Counter Guide
How to Beat Rammus
Rammus doesn't really have a counter. He has a condition, and if your team doesn't meet it he's one of the least frightening champions on the board.
He's the most conditional champion in the game. Against a team built on attacks he's close to unbeatable in a straight fight, because standing still and doing nothing is a legitimate way for him to kill people. Against a team built on spells he's a slow jungler with a taunt and almost no damage of his own. That gap is enormous and it's settled in champion select more often than in the game. What's left for the players already in the matchup is narrow but reliable: don't attack him, don't stand where he can taunt somebody important, and remember that he can't actually finish anybody by himself.
Who Beats Rammus on Patches 26.21-26.22
Best Picks Into Rammus
Amumu996 games · 26.2155.7%
Shaco948 games · 26.2152.2%
Bel'Veth689 games · 26.2151.7%
Hecarim717 games · 26.2150.8%
Picks Rammus Beats
Zed460 games · 26.2141.5%
Rengar699 games · 26.2141.8%
Graves412 games42.2%
Nidalee430 games · 26.2143.3%
Every Jungle matchup for Rammus →
Win rates are for the champion listed, in the jungle against Rammus. They come from Nerfplz's own ranked solo queue games on Patches 26.21-26.22, Silver and above, 24,313 Rammus games in all. Only matchups that show up in at least 1% of those games are listed. A row marked 26.21 is last patch's number for that matchup, kept until Patch 26.22 has as many games of it.
- Damage that is spells rather than attacks
- Range, so the taunt lands on nobody who matters
- Patience, because he isn't the one who ends the fight
Rammus Overview
Strengths: What Makes Him Dangerous
- He punishes the thing marksmen are for. Defensive Ball Curl [W] makes attacking him actively harmful, so the strongest member of most teams has nothing to do while it's up.
- The taunt removes a player from the fight. It isn't a stun that can be traded through. Whoever it lands on spends the duration walking toward him and doing exactly what he wanted.
- He arrives from an absurd distance. Powerball [Q] crosses most of the map, so the gank that looks impossible becomes a gank that happens twice.
- He doesn't need anything. No items, no lead, no farm. A jungler whose contribution doesn't scale with gold is a jungler you can't put behind.
Weaknesses: Where You Get In
- He can't kill anybody. To be fair, his damage is real, but it's slow and it needs you to be helping. A fight where nobody attacks him is a fight where he's a taunt and a slow (and nothing else).
- His engage is a straight line. The ball is fast and it's completely predictable. A slow, a wall, a minion or a step to the side, and the gank ends with a jungler standing in your lane out of options.
- Armor isn't a general purpose defense. He builds to survive attacks, and the magic damage on the other side of the map goes through it as though it weren't there.
- He's bad at a fight he didn't start. There's no follow up in the kit. If the taunt lands on somebody unimportant, his team is fighting four against five for the next few seconds.
- He's slow once he stops rolling. Outside the ball he can't chase anybody, so a target that walks away calmly is a target he doesn't get.
Countering Rammus
Based on the strengths and weaknesses above, beating Rammus comes down to champions who can accomplish at least one of the following:
- Stop attacking him. This is most of the matchup and it costs nothing. Every attack into the curled version of him is damage delivered to yourself, and simply walking away is a winning play.
- Bring spell damage. Magic goes through the build he made, and a team with two real sources of it is a team he can't stand in front of for very long.
- Break the line before he arrives. The engage is a straight roll with a long approach. A ward and a sidestep are worth more than any item against it.
- Let the taunt land on the wrong person. Whoever is standing furthest forward is the one who eats it. That should be a decision your team makes.
If you're already locked into the matchup without any of those tools, these strategies still work:
Playing a Bad Rammus Matchup
Ward the entrances and leave the pit alone. Everything good that happens to him starts with a long approach nobody saw, and the ward that catches the approach is the useful one.
Fight in the open. His damage and his taunt are both worth much more in a corridor where nobody could have stepped aside, and the same fight in a wide space is one he contributes very little to.
If your carry is taunted, don't follow them in. The taunt is his play, and the mistake that turns it into a lost fight is the three teammates who came to help.
Best Rammus Counters
Hit him with spells from outside his taunt, with damage his armor doesn't stop, or with a champion he has no way of finishing.

Lillia Damage He Cannot Reflect
Defensive Ball Curl [W] returns damage to whoever attacks Rammus, and Lillia barely attacks at all. Her damage comes from spells, and the true damage on the outer edge of Blooming Blows [Q] lands from outside the reach of Frenzying Taunt [E].
Every spell that hits also stacks movement speed for her, so she keeps the fight at the range she wants. If he does get through, Lilting Lullaby [R] puts him to sleep (Dream-Laden Bough [Passive] will have tagged him long before then).

Vladimir Cannot Be Finished
The armor does nothing against him and the damage goes the other way (a large health bar is exactly what his kit is priced against).
There's also no version of the fight where Rammus wins it. He has no burst and no sustained damage worth the name, and the champion in front of him gets health back faster than it is being taken.

Cho'Gath Eats Through the Armor
Rammus turns armor into damage, and Feast [R] is true damage, so the armor doesn't touch it. Rupture [Q] and Vorpal Spikes [E] are magic, which means the stack he builds against physical junglers does little here.
Feral Scream [W] silences him, and a silenced Rammus can't taunt you or curl up. Feast [R] stacks also give Cho'Gath the health to stand inside a taunt and still win the fight that follows (every Feast [R] kill adds max health for good).
Next step
Itemizing Against Rammus
Nothing here is armor:




Kaenic Rookern is the right defensive buy because all of his damage is magic, including the part that arrives when somebody attacks him. Mercury's Treads is aimed at the taunt (the only thing in his kit that genuinely decides a fight), and shortening it turns a lost carry into an inconvenienced one. Zhonya's Hourglass belongs on whoever he keeps rolling at, and it works particularly well here because the two seconds it buys are two seconds where he's already spent his engage and can't leave. A Control Ward is on the list instead of another item because his ganks live or die on the approach, and seeing it coming is worth more than surviving it.
Where Rammus Actually Sits Right Now
Counter picks age with the patch, so check the current numbers before you trust a matchup:
- League of Legends Solo Queue Tier List, updated every patch
- Tier List Changelog, for what moved and why
- How to Beat or Counter Series, for every other matchup guide
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