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LoL Champion Abilities: Rammus

Rammus RP Cost 585 Rammus BE Cost1350
Wishlist

Rammus The Armordillo

Pick 97%
Win 50%

Ability Range Cost Cooldown
Rammus's Spiked Shell
Spiked Shell Rammus's Passive Rammus's Passive
Self
Rammus's Passive
Rammus's Passive
Rammus' basic attacks deal 10 (+10% armor) bonus magic damage.
Q
Rammus's Powerball
Powerball Rammus's Q Ability
Self
60 / 65 / 70 / 75 / 80
16 / 13.5 / 11 / 8.5 / 6
Rammus switches to his ball state, continually increasing his movement speed up to 150-235% (at levels 1-18). Upon impacting with his enemies, they will be knocked back for an instant and be dealt 100 / 135 / 170 / 205 / 240 (+100% of ability power) magic damage. Additionally, targets affected by the impact will be slowed by 40 / 50 / 60 / 70 / 80 % for 1 second. Powerball lasts for up to 6 seconds.

Powerball is a channeled effect and can be interrupted.
W
Rammus's Defensive Ball Curl
Defensive Ball Curl Rammus's W Ability
Self
40
6
Rammus goes into a defensive formation for 6 seconds, increasing his armor by 30 plus 60 / 70 / 80 / 90 / 100% and magic resistance by 10 plus 30 / 35 / 40 / 45 / 50% of Rammus' total resistances. While in Defensive Ball Curl, Rammus deals 12-30 (at levels 1-18) (+15% of Rammus' armor) magic damage to attackers.

Rammus slows himself by 30% and amplifies Spiked Shell by 50% while Defensive Ball Curl is active. Rammus can reactivate the ability to end the effect early.
E
Rammus's Frenzying Taunt
Frenzying Taunt Rammus's E Ability
325
50
12
Rammus taunts an enemy champion or monster, forcing them to attack Rammus for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds. Rammus also gains 20 / 25 / 30 / 35 / 40% attack speed for the duration of the taunt. The attack speed buff's duration constantly refreshes while Rammus' other abilities are active.
R
Rammus's Tremors
Tremors Rammus's Ultimate (R) Ability
300
100
100 / 80 / 60 / 60 / 60
Rammus creates tremors beneath him for 8 seconds, dealing 30 / 60 / 90 (+20% of ability power) magic damage per second to nearby units and double that damage to structures. Affected units are slowed by 8 / 10 / 12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the slow duration (max slow: 64 / 80 / 96%). Maximum magic damage to units is 240 / 480 / 720 (+160% of ability power). Rammus can move, attack and use other abilities while Tremors is in effect.