11.22.1 → 11.23.1
Q
− 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.
+ Rammus curls into a ball, gaining {{ minimummovespeed }} Move Speed, accelerating up to {{ maximummovespeed }} Move Speed over 6 seconds. Rammus stops after colliding with an enemy, dealing {{ powerballdamage }} magic damage, Knocking Back, and Slowing nearby enemies by 40/50/60/70/80% for 1 second.Recast: Rammus ends this Ability early.
W
− Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 40 plus 60/70/80/90/100% ({{ f2 }} Armor) but becoming slowed by 30%.Attacking increases the duration of this effect by 0.4 seconds each (max 4).During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.
+ Rammus enters a defensive formation, gaining 40 Armor Armor, {{ bonusmrcalc }} Magic Resist, and Slowing himself by 30% for 6 seconds. While active, Spiked Shell's damage is increased by {{ passivedamageampcalc }}% and also damages enemies that Attack Rammus.Rammus's Attacks increase the duration by 0.4 seconds (max: 4).Recast: Rammus ends this Ability early.
E
− Taunt an enemy champion or monster for 1.2/1.4/1.6/1.8/2 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.
+ 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.
R
− Hop into the air and slam down at a target location, dealing {{ initialdamagecalc }} magic damage and Slowing enemies by 12/15/17% for 1.5 seconds. Enemies near the center take additonal damage based on the distance traveled (up to {{ tooltipmaxdamagecalc }}). If Soaring Slam is cast while Powerball is active, enemies near the center are Knocked Up for 0.75 seconds.Rammus creates aftershocks at the target location for 3.5 seconds that deal {{ pulsedamagecalc }} magic damage and stack the original Slow up to 3 additional times.
+ Rammus hops into the air and slams down in an area, dealing {{ initialdamagecalc }} magic damage and Slowing by 12/15/17% for 1.5 seconds. Enemies in the center take additional damage based on how far Rammus hopped (max: {{ tooltipmaxdamagecalc }} magic damage). If used during Powerball, enemies in the center are also Knocked Up for 0.75 seconds.Rammus then creates 3 aftershocks in the area over 3.5 seconds, each dealing {{ pulsedamagecalc }} magic damage and stacking the Slow (max: {{ maxslow }}%).The range of this Ability is increased by Rammus's Move Speed.
Rammus