Leaguepedia | League of Legends Esports Wiki
General Information
TitleThe Armordillo
Release DateJuly 10, 2009
Cost1350 BE 585 RP

564 (+ 80)

8 (+ 0.55)

310 (+ 33)

7.84 (+ 0.5)


56 (+ 3.5)

0.656 (+ 2.215%)


36 (+ 4.3)

32 (+ 1.25)
Developer Info
DDragon KeyRammus
Integer Key33
External Links
Game Info Wikileagueoflegends.fandom.com

Rammus is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Idolized by many, dismissed by some, mystifying to all, the curious being, Rammus, is an enigma. Protected by a spiked shell, Rammus 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 desert.

Some believe Rammus is an Ascended being, an ancient god amongst men who rolls to Shurima’s aid as an armored guardian in its times of need. Superstitious folk swear he is a harbinger of change, appearing when the land is on the verge of a great shift in power. Others speculate he is the last of a dying species that roamed the land before the Rune Wars sundered the desert with uncontrolled magic.

With so many rumors of great power, magic, and mystery surrounding him, Rammus compels many Shurimans to seek his wisdom. Soothsayers, priests, and deranged lunatics alike claim to know where Rammus dwells, but the Armordillo has proved elusive. Despite this, proof of his presence predates living memory, with crumbling mosaics depicting his image on the most ancient walls of Shuriman ruins. His likeness adorns colossal stone monuments made in the early days of Ascension, leading some to believe he is no less than an immortal demigod. Skeptics often point to a simpler explanation: that Rammus is just one of many such creatures.

It is said that he appears only to worthy pilgrims in great need of his aid, and those blessed by his presence experience great turning points. After the Armordillo rescued the heir to a vast kingdom from a terrible fire, the man renounced his position to become a goat farmer. An elderly mason was inspired by a profound, yet brief conversation with Rammus, and constructed an enormous marketplace which became the bustling heart of Nashramae.

Knowing Rammus’s guidance can pave an enlightened path, devout believers perform elaborate rituals designed to attract the favor of their deity. Disciples of the cult devoted to Rammus demonstrate their unwavering faith in a yearly ceremony by imitating his famous roll and somersaulting through the city in droves. Every year, thousands of Shurimans trek through the most treacherous and remote corners of the desert on a quest to find Rammus, for many teachings indicate he will answer a single question of those he finds deserving, if they are able to find him. Knowing his enthusiasm for desert treats, the pilgrims arm themselves with offerings thought to attract his blessing, packing their mules with flasks of sweet goat’s milk, chests filled with colonies of ants sealed in wax, and jars of honeycombs. Many never return from the deep desert, and fewer still with stories of the demigod, though travelers describe waking to find their packs mysteriously emptied of all edible provisions.

Whether he is truly a wise oracle, Ascended deity, or a mighty beast, Rammus is known for his miraculous feats of endurance. He entered the impenetrable Fortress of Siram, an imposing bastion designed by a crazed sorcerer. The structure was said to contain untold magical horrors - fearsome beasts mutated beyond recognition, corridors wreathed in flames, impenetrable tunnels guarded by shadow demons. Not an hour had passed when the enormous fortress collapsed in a plume of dust, and Rammus was seen rolling away. None knew why Rammus entered the darkened gate, nor what secrets he learned within the basalt walls of the fortress. In the year of the great flood he crossed the vast lake of Imalli in just two days, and dug many miles deep to destroy a giant anthill and kill its queen, whose daughters had devastated the nearby farmland.

Sometimes he appears as a benevolent hero. When invading Noxian warbands attacked a Northern Shuriman settlement, disparate tribes banded together to defend the territory beneath the Temple of the Ascended. They were no match for the invaders in size or skill, and the battle was all but lost when Rammus entered the fray. Each side was so shocked to see the elusive creature that fighting halted completely as they watched him roll between them. As Rammus passed the towering temple, the foundations of the building shook, and enormous stone blocks toppled onto the invading army, crushing many of its warriors. Now outnumbered, the army retreated to elated cheers from the Shurimans. While many swear Rammus saved the town out of love for Shurima, others argue he was merely defending the territory in which his favorite cactus flowers grew. At least one tribesman claims Rammus was simply sleeprolling and had no intention of taking down a temple.

Whatever the truth, stories of Rammus are treasured by the people of Shurima. Any Shuriman child can list a dozen theories on the question of his origin, half of which they likely invented on the spot. Tales of the Armordillo have only increased with the rise of Ancient Shurima, as they did just before its fall, giving way to a belief that his presence heralds darker times to come.

But how can such a benevolent, epicurean soul herald an age of destruction?


- RammusSquare.pngRammus


Ojan’s knife whittled the edge of the ironwood into a soft curve. As an eight-year-old, he wasn’t the most practiced craftsman; his wood block was just starting to resemble something round and spiky.

His sister, Zyama, leaned down from her bunk and grimaced.

“What’s that? Rhoksha dung?” she said. “No one will want to buy that.”

“It’s not dung, it’s a great and fearsome god, with his armor and everything! And it won’t be for sale. It’s for luck.”

“We’re traders, little brother,” she said. “Everything here is for sale.”

The caravan clinked and clanged as it rolled over the dunes. Every space from floor to ceiling was packed tightly with jars of spices, leaving just enough room for the family’s narrow bunks.

“Something’s chasing us from the south!” Ojan’s mother shouted from outside. Ojan heard her whip crack, urging the camels to hurry their pace.

Zyama leaned out the window, staring through her most prized possession, an ornate spyglass.

“They’re Kmiros! I’ll ready the arrows,” she said. “They must be after your Rhoksha dung.”

Ojan replaced her at the window. Sure enough, hundreds of beetles the size of dogs swarmed over the dune behind them.

Zyama returned with a bow and quiver of colorful arrows. She fired, taking one beetle out, but the mass of insects charged on without pause.

“How many arrows do we have?” Ojan asked.

“About forty,” Zyama said, looking into the quiver. She frowned.

Their mother’s voice carried from the front. “We’ll have to outrun them. Hold on!”

Whips cracked once more and the caravan jolted forward, knocking Ojan to the floor.

Zyama loosed another arrow into the swarm, spearing two at once. The creatures fell, but plenty more took their place.

“Oil! In the left cabinet!” their mother shouted.

Ojan ducked away and returned with a flask of lamp oil and a wad of rags. He doused a piece of cloth before wrapping it around the tip of an arrow. He lit the bundle on fire and carefully handed it to Zyama, who blasted the flaming shot into a cluster of beetles. They burst into flames, screeching as they burned. Ojan grinned.

Together they bombarded the horde with flaming arrows, firing as fast as Ojan could wrap each arrowhead. The air smoked with burning chitin. The caravan accelerated, and the gap increased. They were nearly safe.

Ojan’s stomach dropped. The Kmiros spread glittering wings and rose to the skies as a unified black cloud.

Ojan flinched as a heavy thud shook the cabin from above. More followed, and the wooden slats groaned under the weight of the oversized insects.

“Hold on!” his mother shouted from the front as she veered them sharply left. Beetles tumbled from the roof, but Ojan heard a discordant scratching from above and knew more had landed.

Pincers broke through the layered beams in the ceiling and an enormous beetle tumbled into the caravan. Zyama drew her dagger and stabbed it, but her blade was unable to pierce its tough carapace. She pushed Ojan back and waved her blade before her, desperately trying to hold it at bay.

More Kmiros dropped through the smashed roof, all snapping jaws and clicking pincers. Ojan dove beneath his bunk, desperately kicking the insects as they clawed for him. He prised the round wooden figure from his pocket.

“Please, Rammus, I pray to you,” he whispered. “Help us!”

The caravan jolted as beetles landed on the roof. It pitched back and forth like a ship on a rough sea. Then the world tilted sideways as the caravan overturned completely, skidding in the sand.

Ojan shielded his face from tumbling objects as dust clouded his vision. He was flung against the wall, his ears ringing and head throbbing as the caravan swerved. After a moment of stillness, he felt a hand tug his arm as his mother dragged him from the rubble. He squinted in the blinding sunlight.

The family huddled in the wreckage of their caravan, coughing in the dusty air as the Kmiros circled. A beetle charged forward and Ojan’s mother stabbed it between its clicking jaws. She skewered another as it scrambled to bite her daughter, spilling rank yellow innards across the sand. A third beetle leapt from the top of the caravan and landed behind them. Zyama screamed as it seized her foot in its pincers.

The beetles froze abruptly, halting their attack. They hunkered low to the ground, antennas flexing. In the silence, Ojan heard a distant whirring. He watched the western horizon as a sand cloud rushed toward them in a fury of dust. The family brandished their weapons in readiness to fight this new threat.

A round armored shape exploded from the flurry of sand and smashed into the nearest beetle with terrible force, crushing it to pulp.

The shape barreled on, smashing beasts left and right. Though the insects snapped at the shape with their sharp pincers, it was unstoppable, and in a moment, no living Kmiros remained.

The dust began to settle once more, and Ojan glimpsed spiked armor jutting from the round shape ahead.

“Is that...?” Zyama said.

“Rammus!” Ojan shouted. He scrambled down the hill to meet his hero.

The creature’s shell was intricately patterned with spiral scales, and his claws were sharp as knives. He gnawed slowly on the hairy leg of a beetle, juice dripping from his mouth.

Ojan and Zyama gaped.

Their mother approached the Armordillo, bowing her head deeply.

“You saved us,” she said. “We are grateful.”

Rammus crunched the beetle leg as the family watched. Several minutes passed.

He rolled to the fallen caravan and rummaged through the debris, emerging with Ojan’s wooden carving of the Armordillo. The likeness wasn’t perfect, but certainly discernible.

“That’s you,” Ojan said. “Please, take it.”

Rammus knelt down and bit the wooden figurine in two with a crunch. He turned and walked a few paces before spitting the pieces into the sand. Zyama stifled a laugh.

“Hmm,” said Rammus.

He tore a leg from another dead beetle and dragged it through the sand as he rolled away.

The family watched him disappear over the horizon.

Ojan ran after Rammus to retrieve the broken pieces of the statue. He pocketed them and bowed.

“For luck,” he said.


Spiked Shell.png Spiked Shell [Passive]

Innate: Rammus deals 10 (+10% Armor) bonus magic damage with his basic attacks.
Powerball.png Powerball [Q]
Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 16 / 13.5 / 11 / 8.5 / 6s Area of Effect: 112.5

Active: Rammus accelerates in a ball gaining Movement Speed over 6 seconds. On enemy collision, he stops, dealing magic damage to nearby enemies, knocking them back, and slowing them for 1 second. Max Movement Speed: 150 - 235% (based on level)
Magic Damage: 100 / 130 / 160 / 190 / 220 (+100%)
Slow: 40 / 50 / 60 / 70 / 80%
Defensive Ball Curl.png Defensive Ball Curl [W]
Cost: 40 Mana Cooldown: 6s

Active: Rammus enters a defensive formation for up to 6 seconds, increasing Armor and Magic Resist but becoming slowed by 30%.

During this time, Spiked Shell.png Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus. Basic attacks extend its duration by 0.4 seconds, up to a maximum of 4 additional seconds.

Armor: 40 (+60 / 70 / 80 / 90 / 100% total Armor)
Magic Resist: 10 (+30 / 35 / 40 / 45 / 50% total Magic Resist)
Frenzying Taunt.png Frenzying Taunt [E]
Cost: 50 Mana Cooldown: 12s Range: 325

Active: Taunt an enemy champion or monster and gain Attack Speed for the same duration.

While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed is refreshed.

Taunt / Bonus AS Duration: 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds
Bonus Attack Speed: 20 / 25 / 30 / 35 / 40%
Soaring Slam.png Soaring Slam [R]
Cost: 100 Mana Cooldown: 110 / 95 / 80s Range: 600 / 130% movement speed Area of Effect: 400 / 200 / 400

Active: Rammus leaps into a target location, dealing magic damage to enemies hit and slowing them for 1.5 seconds. Enemies at the center take bonus damage based on distance traveled, and knocked up for 0.75 seconds if cast while Powerball.png Powerball is active.

Rammus creates three aftershocks at the target location for 3.5 seconds that deal magic damage and stack the original slow up to four times. Soaring Slam deals 200% damage to turrets, and its range is increased based on his movement speed.

Magic Damage: 100 / 175 / 250 (+60%)
Total Increased Damage: 150 / 262.5 / 375 (+90%)
Aftershock Damage: 20 / 30 / 40 (+10%)
Slow: 15 / 17.5 / 20%

Patch History[]

Patch 10.5

Base aS ratio decreased.

Wasn't actually "ok." like we thought. Pulling back some of the power from 10.4's buffs.

Base Stats

aTTaCK SPEED RaTIO : [0.656] 0.625 (base attack speed unchanged)

Patch 10.4
Base AS and AS ratio increased.


Base Stats

ATTACK SPEED : [0.625] 0.656
ATTACK SPEED RATIO : [0.625] 0.656

Patch 9.24
Base health growth increased. E cooldown now scales.

Raising Rammus' influence in mid-game teamfights and his late game durability.

Base Stats

HEALTH GROWH : [86] 95

Frenzying Taunt.png E - Frenzying Taunt

COOLDOWN : [12 at all ranks]

Patch 9.14

Powerball.png Q - Powerball

BUGFIX : Can no longer be interrupted by CC effects while under the effects of Edge of Night, Banshee's Veil, or Black Shield.

Patch 9.13 - June 27th Hotfix

Defensive Ball Curl.png W - Defensive Ball Curl

BUGFIX : Empowered damage now properly triggers Hunter's Talisman.

Spiked Shell.png Passive - Spiked Shell

BUGFIX : Empowered damage now properly triggers Hunter's Talisman.

Patch 9.11
Passive basic attack damage flattened. R damage decreased.

Rammus' damage in teamfights is too high. But to ensure that we're not completely making him into a lint ball, we're pulling power specifically out of his ult and passive so that he can still hurt enemies via Powerball and Frenzying Taunt and still reflect damage well with high armor builds.

Spiked Shell.png Passive - Spiked Shell

BASIC ATTACK DAMAGE : [8-20 (based on level)]
10 at all levels

Soaring Slam.png R - Tremors

DAMAGE PER SECOND : [40/80/120]

W bonus resists increased.

Defensive Ball Curl.png W - Defensive Ball Curl

BONUS ARMOR : [50/60/70/80/90%]
BONUS MAGIC RESIST : [25/30/35/40/45%]

W armor bonus increased.

Rammus could use a bit more durability to help him feel ok again.

Defensive Ball Curl.png W - Defensive Ball Curl


(Sorry, Rammus... you didn't fit into any of the other sections. Hope that's...OK.)

We added the new innate bonus attack speed stat as another way to tune champions (especially junglers), but in the case of Rammus, his ganks are strong enough that he doesn't need the early boost to his clear speed.

Base stats

INNATE BONUS ATTACK SPEED Rammus no longer starts the game with 15% bonus attack speed

Armor decreased.

Rammus and Aftershock are a match made in heaven, but between his new keystone and Defensive Ball Curl, Rammus is rolling over the competition. We're reducing some of his innate tankiness to push him toward relying more on his cooldowns when he needs to armor up.

Base stats

BASE ARMOR : [40] 36


BASE ARMOR : [31.38] 40

W % armor bonus increased at later ranks. W flat magic resist and % decreased.

Rammus was shaping up to be a tank of all trades, so we’re resharpening his identity to be more oriented against teams that rely heavily on physical damage—as originally intended.

Defensive Ball Curl.png W - Defensive Ball Curl

ARMOR BONUS : [50/55/60/65/70%]
MAGIC RESIST BONUS : [50/55/60/65/70%]

Self-slow on W decreased in intensity.

Defensive Ball Curl’s self-slow is proving a bit too painful for Rammus players, so we’re tuning it less aggressively. Plus, with this patch’s Thornmail update having less synergy with the Armordillo’s passive (less armor and less armor scaling on the new Thornmail), the Armordillo could use a buff anyway.

Defensive Ball Curl.png W - Defensive Ball Curl

SELF SLOW : [60%] 30%
BUGFIX : Defensive Ball Curl now properly increases the size of Iceborn Gauntlet’s slow zone




YEAH : Rammus’s dance moves are so sick they scale with movespeed.

Q is faster, has a shorter cooldown but also last for less time. W amplifies his passive but also slows Rammus. E grants attack speed, R now applies slows but does less damage.

While we originally passed on Rammus when planning our midseason work, we landed on an opportunity to give him some love later on in the process. Rammus’s playstyle, like his vocabulary, is overly simple: if he can navigate through a fight and Powerball a juicy target, the rest of his abilities are basically no-brainers. Once he’s in the enemy team, of course he wants to Taunt a priority target and of course he wants to be extra tanky and of course he wants to do damage. There weren’t enough points where he needed to think about when to use his abilities.

Reducing Powerball’s duration but having Rammus go faster more often will allow him to decide when he wants to try and chase someone or just back up. When he does go in, we’re giving his other skills slightly more complexity to give him decisions about how he wants to use them. Curling up will still make him incredibly tanky but at the expense of movespeed, and his ult will now steadily stack a slow on people around him. Now, the Armordillo has to decide whether to slow one target to a crawl, or stand still while he takes the heat for the team.

Spiked Shell.png Passive - Spiked Shell

PHYSICAL SHELL Rammus no longer gains 25% of his armor as attack damage
MAGIC SHELL Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage

Powerball.png Q - Powerball

COOLDOWN : [16/14.5/13/11.5/10 seconds] 16/13.5/11/8.5/6 seconds
DURATION : [7 seconds] 6 seconds
CHANNEL Powerball is now a channeled effect
MAXIMUM MOVEMENT SPEED : [155%] 150-235% (at levels 1-18)
DAMAGE : [100/150/200/250/300] 100/135/170/205/240
SLOW : [20/25/30/35/40% for 2 seconds] 40/50/60/70/80% for 1 second
COLLISION DETECTION : Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making collision more consistent.
AREA OF EFFECT : Unchanged. In other words, Rammus will knock back, damage, and slow enemies in a larger area than the collision radius.
BUGFIX : Rammus can now interact with Plants during Powerball

Defensive Ball Curl.png W - Defensive Ball Curl

COOLDOWN : [14 seconds] 6 seconds
DURATION : 6 seconds (unchanged)
BONUS RESISTANCES : [40/60/80/100/120] 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances
CURLED UP Rammus slows himself by 60% while Defensive Ball Curl is active
OK Rammus can now reactivate Defensive Ball Curl to end the effect early
SPIKIER SHELL While Defensive Ball Curl is active, Spiked Shell is amplified by 50%
THORNMAIL-ESQUE : Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to [25/35/45/55/65 (+10% Rammus’s armor)] Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)

Frenzying Taunt.png E - Frenzying Taunt

NAME : [Puncturing Taunt] Frenzying Taunt
PUNCTURING Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25
FRENZYING Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt (1.25/1.5/1.75/2.0/2.25 seconds)
ALRIGHT The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active

Soaring Slam.png R - Tremors

DAMAGE PER SECOND : [65/130/195 (+0.3 ability power)] 40/80/120 (+0.2 ability power)
ARCHITECTURAL INSTABILITY Tremors deals double damage to structures
SHAKY FOOTING Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%)

R cooldown up.

Whenever a champion starts seeing play in a different role or building different items than predicted, we have to ask ourselves a few important questions. ‘Is this champion still making appropriate trade-offs?’ While Rammus trades sonic-speed ganks so he can brawl with the best in the top lane, the strength and repeatability of his all-ins make it near-impossible for enemies to come out ahead in any situation. We’re cracking down on the armordillo’s uptime to make fighting Rammus in lane more realistic.

Soaring Slam.png R - Tremors

COOLDOWN : [60 seconds] 100/80/60 seconds

Q slow and champion-hit radius down.

When it comes to shutting down marksmen while stacking armor, Rammus runs rings around the competition. Rolling into lanes at the speed of sound, Rammus’ oppressive ganks layer a domineering amount of crowd control on top of anyone looking to have a normal laning phase. We’re tuning back some of the bite from his surprise attacks, but tossing a little quality-of-life his way for when he’s gotta go fast.

Powerball.png Q - Powerball

SLOW DURATION : [3 seconds] 2 seconds
ESCAPE FROM THE MINIONS No longer freaks out when trying to path around minions when powerballing

W damage up.

Primarily a gank-focused jungler, Rammus powerballs into big trouble if he can't convert an advantage off of his first gank or so. We speak a lot about 'fall-back patterns' - a champion's back-up plan if their primary form of expression isn't panning out - and that's what we're buffing here. Translation: while Strong Rammus will most certainly make good use of this buff, it's really Sad Rammus that needs every bit of clear speed to waddle back into a game if things don't work out OK. And that's just OK.

Defensive Ball Curl.png W - Defensive Ball Curl

DAMAGE : [15/25/35/45/55] 25/35/45/55/65

All of the following champions have had their armor or health per level increased.

As part of patch 5.16's item changes, the efficiency of some popular defensive items have been decreased. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable.


ARMOR GROWTH : [3.5] 4


ARMOR GROWTH : [4] 4.5


ARMOR GROWTH : [3.1] 3.6


ARMOR GROWTH : [3.25] 3.75


ARMOR GROWTH : [3.2] 3.7


ARMOR GROWTH : [3.8] 4.3


ARMOR GROWTH : [3.1] 3.6

Tahm KenchSquare.pngTahm Kench

ARMOR GROWTH : [3] 3.5


HEALTH GROWTH : [102] 106





Q cost down.

"Though Rammus has certainly benefited from Cinderhulk, his mana pool still manages to spin out in the late-game. This should help. OK? OK. "
  • Powerball.png Q - Powerball
    • COST : 70/80/90/100/110 mana 60/65/70/75/80 mana

Q's cooldown is much higher at early levels, and E's armor shred has been reduced.

"Rammus's uptime between ganks have made him quite the monster, and we're not even talking about what happens when he finishes his Homeguards. Scaling the cooldown on Rammus' Powerball should give opponents better windows to react to his ganking cadence, while lowering E's shred makes him less of a duelist (how is Rammus dueling!?).
That said, we're not quite sure how Rammus will be affected in the preseason. If the Armordillo's eating a healthy portion of struggle salad in 2015, we'll double back to make sure he's staying healthy. "
  • Powerball.png Q - Powerball
    • COOLDOWN : 10/10/10/10/10 seconds 16/14.5/13/11.5/10 seconds
  • Frenzying Taunt.png E - Puncturing Taunt
    • ARMOR SHRED : 10/15/20/25/30 5/10/15/20/25


"Just a small quality-of-life buff where if Rammus uses Powerball to cancel Defensive Ball Curl (or vice versa), he gets 1 second of buffs overlapping instead of immediately cancelling one for the other. "
  • Powerball.png Q - Powerball
    • OKAY While in Powerball, Rammus now cancels the ability immediately ⇒ 1 second after Defensive Ball Curl is activated
  • Defensive Ball Curl.png W - Defensive Ball Curl
    • OKAY While in Defensive Ball Curl, Rammus now cancels the ability immediately ⇒ 1 second after Powerball is activated

Updated Bios

  • BIO The following champions have received updated in-client bios.

v3.15 Summary: We've reduced the duration of Puncturing Taunt at later levels and reduced the mana cost of both Puncturing Taunt and Tremors.

"Similar to Fiddlesticks' Terrify, Puncturing Taunt scales to a frustratingly long duration (according to some, it went on forever, so some subjectivity is expected), especially when Rammus has a strong early game. We didn't want to just lower Taunt's durations, so we've made some mana cost reductions to help Rammus recover in games when he has a rough start."

  • W – Defensive Ball Curl
    • Can no longer be deactivated. Instead goes on cooldown when used (total cooldown of Defensive Ball Curl remains unchanged, as deactivating the ability previously did not reduce its cooldown)
  • E - Puncturing Taunt
    • Duration reduced at later ranks to 1.25/1.50/1.75/2.00/2.25 seconds (from 1.00/1.50/2.00/2.50/3.00 seconds)
    • Mana cost reduced to 50 at all ranks (from 50/60/70/80/90)
  • R - Tremors
    • Mana Cost reduced to 100 at all ranks (from 120 at all ranks)


  • General
    • Rammus received a texture update


  • Puncturing Taunt
    • Can no longer target minions


  • Base Movement Speed increased by 25.
  • Base Armor increased to 25 from 21
  • Base Health Regen increased to 8 per 5 seconds from 6


  • Now gains 1.25 magic resist per level


  • Powerball
    • Mana cost reduced to 70 / 80 / 90 / 100 / 110 from 80 / 90 / 100 / 110 / 120
    • Reduced the spell casting and movement delay after collision
  • Defensive Ball Curl mana cost reduced to 40 from 50


  • Right clicking on an enemy while using Powerball will now move you close enough to hit the target
  • Base armor reduced to 20.8 from 24.8
  • Base attack damaged reduced to 53.5 from 58.8


  • Defensive Ball Curl armor and magic resist values reduced to 40 / 60 / 80 / 100 / 120 from 50 / 75 / 100 / 125 / 150


  • Minor tweak to Rammus' dance to actually rotate around his center axis when on his back


  • Powerball
    • Duration reduced to 7 seconds from 8
    • Initial speed increased to 30% from 25%
  • Defensive Ball Curl damage return reduced to 15 / 25 / 35 / 45 / 55 from 20 / 30 / 40 / 50 / 60


  • Fixed a bug where recommended items would not display for Rammus


  • Damage per level increased to 3.5 from 2.75
  • Rammus can now immediately switch between Defensive Ball Curl and Powerball
  • Defensive Ball Curl
    • Magic damage return adjusted to 20 / 30 / 40 / 50 / 60 from 22 / 26 / 32 / 38 / 46
    • Cast time removed
    • Now correctly displays the armor amount in the tooltip when Defensive Ball Curl is active


  • Fixed a bug where Defensive Ball Curl had an ability power ratio


  • Powerball speed reduced by about 15%


  • Powerball
    • Slow duration reduced to 3 seconds from 4
    • Slow percent reduced to 20 / 25 / 30 / 35 / 40 from 28 / 36 / 44 / 52 / 60


  • Puncturing Taunt cooldown increased to 12 seconds from 9


  • Fixed a bug with Puncturing Taunt where the taunt particle somteimes played on targets that blocked the taunt


  • Defensive Ball Curl
    • Damage return reduced to 22 / 28 / 34 / 40 / 46 from 26 / 32 / 38 / 44 /50
    • Fixed a bug where the tooltip was not displaying the proper bonus damage return


  • Movement speed increased to 310 from 305
  • Base mana regen incresed to 4.5 from 3.75
  • Powerball cooldown reduced to 10 seconds from 11
  • Defensive Ball Curl
    • Cooldown reduced to 14 seconds from 15
    • Now scales on 10% of Rammus' total armor
  • Puncturing Taunt
    • Mana cost reduced to 50 / 60 / 70 / 80 / 90 from 50 / 65 / 80 / 95 / 110
    • Fixed several bugs to make it more responsive


  • Defensive Ball Curl can now be cancelled


  • Fixed a bug causing Powerball sound to continue after Rammus hit his target
  • Fixed timing issues with basic attacks


  • Fixed a bug where Powerball could occasionally deal double damage


  • Attack range increased to 125 form 100
  • Mana regen per level increased to 0.06 from 0.05
  • Powerball cooldown reduced to 11 seconds from 12
  • Defensive Ball Curl
    • Cooldown reduced to 15 seconds form 18
    • Mana cost changed to 15 all ranks from 40 / 50 / 60 / 70 / 80
  • Tremors mana cost changed to 120 at all levels from 100 / 150 / 200


  • Powerball mana cost reduced to 80 / 90 / 100 / 110 / 120 from 90 / 100 / 110 / 120 / 130
  • Puncturing Taunt mana cost reduced to 50 / 65 / 80 / 95 / 110 from 50 / 70 / 90 / 110 / 130
  • Base mana regen increased to 0.75 from 0.5


  • Fixed a bug in which Rammus' movement speed was slightly too slow during Defensive Ball Curl and Powerball
  • Tweaked autoattack animation timing


  • Puncturing Taunt now displays the "Taunted!" pop up text for enemies


  • Fixed an issue that would cause Tremors to be removed by Black Shield / Cleanse


  • Increased base Health from 400 to 420 and Health per level from 76 to 86
  • Tremors damage increased from 55 / 110 / 165 to 65 / 130 / 195


  • Powerball is now easier to hit immobile targets with


  • Powerball
    • Gave it a 1 sec cooldown upon casting
    • Modified the slow percent from 40 / 45 / 50 / 55 / 60 to 28 / 36 / 44 / 52 / 60
    • Modified mana cost from 80 / 95 / 110 / 125 / 140 to 90 / 100 / 110 / 120 / 130
    • Updated tooltip to not say it stuns (since it doesn't)


  • Tremors damage per second reduced from 64 / 128 / 192 to 55 / 110 / 165
  • Reduced base health from 506 to 476
  • Increased movement speed from 300 to 305
  • Defensive Ball Curl
    • Modified armor/magic resist from 40 / 80 / 120 / 160 / 200 to 50 / 75 / 100 / 125 / 150
    • Increased damage return from 24 / 30 / 36 / 42 / 48 to 26 / 32 / 38 / 44 / 50
  • Puncturing Taunt armor reduction increased from 6 / 12 / 18 / 24 / 30 to 10 / 15 / 20 / 25 / 30


  • Defensive Ball Curl armor/magic resist reduced from 50 / 100 / 150 / 200 / 250 to 40 / 80 / 120 / 160 / 200


  • Defensive Ball Curl
    • Added magic resist equal to the bonus armor
    • Increased damage return from 16 / 20 / 24 / 28 / 32 to 24 /30 / 36 / 42 / 48
  • Powerball
    • Lowered detonation distance with minions, increased detonation distance with champions
    • Can now be toggled off
    • Is now instant cast
    • Increased acceleration from 0.2 to 0.25
    • Reduced mana cost from 85 / 105 / 125 / 145 / 160 to 80 / 95 / 110 / 125 / 140
  • Tremors
    • Increased ability power ratio from 0.2 to 0.3
    • Reduced mana cost from 150 / 200 / 250 to 100 / 150 / 200
  • Scavenged Armor bug fixed which caused it to be removed with Guardian Angel
  • Increased base health by 36, health per level by 6
  • Updated recommended item list

July 10, 2009 Patch
RammusSquare.pngRammus released

Additional Content[]

Champion Information[]

Related Lore[]

Skin Release[]



Champion Spotlight