
Rammus
Base stats
Level 1 → level 15 (Wild Rift cap) · Range: 175- Health6902258 @15+112 per level
- Mana345919 @15+41 per level
- Attack damage54104.4 @15+3.6 per level
- Attack speed0.801.05 @15+2.20% per level
- Armor49114.8 @15+4.7 per level
- Magic resistance3854.8 @15+1.2 per level
- Movement speed335no growth
- Health regen920.3 @15+0.8 per level
- Daño4
- Resistencia10
- Magia5
- Dificultad5
- Movilidad8
- CC8
Counters por lane
Cada lane tiene counters + tipsJunglaPrincipal · beats 6 · loses to 5
TopOff-lane · beats 6 · loses to 6
Recommended build
Boots → three core items in order, then situational picks. WildPick's own data, revised every patch.JunglaTank
Warmog's ArmorOnce you have ~1000 bonus health
HeartsteelLong fights — you scale
Randuin's OmenCrit ADC melting your team
Kaenic RookernRepeated magic burst
Amaranth's TwinguardMixed damage
Frozen HeartAttack-speed fighters (Jax, Yi)
Gargoyle StoneplateFocused in team fights
Dead Man's PlateNeed speed to engage
Items that answer Rammus
Grouped by why they work — hover or tap an item for its statsBreak the crowd control
Rammus relies on a hard CC chain — tenacity and cleanses get you out of it.
Magic resistance
Rammus deals mostly magic damage — magic resistance and spell shields blunt the combo.
Shred the tankiness
Rammus stacks health and resistances — percent-health and penetration items cut through it.
Lock down the mobility
Rammus escapes with dashes — slows and grounding effects keep them in range.
Habilidades
Official descriptions + the latest numbers from patch notesSpiked Shell
PCPowerball
PCActive: 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.
- Base damage
- 80/110/140/170
- Movement speed increases by
- maximum 115% + level × 5%
Defensive Ball Curl
PCActive: 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.
- Armor increase
- 55/60/65/70%
Frenzying Taunt
PCActive: 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.
- Cooldown
- 13.5/13/12.5/12s
Soaring Slam
PCActive: 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.
- Cooldown
- 80/70/60s
Historial de balance
7 parches- 7.1b1 cambiosDefensive Ball Curl
- Armor scaling ratio55%/60%/65%/70%45%/50%/55%/60%
- 6.2e3 cambiosBase Stats
- Base Attack Damage5854
Defensive Ball Curl- Cooldown6s7s
- Bonus Damage while curled50%40%
- 6.22 cambiosBase Stats
- Spiked Shell bas damage10/12/14/1612/14/16/18
- Cooldown80/70/60s70/60/50s
- 5.3d4 cambiosPowerball
- Cooldown15/12/9/6s12/10/8/6s
Defensive Ball Curl- Attacked damage with basic attack10/12/14/16+8% armor10/12/14/16+10% armor
Frenzying Taunt- Cooldown15/14/13/12s13.5/13/12.5/12s
Soaring Slam- Cooldown95/80/65 s80/70/60s
- 5.1b2 cambiosROLLING ARMORDILLO
- Rolling movement speed35 + champion level × 260+ champion level × 1
POWERBALL- Movement speed increases bymaximum 105% + level × 5%maximum 115% + level × 5%
- 4.3a2 cambiosROLLING ARMORDILLO
- Movement speed during rolling state increases to60 + 90/14 × (Level - 1)35 + Level × 2
DEFENSIVE BALL CURL- Armor increase60/65/70/75%55/60/65/70%
- 4.2b2 cambiosROLLING ARMORDILLO
- Movement speed increased during powerball96~18060~150
POWERBALL- Base damage110/140/170/20080/110/140/170














































