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Rammus · Jungle

Rammus Guide

Guia completoBaseado em dadosMédiaPatch 16.19.1
385Atualizado

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Introdução

Rammus belongs to Riot's Tank class and is played mainly as Jungle (100% of the public matches we measured). It fights in melee range and uses mana. In this guide you play it as Jungle: your job is to clear camps efficiently, gank the lanes that can win and control dragons, grubs and Baron. The kit brings crowd control (taunt) with Frenzying Taunt and mobility with Soaring Slam. Its ultimate is Soaring Slam. Riot rates it 4/10 in attack, 5/10 in magic, 10/10 in defense and 5/10 in difficulty.

Pontos fortes

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

Pontos fracos

  • 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

Standard build

EquilibradoRecomendada
Abrir build

Quando usar

The default path: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari give the health, magic resist and armor this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.

Por onde se joga

É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

Summoner's RiftLado vermelho · canto inferior esquerdoLado azul · canto superior direito
  1. SelvaPrincipal100 % das partidas

Prioridades na selva

Começa emBuff azul

Objetivos por prioridade

  1. 1Caranguejo do rio
  2. 2Gank na rota inferior
  3. 3Dragões
  4. 4Larvas do Vazio
  5. 5Arauto do Vale
  6. 6Barão Nashor
  7. 7Atakhan

Guideline, not a measurement: a crowd-control jungler starting blue side. Secure the scuttle, gank the lanes that can follow your control and set up dragons.

Itens iniciais

Broto de EsmagamusgoPoção de Vida

Itens principais

  1. 1Bandocanos
  2. 2Convergência de Zeke
  3. 3Medalhão dos Solari de Ferro

Botas

Botas Galvanizadas de Aço

Situacionais

Couraça do DefuntoAgainst heavy physical damage.Rookern LamúricoAgainst heavy magic damage.Presságio de RanduinAgainst burst and assassins.Armadura de EspinhosCuts the enemy's healing.

Runas

Primária· Determinação

PrecisãoDominaçãoFeitiçariaInspiraçãoDeterminação
Aperto dos Mortos-VivosPós-choqueGuardião
DemolirFonte da VidaGolpe de Escudo
CondicionamentoVentos RevigorantesOsso Revestido
Crescimento ExcessivoRevitalizarInabalável

Secundária· Precisão

PrecisãoDominaçãoFeitiçariaInspiração
Absorção VitalTriunfoPresença de Espírito
Lenda: EspontaneidadeLenda: AceleraçãoLenda: Linhagem
Golpe de MisericórdiaDilacerarAté a Morte

Fragmentos

Força adaptativaVelocidade de ataqueAceleração de habilidade
Força adaptativaVelocidade de movimentoVida escalável
VidaTenacidade e resistência a lentidãoVida escalável

Feitiços de invocador

  • Flash
  • Golpear

Habilidades

  • Casco EspetadoPassivaRammus recebe escalamento de Dano de Ataque adicional com sua Armadura e sua Resistência Mágica.
  • QBola do Poder12/10.5/9/7.5/6s60 mpRammus acelera em forma de bola na direção de seus inimigos, causando dano e lentidão nos alvos afetados pelo impacto.
    Tempo de recarga
    12·10.5·9·7.5·6
    Custo
    60
    Alcance
    300
  • WBola Curva Defensiva7s40 mpRammus assume uma posição defensiva, aumentando bastante sua Armadura e sua Resistência Mágica e devolvendo dano aos inimigos que o atacarem.
    Tempo de recarga
    7
    Custo
    40
    Alcance
    300
  • EProvocação Enlouquecedora12s50 mpRammus provoca um Campeão inimigo ou um monstro, fazendo com que o ataquem ferozmente.
    Tempo de recarga
    12
    Custo
    50
    Alcance
    325
    Basic ability — applies a taunt. Use it on the target your team can kill.
  • RColisão AscendenteSuprema120/105/90s100 mpRammus salta e se joga com força na área-alvo, causando Dano Mágico e Lentidão aos inimigos atingidos. Se a Habilidade for conjurada enquanto Rammus estiver com Bola do Poder ativa, ele também arremessará ao ar os inimigos próximos ao centro.
    Tempo de recarga
    120·105·90
    Custo
    100
    Alcance
    25000
    Ultimate — applies a knock-up and moves you. Use it on the target your team can kill.

Estratégia

1Early game

Start with your jungle pet and Smite, plan a full clear towards the lane you want to gank and show up when that lane has the enemy pushed and without Flash. A gank works when the lane is pushed towards the enemy tower and the enemy has used Flash or their escape: pick those moments instead of forcing a bad one.

  • Early items: Kindlegem and Cloth Armor.

2Mid game

With Bandlepipes and Zeke's Convergence, play around the next dragon or Baron: take vision with your laners first, then force the fight or trade the objective across the map. Your spikes are level 6, when Soaring Slam comes online, and each completed item: Bandlepipes first, then Zeke's Convergence.

  • Core items: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari.

3Late game

Late, Smite decides Baron and Elder: stay close to the pit when it's up and never get caught farming on the far side of the map before an objective spawns.

  • Late items: Dead Man's Plate and Kaenic Rookern.

4Team fights

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. Use Soaring Slam where it hits the most enemies or catches the key target.

5Playing against Rammus

Riot's own advice for facing this champion:

  • Pay particular attention to when his Defensive Ball Curl is off. Rammus has much lower stats than a normal tank when he's out of the stance.
  • Rammus often stacks high Armor, leaving him especially vulnerable to caster damage while not in Defensive Ball Curl.

Dicas

  • Powerball can be used as an effective escape mechanism.
  • Using taunt on a champion by your tower can cause the tower to attack your enemy.
  • Tremors and Defensive Ball Curl can be used late in the game to obliterate towers. If you're bogged down in a team fight, it is often valuable to break off and attack the buildings.
  • Rush Bandlepipes: it's the item that speeds up your clears and your ganks the most.
  • Before an objective, reset and buy wards: fight it with full health and Smite ready.
  • Gank the lane with crowd control: two stuns in a row are worth more than any damage.

Confrontos

Forte contra

  • Frenzying Taunt (taunt) lets Rammus pin Ekko down before Phase Dive gets them out.

  • Frenzying Taunt (taunt) lets Rammus pin Diana down before Lunar Rush gets them out.

  • Frenzying Taunt (taunt) lets Rammus pin Nidalee down before Bushwhack / Pounce gets them out.

Fraco contra

  • Rammus has to walk up to start a fight, and Ixtal's Impact (stun) stops that engage before it lands.

  • Rammus has to walk up to start a fight, and Permafrost (stun) stops that engage before it lands.

  • Rammus has to walk up to start a fight, and Rootcaller (root) stops that engage before it lands.

Combina bem com

  • Frenzying Taunt from Rammus holds enemies in place for Super Mega Death Rocket! from Jinx.

  • Frenzying Taunt from Rammus holds enemies in place for Missile Barrage from Corki.

  • Frenzying Taunt from Rammus holds enemies in place for Spirit Rush from Ahri.

Mudanças

  1. Guide created for patch 16.19.1.

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