Rammus Abilities
A
Jungle

Rammus Abilities

Spiked Shell
Powerball
Q
Defensive Ball Curl
W
Frenzying Taunt
E
Soaring Slam
R
Tank
Tank
1/0
Win/Loss
<1%
Pick Rate
<1%
Ban Rate

Abilities

Spell Skill Priority
Defensive Ball Curl
W
Frenzying Taunt
E
Powerball
Q
44%
2
Defensive Ball Curl
W
Powerball
Q
Frenzying Taunt
E
44%
2
Frenzying Taunt
E
Defensive Ball Curl
W
Powerball
Q
11%
1
Powerball
Q
Defensive Ball Curl
W
Frenzying Taunt
E
Soaring Slam
R
Abilities until Level 5
Powerball
Q
2
Defensive Ball Curl
W
1
4
5
Frenzying Taunt
E
3
Soaring Slam
R
89%
4
Powerball
Q
3
Defensive Ball Curl
W
1
Frenzying Taunt
E
2
4
5
Soaring Slam
R
11%
1
Abilities until Level 10
Powerball
Q
2
8
10
Defensive Ball Curl
W
1
4
5
7
9
Frenzying Taunt
E
3
Soaring Slam
R
6
63%
3
Powerball
Q
2
Defensive Ball Curl
W
1
4
5
7
9
Frenzying Taunt
E
3
8
10
Soaring Slam
R
6
25%
1
Powerball
Q
3
Defensive Ball Curl
W
1
8
10
Frenzying Taunt
E
2
4
5
7
9
Soaring Slam
R
6
13%
1

Abilities of Rammus

Spell skill priority is an important winning factor for Rammus. Understanding the abilities of Rammus in League of Legends is another. Below you can find all the relevant information on Rammus abilities. In order for item builds you should check the build for Rammus.

Rammus Passive – Spiked Shell Passive: Spiked Shell

Rammus' basic attacks deal bonus magic damage, scaling with his Armor.

Rammus – Powerball Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Q
Key
300
Range
60
Cost
12/10.5/9/7.5/6
Cooldown

Rammus curls into a ball, gaining minimummovespeed Move Speed, accelerating up to maximummovespeed Move Speed over e4 seconds. Rammus stops after colliding with an enemy, dealing powerballdamage magic damage, Knocking Back, and Slowing nearby enemies by e2% for e3 second.

Recast: Rammus ends this Ability early.

Rammus – Defensive Ball Curl Defensive Ball Curl

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.
W
Key
300
Range
40
Cost
7
Cooldown

Rammus enters a defensive formation for buffduration seconds, gaining F1 Armor (%i:scaleArmor%) and F2 Magic Resist (%i:scaleMR%). While active, Spiked Shell's damage is increased by passivedamageampcalc and also damages enemies that Attack Rammus.

Rammus's Attacks increase the duration by bonusdurationperauto seconds (max: maxbonusduration).

Recast: Rammus ends this Ability early.

Rammus – Frenzying Taunt Frenzying Taunt

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.
E
Key
325
Range
50
Cost
12
Cooldown

Rammus Taunts an enemy champion or jungle monster for e1 seconds and gains e2% Attack Speed for e1 seconds.

Rammus – Soaring Slam Soaring Slam

Rammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies. If cast while Rammus is in Powerball, Rammus knocks up enemies near the center as well.
R
Key
25000
Range
100
Cost
90
Cooldown

Rammus hops into the air and slams down in an area, dealing initialdamagecalc magic damage and Slowing by slowamount*100% for slowduration 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 knockupduration seconds.

Rammus then creates numberofpulses aftershocks in the area over buffduration seconds, each dealing pulsedamagecalc magic damage and stacking the Slow (max: maxslow%).

The range of this Ability is increased by Rammus's Move Speed.

FAQ on Rammus

What do you max first on Rammus?

Most Rammus pros max out Defensive Ball Curl Defensive Ball Curl first.