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Rammus Wild Rift Patch HistoryWR

Rammus

Tank

Wild Rift (Mobile) switch games?

Rammus was last nerfed in Patch 6.2e (). Across 16 patches, Rammus has received 6 buffs, 8 nerfs, 2 adjustments since release in Patch 2.2a.

Abilities
Rolling ArmordilloWR
Passive - Rolling Armordillo

Innate: After 5 seconds without taking damage or using abilities, Rammus gains 32 - 60 (based on level) bonus movement speed, increased to 61 - 75 (based on level) during Powerball.

PowerballWR
Ability 1 - Powerball
Cost: 65 Mana
CD: 12 / 10 / 8 / 6
Cast Time: None

Active: Rammus channels for up to 6 seconds to roll into a ball, gaining 20 to 31.67 for 15% bonus total movement speed per second over the duration, up to a maximum of 120% - 190% (based on level). He stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and knocking them back (without crossing terrain. Enemies hit are then stunned and revealed for 0.5 seconds, as well as slowed for 1 second.

Magic Damage: 80 / 110 / 140 / 170 (+ 100% AP)
Slow: 40 / 50 / 60 / 70%

Recast: Powerball can be recast after 1 second to end early, and does so automatically upon casting Defensive Ball Curl.

Defensive Ball CurlWR
Ability 2 - Defensive Ball Curl
Cost: 40 Mana
CD: 7
Cast Time: None

Passive - Spiked Shell: Rammus's basic attacks deal bonus magic damage, increased to 175% against monsters.

Bonus Magic Damage: 12 / 14 / 16 / 18 (+ 10% total armor)
Monster Magic Damage: 17.5 / 21 / 24.5 / 28 (+ 17.5% total armor)
Bonus Armor: 46.5 / 48 / 49.5 / 51 (+ 0% total armor)
Bonus Magic Resistance: 13.5 / 14 / 14.5 / 15 (+ 0% total magic resistance)

Active: Rammus enters a defensive stance for 6 seconds, gaining bonus armor and bonus magic resistance. While active, Spiked Shell deals 40% increased damage and applies to enemies that land a basic attack on-hit against Rammus.

Recast: Defensive Ball Curl can be recast after 1 second to end early, and does so automatically upon casting Powerball or Soaring Slam.

Frenzying TauntWR
Ability 3 - Frenzying Taunt
Cost: 50 Mana
CD: 13.5 / 13 / 12.5 / 12
Cast Time: 0.25

Active: Rammus taunts the target enemy champion or monster for a set duration, and gains bonus attack speed that decays over 5 seconds.

Taunt Duration: 1.2 / 1.5 / 1.8 / 2 seconds
Attack Speed: 35 / 45 / 55 / 65%
Soaring SlamWR
Ability 4 - Soaring Slam
Cost: 100 Mana
CD: 70 / 60 / 50
Cast Time: None

Active: Rammus leaps to the target location with crowd control immunity. Upon arrival, he creates a crater that deals magic damage and slows enemies within for 1.75 seconds.

Magic Damage: 75 / 150 / 225 (+ 50% AP)
Slow: 12.5 / 15 / 17.5%
Aftershock Magic Damage: 30 / 45 / 60 (+ 20% AP)
Maximum Slow: 50 / 60 / 70%

If Soaring Slam was cast during Powerball, enemies within the center are also knocked up for 1 second and are dealt Powerball's damage.

The crater ruptures once every second over 4 seconds, each time dealing magic damage and inflicting another stack of the slow, stacking up to 4 times.

Soaring Slam's range increases with total movement speed and its damage affects turrets.

Base Stats

Health: 690
Health Per Level: 112
Mana: 345
Mana Per Level: 41
Attack Damage: 54
AD Per Level: 3.6
Attack Speed: 0.8
AS Per Level: 2.2
Armor: 49
Armor Per Level: 4.7
Magic Resist: 38
MR Per Level: 1.2
Movement Speed: 335
Range: 175
Health Regen: 9
HP Regen Per Level: 0.81
Mana Regen: 12
Mana Regen Per Level: 0.9
Patch 6.2eNerf

Stats

  • Base attack damage reduced from 58 to 54.

Defensive Ball Curl

  • Cooldown increased from 6 seconds to 7.
  • Active bonus damage reduced from 50% to 40%.
Patch 6.2Buff

Defensive Ball Curl

  • On-hit base damage increased from 10/12/14/16 to 12/14/16/18.

Soaring Slam

  • Cooldown reduced from 80/70/60 seconds to 70/60/50.
Patch 6.0Buff

Stats

  • Base armor increased from 45 to 49.
  • Base health increased from 610 to 690.
  • Health growth increased from 105 to 112.
  • Magic resistance growth increased from 0.8 to 1.2.
Patch 5.3dBuff

We adjusted Rammus’ cooldowns and damaging abilities, so he can launch more frequent attacks on his enemies on lanes while at the same time posing a stronger threat.

Powerball

  • Cooldown reduced from 15/12/9/6 seconds to 12/10/8/6.

Defensive Ball Curl

  • On-hit armor ratio increased from 8% armor to 10%.

Frenzying Taunt

  • Cooldown reduced from 15/14/13/12 seconds to 13.5/13/12.5/12.

Soaring Slam

  • Cooldown reduced from 95/80/65 seconds to 80/70/60.
Patch 5.1bBuff

Rammus is getting a speed boost so he can zoom around the Rift and help his laners faster!

Rolling Armordillo

  • Powerball bonus movement speed increased from 37 to 65 (based on level) to 61 to 75 (based on level).

Powerball

  • Maximum bonus movement speed increased from 110 to 180% (based on level) to 120 to 190% (based on level).
Patch 4.3aNerf

Rammus has been zooming around the Rift since the last patch, and his movement speed is too strong, especially when compared to other champions. We’re adjusting how fast he can roll around so it's more in-line with his speed in previous patches.

Rolling Armordillo

  • Powerball bonus movement speed reduced from 60 to 150 (based on level) to 37 to 67 (based on level).

Defensive Ball Curl

  • Increased armor reduced from 60/65/70/75% to 55/60/65/70%.
Patch 4.2bNerf

Rammus is rolling too fast across the map, making his early-game ganks too efficient. We’re reducing his ganking power, but still keeping his identity as a physical damage nemesis.

Rolling Armordillo

  • Powerball bonus movement speed reduced from 96 to 180 (based on level) to 60 to 150 (based on level).

Powerball

  • Base damage reduced from 110/140/170/200 to 80/110/140/170.
Patch 4.2Buff

Stats

  • Base movement speed increased from 325 to 335.
Patch 4.1aChange

Last patch we released Amaranth Twinguard, and it has been giving Rammus too much armor, making him an unkillable menace. We’re telling him to arma-chill-o this patch and nerfing the amount of armor he gets in the later stages of the game.

Defensive Ball Curl

  • Base damage increased from 8/10/12/14 to 10/12/14/16.
  • Bonus armor reduced from 70/80/90/100% to 70/75/80/85%.
  • Bugfix: Fixed an issue where the armor calculation was higher than intended.
  • Removed: Rammus is no longer slowed by 30%.
Patch 3.5aNerf

The armordillo has been strong for most players for a while, but recent jungle changes have favored him and pushed him over the line in terms of power. Arma gonna do what’s needed and take away some of his strength from his ultimate.

Soaring Slam

  • Base damage reduced from 100/175/250 to 75/150/225.
  • Slow per stack reduced from 12/14/16% to 10/12/14%.
  • Maximum slow reduced from 60/70/80% to 50/60/70%.
Patch 3.3Buff

Soaring Slam

  • Cooldown reduced from 110/90/70 seconds to 95/80/65.
Patch 2.4cNerf

Rammus is over-performing after our last set of changes which were aimed at improving his early jungle clear without making him over-bearing. Keeping within the same direction, we are giving him a tune down on his PvP damage scaling (he's a tank, after all) but also amping up his bonus damage to monsters to keep his clear relatively equal in power.

Powerball

  • Base damage changed from 105/150/195/240 to 110/140/170/200.

Defensive Ball Curl

  • Passive armor ratio reduced from 10% armor to 8%.
  • Active armor ratio reduced from 15% armor to 12%.
  • Damage against monsters increased from 150% to 175%.
Patch 2.4aNerf

The Armordillo’s jungle clear speed has been a pain point for a while now. These changes are geared towards remedying that, helping him deal with jungle invades and allow him to gank sooner, while reducing some of his hidden damage in team fights.

Stats

  • Mana regeneration growth reduced from 1.1 to 0.9.
  • Magic resistance growth reduced from 1.6 to 0.8.

Defensive Ball Curl

  • Damage against monsters increased from 100% to 150%.

Soaring Slam

  • Base damage reduced from 125/200/275 to 100/175/250.
  • Aftershock damage reduced from 35/60/85 to 30/45/60.
  • Bug Fix: Tooltip now correctly shows aftershock damage.
Patch 2.3bNerf

Rammus is rolling over his opponents too fast. We are turning down the Attack Speed he gains from taunting a target so he isn’t such a powerhouse with his early ganks.

Frenzying Taunt

  • Bonus attack speed reduced from 50/60/70/80% to 35/45/55/65%.
Patch 2.3Nerf

Stats

  • Armor growth reduced from 5.1 to 4.7.

Defensive Ball Curl

  • Passive on-hit base damage increased from 5/10/15/20 to 8/10/12/14.
Patch 2.2aNew

Rammus added to Wild Rift

General

  • Released April 22, 2021 (00:01 UTC).