// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Spirit VisageDragon's ClawBloodthirster21,567effective health
Defender 4Sprykin 3Sprykin rider
CalculatorFind the comp
Level 7Spirit VisageWarmog's ArmorDragon's Claw23,407effective health
CalculatorFind the comp
Level 8Dragon's ClawWarmog's ArmorBloodthirster25,275effective health
Defender 6Sprykin 3Sprykin rider
CalculatorFind the comp
Level 9Dragon's ClawWarmog's ArmorBloodthirster25,275effective health
Defender 6Sprykin 3Sprykin rider
CalculatorFind the comp
Level 10Dragon's ClawWarmog's ArmorSteadfast Heart28,426effective health
Defender 6Sprykin 5Sprykin rider
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Sterak's Gage+3,216
Gargoyle Stoneplate+3,208
Crownguard+3,061
Bloodthirster+3,011
Warmog's Armor+2,930
Spirit Visage+2,827
Protector's Vow+2,763
Dragon's Claw+2,651
Steadfast Heart+2,585
Evenshroud+2,486
Bramble Vest+2,463
Ionic Spark+2,383

Builds by level

Every combination of Rammus's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Defender 6Sprykin 3Sprykin riderDragon's ClawWarmog's ArmorBloodthirster7,93525,275survives the roundCalculatorFind the comp
Sprykin 5Defender 4Sprykin riderBloodthirsterDragon's ClawSteadfast Heart7,51024,361survives the roundCalculatorFind the comp
Defender 6Spirit VisageWarmog's ArmorDragon's Claw7,14823,407survives the roundCalculatorFind the comp
Defender 4Sprykin 3Sprykin riderSpirit VisageDragon's ClawBloodthirster6,47021,567survives the roundCalculatorFind the comp
Sprykin 5Defender 2Sprykin riderSpirit VisageGargoyle StoneplateDragon's Claw6,42621,408survives the roundCalculatorFind the comp
Defender 4Spirit VisageWarmog's ArmorDragon's Claw5,84619,973survives the roundCalculatorFind the comp
Sprykin 5Sprykin riderCrownguardGargoyle StoneplateDragon's Claw5,66919,914survives the roundCalculatorFind the comp
Sprykin 3Defender 2Sprykin riderGargoyle StoneplateSpirit VisageDragon's Claw5,56019,142survives the roundCalculatorFind the comp
Sprykin 3Sprykin riderGargoyle StoneplateSpirit VisageDragon's Claw4,89717,952survives the roundCalculatorFind the comp
Defender 2Gargoyle StoneplateSpirit VisageDragon's Claw4,91717,907survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateSpirit VisageDragon's Claw2,97016,740survives the roundCalculatorFind the comp

// Cast timeline

up to 4.00 smana lock per cast
1.00 scast window3.00 slocked while the effect runseffect 0.49 s

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 80mana at start / to cast
+5mana per attack
0.60attacks per second
0.45 sattack delay: from the start of an attack until it hits
0.72 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s0/80
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 26.17 s with 0.60 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 80/80: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.00 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.49 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 1.00 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  5. 1.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.45 s at base attack speed (the attack delay is 27% of the attack animation).
  6. Attack loop: the attack lands at 27% of the attack animation (mana granted) and unlocks at 70%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 5 per attack; combat starts at 0/80.
  8. Overflow is banked: mana past 80 from attacks or regen is kept through the cast (78/80 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSolidWarmog's ArmorGargoyle StoneplateSpirit Visage

3-cost AD Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.