The damage type that Rammus deals is mostly Magic Damage.
Rammus's damage type breakdowns as follows:
Rammus' basic attacks deal 10 (+10% Armor) bonus magic damage, increased while Defensive Ball Curl is active.
Rammus accelerates in a ball, gaining up to 150-235% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 80/110/140/170/200 (+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 enters a defensive formation for up to 6 seconds, increasing Armor by 30 plus 35/45/55/65/75% and Magic Resist by 10 plus 30/35/40/45/50%. 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.
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 hops 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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