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 curls into a ball, gaining d Move Speed, accelerating up to d Move Speed over 6 seconds. Rammus stops after colliding with an enemy, dealing magic damage, Knocking Back, and Slowing nearby enemies by 40/50/60/70/80% for 1 second.Recast: Rammus ends this Ability early.d

Defensive Ball Curl (W)

Cooldown: 7

Cost: 40

Range: 300

Rammus enters a defensive formation for n seconds, gaining F 1 Armor (%i:scaleArmor%) and F 2 Magic Resist (%i:scaleMR%). While active, Spiked Shell\'s damage is increased by c and also damages enemies that Attack Rammus.Rammus\'s Attacks increase the duration by o seconds (max: n).Recast: Rammus ends this Ability early.d

Frenzying Taunt (E)

Cooldown: 12

Cost: 50

Range: 325

Rammus Taunts an enemy champion or jungle monster for 1.2/1.4/1.6/1.8/2 seconds and gains 20/25/30/35/40% Attack Speed for 1.2/1.4/1.6/1.8/2 seconds.d

Soaring Slam (R)

Cooldown: 90

Cost: 100

Range: Global

Rammus hops into the air and slams down in an area, dealing c magic damage and Slowing by {{ slowamount* 100 }}% for n seconds. Enemies in the center take additional damage based on how far Rammus hopped (max: c magic damage). If used during Powerball, enemies in the center are also Knocked Up for n seconds.Rammus then creates s aftershocks in the area over n seconds, each dealing c magic damage and stacking the Slow (max: w%).The range of this Ability is increased by Rammus\'s Move Speed.d