Find information about Rammus League of Legends: Wild Rift including champion abilities. skill champion or counters champion and Build & Rune of rammus here.
Champion RAMMUS Wild Rift
Rammus Build Guides: is a tank and a very simple hero that is played in the Jungle. He has very good early game ganks and is very good at enabling his teammates.
He wants to gank lanes that are overextended and have no escape. He will punish those lanes early game and make them suffer. In the later stages of the game, Rammus is a frontline and very good at catching squishy targets and taunting them.
RAMMUS
The Armadillo
Rammus | |
---|---|
Damage | Average |
Toughness | Strong |
Utility | Low |
Difficulty | Easy |
Class | Tank |
Recommended Lane | Jungle |
SPIKED SHELL | Passive | |
Rammus' basic attacks deal 10 (+10% armor) bonus magic damage. | ||
POWERBALL | Ability | |
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. Cooldown: 16 / 13.5 / 11 / 8.5 / 6 | ||
FRENZYING TAUNT | Ability | |
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. Cooldown: 6 | ||
SHADOW SLASH | Ability | |
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. Cooldown: 12 | ||
TREMORS | Ultimate | |
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. Cooldown: 100 / 80 / 60 |
Rammus SKILL ORDER
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