Welcome to the tienkiem.com.vn Rammus build guide.
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We”ve used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal build for Rammus. This algorithm is able to determine the best summoner spells, item build order, skill order, runes reforged, rune stats, counters, and team mates. Reference it during all phases of the game to ensure that you always have an edge over the competition.
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For 10 seconds, your champion can move through units and gains 24 – 48% Movement Speed (depending on champion level). Ghost extends its duration on takedown.
80 Health
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
Endure 66% effective when owned by Ranged champions or when taking damage from area of effect or periodic damage sources.
Active – Consume: Drink the potion to restore 150 Health over 15 seconds.
You may carry up to 5 Health Potions.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Consume: Drink the potion to restore 150 Health over 15 seconds.
You may carry up to 5 Health Potions.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Supercharged: Grants 75% Move Speed towards enemies or enemy turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that Slows nearby champions by 40% for 1.5 seconds (90s cooldown).
Immolate: Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.
Mythic Passive: Grants all other Legendary items 5 Ability Haste
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
“”There”s only one way you”ll get this armor from me…”” – forgotten namesake
350 Health
60 Magic Resist
5% Move Speed
Absorb: Taking damage from Abilities grants you 8 Move Speed and 4 Magic Resist for 5 seconds (stacks up to 5 times; each unique Ability instance can give one stack).
350 Health
60 Magic Resist
5% Move Speed
Absorb: Taking damage from Abilities grants you 8 Move Speed and 4 Magic Resist for 5 seconds (stacks up to 5 times; each unique Ability instance can give one stack).
350 Health
60 Magic Resist
Unmake: Immobilizing a champion causes them to take 10% increased damage for 4 seconds.
350 Health
60 Magic Resist
Unmake: Immobilizing a champion causes them to take 10% increased damage for 4 seconds.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells” damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
Enchants your boots with the active effect “Predator .”
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells” damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
Enchants your boots with the active effect “Predator .”
Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells” damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
Enchants your boots with the active effect “Predator .”
Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
Enchants your boots with the active effect “Predator .”
Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
Enchants your boots with the active effect “Predator .”
Gain increased Movement Speed, ramping up to 45% Movement Speed over 1.5 seconds, while chasing enemy champions. After ramping up, damaging attacks or abilities to champions end this effect, dealing 40-120 (+0.2 bonus AD)(+0.1 AP) bonus adaptive damage .
Cooldown: 90s-60s.
Damaging champions with impaired movement or actions deals 10 – 45 bonus true damage (based on level).
Cooldown: 4s
Activates on damage occurring after the impairment.
Collect eyeballs for champion takedowns. Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power, per eyeball collected.
Upon completing your collection at 10 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power.
Collect 1 eyeball per champion takedown.
Gain 5 Move Speed out of combat plus 8 per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
After casting a Summoner Spell, gain a Move Speed increase that lasts for 2s and allows you to pass through units.
Increase: 5% – 35% Move Speed based on the Summoner Spell”s cooldown. (Higher cooldown Summoner Spells grant more Move Speed).
80 Health
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
Endure 66% effective when owned by Ranged champions or when taking damage from area of effect or periodic damage sources.
300 Health
Immolate : Taking or dealing damage causes you to begin dealing (15 + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 25% against monsters) for 3 seconds.
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Supercharged: Grants 75% Move Speed towards enemies or enemy turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that Slows nearby champions by 40% for 1.5 seconds (90s cooldown).
Immolate: Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.
Mythic Passive: Grants all other Legendary items 5 Ability Haste
35 Armor
Thorns: When struck by an Attack, deal (3 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion.
Thorns: When struck by an Attack, deal (3 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
350 Health
60 Armor
Thorns: When struck by an Attack, deal (10 + 10% bonus Armor) magic damage to the attacker and apply 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
80 Health
Focus: Attacks deal an additional 5 physical damage to minions.Recovery: Restores 6 Health every 5 seconds.Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.
Endure 66% effective when owned by Ranged champions or when taking damage from area of effect or periodic damage sources.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
400 Health
40 Armor
5% Move Speed
Shipwrecker: While moving, build up to 60 bonus Move Speed . Your next Attack discharges built up Move Speed to deal up to 100 magic damage . If dealt by a Melee champion at top speed, the Attack also Slows the target by 50% for 1 second.
“”There”s only one way you”ll get this armor from me…”” – forgotten namesake
350 Health
60 Magic Resist
5% Move Speed
Absorb: Taking damage from Abilities grants you 8 Move Speed and 4 Magic Resist for 5 seconds (stacks up to 5 times; each unique Ability instance can give one stack).
350 Health
60 Magic Resist
Unmake: Immobilizing a champion causes them to take 10% increased damage for 4 seconds.
For 10 seconds, your champion can move through units and gains 24 – 48% Movement Speed (depending on champion level). Ghost extends its duration on takedown.
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Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
Active – Trinket: Place a Stealth Ward on the ground that lasts between 90 – 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 – 120 seconds.
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90 – 60s cooldown) .
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Trinket: Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities (198 – 99s cooldown) .
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Active – Supercharged: Grants 75% Move Speed towards enemies or enemy turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that Slows nearby champions by 40% for 1.5 seconds (90s cooldown).
Immolate: Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.
Mythic Passive: Grants all other Legendary items 5 Ability Haste
350 Health
30 Armor
30 Magic Resist
15 Ability Haste
Immolate: Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 100% against monsters) for 3 seconds. Damaging Champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds (max stacks 6).Flametouch: At maximum Immolate stacks, your Attacks burn nearby enemies for your Immolate damage per second for 3 seconds.
Mythic Passive: Grants all other Legendary items 5% Tenacity and Slow Resist.
90 Ability Power
300 Health
15 Ability Haste
Soulrend: Damaging a champion deals an additional (125 +15% Ability Power magic damage) and grants you 25% Move Speed for 1.5 seconds (40s cooldown per champion).
Mythic Passive: Grants all other Legendary items 5 Ability Haste.
Damaging a new champion will extend the duration of the Move Speed bonus.
350 Health
25 Armor
25 Magic Resist
20 Ability Haste
Immolate : Taking or dealing damage causes you to begin dealing (20 – 40 (based on level) + 1% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.Snowbind: Attacks create a frost field for 1.5 seconds (4s cooldown). Enemies that move across the field are Slowed by 25% (increased by your max Health ).
Mythic Passive: Grants all other Legendary items 100 Health and 6% Size.
40 Ability Power
200 Health
20 Ability Haste
100% Base Mana Regen
Active – Inspire: Grants you and nearby allies 60% decaying Move Speed for 4 seconds. Champions gain an additional 35 – 55 (based on ally level) magic damage on the next 3 Attacks or Ability hits against champions (90s cooldown).
Mythic Passive: Grants all other Legendary items 2.5% Move Speed.
Strength of level-scaling effects are based on the ally”s level.
80 Ability Power
6 Magic Penetration
600 Mana
20 Ability Haste
Echo: Damaging Abilities deal an additional (100 + 10% Ability Power) magic damage to the target and 3 nearby enemies and grants you 15% Move Speed for 2 seconds (10s cooldown).
Mythic Passive: Grants all other Legendary items 5 Magic Penetration.
25 Magic Resist
45 Move Speed
30% Tenacity
Tenacity reduces the duration of Stun , Slow , Taunt , Fear , Silence , Blind , Polymorph and Immobilizing effects. It has no effect on Airborne or Suppression .
20 Ability Haste
45 Move Speed
Gain 12 Summoner Spell Haste.
“”This item is dedicated in honor of Ionia”s victory over Noxus in the Rematch for the Southern Provinces on 10 December, 20 CLE.”
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