League of Legends Classic
Rammus in League Classic

Rammus Builds for League Classic

The Armordillo

tank
Rammus is a tank champion in League Classic. Find the recommended setup with full item build, summoner spells, ability priority, masteries, runes, and community builds.

Rammus Builds

Recommended

Rammus Jungle

tankutility

Starting Items

Hunter's Machete
Hunter's Machete
Health Potion
Health Potion

Full Build

Spirit of the Ancient Golem
Spirit of the Ancient Golem
Boots of Mobility
Boots of Mobility
Sunfire Cape
Sunfire Cape
Thornmail
Thornmail
Randuin's Omen
Randuin's Omen
Frozen Heart
Frozen Heart
Summoner Spells
FlashSmite
Ability Priority
Defensive Ball Curl (W)Puncturing Taunt (E)Powerball (Q)
Runes
9× Minor Mark of Armor9× Seal of Armor9× Glyph of Magic Resist3× Quintessence of Gold
Masteries

Offense: 1

Defense: 13

Utility: 16

Community Rammus Builds

Rammus in League Classic

What Changed in Classic

- Tremors (R) is a repeating AoE around him - All other abilities are ok

Rammus Abilities

Spiked Shell

Spiked Shell PP

PASSIVE: Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into Attack Damage.

Powerball

COST: 70 / 80 / 90 / 100 / 110COOLDOWN: 10RANGE: 300
Powerball QQ

ACTIVE: Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% AP) magic damage to nearby enemies on impact and Slowing them by 20 / 25 / 30 / 35 / 40% for 3 seconds.

Recast to remove this effect.

Defensive Ball Curl

COST: 40COOLDOWN: 14RANGE: 300
Defensive Ball Curl WW

ACTIVE: Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 (+10% ARMOR) magic damage to attackers.

Recast to remove this effect.

Puncturing Taunt

COST: 50 / 60 / 70 / 80 / 90COOLDOWN: 12RANGE: 325
Puncturing Taunt EE

ACTIVE: Rammus Taunts the enemy champion or monster into a reckless assault, reducing their Armor by 10 / 15 / 20 / 25 / 30 and forcing them to attack Rammus for 1 / 1.5 / 2 / 2.5 / 3 second(s).

Tremors

COST: 120COOLDOWN: 60RANGE: 25000
Tremors RR

ACTIVE: Rammus creates tremors beneath him, dealing 65 / 130 / 195 (+30% AP) magic damage every second to nearby units and structures for 8 seconds.