Level Skill 1 first to boost the speed and uptime of your key gank tool, then Skill 3 to extend the taunt duration.
Rammus Strengths
✓Strong counter to AD-heavy compositions
✓Hard-to-avoid ganks from Skill 1's high speed
Rammus Weaknesses
×Fragile against AP-heavy or high-CC compositions
×Somewhat slow jungle clear
Rammus Early Game
Your early clear is slow, but ganks built on Skill 1's movement speed are strong. Target laners who are overextended. Hold them with the Skill 3 taunt and convert into kills.
Rammus Mid Game
Use your mobility to roam and be the first to arrive at skirmishes and objective fights. Peel for your carry if they are being targeted, or lock down the enemy ADC if they step forward.
Rammus Late Game
Once your items come online, you become very hard to kill against AD compositions. Take on catching and engaging. Roll in from out of vision with Skill 1 or Ult and start teamfights on your terms.
Rammus Teamfights
Drop into the middle of the enemy team with Ult and taunt their most fed physical damage dealer with Skill 3. Then pop Skill 2 to reflect damage while soaking their attacks. That gives your team room to work.
⚠️ Common Mistakes
Forcing ganks through minions
Skill 1 (Powerball) stops as soon as it hits a minion. Do not force a gank through the wave. Stay out of enemy vision and path through gaps in the minions or flank from behind. From Lv5, Ult lets you hop over the wave and land your CC directly on the target.
Rammus Combos
Basic Gank
Roll in with Skill 1 to collide, then taunt with Skill 3 for reflect damage.
1▶
3▶
2▶
AA
Full Engage
Cast Ult mid-roll to dive, then taunt from the center of their team.
1▶
Ult▶
3▶
2▶
AA
Rammus Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.3a have been applied from the official patch notes.
Passive
Rolling Armordillo
While out of combat gain, 32 (Lv) Movement Speed, increased to 61 (Lv) during Powerball.
Exit combat after not taking damage or using abilities for 5 seconds.
Skill 1
Powerball
⏳ 12s
Accelerates up to 120% bonus Movement Speed (Lv) over 6 seconds. Colliding with an enemy deals 80 magic damage (80 + 100%AP) in an area, knocking back and slowing enemies by 40% for 1 second.
Activating cancels Defensive Ball Curl and puts it on cooldown.
Active: Brace for up to 6 seconds, gaining AR (30 + 30%AR) and 27 MR (10 + 35%MR). While curled Spiked Shell deals 40% more damage and also applies to enemies that attack Rammus.
Deals 175% damage to monsters. Activating cancels Powerball and puts it on cooldown.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Base Damage
12
14
16
18
Armor
30%
40%
50%
60%
Magic Resist
35%
40%
45%
50%
Skill 3
Frenzying Taunt
⏳ 13.5s
Taunts an enemy champion or monster for 1.25 seconds and gain 35% Attack Speed decaying over 5 seconds.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
13.5
13
12.5
12
Duration
1.25
1.5
1.75
2
AS
35%
45%
55%
65%
Ult
Soaring Slam
⏳ 70s
Hop into the air and slam down, dealing 75 magic damage (75 + 50%AP) and creating aftershocks for 4 seconds.
Aftershocks deal 30 magic damage (30 + 20%AP) every second and slow enemies incrementally by 10%, stacking up to 50%.
If used during Powerball, Powerball's effects are applied at the center of the landing zone.
Soaring Slam's range increases with Movement Speed. Soaring Slam damages structures.
His base Armor drops by 5, and Defensive Ball Curl's Armor ratio falls from 45% to 30% at rank 1. Rank 4 stays at 60%, so the loss is in the ranks before W is maxed. Early on he takes more damage from monsters and enemy champions alike.
The AR ratio on Defensive Ball Curl drops 10% at every rank, so Rammus is less durable while it is up. Because the ability scales with the armor he buys, the loss becomes more noticeable as his defensive build fills out. He still fills the same role of soaking basic attacks on the front line, but he no longer shrugs them off as completely. Checking where his team is and whether follow-up is coming matters more before he commits.