Introduction
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.
“OK.”
Abilities
Passive: Spiked Shell
Rammus' basic attacks deal 10 (+10% armor) bonus magic damage.
Powerball (Q)
Cooldown: 16 / 13.5 / 11 / 8.5 / 6
Mana Cost: 60 / 65 / 70 / 75 / 80
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.
Defensive Ball Curl (W)
Cooldown: 6
Mana Cost: 40
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.
Frenzying Taunt (E)
Range: 325
Cooldown: 12
Mana Cost: 50
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.
Tremors (R)
Range: 300
Cooldown: 100 / 80 / 60
Mana Cost: 100
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.