Rammus - The Armordillo

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Rammus
RammusSquare.png
The Armordillo
Region: Shurima.png Shurima
Role: Tank.png Tank
Release: 07/10/2009
Cost: 3150IP 790RP
Resource: Mana
Statistics
Health: 420 (+86)
HP Regen: 8 (+0.55)
Mana: 255 (+33)
Mana Regen: 4.5 (+0.3)
Move Speed: 335

Attack Damage: 50 (+3.5)
Attack Speed: 0.625 (+2.22%)
Range: 125
Armor: 25 (+4.3)
Magic Resist: 30 (+1.25)
Friends/Rivals
Friends:
Rivals:

Champion Spotlight

Description

Lore: 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.

Read More...

"OK."

- Rammus, the Armordillo

Abilities

PassiveSpiked Shell
SpikedShell.jpg
INNATE : Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage


QPowerball
Powerball.jpg
ACTIVE : Rammus enters a rolling ball state for up to 6 seconds, increasing his movement speed by 30% and then continues accelerating. Upon impacting with an enemy, all nearby enemies will be knocked back for an instant and be dealt magic damage. Additionally, targets affected by the impact will be slowed for 3 seconds.
MAGIC DAMAGE : 100 / 135 / 170 / 205 / 240 (+100% PER ABILITY POWER)
COST : 70 / 80 / 90 / 100 / 110 mana
COOLDOWN : 16 / 13.5 / 11 / 8.5 / 6 seconds
IMPACT RADIUS : 200~
KNOCKBACK DISTANCE : 100~
SLOW : 40 / 50 / 60 / 70 / 80%


WDefensive Ball CurlBanshee's Veil.png
DefensiveBallCurl.jpg
ACTIVE : Rammus enters a defensive stance for 6 seconds, vastly increasing his armor and magic resistance and returning magic damage for each autoattack that enemies use on him. Rammus slows himself by 30% while Defensive Ball Curl is active. Rammus can now reactivate Defensive Ball Curl to end the effect early. While Defensive Ball Curl is active, Spiked Shell is amplified by 50%
ARMOR & MAGIC RESIST BONUS : 20 flat, plus 50 / 55 / 60 / 65 / 70% of Rammus' total resistances
MAGIC DAMAGE RETURNED : Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)
COST : 40 mana
COOLDOWN : 6 seconds


EFrenzying Taunt
PuncturingTaunt.jpg
ACTIVE : Rammus taunts a target enemy, forcing them to attack Rammus for a few seconds. 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)
DURATION : 1.25 / 1.5 / 1.75 / 2 / 2.25 second(s)
COST : 50 mana
COOLDOWN : 12 seconds
RANGE : 325


RTremors
Tremors.jpg
ACTIVE : Rammus creates tremors beneath him for 8 seconds dealing magic damage to nearby units and structures each second. Rammus can move, attack and use other abilities while Tremors is in effect. Tremors deals double damage to structures. 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%).
MAGIC DAMAGE PER SECOND : 40 / 80 / 120 (+20% PER ABILITY POWER)
MAXIMUM MAGIC DAMAGE : 320 / 640 / 960
(+160% PER ABILITY POWER)
COST : 100 mana
COOLDOWN : 60 seconds
RADIUS OF AoE : 300


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
WC2014.png 2014 World Championship 1 2 2 0 100 3.8
LNL logo small.png 2014 LNL Summer 0 1 1 0 100 1.8
EU LCS.png 2014 EU LCS Summer Regular Season 0 2 1 1 50 1.8
LNL logo small.png 2014 LNL Spring 1 0 0 0 0 1.8
NA LCS.png 2014 NA LCS Spring Regular Season 0 1 0 1 0 0.9

Patch History

Patch Notes 7.14

Self-slow on W decreased in intensity.
Quote.png 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. Unquote.png




DefensiveBallCurl.jpg W - Defensive Ball Curl

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

Patch Notes 7.13

Quote.png Ok. Unquote.png

General

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

Patch Notes 7.10

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.
Quote.png 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. Unquote.png

NEW SpikedShell.jpg Passive - Spiked Shell

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




Powerball.jpg Q - Powerball

  • COOLDOWN: 16/14.5/13/11.5/10 seconds ⇒ 16/13.5/11/8.5/6 seconds
  • DURATION: 7 seconds ⇒ 6 seconds
  • NEW 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




DefensiveBallCurl.jpg 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
  • NEW CURLED UP: Rammus slows himself by 60% while Defensive Ball Curl is active
  • NEW OK: Rammus can now reactivate Defensive Ball Curl to end the effect early
  • NEW 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)




PuncturingTaunt.jpg E - Frenzying Taunt

  • NAME: Puncturing Taunt ⇒ Frenzying Taunt
  • REMOVED PUNCTURING: Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25
  • NEW 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)
  • NEW ALRIGHT: The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active




Tremors.jpg R - Tremors

  • DAMAGE PER SECOND: 65/130/195 (+30% ABILITY POWER) ⇒ 40/80/120 (+20% ABILITY POWER)
  • NEW ARCHITECTURAL INSTABILITY: Tremors deals double damage to structures
  • NEW 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%)

Patch Notes 6.15

  • Fixed a bug where the stun on Rammus's Q - Powerball was lasting longer than intended

Patch Notes 6.8

  • Rammus's Q - Powerball self-knockup no longer overrides other knockup/knockback effects (ex. Poppy ult, Alistar Headbutt)

Patch Notes 6.7

R cooldown up.
Quote.png 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. Unquote.png
  • Tremors.jpg R - Tremors
    • COOLDOWN: 60 seconds ⇒ 100/80/60 seconds

Patch Notes 5.24

Q slow and champion-hit radius down.
Quote.png 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. Unquote.png

Powerball.jpg Q - Powerball

  • SLOW DURATION: 3 seconds ⇒ 2 seconds
  • CHAMPION HIT RADIUS: 325 ⇒ 250
  • NEW ESCAPE FROM THE MINIONS: No longer freaks out when trying to path around minions when powerballing

Patch Notes 5.16
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." DefensiveBallCurl.jpg W - Defensive Ball Curl

  • DAMAGE: 15/25/35/45/55 ⇒ 25/35/45/55/65
  • Armor per leve increased
    • ARMOR GROWTH: 3.8 ⇒ 4.3

Patch Notes 5.9
Q cost down.

  • Rammus no longer goes on an ARAM space journey if he collides with another unit whileDash-ing to his Mark-ed target while Q - Powerball is active

Patch Notes 5.6
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.jpg Q - Powerball
    • COST: 70/80/90/100/110 mana ⇒ 60/65/70/75/80 mana

Patch Notes 4.20
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.jpg Q - Powerball
    • COOLDOWN: 10 / 10 / 10 / 10 / 10 seconds ⇒ 16 / 14.5 / 13 / 11.5 / 10 seconds
  • PuncturingTaunt.jpg E - Puncturing Taunt
    • ARMOR SHRED: 10 / 15 / 20 / 25 / 30 ⇒ 5 / 10 / 15 / 20 / 25

Patch Notes 4.17
"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.jpg Q - Powerball
    • OKAY: While in Powerball, Rammus now cancels the ability immediately ⇒ 1 second after Defensive Ball Curl is activated
  • DefensiveBallCurl.jpg W - Defensive Ball Curl
    • OKAY: While in Defensive Ball Curl, Rammus now cancels the ability immediately ⇒ 1 second after Powerball is activated

Patch Notes 3.15
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)

Patch Notes 3.13

  • General
    • Rammus received a texture update

Patch Notes 3.07

  • Puncturing Taunt
    • Can no longer target minions

Patch Notes 1.0.0.152

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

Patch Notes 1.0.0.144

  • Now gains 1.25 magic resist per level

Patch Notes 1.0.0.142

  • 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

Patch Notes 1.0.0.136

  • 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

Patch Notes 1.0.0.134

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

Patch Notes 1.0.0.133

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

Patch Notes 1.0.0.132

  • 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

Patch Notes 1.0.0.126

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

Patch Notes 1.0.0.125

  • 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

Patch Notes 1.0.0.120

  • Fixed a bug where Defensive Ball Curl had an ability power ratio
1.0.0.111=Patch Notes 1.0.0.111
  • Powerball speed reduced by about 15%

Patch Notes 1.0.0.110

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

Patch Notes 1.0.0.109

  • Puncturing Taunt cooldown increased to 12 seconds from 9

Patch Notes 1.0.0.105

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

Patch Notes 1.0.0.104

  • 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

Patch Notes 1.0.0.103

  • 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

Patch Notes 1.0.0.101

  • Defensive Ball Curl can now be cancelled

Patch Notes 1.0.0.100

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

Patch Notes 1.0.0.87

  • Fixed a bug where Powerball could occasionally deal double damage

Patch Notes 1.0.0.86

  • 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

Patch Notes 1.0.0.83

  • 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

Patch Notes 1.0.0.82

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

Patch Notes 1.0.0.81

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

Patch Notes 1.0.0.61

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

Patch Notes 1.0.0.52

  • 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

Patch Notes 0.9.25.24

  • Powerball is now easier to hit immobile targets with

Patch Notes 0.9.22.16

  • 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)

Patch Notes 0.9.22.15

  • 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

Patch Notes 0.8.22.115

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

Patch Notes 0.8.22.110

  • 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

Other Contents

Gallery

  • Classic Rammus
  • King Rammus (Special)
  • Chrome Rammus
  • Molten Rammus
  • Freljord Rammus
  • Ninja Rammus
  • Full Metal Rammus
  • Guardian of the Sands Rammus

  • Classic Rammus
  • Chrome Rammus
  • Molten Rammus
  • Freljord Rammus

  • Classic Rammus
  • Chrome Rammus
  • Freljord Rammus'


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