Zed vs Rammus
Build vs Rammus
The champion's reference build, for lack of enough games in this matchup
Recommended items for Zed: Voltaic Cyclosword, Bastionbreaker, Axiom Arc, Ionian Boots of Lucidity, Serylda's Grudge, Edge of Night, Lord Dominik's Regards, Hubris.
Starting items
Core build
Standard
Summoner spells
Anti CC
Other options
Power Spikes
Strength by game phase
Rammus's abilities
Passive, spells and ultimate
Rammus gains bonus Attack Damage scaling with his Armor and Magic Resistance.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 12s | 7s | 12s | – |
| 6 | 9s | 7s | 12s | 2m |
| 9 | 6s | 7s | 12s | 2m |
| 11 | 6s | 7s | 12s | 1m45 |
| 16 | 6s | 7s | 12s | 1m30 |
| 18 | 6s | 7s | 12s | 1m30 |
Playing as Zed
Tips to maximize your impact
- Combo with two shadows
To kill, cast Death Mark (R), then Living Shadow (W), Shadow Slash (E) and Razor Shuriken (Q): with two shadows, you throw three shurikens.
- Dodge with Death Mark
Cast Death Mark (R) just as the enemy casts their decisive spell: during the dash, you're untargetable.
- Save the swap back to your shadow
After Death Mark (R), save the recast to get out: you swap places with the shadow left at your starting point, far from the fight.
- Save your energy
Save enough energy for a full combo rather than casting your spells for nothing: Living Shadow (W) refunds energy when you and your shadow hit the same target.
- Flank to reach the carry
In teamfights, go around the sides and save Death Mark (R) for an isolated target: going in from the front exposes you to the whole team's CC.
Playing against Rammus
How to counter and exploit weaknesses
- Stay behind your minions
Stay behind your minions: Powerball (Q) stops on the first enemy it collides with, minions included.
- Lean on magic damage
If you deal magic damage, lean on it in trades when Defensive Ball Curl (W) is on cooldown: without it, his resistances drop to those of an ordinary tank.
- Stay out of taunt range
If you're ranged, don't let him reach melee range when Frenzying Taunt (E) is ready: its range is short, and it forces you to attack him.
- Leave his impact zone fast
Get out of the Soaring Slam (R) area fast: aftershocks repeat the slow there, and if cast during Powerball (Q), it adds a knock-up in the center.
- No autos on Defensive Ball Curl
Don't attack during Defensive Ball Curl (W): each auto returns magic damage to you, and he gains armor and magic resist.
Patch 16.21.1