Rammus
the Armordillo
Quick build
Armor Tank
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.
Q, Powerball
Description
Active: 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. Magic Damage: 100/150/200/250/300 (+100% AP). Slow: 20/25/30/35/40%.
Stats by rank
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| Cooldown (s) | 10 | 10 | 10 | 10 | 10 |
| Cost | 70 | 80 | 90 | 100 | 110 |
W, Defensive Ball Curl
Description
Active: 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. Bonus Resistances: 40/60/80/100/120. Magic Damage: 15/25/35/45/55 (+10% armor).
Stats by rank
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| Damage | 15 | 25 | 35 | 45 | 55 |
| Cooldown (s) | 14 | 14 | 14 | 14 | 14 |
| Cost | 40 | 40 | 40 | 40 | 40 |
E, Puncturing Taunt
Description
Active: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. Taunt Duration: 1/1.5/2/2.5/3 seconds. Armor Reduction: 10/15/20/25/30.
Stats by rank
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| Cooldown (s) | 12 | 12 | 12 | 12 | 12 |
| Cost | 50 | 60 | 70 | 80 | 90 |
R, Tremors
Description
Active: Rammus creates an earthquake around himself for 8 seconds, dealing magic damage each second to nearby enemies, including to structures. Magic Damage Per Tick: 65/130/195 (+30% AP). Total Magic Damage: 520/1040/1560 (+240% AP).
Stats by rank
| 1 | 2 | 3 | |
|---|---|---|---|
| Damage | 65 | 130 | 195 |
| Cooldown (s) | 60 | 60 | 60 |
| Cost | 120 | 120 | 120 |
Build
This build as its own page: Armor Tank (Jungle)
First buy
Runes & masteries
0/21/9 · Jungle
AD Standard
- 9× +1.7% Attack Speed
- 9× +1 Armor
- 9× +1.4 Magic Resist
- 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 Promote
FuryFuryUp to 4 ranks+1% Attack Speed per rank
SorcerySorceryUp to 4 ranks+1% Cooldown Reduction per rank
ButcherButcherUp 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 level
BlastBlastUp to 4 ranks+0.25/0.5/0.75/1 Ability Power per level
DestructionDestructionUp 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 Penetration
Arcane 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 Damage
Mental ForceMental ForceUp to 3 ranks+2/4/6 Ability Power
SpellswordSpellswordUp 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 hit
SunderSunderUp to 3 ranks+2/4/6 Lethality
ArchmageArchmageUp 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% Healthoffense0
Summoner's Resolve (1 of 1 ranks)Summoner's Resolve1 / 1 ranksImproves the Summoner Spells Cleanse, Heal, Smite, Barrier, and Fortify
PerseverancePerseveranceUp to 3 ranksGrants up to +2/4/6 Health Regen per 5 seconds based on missing Health
Durability (4 of 4 ranks)Durability4 / 4 ranks+1.5/3/4.5/6 Health per level
Tough 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 Armor
ResistanceResistanceUp to 3 ranks+2/4/6 Magic Resist
Bladed 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 1/2
RelentlessRelentlessUp to 2 ranksReduces the effectiveness of slows by 7.5%/15%
Veteran's Scars (1 of 1 ranks)Veteran's Scars1 / 1 ranks+30 Health
Safeguard (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 3
TenaciousTenaciousUp 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 champion
Legendary 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 combat
MeditationMeditationUp to 3 ranks+1/2/3 Mana Regen per 5 seconds
Improved 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 them
Mastermind (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 level
ArtificerArtificerUp 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 seconds
Runic 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 Vamp
BiscuiteerBiscuiteerUp 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 40/75
AwarenessAwarenessUp 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 possess
ExplorerExplorerUp 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 Speedutility9
Skill order
| Lv | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | 3Q at level 3 | 14Q at level 14 | 15Q at level 15 | 17Q at level 17 | 18Q at level 18 | |||||||||||||
| W | 1W at level 1 | 4W at level 4 | 5W at level 5 | 7W at level 7 | 9W at level 9 | |||||||||||||
| E | 2E at level 2 | 8E at level 8 | 10E at level 10 | 12E at level 12 | 13E at level 13 | |||||||||||||
| R | 6R at level 6 | 11R at level 11 | 16R at level 16 |
Matchups
Strong against
Master Yi
Wuju Style
Wuju 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
Highlander
HighlanderRMaster 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 Shell
Spiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage. returns and
Defensive Ball Curl
Defensive 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 Taunt
Puncturing 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
Jax
Counter Strike
Counter 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 Shell
Spiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage. returning Jax's own damage.
Puncturing Taunt
Puncturing 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 Curl
Defensive 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
Tryndamere
Undying Rage
Undying 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 Taunt
Puncturing TauntEActive: Rammus taunts the target enemy champion or monster for a duration and reduces their armor for the same duration. spends the window, and
Powerball
PowerballQActive: 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
Karthus
Defile
DefileEPassive: 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 Waste
Lay 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 Curl
Defensive 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
Requiem
RequiemRActive: Karthus channels for 3 seconds, then deals magic damage to all targetable enemy champions upon completion. cast from across the map.Full matchup page
Veigar
Primordial Burst
Primordial BurstRActive: Veigar sends a primordial burst at the target enemy champion that deals magic damage. ignores every point of armor Rammus has, and
Event Horizon
Event 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
Powerball
PowerballQActive: 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 Taunt
Puncturing 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
KassadinKassadin deals magic damage through
Null Sphere
Null SphereQActive: Kassadin fires an orb of void energy at the target enemy that deals magic damage and silences them.,
Force Pulse
Force 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
Riftwalk
RiftwalkRActive: 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 Shell
Spiked ShellPassiveInnate: Rammus gains 25% armor as bonus attack damage.. Rammus needs
Puncturing Taunt
Puncturing 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
Olaf
Reckless Swing
Reckless SwingEActive: Olaf strikes thunder onto the target enemy, dealing true damage.'s true damage ignores
Defensive Ball Curl
Defensive 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. Mundo
Infected Cleaver
Infected 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
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.
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
- 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.
- V4.5
- Stats, Base armor increased to 25 from 21.
- 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







