carry out of every single one. Powerball's (1st) range and speed let you decide when a teamfight happens, so hunt picks on a backliner walking through river without vision and taunt them into your team. Baron and dragon setups suit you, since you can engage from an unwarded flank and the ball scatters a stacked enemy team off the pit. Be honest about who you dive: against armor-stacking auto-attack teams you are nearly invincible, but against burst mages and percent-health damage you pick your windows instead of tanking everything. Stay armored, stay alive, and treat every fight as one chance to remove the enemy's scariest attacker.
Teamfights
Your teamfight is one decision made well: which enemy do you take out of the game. Powerball (1st) in from an angle their carry did not expect, use the impact to break their formation, and taunt their highest-value attacker so they spend the fight hitting into your armor and feeding your spikes. Curl up the instant the burst comes, and let your team kill the target you isolated. If their carry has an escape, hold your slow to keep them stuck, and remember that peeling a diver off your own carry is worth as much as diving theirs. The fight you want is a brawl where the enemy keeps hitting you; the fight to avoid is one where they ignore you and kite the ball in circles.