the Armordillo
Pick Rate
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% 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

Range: 300

Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 30 plus 60/70/80/90/100% ( 0.1) and Magic Resist by 10 plus 30/35/40/45/50% (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

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

Range: 375

Shake the earth for n seconds, dealing c magic damage to nearby enemies and slowing them by {{ slowperstack* 100 }}% for n seconds, stacking up to s times.Tremors deals {{ turretdamagemodifier* 100 }}% damage to turrets.