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Rammus
the Armordillo

Rammus

Passiva · Spiked Shell

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

DanoDurabilidadeMagiaDificuldadeMobilidadeCC
Perfil do campeão (Riot)
  • Dano4
  • Durabilidade10
  • Magia5
  • Dificuldade5
  • Mobilidade8
  • CC8
Counters por laneCada lane tem counters + dicas
Top

Como jogar de Rammus

Top: segura o CS, leva TP ou Ghost dependendo do matchup.

Como vencer Rammus

Top: pune wave-states e warda river/jungle pra desviar de ganks.

Selva
Principal

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.

Meio

Como jogar de Rammus

Mid: empurra a wave rápido e roma pras side lanes.

Como vencer Rammus

Mid: fica de olho nos roams e guarda Flash pro próximo gank.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

ADC

Como jogar de Rammus

ADC: kita a frontline, bate no tank mais perto e depois nas carries.

Como vencer Rammus

ADC: fica atrás dos minions e foca no ADC inimigo nas team fights.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Suporte

Como jogar de Rammus

Support: mantém visão + peel pro ADC, sobe Locket Enchant + Knight's Vow.

Como vencer Rammus

Support: desvia de hooks/engages e compra Mikael's contra muito CC.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Habilidades

Spiked Shell

PC
Passiva

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.

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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.

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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.

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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.

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