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Rammus · Jungle

Rammus in ARAM

ARAMData-drivenMediumPatch 16.19.1
6.1KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

ARAM is a single lane on the Howling Abyss: fights never stop, you can't go back to base to heal or shop, and you only buy when you die. There is no jungle in ARAM: play as a skirmisher, pick off whoever strays from the group and remember you can only shop when you die.

Strengths

  • Crowd control: Frenzying Taunt applies a taunt to set up kills.
  • Very durable: Riot rates it 10/10 in defense.
  • Mobility: Soaring Slam lets you reposition, engage or escape.

Weaknesses

  • Falls behind if the early ganks fail: every wasted trip is lost farm.
  • Predictable if you always play it the same way: adapt your build to the enemy team.

Builds

ARAM build

BalancedARAM
Open build

When to use it

One lane, non-stop fights and you only shop when you die: rush your core, buy boots after, and keep the defensive answers for your deaths once you've seen the enemy team.

Core items

  1. 1Bandlepipes
  2. 2Zeke's Convergence
  3. 3Locket of the Iron Solari

Boots

Plated Steelcaps

Situational

Dead Man's PlateAgainst heavy physical damage.Kaenic RookernAgainst heavy magic damage.Randuin's OmenAgainst burst and assassins.ThornmailCuts the enemy's healing.

Runes

Primary· Resolve

PrecisionDominationSorceryInspirationResolve
Grasp of the UndyingAftershockGuardian
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Secondary· Precision

PrecisionDominationSorceryInspiration
Absorb LifeTriumphPresence of Mind
Legend: AlacrityLegend: HasteLegend: Bloodline
Coup de GraceCut DownLast Stand

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Mark

Abilities

  • Spiked ShellPassiveRammus gains bonus Attack Damage scaling with his Armor and Magic Resistance.
  • QPowerball12/10.5/9/7.5/6s60 mpRammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
    Cooldown
    12·10.5·9·7.5·6
    Cost
    60
    Range
    300
  • WDefensive Ball Curl7s40 mpRammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, and returning damage to enemies that attack him.
    Cooldown
    7
    Cost
    40
    Range
    300
  • EFrenzying Taunt12s50 mpRammus taunts an enemy champion or monster into a reckless assault against him.
    Cooldown
    12
    Cost
    50
    Range
    325
    Basic ability — applies a taunt. Use it on the target your team can kill.
  • RSoaring SlamUltimate120/105/90s100 mpRammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies. If cast while Rammus is in Powerball, Rammus knocks up enemies near the center as well.
    Cooldown
    120·105·90
    Cost
    100
    Range
    25000
    Ultimate — applies a knock-up and moves you. Use it on the target your team can kill.

Strategy

1What changes

ARAM is a single lane on the Howling Abyss: fights never stop, you can't go back to base to heal or shop, and you only buy when you die.

2Build adjustments

One lane, non-stop fights and you only shop when you die: rush your core, buy boots after, and keep the defensive answers for your deaths once you've seen the enemy team.

3Fighting

In fights, enter after the enemy uses their key crowd control and land Frenzying Taunt on the carry; keep Smite for the objective, not for damage. There is no jungle in ARAM: play as a skirmisher, pick off whoever strays from the group and remember you can only shop when you die.

Tips

  • There is no jungle in ARAM: play as a skirmisher, pick off whoever strays from the group and remember you can only shop when you die.
  • Use Soaring Slam in every big fight: in this mode there's always another one coming.
  • Don't chase alone: the enemy is always grouped.
  • Pick up health packs between fights: they're your only healing outside of abilities.

Changelog

  1. Guide created for patch 16.19.1.

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