the Armordillo
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Ban Rate
Win Rate
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

Range: 300

Rammus accelerates in a ball, gaining up to f 2% Move Speed over 6 seconds. On enemy collision, he stops, dealing 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

Range: 300

Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 40 plus 60/70/80/90/100% (f 1) and Magic Resist by 10 plus 30/35/40/45/50% (f 2) but becoming slowed by 30%.Attacking increases the duration of this effect by o seconds each (max n).During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.

Frenzying Taunt (E)

Cooldown: 12

Cost: 50

Range: 325

Taunt an enemy champion or monster for 1.2/1.4/1.6/1.8/2 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.

Soaring Slam (R)

Cooldown: 110/95/80

Cost: 100

Range: Global

Hop into the air and slam down at a target location, dealing c magic damage and Slowing enemies by {{ slowamount* 100 }}% for n seconds. Enemies near the center take additonal damage based on the distance traveled (up to c). If Soaring Slam is cast while Powerball is active, enemies near the center are Knocked Up for n seconds.Rammus creates aftershocks at the target location for n seconds that deal c magic damage and stack the original Slow up to s additional times.