WildPick
Volver a Campeones
Rammus
the Armordillo

Rammus

Pasiva · Spiked Shell

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

DañoResistenciaMagiaDificultadMovilidadCC
Perfil del campeón (Riot)
  • Daño4
  • Resistencia10
  • Magia5
  • Dificultad5
  • Movilidad8
  • CC8
Counters por laneCada lane tiene counters + tips
Top

Cómo jugar con Rammus

Top: mantén el CS, lleva TP o Ghost según el matchup.

Cómo derrotar a Rammus

Top: castiga los wave-states y warda el río/jungla para esquivar ganks.

Jungla
Principal

Cómo jugar con Rammus

Jungla: trackea el Scuttle, gankea lanes débiles y escala a objectives.

Cómo derrotar a Rammus

Jungla: warda los objectives y nunca entres a brush a ciegas.

Medio

Cómo jugar con Rammus

Mid: empuja la wave rápido y rotea a las side lanes.

Cómo derrotar a Rammus

Mid: cuidado con los roams y guarda Flash para el próximo gank.

Fuerte contra

Sin datos por ahora

Débil contra

Sin datos por ahora

ADC

Cómo jugar con Rammus

ADC: kitea la frontline, pega al tank más cercano y luego a las carries.

Cómo derrotar a Rammus

ADC: quédate detrás de los minions y enfócate en el ADC enemigo en las peleas.

Fuerte contra

Sin datos por ahora

Débil contra

Sin datos por ahora

Soporte

Cómo jugar con Rammus

Support: mantén visión + peel al ADC, sube Locket of the Iron Solari + Knight's Vow.

Cómo derrotar a Rammus

Support: esquiva hooks/engages y compra Mikael's contra mucho CC.

Fuerte contra

Sin datos por ahora

Débil contra

Sin datos por ahora

Habilidades

Spiked Shell

PC
Pasiva

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.

Números (último)
Base damage
80/110/140/170
Movement speed increases by
maximum 115% + level × 5%
Enfriamiento16 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.

Números (último)
Base damage
10/12/14/16
Percent armor boost
70/75/80/85%
Armor increase
55/60/65/70%
Enfriamiento7

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.

Números (último)
Cooldown
13.5/13/12.5/12s
Enfriamiento12

Soaring Slam

PC
Ulti

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.

Números (último)
Cooldown
80/70/60s
Enfriamiento90
Historial de balance8 parches
7.1b1 cambios
  • Defensive Ball Curl · Armor scaling ratio: 55%/60%/65%/70%45%/50%/55%/60%
6.2e3 cambios
  • Base Stats · Base Attack Damage: 5854
  • Defensive Ball Curl · Cooldown: 6s7s
  • Defensive Ball Curl · Bonus Damage while curled: 50%40%
6.22 cambios
  • Base Stats · Spiked Shell bas damage: 10/12/14/1612/14/16/18
  • Base Stats · Cooldown: 80/70/60s70/60/50s
5.3d4 cambios
  • Powerball · Cooldown: 15/12/9/6s12/10/8/6s
  • Defensive Ball Curl · Attacked damage with basic attack: 10/12/14/16+8% armor10/12/14/16+10% armor
  • Frenzying Taunt · Cooldown: 15/14/13/12s13.5/13/12.5/12s
  • Soaring Slam · Cooldown: 95/80/65 s80/70/60s
5.1b2 cambios
  • ROLLING ARMORDILLO · Rolling movement speed: 35 + champion level × 260+ champion level × 1
  • POWERBALL · Movement speed increases by: maximum 105% + level × 5%maximum 115% + level × 5%
4.3a2 cambios
  • ROLLING ARMORDILLO · Movement speed during rolling state increases to: 60 + 90/14 × (Level - 1)35 + Level × 2
  • DEFENSIVE BALL CURL · Armor increase: 60/65/70/75%55/60/65/70%
4.2b2 cambios
  • ROLLING ARMORDILLO · Movement speed increased during powerball: 96~18060~150
  • POWERBALL · Base damage: 110/140/170/20080/110/140/170
4.1a2 cambios
  • DEFENSIVE BALL CURL · Base damage: 8/10/12/1410/12/14/16
  • DEFENSIVE BALL CURL · Percent armor boost: 70/80/90/100%70/75/80/85%