
Rammus
- Dano4
- Durabilidade10
- Magia5
- Dificuldade5
- Mobilidade8
- CC8
Counters por laneCada lane tem counters + dicas
Top
SelvaPrincipal
Como jogar de Rammus
Jungle: trackeia o Scuttle, ganka lanes fracas e escala pros objectives.
Como vencer Rammus
Jungle: warda objectives e nunca entra no mato sem visão.
Fraco contra
Meio
ADC
Suporte
Como jogar de Rammus
Support: mantém visão + peel pro ADC, sobe Locket Enchant + Knight's Vow.
Forte contra
Sem dados ainda
Fraco contra
Sem dados ainda
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.
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.
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.
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.





















