How to win the jungle race as Rammus against Locke · Matchup data reviewed on patch 26.15
Read from Rammus's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Locke | The window at the first buff belongs to Locke: Q nail volleys clear camps at range while banking marks for the first scuttle fight. Your own line is real — Defensive Ball Curl turns auto-attackers' trades against them, literally — but it arrives second here. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit, then skip the level-1 crossing. |
| Level 2 Skirmish | Respect Locke | At level 2 this window belongs to Locke: the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. Refuse the level-2 skirmish and bank tempo on the opposite side of the map. |
| Level 3 Route | Respect Locke | A stacked nail string into the blink-through consume deletes half a health bar — Rammus has no answer to that at level 3. W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP on their half of the map too, so give up the level-3 river fight and answer the pressure cross-map. |
| Levels 4-5 Macro | Even — Farm & Track | Levels 4-5 vs Locke are a tempo war — he wants quiet farm into his 6; tax his camps, keep his marks off you at contests, and bank the gold lead his weak duel hands you. |
| Level 6 Breakpoint | Soaring Slam Favoured | Soaring Slam adds engage range to the taunt-and-thornmail kit autos still cannot solve. Purgatory executes anyone who fights below the floor inside his totem — 'almost dead' becomes dead — respect that one window, but the six-spike comparison favors you: take the post-6 duel whenever HP bars start even. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Rammus Favoured at Full Build | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Rammus's plans — the jungle race carries no win-rate sample.
The full Rammus vs Locke 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 — Rammus holds 3 windows, Locke 3, the rest are even.
Yes — Rammus vs Locke 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? Locke vs Rammus guide →
All Rammus jungle matchups →
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