Wild Rift Guides
Rammus Jungle Wild Rift Guide
Who counters Rammus in Wild Rift? The toughest Rammus jungle counters are Diana, Lillia, and Amumu. Full Rammus Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Rammus turns your own aggression into the thing that kills you. He rolls into a ball to engage fast, taunts one enemy into attacking him, and punishes every basic attack thrown at him while Defensive Ball Curl is up: the more they swing, the more damage they take. Few champions punish a team harder for hitting the wrong target. His jungle plan runs on speed. Powerball crosses the map faster than any other jungler moves, so his ganks arrive from angles that looked safe, and his clear speeds up sharply once he has some armor. He does not assassinate or split push: he picks one target, sticks to it with a taunt and a slow, and stays on it until it dies. Against auto-attackers and ability spammers he is extremely hard to kill. The catch is that his damage is reactive and his kit does one thing: hard crowd control plus single-target lockdown. He has no escape beyond rolling in a straight line, so crowd control on the ball stops him cold. A team that refuses to attack him, or that kites the ball, leaves him chasing people all game.
Strengths
- Powerball 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 on the ball shuts down his only engage and his only escape at once.
- 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 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, 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 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 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: Rammus does not clear fast at level one, so take an efficient path, use Defensive Ball Curl to soften the camp damage, and aim to hit level three with Powerball ready. Once you have it, your ganks become real, because few enemies expect a ball rolling out of an unwarded angle, and the knockback and stun set up a clean trade or kill. Rammus is one of the few junglers worth leaving the clear for at that point. Otherwise finish the rotation and take scuttle for level five, then 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 a level-two invader, so avoid early duels with junglers who out-damage your raw clear.
Mid Game
Six minutes brings dragon and Herald, and a ball rolling into a contested pit knocks the whole group up while your taunt pins their best damage dealer away from the prize. That swing is worth contesting whenever your team is ahead. In an even game take Herald and use it on a lane you have already softened, and leave dragon priority to a team built to fight for soul. Between objectives, play for tempo: clear a camp, Powerball 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 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 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.