Standard — frontline
Standard build maximizing damage output. Use on neutral matchups or when ahead.
14,500 total costNothing dominates on the other side: the standard build maximizes your damage.
Open this draft in the tool →
Punitive tank build, not passive tanking: Rammus is not valuable only because he absorbs damage, but because he turns certain physical damage sources into bad strategic choices. The build must preserve that punitive logic instead of falling into abstract tanking.
Standard build maximizing damage output. Use on neutral matchups or when ahead.
14,500 total costNothing dominates on the other side: the standard build maximizes your damage.
Open this draft in the tool →Resistance build geared against physical damage (AD) compositions.
14,400 total cost -100gPhysical-damage enemy team: Darius, Lee Sin, Lucian.
Open this draft in the tool →Resistance build geared against magic damage (AP) compositions.
14,500 total costShare of the roster this champion outclasses, at each stage of the game.
50% = average for the roster at that point of the game, 90% = among the strongest. The three phases come from the site's editorial tempo grid (early/mid/late, rated across 142 champions); the level-by-level curve adds this build's computed spikes — ultimate, completed items — never by more than ±8 points.
Your hardest matchups in this role, and the item from your situational list that answers each one.
Same advisor in the Draft (the MVP sheet applies it to your real draft) and in Ask Nexus, which explains the choice. On counters pages: the variant to take against each counter-pick.
Skill leveling order and rune choices explained, from our in-depth kit analysis (patch 7.0e). Ability numbers are from patch 7.3; up-to-date items are in the section above.
Rammus is strong when his build does more than make him hard to kill—it actively turns the enemy carry's natural habits into mistakes.
Tap an ability for its per-rank numbers. Source: official Tencent data (Chinese server), patch 7.3 — may lead or lag the global server by a sub-patch.
E taunt and seismic R immobilize — freeze zone and resist boost stack onto the spiked ball.
Every taunt grants a shield — you dive, force autos, and return them as thorn damage.
Reduces incoming damage during the W Defensive Ball Curl active.
Accumulated HP to amplify damage of the W Defensive Ball Curl (based on armor).
Extra speed for a champion whose Q IS speed — you arrive rolling faster on every gank.