
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
MagicActive: 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
MagicActive: 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
MagicActive: 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













