
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he 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 Shuriman desert.
Rammus builds for Wild Rift
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Rammus Abilities
Rolling Armordillo

While out of combat, gain 32 - 60 Movement Speed, increased to 35 + Level × 2 during Powerball. Exit combat after 5 seconds without taking damage or using abilities.
Powerball

Accelerates up to 110% - 180% additional Movement Speed over 6 seconds. Colliding with an enemy deals 80/110/140/170 + 100% Magic Damage in an area, knocking back and slowing enemies by 40/50/60/70% for 1 second. Activation cancels Defensive Ball Curl and puts it on cooldown.
Defensive Ball Curl

Spiked Shell: Attacks deal 10/12/14/16 +8% of Armor additional Magic Damage.
Active: Brace for up to 6 seconds, gaining 30 +55/60/65/70% of Armor Armor and 10 +35/40/45/50% of Magic Resist Magic Resist. While Rammus is bracing, Spiked Shell deals 50% more damage and also affects enemies that attack Rammus. Deals 175% damage to monsters. Activating this ability cancels Powerball, which will go on cooldown.
Frenzying Taunt

Taunts an enemy champion or monster for 1.25/1.5/1.75/2 seconds and gains 35/45/55/65% Attack Speed that decays over 5 seconds.
Soaring Slam

Leap into the air and slam down dealing 75/150/225 + 50% Magic Damage and creating aftershocks for 4 seconds. The aftershocks deal 30/45/60 + 20% Magic Damage every second and slow enemies incrementally by 10/12/14%, stacking up to 50/60/70%. If used during Powerball, Powerball's effects are applied at the center of the landing area.
Soaring Slam's range increases with Movement Speed. Soaring Slam damages structures.
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