Guide Rammus League of Legends S6

Spiked Shell

(Innate): Rammus receives 25% of his total armor as bonus attack damage.

Tips :

Armour that deals damage

   More attack damage
This lets Rammus have more physical damage thanks to his armour.

Also in the form of W the armour bonus increases Rammus' attack damage.

An armour debuff also reduces Rammus' damage.


Powerball (Q)

(Active): Rammus enters a rolling ball state for up to 7 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.

  • Cooldown: 10 seconds
  • Impact radius: 200 (estimate)
  • Knock back distance: 100 (estimate)
Tips :


Rammus curls into a ball to roll quickly!

Rammus' mobility spell, used for catching his enemies.

   Watch out for radars
An excellent way for Rammus to gank. The longer the ball lasts the more movespeed you will have. It lets you bump all your nearby opponents when it impacts, making it quick a nice control spell that cancels chenneled spells. 

It can be good to bump opponents in the direction you want, since Rammus pushes opponents you need to anticipate where they will go. The bump also applies a slow.

You can also use it in defence, so to quickly escape from an enemy. However, like a diesel, the armadillo tank takes a bit of time to get going. You must also pay attention to creeps or sbires on the lane, they will stop your Powerball if you hit them.

Your opponents can touche you in your ball form to interrupt your movement, escpeciall when you first set off!

Similarly when you try to catch an opponent he might head into the same sbires you are trying to avoid.


    Cost: 70 / 80 / 90 / 100 / 110 mana

    Magic Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per ability power)

    Slow: 20 / 25 / 30 / 35 / 40 %

Defensive Ball Curl (W)

(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.

  • Cost: 40 mana
  • Cooldown: 14 seconds
Tips :


Rammus benefits from his armour!

Increased resistance for Rammus.

   Armour that reflects damage
The will be your main spell to tank with Rammus. The resistance given by the spell prevents Rammus from being too weak and the damage reflection is perfect for doing the jungle quickly. 

Coupled with a provoke, you will literally implode and AD carr, especially if he doesn't have mercury treads to reduce the length of the control.

It is possible to cancel the defensive posture by clicking again on the spell. Also passing into Q form will let you change form almost immediately.

In sum, it's a spell that will let you tank like a boss before heading into a fight. 

The damage reflection doesn't work against the towers.


    Armor & Magic Resist Bonus: 40 / 60 / 80 / 100 / 120

    Magic Damage Returned: 15 / 25 / 35 / 45 / 55 (+10% of total armor)

Puncturing Taunt (E)

(Active): Rammus taunts a target enemy, reducing their armor and forcing them to attack Rammus for a few seconds.

  • Cooldown: 12 seconds
  • Range: 325
Tips :


Rammus provokes an opponent.

Rammus' excellent control spell

   Some armour reduction during the provoke
This will be your gank weapon when you are in melee. Use it on your target to force him to attack you and then hit him with all your might!

A good technique would be to provoke your target at the end of the Q's slow! However if your opponent has his flash then he will probably use it immediately, but it would be interesting to provoke him right away if he doesn't have a dash/flash!

It is a very easy ability to use, not a skillshot, so you are sure not to miss your prey. I recommend you target the enemy ADs given that you have a damage reflection on your W and your enemy's auto-attack will be used against him. Also the armour debuff really won't do them a lot of good. 

It is also a good way to protect an ally from a champion who won't leave him alone, simply by drawing his attention away from his target. 


    Cost: 50 / 60 / 70 / 80 / 90 mana

    Armor Reduction: 10 / 15 / 20 / 25 / 30

    Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds

Tremors (R)

(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.

  • Cost: 120 mana
  • Cooldown: 60 seconds
  • Radius of AoE: 300
Tips :


The dust on the ground shows that Rammus is using his ultimate!

Some important damager per second around Rammus

   Don't get too close to Rammus
An ultimate that touches the towers, something that is quite rare in League of Legends. Use it to quickly push a lane, the cooldown on this ability is really short.

Like all zone competences it has an effect in teamfight as well. If you want you can position yourself to hit the maximum number of allies.

Since Rammus must be near his opponents, it can also be interesting to take a Sunfire Cape to stack damage from the ultimate. To give you an idea, you need 133 AP to increase the ultimate's damage from the damage given by the Sunfire Cape. However the armour from the Sunfire Cape give Rammus physical damage. It is also interesting for doing the jungler faster. 


    Magic Damage Per Second: 65 / 130 / 195 (+0.3 per ability power)

    Maximum Magic Damage: 520 / 1040 / 1560 (+2.4 per ability power)

Pros

Rammus has excellent mobility and has no difficulty moving to any point of the map

Thanks to his Defensive Ball Curl he tanks enormously

His provoke is an important control that lasts a while

You won't have too many problems escaping with Rammus

The ultimate lets you push quickly and do decent damage to the towers

Cons

Don't make the mistake of stacking armour before life points

Powerball is quite complicated to use if there are sbires in your way

Rammus is quite manavorous, try to control the blue buffs