How to win the jungle race as Locke against Rammus · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Rammus.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Locke Favoured | Q nail volleys clear camps at range while banking marks for the first scuttle fight. The margin is thin: Defensive Ball Curl turns auto-attackers' trades against them, literally, and one slow camp on your side hands the window straight back, so keep the trade short. Stop attacking during his W — wait out the curl's duration, then trade. |
| Level 2 Skirmish | Locke Favoured | The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too. Powerball engage plus the thornmail passive wins fights AD kits start, so this is an edge and not a blowout — take the level-2 skirmish only with the HP and cooldown lead. |
| Level 3 Route | Locke Favoured | W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, but the taunt-lock plus W reflect means auto-reliant junglers cannot win this. You still win the straight exchange at the opening scuttle; keep it short, keep it decisive, and keep the scuttle line yours. |
| Levels 4-5 Macro | Even — Farm & Track | Levels 4-5 are a farm-and-track window vs Rammus — bank camps, keep river vision, and hold the fight for your level-6 totem instead of coin-flipping. |
| Level 6 Breakpoint | Respect Rammus's R | The six-spike belongs to Rammus, and Locke's does not bridge the gap: Soaring Slam drops the taunt onto you from over the wall. The rule has not changed — stop attacking during Ball Curl and walk the taunt off. Your own ultimate is a tool here, not a trump card — spend it to escape or equalize, not to start fights. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Rammus' first item is an armour spike more than a damage one, which is exactly what makes him harder to fight. |
| 2+ Items Scaling | Respect Rammus Late — End Early | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Rammus clears steadily off Defensive Ball Curl and Frenzying Taunt, and he takes very little damage doing it.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Rammus report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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No clear favourite — Locke holds 4 windows, Rammus 2, the rest are even.
Yes — Locke vs Rammus plays as a skill matchup: the jungle race swings window to window, and the better first clear usually sets the tone.
Playing the other side? Rammus vs Locke guide →
All Locke jungle matchups →
More Locke jungle matchups: vs Nunu & Willump · vs Olaf · vs Qiyana · vs Rek'Sai · vs Rengar · vs Sejuani