
Rammus
Hardest matchups for Rammus in Jungle (Emerald, patch 16.20):
Rek'Sai,
Lillia,
Zyra. Easiest:
Locke,
Jayce,
Pantheon.
Try it in a draftCountersPower curvesIn the tier listWho wins into RammusOn the pro tier list
Rammus on patch 16.22
- Jungle51.9%#13 of 74A3,540 games
- steady since 16.21
Rammus’s main role on patch 16.22 is Jungle: a 51.9% win rate across 3,540 Emerald games, #13 of 74 Jungle champions on the tier list (grade A), picked in 1.4% of games. Since patch 16.21, Rammus Jungle has not moved by more than chance explains: 0.0 points across 34,462 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Jungle89% of its games | S | 52.4%52.5% raw ±0.8 | 17,206 | 2.5%4.9% banned | 53.2%50.8% first time |
| Top5% of its games | C | 48.8%47.7% raw ±3.1 | 1,018 | 0.1%4.9% banned | 52.0%45.9% first time |
| Support5% of its games | B | 49.4%48.8% raw ±3.2 | 962 | 0.1%4.9% banned | 50.4%47.4% first time |
| Mid1% of its games | too few games | 50.4%53.8% raw ±9.1 | 117 | 0.0%5.0% banned | 51.2%47.1% first time |
| Bot0% of its games | too few games | 49.7%39.3% raw ±18.5 | 28 | 0.0%5.0% banned | 51.5%46.9% first time |
Matchups
Every matchupHow to read this
Rammus’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Rammus, the part not explained by either champion’s strength.
Hardest for Rammus
Lane leads and team bans
What Rammus’s team bans
Champions a team bans more often when it has Rammus than the other team does in the same games (164,074 games). The other team banned before Rammus was picked, so the gap is the ban spent because Rammus was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Rammus is built in this lane, most common first, with the items those builds finish and how they win.
- Tank


53.6%16,941 games - On-hit


52.9%45 games - AP sustained


53.1%23 games - Crit


53.1%23 games - AD bruiser


53.7%18 games
Runes and summoner spells
How to read this
How Rammus does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
18,575 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Smite52.1%15,001 games · 81% pick rate · the usual choiceRecommended
Ghost + Smite53.4%3,198 games · 17% pick rate · same players: −1.4 pts vs the usual
Keystones

Aftershock + Precision52.1%13,329 games · 72% pick rate · the usual choiceRecommended
Aftershock + Sorcery53.2%4,610 games · 25% pick rate · same players: −0.1 pts vs the usual
Minor runes with Aftershock
Font of Life52.5%99% take it
Conditioning52.4%99% take it
Unflinching52.5%91% take it
Overgrowth52.3%8.1% take it
Triumph52.2%99% take it
Legend: Alacrity52.1%99% take it
- Attack Speed52.3%98% take it
- Health Scaling52.3%90% take it
- Move Speed52.3%5.7% take it
- Adaptive Force52.7%4.0% take it
- Health Scaling52.3%93% take it
- Tenacity and Slow Resist53.9%3.8% take it
- Health50.9%3.4% take it
These numbers describe, they do not prove. Each rate is Rammus’s record when its player chose that option, pulled toward Rammus’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Rammus does when built that way.
The learning curve
Champion pool
On a first game Rammus wins 49.8%; in the hands of players with the most mastery on it, 54.9%. That gap ranks it 85 of 173 for how much practice pays. It crosses 50% at about 1.5K mastery points.
Pro play
On the pro tier list
Rammus in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 49.8%0W 1L | 0%0% in any lane | 0% counter | −459 gold | — |
| Support | 49.8%0W 1L | 0%0% in any lane | 100% counter | — | — |
How much knowing Rammus pays
Players on their Mastery band win 5.1 points more on Rammus than first-timers do: #85 of 173 champions for how much mastery pays.
At 300k+ mastery points, Rammus players win 54.9%: #1 of 173 champions for where mastery ends up. The fitted curve levels off at about 55.2%, and is half-way up by ~16K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.
Text summary of this page as it stood on Nov 9, 2026. The live tables on this page are current.
Rammus ranked-play summary
Most similar champions: Sejuani, Amumu, Xin Zhao.
Anonymous public figures recorded on Nov 9, 2026, when this page was built. The interactive tables on this page load current data.