The Rift Codex

Patch 26.17

All champions

Shurima

Rammus

the Armordillo

TankMana

Base stats

Values at level 1

1

Health

645

+100 / lvl

Health regen

8

+0.6 / lvl

Mana

310

+33 / lvl

Mana regen

7.9

+0.5 / lvl

Armor

35

+4.5 / lvl

Magic resist

32

+2.1 / lvl

Attack damage

65

+2.75 / lvl

Attack speed

0.7

+2.2% / lvl

Attack range

125

Does not scale

Move speed

335

Does not scale

Abilities

  • P

    Spiked Shell

    Innate: Rammus gains bonus attack damage equal to the sum of 15% total armor and 15% total magic resistance.

  • Q

    Powerball

    Magic

    Active: Rammus rolls into an accelerating ball, channeling for up to 6 seconds to gain 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 upon casting Defensive Ball Curl. Rammus stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and knocking them back 125 units, though not through terrain. Enemies hit are then stunned and revealed for 0.4 seconds, as well as slowed for 1 second. Recast: Rammus ends Powerball.

    Cooldown
    12 / 10.5 / 9 / 7.5 / 6s
    Cost
    60 Mana
    Range
    300
    Magic Damage
    80 / 120 / 160 / 200 / 240 (+ 100% AP)
    Slow
    40 / 50 / 60 / 70 / 80%
  • W

    Defensive Ball Curl

    Magic

    Active: Rammus enters a defensive stance for 7 seconds, gaining bonus armor and bonus magic resistance. While active, enemies that use a basic attack on-hit against Rammus are dealt 15 (+ 10% total armor) (+ 10% total magic resistance) magic damage. Defensive Ball Curl can be recast after 1 second within the duration, and does so automatically upon casting Powerball or Soaring Slam. Recast: Rammus ends Defensive Ball Curl.

    Cooldown
    7s
    Cost
    40 Mana
    Range
    300
    Bonus Armor
    27 / 32 / 37 / 42 / 47 (+ 30 / 37.5 / 45 / 52.5 / 60% total armor)
    Bonus Magic Resistance
    20 / 25 / 30 / 35 / 40 (+ 30 / 37.5 / 45 / 52.5 / 60% total magic resistance)
  • E

    Frenzying Taunt

    Active: Rammus taunts the target enemy champion or monster for a duration. Monsters are additionally dealt magic damage upon being affected.

    Cooldown
    12s
    Cost
    50 Mana
    Range
    325
    Taunt Duration
    1.2 / 1.4 / 1.6 / 1.8 / 2 seconds
    Monster Magic Damage
    80 / 100 / 120 / 140 / 160 (+ 70% AP)
  • R

    Soaring Slam

    Magic

    Active: Rammus leaps to the target location with immunity to crowd control. Upon arrival, he creates an impact that deals magic damage to nearby enemies and slows them for 1.5 seconds. If Soaring Slam was cast during Powerball, enemies within the epicenter of the impact are also knocked up 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 applying and refreshing the duration of the initial slow. Soaring Slam's damage affects structures and is doubled against turrets.

    Cooldown
    120 / 105 / 90s
    Cost
    100 Mana
    Range
    800 OR 150% movement speed
    Magic Damage
    150 / 250 / 350 (+ 60% AP)
    Slow
    30 / 40 / 50%

Skins

13 in the archive

Rammus
King Rammus
Chrome Rammus
Molten Rammus
Freljord Rammus
Ninja Rammus
Full Metal Rammus
Guardian of the Sands Rammus
Sweeper Rammus
Hextech Rammus
Astronaut Rammus
Durian Defender Rammus
Baron Rammus