Rammus Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Rammus Jungle

Rammus Jungle Guide

Updated for Patch 7.3E
S Tier

Rammus Jungle Wild Rift overview and best build snapshot

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.
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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

Ruby Crystal

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

Armored Advance

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

CORE BUILD

Thornmail

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.

Iceborn Gauntlet

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

Force of Nature

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

Amaranth's Twinguard

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.

Gargoyle Stoneplate

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

Dawnshroud

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

Frozen Heart

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

Randuin's Omen

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.

Chainlaced Crushers

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

RUNES

KEYSTONE

Ice Overlord

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

PRIMARY

Unshakeable

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

Bone Plating

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.

Overgrowth

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

SECONDARY

Celerity

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

Perseverance

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.

Legend: Haste

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
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