
Rammus
- Daño4
- Resistencia10
- Magia5
- Dificultad5
- Movilidad8
- CC8
Counters por laneCada lane tiene counters + tips
Top
JunglaPrincipal
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.
Débil contra
Medio
ADC
Soporte
Cómo jugar con Rammus
Support: mantén visión + peel al ADC, sube Locket of the Iron Solari + Knight's Vow.
Fuerte contra
Sin datos por ahora
Débil contra
Sin datos por ahora
Habilidades
Spiked 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.
- Base damage
- 10/12/14/16
- Percent armor boost
- 70/75/80/85%
- 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 balance8 parches
- Defensive Ball Curl · Armor scaling ratio: 55%/60%/65%/70%→45%/50%/55%/60%
- Base Stats · Base Attack Damage: 58→54
- Defensive Ball Curl · Cooldown: 6s→7s
- Defensive Ball Curl · Bonus Damage while curled: 50%→40%
- Base Stats · Spiked Shell bas damage: 10/12/14/16→12/14/16/18
- Base Stats · Cooldown: 80/70/60s→70/60/50s
- Powerball · Cooldown: 15/12/9/6s→12/10/8/6s
- Defensive Ball Curl · Attacked damage with basic attack: 10/12/14/16+8% armor→10/12/14/16+10% armor
- Frenzying Taunt · Cooldown: 15/14/13/12s→13.5/13/12.5/12s
- Soaring Slam · Cooldown: 95/80/65 s→80/70/60s
- ROLLING ARMORDILLO · Rolling movement speed: 35 + champion level × 2→60+ champion level × 1
- POWERBALL · Movement speed increases by: maximum 105% + level × 5%→maximum 115% + level × 5%
- 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%
- ROLLING ARMORDILLO · Movement speed increased during powerball: 96~180→60~150
- POWERBALL · Base damage: 110/140/170/200→80/110/140/170
- DEFENSIVE BALL CURL · Base damage: 8/10/12/14→10/12/14/16
- DEFENSIVE BALL CURL · Percent armor boost: 70/80/90/100%→70/75/80/85%





















