0.151.2 → 11.2.1
| armor | 17 | → | 36 | Toughness |
| armor/lvl | 3.8 | → | 4.3 | Toughness |
| attack damage | 50 | → | 56 | Damage |
| attack speed | 0.625 | → | 0.656 | Damage |
| health | 420 | → | 564 | Toughness |
| health/lvl | 86 | → | 95 | Toughness |
| hp regen | 5 | → | 8 | Toughness |
| magic resist | 30 | → | 32 | Toughness |
| mana | 255 | → | 310 | Tempo |
| mp regen | 7 | → | 7.84 | Tempo |
| move speed | 310 | → | 335 | Mobility |
Passive
− Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into Attack Damage.
+ Rammus' basic attacks deal bonus magic damage, scaling with his Armor.
Q
− Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100/150/200/250/300 (+1 AP) magic damage to nearby enemies on impact and slowing them by 20/25/30/35/40% for 3 seconds.Activating Defensive Ball Curl will remove this effect.
+ Rammus accelerates in a ball, gaining up to 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.
W
− Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resist, while returning damage to attacks.
+ Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
− Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40/60/80/100/120 and returning 15/25/35/45/55 (+0.10 Armor) magic damage to attackers.Activating Powerball will remove this effect.
+ Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 30 plus 60/70/80/90/100% ({{ f2 }} Armor) but becoming slowed by 30%.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.
E
− Rammus taunts an enemy unit into a reckless assault against Rammus' hard shell, reducing Armor temporarily.
+ Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
− Rammus taunts the unit into a reckless assault, reducing their Armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).
+ 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.
R
− Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him.
+ Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
− Rammus creates tremors beneath him, dealing 65/130/195 (+0.30 AP) magic damage every second to nearby units and structures for 8 seconds.
+ Shake the earth for 7 seconds, dealing {{ damagecalc }} magic damage to nearby enemies and slowing them by 6/8/10% for 1.5 seconds, stacking up to 8 times.Tremors deals 200% damage to turrets.
Rammus