RAMMUS STATS
Attack
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Attack Damage55.88 ( + 3.5 )
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Attack SpeedNaN ( +0%)
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Attack Range125
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Critical Hit Chance0 ( + 0 )
Defense
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HP564.48 ( + 95 )
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HP Regeneration8 ( + 0.55 )
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Armor36 ( + 4.3 )
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Magic Resistance32.1 ( + 1.25 )
Other
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Mana310.44 ( + 33 )
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Mana Regenration7.84 ( + 0.5 )
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Move Speed335
RAMMUS SPELLS
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Spiked Shell
Rammus' basic attacks deal bonus magic damage, scaling with his Armor.
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Powerball
- Cost: 60 {{ abilityresourcename }}
- 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.
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Defensive Ball Curl
- Cost: 40 {{ abilityresourcename }}
- 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.
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Frenzying Taunt
- Cost: 50 {{ abilityresourcename }}
- 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.
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Tremors
- Cost: 100 {{ abilityresourcename }}
- 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 {{ duration }} seconds, dealing {{ damagecalc }} magic damage to nearby enemies and slowing them by {{ slowperstack*100 }}% for {{ slowduration }} seconds, stacking up to {{ numberofpulses }} times.Tremors deals {{ turretdamagemodifier*100 }}% damage to turrets.
RAMMUS COUNTER/TIPS
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.
RAMMUS Build
RAMMUS SUMMONER SPELLS


RAMMUS REFORGED RUNES
Resolve




Domination


RAMMUS ABILITY ORDER
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1 | 4 | 5 | 7 | 9 | |||||||||||||
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2 | 10 | 12 | 13 | 14 | |||||||||||||
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3 | 8 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
RAMMUS ITEMS
Start Items
Jungle Start Items
First Back items
Immortal Rammus Build
Immortal Build Version 2
Immortal Build Version 3
Immortal Build Version 4
RAMMUS SUMMONER SPELLS


RAMMUS REFORGED RUNES
Resolve




Sorcery


RAMMUS ABILITY ORDER
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3 | 4 | 5 | 7 | 8 | |||||||||||||
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1 | 10 | 13 | 15 | 17 | |||||||||||||
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2 | 9 | 12 | 14 | 18 | |||||||||||||
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6 | 11 | 16 |
RAMMUS ITEMS
CORE ITEMS MUST HAVE
Start
Start vs darius
First times Back
If first times back good
NEXT ITEM
next level
Final before 15 mins (core)
final Best build
Another final build 2
IF enemy team doesn't have tank
The six item
Special item if you behind
Blance Build
Start
If you use 2 runes magic rest build boot first
get this item
Final build 1
final build 2
Special item if you behind
Sell Boots and build it in late
Start vs AD
First time
Next build
Final before 15 mins
Solo jax
Final build
Start
If enemy jungle physical damage
If enemy jungle Ap damage
Next to build vs physical damage
Core items
Full build (5 items)
6th items (situation)
the 6 item can build
RAMMUS SUMMONER SPELLS


RAMMUS REFORGED RUNES
Resolve




Domination


RAMMUS ABILITY ORDER
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3 | 4 | 5 | 7 | 9 | |||||||||||||
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1 | 14 | 15 | 17 | 18 | |||||||||||||
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2 | 8 | 10 | 12 | 13 | |||||||||||||
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6 | 11 | 16 |
RAMMUS ITEMS
Starting items
Example of Full Build
Situational Items
RAMMUS SKINS









