- Tier
- T3
- Posizione
- #102
- Tasso vittoria
- 49.31%
- Tasso scelta
- 0.30%
Riven è attualmente classificato T3 nei dati ARAM Mayhem. Vedi guida campione

Rammus è attualmente classificato T3 nei dati ARAM Mayhem.
Rammus the Armordillo
Yes, when the enemy team has several basic-attack champions or low-mobility carries, Rammus can take over fights by forcing them to hit the wrong target. Look for angles from fog, side walls, or after an ally starts a fight, then roll in and lock one priority target down. The tradeoff is that he feels much worse into heavy magic damage, constant disengage, or teams that can ignore him and kill his backline.
Rammus wants to start or interrupt fights, not slowly walk forward and hope someone panics. If a carry steps too far up, use your speed to reach them, force crowd control, and make their team choose between saving them or hitting your defensive stats. The tradeoff is commitment: once you go deep, you need either follow-up damage or a clean escape path.
No. Engage first when your team is in range to follow, the enemy peel tools are down, or a squishy target is exposed. If your carries are clearing waves or your poke champions are low, wait and play bodyguard instead, because a solo roll-in just feeds the enemy a free punish window.
Target auto-attack carries, melee divers, and any champion that must stand still long enough for your team to punish. If the enemy marksman or skirmisher is the main damage source, force them to deal with you before they can hit your backline. Avoid tunneling a tank unless stopping that tank directly protects your carries.
Snowball is best when it gives you a guaranteed entry without spending your movement too early. If you land it on a backline target, wait for your team to step up, then take the recast and chain your crowd control so the target cannot simply kite away. The tradeoff is visibility: a bad Snowball recast drags you into five players before your defensive tools matter.
Hold it when the enemy has obvious interrupts, traps, or a champion waiting to stop your engage at the front line. Let another ally draw those tools, then roll around the minion wave or from an angle where the target has less time to react. The tradeoff is tempo, because waiting too long can let the enemy poke your team out before the fight starts.
Against poke, Rammus needs patience and clean health management. Sit out of easy skillshot lines, protect your lowest-health teammate, and engage only when the poke team groups too tightly or wastes a key disengage spell. If you force too early while your team is already chunked, you may survive longer than everyone else but still lose the fight.
Into heavy magic damage, do not assume your armor identity will carry the game. Build and play more defensively, choose engages that end quickly, and peel for allies instead of diving through multiple spellcasters. The tradeoff is lower threat: you may not be able to solo bully the backline, so your value comes from disruption and target denial.
He can do both, but the better role depends on who is winning the damage race. If your carries are strong, stay near them and punish assassins or bruisers that jump in. If the enemy backline is fragile and your team has follow-up, dive hard; the tradeoff is that peeling is safer while diving creates higher reward and higher risk.
Prioritize durability that matches the enemy damage profile, then add utility that helps you reach or stick to targets. Armor is excellent into basic attacks, while mixed defenses matter when spells are doing the real work. The tradeoff is damage: if you buy only selfish tank stats, you may live forever but fail to create kills unless your team follows.
Rammus usually likes augments that improve engage reliability, durability during commitment, or punishment against enemies who hit him. If an augment helps you reach the backline, survive the first burst, or keep a target controlled long enough for allies to arrive, it fits his job. Avoid greedy damage choices when your team needs a front line, because Rammus without staying power loses his main threat.
Do not run straight down the lane into five champions with every disengage tool ready. Use minion waves, brush, side angles, Snowball, and ally pressure to shorten the distance before you reveal the engage. The tradeoff is patience: if you wait for a better angle, you may give up some poke damage, but you gain a real chance to start a winning fight.
If the target escapes or your team cannot follow, stop chasing and turn your body back toward your carries. Use your remaining durability to block skillshots, slow the enemy advance, and buy time for your team to reset. The tradeoff is accepting a failed pick; forcing the chase usually turns one missed engage into a full wipe.
With poke or scaling teammates, Rammus should not force every fight on sight. Stand forward enough to threaten an engage, but mainly punish enemies who overstep while trying to dodge poke or dive your carries. The tradeoff is lower action early, but your threat zone gives fragile allies room to deal damage safely.
The biggest mistake is engaging because Rammus can reach someone, not because the team can kill them. Before you roll in, check ally range, enemy peel, and whether the target is actually worth committing for. Rammus is strong when he creates unfair fights; he looks useless when he starts fair fights alone.