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Rammus

the Armordillo

BClassic SRJungleTank · FighterPre-rework kit

Quick build

Armor Tank

Full build
JungleClassic SR0/21/9 masteries
Max
SmiteFlash

First buy

Core

  • Spirit of the Ancient Golem
  • Boots of Mobility
  • Sunfire Cape

Loadout

Jungle · AD Standard · 0/21/9 masteries

Overview

Difficulty
Difficulty 3 of 10
Class
Tank, Fighter
Released
· original roster

Base stats

Health
506+86
HP regen
1.51+0.11
Mana
288+33
Mana regen
1.5+0.1
Attack
53.5+3.5
Armor
28.8+3.8
MR
31.25+1.25
Move speed
335
Range
125
Attack speed
0.625+2.215%

Abilities

P, Spiked Shell

Description

Innate: Rammus gains 25% armor as bonus attack damage.

Build

This build as its own page: Armor Tank (Jungle)

JungleClassic SR
Max
SmiteFlash
  1. First buy

  2. Early

    • Spirit Stone
    • Kindlegem

    Toward Spirit of the Ancient Golem.

  3. Core

    • Spirit of the Ancient Golem
    • Boots of Mobility
    • Sunfire Cape
  4. Late

    • Thornmail
    • Randuin's Omen
    • Frozen Heart
  5. Full build

    • Spirit of the Ancient Golem
    • Boots of Mobility
    • Sunfire Cape
    • Thornmail
    • Randuin's Omen
    • Frozen Heart

Runes & masteries

0/21/9 · Jungle

AD Standard

Marks
  • 9× +1.7% Attack Speed
Seals
  • 9× +1 Armor
Glyphs
  • 9× +1.4 Magic Resist
Quintessences
  • 3× +26 Health

Page total

Armor
+9
Attack Speed
+15.3%
Health
+78
Magic Resist
+12.6
Summoner's WrathSummoner's WrathUp to 1 rankImproves the Summoner Spells Exhaust, Ignite, Ghost, Surge, Rally, and PromoteFuryFuryUp to 4 ranks+1% Attack Speed per rankSorcerySorceryUp to 4 ranks+1% Cooldown Reduction per rankButcherButcherUp to 2 ranksBasic attacks deal 2/4 bonus damage to minions and monsters
DeadlinessDeadlinessUp to 4 ranks+0.166/0.333/0.498/0.664 Attack Damage per levelBlastBlastUp to 4 ranks+0.25/0.5/0.75/1 Ability Power per levelDestructionDestructionUp to 1 rankIncrease damage to turrets by 5%
HavocHavocUp to 3 ranksIncreases damage dealt by 0.67%/1.33%/2%Weapon ExpertiseWeapon ExpertiseUp to 1 rank+8% Armor PenetrationArcane KnowledgeArcane KnowledgeUp to 1 rank+8% Magic Penetration
LethalityLethalityUp to 2 ranks+2.5%/5% Critical Strike Damage (5%/10% for melee)Brute ForceBrute ForceUp to 2 ranks+1.5/3 Attack DamageMental ForceMental ForceUp to 3 ranks+2/4/6 Ability PowerSpellswordSpellswordUp to 1 rankDeals 5% of your Ability Power as magic damage on basic attacks
FrenzyFrenzyUp to 1 rankGrants 10% attack speed for 2 seconds after landing a critical hitSunderSunderUp to 3 ranks+2/4/6 LethalityArchmageArchmageUp to 4 ranksIncreases Ability Power by 1.25%/2.5%/3.75%/5%
ExecutionerExecutionerUp to 1 rank · CapstoneIncreases damage dealt by 5% to targets below 50% Health

offense0

Summoner's Resolve (1 of 1 ranks)Summoner's Resolve1 / 1 ranksImproves the Summoner Spells Cleanse, Heal, Smite, Barrier, and FortifyPerseverancePerseveranceUp to 3 ranksGrants up to +2/4/6 Health Regen per 5 seconds based on missing HealthDurability (4 of 4 ranks)Durability4 / 4 ranks+1.5/3/4.5/6 Health per levelTough Skin (2 of 2 ranks)Tough Skin2 / 2 ranksReduces damage taken from monsters by 1/2
Hardiness (3 of 3 ranks)Hardiness3 / 3 ranks+2/4/6 ArmorResistanceResistanceUp to 3 ranks+2/4/6 Magic ResistBladed Armor (1 of 1 ranks)Bladed Armor1 / 1 ranksDeals 6 damage to any enemy monster that attacks you
Unyielding (2 of 2 ranks)Unyielding2 / 2 ranksReduces damage taken from enemy champions by 1/2RelentlessRelentlessUp to 2 ranksReduces the effectiveness of slows by 7.5%/15%Veteran's Scars (1 of 1 ranks)Veteran's Scars1 / 1 ranks+30 HealthSafeguard (1 of 1 ranks)Safeguard1 / 1 ranksReduces damage taken from turrets by 5%
Block (1 of 1 ranks)Block1 / 1 ranksReduces damage taken from champion basic attacks by 3TenaciousTenaciousUp to 3 ranksReduces the duration of crowd control effects by 5%/10%/15%Juggernaut (3 of 3 ranks)Juggernaut3 / 3 ranksIncreases your maximum Health by 1.5%/2.75%/4%
Defender (1 of 1 ranks)Defender1 / 1 ranksGrants +1 Armor and Magic Resist for each nearby enemy championLegendary ArmorLegendary ArmorUp to 3 ranksIncreases bonus Armor and Magic Resist by +2%/4%/6%Good HandsGood HandsUp to 1 rankReduce time spent dead by 10%Reinforced ArmorReinforced ArmorUp to 1 rankReduce damage taken from critical strikes by 10%
Honor Guard (1 of 1 ranks)Honor Guard1 / 1 ranks · CapstoneReduces damage taken from all sources by 3%

defense21

Summoner's Insight (1 of 1 ranks)Summoner's Insight1 / 1 ranksImproves the Summoner Spells Teleport, Flash, Clarity, Revive, and Clairvoyance.Wanderer (3 of 3 ranks)Wanderer3 / 3 ranksGrants +0.66%/1.33%/2% increased Movement Speed when out of combatMeditationMeditationUp to 3 ranks+1/2/3 Mana Regen per 5 secondsImproved Recall (1 of 1 ranks)Improved Recall1 / 1 ranksReduces the cast time of Recall by 1 second
ScoutScoutUp to 1 rankWards gain 25% increased vision range for the first 3 seconds after placing themMastermind (3 of 3 ranks)Mastermind3 / 3 ranksReduces the cooldown of Summoner Spells by 4%/7%/10%Expanded MindExpanded MindUp to 3 ranks+4/7/10 mana per levelArtificerArtificerUp to 2 ranksReduces the cooldown of activated items by 7.5%/15%
GreedGreedUp to 4 ranksGrants an additional +0.5/1/1.5/2 gold every 10 secondsRunic Affinity (1 of 1 ranks)Runic Affinity1 / 1 ranksIncreases the duration of neutral monster buffs by 20%VampirismVampirismUp to 3 ranks+1%/2%/3% Lifesteal and Spell VampBiscuiteerBiscuiteerUp to 1 rankStart the game with a regenerative biscuit that restores 80 Health and 50 Mana over 10 seconds
WealthWealthUp to 2 ranksIncreases starting gold by 40/75AwarenessAwarenessUp to 4 ranksIncreases Experience earned by 1.25%/2.5%/3.75%/5%Strength of SpiritStrength of SpiritUp to 3 ranksUp to +1/2/3 Health Regen per 5 seconds for each 400 Mana you possessExplorerExplorerUp to 1 rankStart the game with an Explorer's Ward.
PickpocketPickpocketUp to 1 rankGrants 5 gold (melee) or 3 gold (ranged) each time you basic attack an enemy champion (5s cooldown)IntelligenceIntelligenceUp to 3 ranks+2%/4%/6% Cooldown Reduction
NimbleNimbleUp to 1 rank · CapstoneGrants 3% increased Movement Speed

utility9

Skill order

Max order››
Skill order by level for Armor Tank
Lv123456789101112131415161718
Q3Q at level 314Q at level 1415Q at level 1517Q at level 1718Q at level 18
W1W at level 14W at level 45W at level 57W at level 79W at level 9
E2E at level 28E at level 810E at level 1012E at level 1213E at level 13
R6R at level 611R at level 1116R at level 16

Matchups

Strong against

  • Master YiMaster YiWuju StyleWuju StyleEPassive: Master Yi gains Attack Damage. Active: Master Yi gains additional Attack Damage for a duration but loses the passive bonus while on cooldown. and HighlanderHighlanderRMaster Yi gains Movement Speed and Attack Speed and becomes immune to slows. Champion kills refresh his cooldowns; assists refund half. are attack damage, which is what Spiked ShellSpiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage. returns and Defensive Ball CurlDefensive Ball CurlWActive: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and magic resistance, as well as dealing magic damage to enemies whenever they use basic attacks against him. Defensive Ball Curl can be canceled instantly by reactivating the ability, or 1 second after activating Powerball. doubles down on. Puncturing TauntPuncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. makes Yi keep attacking into it.Full matchup page
  • JaxJaxCounter StrikeCounter StrikeEActive: Jax enters Evasion for 2 seconds: a defensive stance that causes him to dodge all incoming non-turret basic attacks and take 25% reduced damage from all area of effect abilities sourced from champions. Counter Strike can be recast after 1 second, and does so automatically after the duration. Recast: Jax deals physical damage to nearby enemies, with the total damage increased by 20% for each attack dodged, up to a 100% increase, and stuns them for 1 second. dodges attacks; it does not dodge Spiked ShellSpiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage. returning Jax's own damage. Puncturing TauntPuncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. forces the attacks, and Defensive Ball CurlDefensive Ball CurlWActive: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and magic resistance, as well as dealing magic damage to enemies whenever they use basic attacks against him. Defensive Ball Curl can be canceled instantly by reactivating the ability, or 1 second after activating Powerball. makes each one worse for him.Full matchup page
  • TryndamereTryndamereUndying RageUndying RageRActive: Tryndamere's lust for battle becomes so strong that he becomes immune to death for 5 seconds and gains Fury. keeps Tryndamere alive for five seconds of hitting a champion who reflects it. Puncturing TauntPuncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. spends the window, and PowerballPowerballQActive: Rammus tucks into a ball and begins to roll for up to 7 seconds, losing the ability to use basic attacks or use Puncturing Taunt but amplifying his movement speed by an additional 20% each second, up to a maximum 155% increase. Upon colliding with an enemy, Rammus knocks back all nearby enemies, dealing them magic damage and slowing them for 3 seconds afterwards, also ending Powerball in the process. Powerball can be canceled instantly by reactivating the ability, or 1 second after activating Defensive Ball Curl. catches him afterwards.Full matchup page

Weak against

  • KarthusKarthusDefileDefileEPassive: Karthus restores mana whenever he kills an enemy. This passive is disabled when Defile is toggled on. Toggle: Karthus surrounds himself in a necrotic aura that deals magic damage every second to all nearby enemies. Toggling Defile off triggers a final tick of damage. Defile is toggled off automatically if Karthus becomes unable to pay its mana cost. and Lay WasteLay WasteQActive: Karthus conjures a blast at the target location that detonates after 0.5 seconds, granting sight of the area and dealing magic damage to all enemies within, doubled when only one target is struck. are magic damage, and 28.8 base armor plus Defensive Ball CurlDefensive Ball CurlWActive: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and magic resistance, as well as dealing magic damage to enemies whenever they use basic attacks against him. Defensive Ball Curl can be canceled instantly by reactivating the ability, or 1 second after activating Powerball. answers neither. Rammus also has nothing that stops a RequiemRequiemRActive: Karthus channels for 3 seconds, then deals magic damage to all targetable enemy champions upon completion. cast from across the map.Full matchup page
  • VeigarVeigarPrimordial BurstPrimordial BurstRActive: Veigar sends a primordial burst at the target enemy champion that deals magic damage. ignores every point of armor Rammus has, and Event HorizonEvent HorizonEActive: Veigar forms a cage at the target location that erects after a 0.5 second delay, remaining there for 3 seconds. Enemies that collide with the edges of the cage are stunned for a duration. Event Horizon can affect enemies only once per cast. stops PowerballPowerballQActive: Rammus tucks into a ball and begins to roll for up to 7 seconds, losing the ability to use basic attacks or use Puncturing Taunt but amplifying his movement speed by an additional 20% each second, up to a maximum 155% increase. Upon colliding with an enemy, Rammus knocks back all nearby enemies, dealing them magic damage and slowing them for 3 seconds afterwards, also ending Powerball in the process. Powerball can be canceled instantly by reactivating the ability, or 1 second after activating Defensive Ball Curl. before Puncturing TauntPuncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. is anywhere near range.Full matchup page
  • KassadinKassadinKassadin deals magic damage through Null SphereNull SphereQActive: Kassadin fires an orb of void energy at the target enemy that deals magic damage and silences them., Force PulseForce PulseEPassive: Each time Kassadin or a nearby champion casts an ability, Force Pulse gains a charge, up to 6 charges. At 6 charges, Kassadin can activate Force Pulse. Active: Kassadin consumes all charges and emits a pulse of void energy in a cone in the target direction that deals magic damage to enemies hit and slows them for 3 seconds. and RiftwalkRiftwalkRActive: Kassadin blinks toward the target location, dealing magic damage to all nearby enemies upon arrival. He then gains a stack of Riftwalk for 8 seconds, refreshing on subsequent casts and stacking up to 10 times. Riftwalk: For each stack, Riftwalk deals 60 bonus magic damage at an increased 100 mana cost. without attacking into Spiked ShellSpiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage.. Rammus needs Puncturing TauntPuncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. to force those basic attacks.Full matchup page
  • OlafOlafReckless SwingReckless SwingEActive: Olaf strikes thunder onto the target enemy, dealing true damage.'s true damage ignores Defensive Ball CurlDefensive Ball CurlWActive: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and magic resistance, as well as dealing magic damage to enemies whenever they use basic attacks against him. Defensive Ball Curl can be canceled instantly by reactivating the ability, or 1 second after activating Powerball. entirely; Olaf is the one duelist thornmail stats do not answer.Full matchup page
  • Dr. MundoDr. MundoInfected CleaverInfected CleaverQActive: Dr. Mundo hurls a cleaver in the target direction, dealing magic damage to the first enemy it hits and slowing them by 40% for 2 seconds. Infected Cleaver has a minimum damage threshold. If Infected Cleaver hits an enemy, Dr. Mundo heals for 50% of the health cost.'s percent-health magic damage ignores the armor ball; Mundo chips Rammus down and regenerates whatever the taunt returns.Full matchup page

Classic vs modern5 recorded kit changes

Source kit

League Classic

5 changes

Compared with

Current League

Classic

Spiked Shell

Innate: Rammus gains 25% armor as bonus attack damage.

Current League

Spiked Shell

Rammus gains bonus Attack Damage scaling with his Armor and Magic Resistance.

Coming from current LeaguePowerball does not knock up or stun, and R is not a dash: the modern 'Q into R engage' does not exist; engage is Q-slow into a long point-and-click taunt, and R is pressed while already on a target or turret.
Remembering Rammus in 2013Rank-1 taunt is only 1 second and Tremors costs 120 mana on a 288-mana champion, making the early jungle pattern mana-starved; Defensive Ball Curl's flat resistances also do not multiply with armor items the way modern DBC does.
Base-stat shifts11
Base health
Classic: 506Current League: 645
Health per level
Classic: 86Current League: 100
Health regen
Classic: 1.51Current League: 8
Base mana
Classic: 288Current League: 310
Base attack damage
Classic: 53.5Current League: 65
Attack damage per level
Classic: 3.5Current League: 0
Base armor
Classic: 28.8Current League: 35
Armor per level
Classic: 3.8Current League: 4.5
Base magic resist
Classic: 31.25Current League: 32
Magic resist per level
Classic: 1.25Current League: 2.05
Base attack speed
Classic: 0.625Current League: 0.7

Skins

  • Rammus

  • King Rammus

  • Chrome Rammus

  • Full Metal Rammus

  • Astronaut Rammus

  • Durian Defender Rammus

  • Baron Rammus

History & Notes

Released 2009-07-10, one of the original forty champions. Classic ships the pre-rework kit, frozen at patch 3.13.24. The modern game plays a different champion, compared under “Vs. modern”. Riot's next 3 balance steps after the freeze are listed below.

Changed after 3.13

  1. V3.15
    • Defensive Ball Curl, Can still be done by using Powerball.
    • Puncturing Taunt, Duration changed to 1.25/1.5/1.75/2/2.25 seconds from 1/1.5/2/2.5/3.
    • Puncturing Taunt, Mana cost reduced to 50 at all ranks from 50/60/70/80/90.
    • Tremors, Mana cost reduced to 100 from 120.
  2. V4.5
    • Stats, Base armor increased to 25 from 21.
  3. V4.17
    • Powerball, Effects changed to persist for 1 second after switching to Defensive Ball Curl from ending instantly.
    • Defensive Ball Curl, Effects changed to persist for 1 second after switching to Powerball from ending instantly.
Contributors
Reio