Rammus
the Armordillo
5.0%
Pick Rate
2.5%
Ban Rate
51.7%
Win Rate
Easiest Lane Matchup
Graves
59.9% Win Rate
Hardest Lane Matchup
Olaf
56.6% Win Rate
4.2%
Top
94.9%
Jungle
0.1%
Mid
0%
Marksman
0.8%
Support

Most Popular Build #1

2.7% Popularity

Most Popular Build #2

2.5% Popularity

Most Popular Build #3

1.7% Popularity

Spiked Shell (Passive)

Rammus' basic attacks deal bonus magic damage, scaling with his Armor.

Powerball (Q)

Cooldown: 16/13.5/11/8.5/6

Cost: 60 Mana

Range: 300

Rammus accelerates in a ball, gaining up to f 2% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/135/170/205/240 (+1) magic damage to nearby enemies, knocking them back, and slowing them by 40/50/60/70/80% for 1 second.

Can be reactivated to end the effect early and put Powerball on cooldown.
Powerball is a channeled spell and is subject to interruption by spells that prevent casting.
Casting Powerball cancels Defensive Ball Curl and puts it on cooldown.

Defensive Ball Curl (W)

Cooldown: 6

Cost: 40 Mana

Range: 300

Rammus enters a defensive formation for up to 6 seconds, increasing Armor and Magic Resist by 20 plus 50/55/60/65/70% ( 0.1/f 2) but becoming slowed by 30%.

During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.

Can be reactivated to end the effect early and put Defensive Ball Curl on cooldown.
Casting Defensive Ball Curl cancels Powerball and puts it on cooldown.

Frenzying Taunt (E)

Cooldown: 12

Cost: 50 Mana

Range: 325

Taunt an enemy champion or monster for 1.25/1.5/1.75/2/2.25 seconds and gain 20/25/30/35/40% Attack Speed for the same duration.

While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed bonus is refreshed.

Tremors (R)

Cooldown: 100/80/60

Cost: 100 Mana

Range: 375

Shake the earth for 7 seconds, dealing 40/80/120 (+0.2) magic damage to nearby enemies and slowing them by 8/10/12% for 1.5 seconds, stacking up to 8 times.

Tremors deals 200% damage to turrets.