Well, I've got two. I'll give you one.
Jungle
9/21/0 masteries, old fashioned jungle runes (AD quints, AS marks, armor glyphs MRpL seals)
Alternatively, swap MRpL for health (I'll explain why I keep MRpL later)
Summoners
Basically no exceptions: You're a jungler, and you're going to need to cross a minion wave at some point to land your powerball.
Build
Here's the thing: you can start two ways. It used to make way more sense to start
+ 5x
, because you would not only get an extra pot, but a legitimate combat stat for your first gank. However the new tank jungle item doesn't build from
, and furthermore, you are almost definitely not ganking after your first clear because the jungle sucks so hard to fight right now, so you're probably always better off with
+ 2x
. If you really want that combat stat for like, a level 2 gank, then sure, cloth5. That being said, Rammus does not level 2 gank without a teammate's CC to back him up and a squishy target.
Core



So, the immediate complaint I see when I show a build for Rammus that lacks MR is that I'm leaving the champion vulnerable by not itemizing with both damage type resistances.
My philosophy is this: if your champion has a strength, exploit it to the fullest, so long as it is not detrimental to your gameplay. Rammus's passive converts 25% of his total armor into attack damage. His powerball, the thing that makes him one of if not the best tank in the game (hi
), deals back damage equal to 10% of his total armor. Oftentimes I hear people say that's not a lot, but it's definitely significant. That's one incentive to build straight armor.
The other is more nuanced and has to do with both the meta and the way damage works in the game.
Typically, right now, your tank melter is the ADC. He's the guy that's going to hurt
the most in the long run. Other roles that popularly itemize AD damage right now: Mid 

, Top 

(
), and (most importantly, imo) jungle: 





. You notice that just about every other jungler commonly being played right now is an AD bruiser. Mid and Top both have a good chance of being an AD. Overall, there is a lot more AD in the game these days than AP.
This is not ALWAYS the case of course. You have your midlaners 



(and I'm thinking
with her rework). You have a couple toplaners 

...
? And supports itemize AP sometimes, though it's more often than not negligible, especially to a tank.
So what we take away from this is that, most of the time, your greatest threat is going to be an AD source of damage. So it makes a LOT of sense for a tank, who is the damage soaker of the team, to build a lot of Armor. What we also take away from this is that, since the APs being played are typcally bursty mages (
being the leading exception), you, as the tank, are not going to be their focus.
What makes Rammus special is that he gets a ton of free armor and magic resist (120 at level 5. 120 armor and magic resist.) on a low cooldown. So, in theory, your W (and the MRpL runes I recommend) gives you enough inherent MR as to not need to itemize for it. At all.
This is of course risky, and often times, if the enemy team comp really demands it, I will add a
or a
to my late-game build. But mostly, you just want to have a ton of health for your W's resistances to play off of, and a ton of armor to make the enemy ADC feel bad about their life.
As a bonus, stacking armor and health also makes you a god damn monster for tower diving. And, my favorite bit: his clears become quite a bit stronger, which allows a champion with naturally strong ganks to also be a decent farmer.
I take
despite it's lack of popularity and gold efficiency because it helps a little with your clear times, adds a bunch of AOE damage to your ult during prolonged teamfights, and is relatively cheap for all the armor and health it gives. Plus it's cool, so shut up.
Homeguard is necessary if your team is down. Rammus is all about hard, fast engages, then he doesn't need to do much moving, so the loss of speed when in combat is totally acceptable.
Other items
pretty obvious late-game AD counter. Synergizes real well with Rammus.
Good. I usually take Thornmail over it, but if you really want some CDR, not a bad choice.
I prefer Banshee's, given the spell shield that lets you keep the homeguard mobility a little longer on engage, but CDR is valuable.
Mostly a style preference. I like being able to clear faster, since Rammus already has a great ganking tool with his Q, and he gets sustain with
.
...I do spend a lot of money on wards. But, usually a no.
Cool new item! Health is great. The active(s) are great. Not really a bad idea in most if any scenarios.
Hahaha. Sure.
Why? Because you have a lot of AP on your team, your opponents have a lot of MR. Never because you're taking damage from their AP.
Stop it.
Skill Order
Start W, unless you have a hell of a level 1; in which case, take Q for engage/damage. I really do not recommend starting E ever. Do avoid level 1s unless absolutely safe.
Q or W level 2, whichever you didn't take level 1.
Usually E level 3, UNLESS you are positive you're not ganking for a while, in which case, second point in W.
Now, after Level 3, I see a lot of streamers Max E. I prefer to alternate levels between W and E, prioritizing W. It gives you some more survivability, which is really the bottom line. Can't gank or farm when you're dead. Q is always last, as you gain nothing but extra damage from levels.
Tips and tricks
-You don't have to exit an active Q to smite or to place wards.
-You can taunt over dragon pit's wall if close enough to an enemy.
-The recent W/Q overlap change allows a rolling rammus to be shielded for a second before he enters the fray, IF you time it really well. Remember, as soon as you press W, you're exiting powerball in one second no matter what you do.
-Although you're trying to distract the ADC, your best bet for a taunt is always an AP caster. If they're taunted, they're not being useful AT ALL.
-Don't be afraid to use your E on jungle camps.
-Your ult has a 60 second cooldown. It does damage to towers. You are an amazing splitpusher (especially with sunfire), you just don't know it. That being said, your place is in the wings, watching your team like a spikey flightless hawk.
-Ward deep, ward often. You can be cheeky, you're a tank with awesome mobility.
When should you play Rammus?
Always. Counterjungling is a thing of the past, and you gank almost as well as any old
. Plus you scale way better.
I don't LIKE playing
into double AP, but he's fine honestly, he just loses some benefits of playing against ADs.