7.9.2 → 7.10.1
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 for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+1 AP) magic damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.Activating Defensive Ball Curl will remove this effect after 1 second. AP
+ Rammus accelerates in a ball, gaining up to {{ f2 }}% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/135/170/205/240 (+1 AP) magic damage to nearby enemies, knocking them back, and slowing them by 40/50/60/70/80% for 1 second.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.
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.(+0.10 Armor).Activating Powerball will remove this effect after 1 second. AP
+ Rammus enters a defensive formation for up to 6 seconds, increasing Armor and Magic Resist by 20 plus 50/55/60/65/70% (0.10 Armor/{{ f2 }} Armor) but becoming slowed by 60%.Can be reactivated to end the effect early and put Defensive Ball Curl on cooldown.
E
− Rammus taunts an enemy champion or monster 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 an enemy champion or monster into a reckless assault, forcing them to attack him and reducing their Armor by 5/10/15/20/25 for 1.25/1.5/1.75/2/2.25 seconds.
+ 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 40/80/120 (+0.20 AP) magic damage to nearby enemies and slowing them by 8/10/12% for 1.5 seconds, stacking up to 8 times.Tremors deals 200% damage to turrets.
Rammus