Innate:Rammus gains bonus attack damage equal to the sum of 15% total armor and 15% total magic resistance.
Targeting
Passive
Affects
Self
Q
Powerball
Cooldown
12 / 10.5 / 9 / 7.5 / 6 s
Cost
60 Mana
Effect radius
◎250
Collision radius
◎75
Active:Rammus rolls into an accelerating ball, channeling for up to 6 seconds to gain 25% – 40.83% (based on level)bonus total movement speed per second over the duration, up to a maximum of 150% – 245% (based on level).
Powerball can be recast after 1 second within the duration, and does so automatically afterwards or upon casting Defensive Ball Curl.
Rammus stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and knocking them back 125 units, though not through terrain. Enemies hit are then stunned and revealed for 0.4 seconds, as well as slowed for 1 second.
Magic Damage:
80 / 120 / 160 / 200 / 240 (+ 100% AP)
Slow:
40 / 50 / 60 / 70 / 80%
Recast:Rammus ends Powerball.
Targeting
Auto
Affects
Enemies
Damage type
Magic
Spell effects
Area of effect
Spell shield
True
Grounded
false
W
Defensive Ball Curl
Cooldown
7 s
Cost
40 Mana
Active:Rammus enters a defensive stance for 7 seconds, gaining bonus armor and bonus magic resistance. While active, enemies that use a basic attack on-hit against Rammus are dealt 15(+ 10% total armor)(+ 10% total magic resistance)magic damage.
Defensive Ball Curl can be recast after 1 second within the duration, and does so automatically upon casting Powerball or Soaring Slam.
Recast:Rammus ends Defensive Ball Curl.
Targeting
Auto
Affects
Self, Enemies
Damage type
Magic
Spell effects
aoe
Spell shield
False
E
Frenzying Taunt
Cooldown
12 s
Cost
50 Mana
Target range
◎ 325
Cast time
0.25 s
Active:Rammustaunts the target enemy champion or monster for a duration. Monsters are additionally dealt magic damage upon being affected.
Taunt Duration:
1.2 / 1.4 / 1.6 / 1.8 / 2 seconds
Monster Magic Damage:
80 / 100 / 120 / 140 / 160 (+ 70% AP)
Targeting
Unit
Affects
Enemies, Self
Spell shield
True
R
Soaring Slam
Cooldown
120 / 105 / 90 s
Cost
100 Mana
Target range
800 OR 150% movement speed
Effect radius
◎400 • 400
Inner radius
200
Speed
900 • 2000
Active:Rammusleaps to the target location with immunity to crowd control. Upon arrival, he creates an impact that deals magic damage to nearby enemies and slows them for 1.5 seconds.
Magic Damage:
150 / 250 / 350 (+ 60% AP)
Slow:
30 / 40 / 50%
If Soaring Slam was cast during Powerball, enemies within the epicenter of the impact are also knocked up for 0.75 seconds and are dealt Powerball damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.
The impact causes 3 aftershocks to burst from the area over 3.5 seconds, each one applying and refreshing the duration of the initial slow.
Soaring Slam's damage affects structures and is doubled against turrets.