Champion sheet · Jungle

Rammus

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
1.1%#169 of 173 champions
Pick
0.8%picked in 20 of 2,644 games
Ban
0.3%6 bans over 1,958 games, against 2.0% in soloQ
Win rate as Jungle— 9 wins over 20 games
Median length—soloQ 28.4 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

2 clear gaps between soloQ and amateur tournaments as Jungle.

  • DraftPicked less often in amateur play
    Amateur
    0.4%
    SoloQ
    0.7%
    0.4% of the role's picks in amateur play, against 0.7% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    0.1%
    SoloQ
    2.0%
    0.1% ban rate in amateur play over 1,329 games, against 2.0% in soloQ over 82,299 games.

Not enough games to judge: win rate, length, keystone, spells, and core.

02 — How to play it

How to play it?

Aftershock, then Sunfire Aegis, Jak'Sho, The Protean, and Protoplasm Harness: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock97% · 3,548
Same in amateur play
SpellsFlash + Smite78% · 2,847
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 74% · 64 games
Core (3 legendaries)10% · 61
10%of soloQ games
  1. Sunfire Aegis
  2. Jak'Sho, The Protean
  3. Protoplasm Harness
Amateur: Protoplasm Harness, Jak'Sho, The Protean, Dead Man's Plate, gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Absorbs damage first: absorbs more than 99% of junglers.

  1. Absorbs damagetop1%1,579 · junglers: 855
  2. Lets allies carry killstop3%rank 97 of 100
  3. Crowd control (CC)top13%1.2 · junglers: 0.7

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other junglers

What marks it

  • Frontline
  • Lets allies carry
  • CC

Like other junglers

  • Map pressure
  • Plays teamfights
  • Takes its kills in duels

What it is not

  • Little damage
  • No poke
  • Light jungle farm
  • Stays home

Damage / min by phase · at equal gold

Rank 5 in lane, 5 in mid game and 2 in late game, out of 100 junglers.

297-86 vs 383
619-177 vs 796
805-251 vs 1,056
Lane · 5–14 minMid game · 15–22Late · 23–30
Rammusjunglers

Gold vs. direct opponent

At 20 min, behind 99% of junglers against the direct opponent.

junglers
4.2takedowns outside its lane before 15 min; junglers: 4.7.

Where it stands among junglers · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 5 of 100 among junglers297 · median 383
  • Damage in mid game · rank 5 of 100 among junglers619 · median 796
  • Damage in late game · rank 2 of 100 among junglers805 · median 1,056
  • Gold at 15 min · rank 1 of 100 among junglers-702 · median +6
  • Gold at 20 min · rank 1 of 100 among junglers-1,180 · median +64
  • Map pressure · rank 36 of 100 among junglers4.2 · median 4.7
  • Absorbs damage · rank 99 of 100 among junglers1,579 · median 855
  • Plays teamfights · rank 32 of 100 among junglers50% · median 52%
  • Takes its kills in duels · rank 28 of 100 among junglers18% · median 20%
  • Lets allies carry kills · rank 97 of 100 among junglersrank 97 of 100
  • Crowd control (CC) · rank 87 of 100 among junglers1.2 · median 0.7
  • Team damage · rank 7 of 100 among junglers10% · median 17%
  • Jungle farm · rank 2 of 100 among junglers58 · median 66
  • Invade · rank 12 of 100 among junglers6% · median 7%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Midgap to expected

No positive gap in amateur play.

With

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Mid1 champion
  • Yone5 games
    —SoloQ: 46.2% · 173 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Jungle

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.7%2,884 picks of 431,269ban 2.0% · patches 16.19 to 16.21
  • Amateur tournaments0.4%13 picks of 3,686ban 0.1% · patches 16.19 to 16.21
  • Pro0.0%1 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

1.7% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Jungle
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.