WildPick
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Rammus
the Armordillo

Rammus

Passive · Spiked Shell

Rammus's attacks deal bonus physical damage based on a percentage of his armor.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage4
  • Durability10
  • Magic5
  • Difficulty5
  • Mobility8
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Rammus

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Rammus

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle
Primary

How to play as Rammus

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Rammus

Jungle: ward objectives, never walk blind into brush.

Mid

How to play as Rammus

Mid: shove wave fast and roam to side lanes.

How to beat Rammus

Mid: watch for roams and save Flash for the next gank.

Strong against

No data yet

Weak against

No data yet

ADC

How to play as Rammus

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Rammus

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support

How to play as Rammus

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Rammus

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

Spiked Shell

PC
Passive

Innate: Rammus' basic attacks deal 10 (+ 10% armor) bonus magic damage on-hit, increased to 15 (+ 15% armor) during Defensive Ball Curl.

Powerball

PC
Q

Active: Rammus channel for up to 6 seconds to roll into a ball, gaining % bonus total movement speed per second over the duration, up to a maximum of %. Powerball can be recast after 1 second within the duration, and does so automatically afterwards or when interrupt.

Rammus stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and airborne 125 units, though not through terrain. Enemies hit are then stun and standard sight for 0.4 seconds, as well as slow for 1 second.

Recast: Rammus ends Powerball.

Cooldown16 to 6

Defensive Ball Curl

PC
W

Active: Rammus enters a defensive stance for 6 seconds, gaining bonus armor and bonus magic resistance. While active, enemies that use a basic attack on-hit against Rammus are dealt magic damage equal to Spiked Shell bonus damage.

Rammus' basic attacks extend the remaining duration of Defensive Ball Curl by 0.4 seconds, up to a maximum of 4 additional seconds.

Defensive Ball Curl can be recast after 1 second within the duration, and does so automatically upon casting Powerball.

Cooldown7

Frenzying Taunt

PC
E

Active: Rammus taunt the target enemy champion or monster for a duration and gains bonus attack speed for the same duration.

The duration of the bonus attack speed continuously refreshes during Powerball, Defensive Ball Curl and Soaring Slam.

Cooldown12

Soaring Slam

PC
Ultimate

Active: Rammus dash to the target location with Cc-immunity. Upon arrival, he creates an impact that deals magic damage to nearby enemies and slow them for 1.5 seconds. The impact deals increased damage at the epicenter if Soaring Slam was cast further than 800 units, capped at 1700 units with 50% increased damage.

If Soaring Slam was cast during Powerball, enemies within the epicenter are also airborne for 0.75 seconds and are dealt Powerball damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.

The impact causes 3 aftershocks to burst from the area over 3.5 seconds, each one dealing magic damage to enemies within and applying the initial slow, which stacks up to 4 times.

Cooldown90