Rammus the Armordillo

Tank Fighter
  • Attack Damage
    55.88 ( + 3.5 )
  • Attack Speed
    0.625 ( +0%)
  • Attack Range
  • Critical Hit Chance
    0 ( + 0 )
  • HP
    564.48 ( + 86 )
  • HP Regeneration
    8 ( + 0.55 )
  • Armor
    36 ( + 4.3 )
  • Magic Resistance
    32.1 ( + 1.25 )
  • Mana
    310.44 ( + 33 )
  • Mana Regenration
    7.84 ( + 0.5 )
  • Move Speed
  • Spiked Shell
    Spiked Shell

    Rammus' basic attacks deal bonus magic damage, scaling with his Armor.

  • Powerball
    • Cost: 60 Mana
    • Range: 300

    Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.

    Rammus accelerates in a ball, gaining up to [0]% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/135/170/205/240 (+100% 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.

  • Defensive Ball Curl
    Defensive Ball Curl
    • Cost: 40 Mana
    • Range: 300

    Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.

    Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 30 plus 60/70/80/90/100% (10% Armor) and Magic Resist by 10 plus 30/35/40/45/50% (0) but becoming slowed by 30%.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.

  • Frenzying Taunt
    Frenzying Taunt
    • Cost: 50 Mana
    • Range: 325

    Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.

    Taunt an enemy champion or monster for 1.25/1.5/1.75/2/2.25 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.

  • Tremors
    • Cost: 100 Mana
    • Range: 375

    Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.

    Shake the earth for 7 seconds, dealing 40/80/120 (+20% Ability Power) magic damage to nearby enemies and slowing them by 8/10/12% for 1.5 seconds, stacking up to 8 times.Tremors deals 200% damage to turrets.

Rammus Ally Tips
  • 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.
  • Strong against:
Rammus Enemy Tips
  • 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.
  • Counter for Rammus:
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.