Rammus Abilities

the Armordillo

TankFighter
585 1350

Rammus Tips

Playing as Rammus

  • Powerball can be used as an effective escape mechanism.
  • Using taunt on a champion by your tower can cause the tower to attack your enemy.
  • Tremors and Defensive Ball Curl can be used late in the game to obliterate towers. If you're bogged down in a team fight, it is often valuable to break off and attack the buildings.

Playing against Rammus

  • Pay particular attention to when his Defensive Ball Curl is off. Rammus has much lower stats than a normal tank when he's out of the stance.
  • Rammus often stacks high Armor, leaving him especially vulnerable to caster damage while not in Defensive Ball Curl.

Rammus Base Stats

  • Health: 564 (+80 per level)
  • Health Regen: 8 (+0.55 per level)
  • Mana: 310 (+33 per level)
  • Mana Regen: 7.84 (+0.5 per level)
  • Damage: 56 (+3.5 per level)
  • Attack Speed: 0.63 (+2.215% per level)
  • Armor: 36 (+4.3 per level)
  • Magic Resist: 32.1 (+1.25 per level)
  • Movement Speed: 335

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Rammus Recommended Items

Rammus Abilities - Patch 11.12

Rammus Spiked Shell
P

Spiked Shell

Rammus Passive

Rammus' basic attacks deal 10 (+10% Armor) bonus magic damage, increased while Defensive Ball Curl is active.

Rammus Powerball
Q

Powerball

Cooldown: 16/13.5/11/8.5/6Cost: 60 manaRange: 300

Rammus Q

Rammus accelerates in a ball, gaining up to 150-235% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/130/160/190/220 (+100% bonus Ability Power) magic damage to nearby enemies, knocking them back, and slowing them by 40/50/60/70/80% for 1 second.

Can be reactivated to end the effect early and put Powerball on cooldown.
Powerball is a channeled spell and is subject to interruption by spells that prevent casting.
Casting Powerball cancels Defensive Ball Curl and puts it on cooldown.

Rammus Defensive Ball Curl
W

Defensive Ball Curl

Cooldown: 6Cost: 40 manaRange: 300

Rammus W

Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 40 plus 60/70/80/90/100% and Magic Resist by 10 plus 30/35/40/45/50% but becoming slowed by 30%.

Attacking increases the duration of this effect by 0.4 seconds each (max 4).

During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.

Can be reactivated to end the effect early and put Defensive Ball Curl on cooldown.
Casting Defensive Ball Curl cancels Powerball and puts it on cooldown.

Rammus Frenzying Taunt
E

Frenzying Taunt

Cooldown: 12Cost: 50 manaRange: 325

Rammus E

Taunt an enemy champion or monster for 1.2/1.4/1.6/1.8/2 seconds and gain 20/25/30/35/40% Attack Speed for the same duration.

While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed bonus is refreshed.

Rammus Soaring Slam
R

Soaring Slam

Cooldown: 110/95/80Cost: 100 manaRange: 25000

Rammus R

Hop into the air and slam down at a target location, dealing 100/175/250 (+60% bonus Ability Power) magic damage and Slowing enemies by 15/17.5/20% for 1.5 seconds. Enemies near the center take additonal damage based on the distance traveled. If Soaring Slam is cast while Powerball is active, enemies near the center are Knocked Up for 1.5 seconds.

Rammus creates aftershocks at the target location for 4 seconds that deal 20/30/40 (+10% bonus Ability Power) magic damage and stack the original Slow up to four times.

Max Impact Damage: 150%

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