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.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
ARAM 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
- 1Bandlepipes
- 2Zeke's Convergence
- 3Locket of the Iron Solari
Boots
Situational
Runes
Primary· Resolve












Secondary· Precision









Shards
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
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
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
- Guide created for patch 16.19.1.
Was this helpful?
Your vote helps other players find the best guides.




















