Where players rank Rammus on the community tier list. One vote per account.
– net score
Classic loadouts
Builds for Rammus
Abilities
Rammus converts 25% of his Armor into Attack Damage.
Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100 / 150 / 200 / 250 / 300 magic damage to nearby enemies on impact and Slowing them by 20 / 25 / 30 / 35 / 40% for 3 seconds. Recast to remove this effect. (+100% AP)
Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 magic damage to attackers. Recast to remove this effect. (+10% Armor)
Rammus Taunts the enemy champion or monster into a reckless assault, reducing their Armor by 10 / 15 / 20 / 25 / 30 and forcing them to attack Rammus for 1 / 1.5 / 2 / 2.5 / 3 second(s).
Rammus creates tremors beneath him, dealing 65 / 130 / 195 magic damage every second to nearby units and structures for 8 seconds. (+30% AP)
How Rammus plays
Editorial Reading of the kit above, not a sourced claim - the numbers inside it were checked against the client before publishing.
Rammus exists to make one specific person's life miserable: whoever's fed on the enemy team. Puncturing Taunt forces a target to attack him and nothing else for a few seconds while also shredding their armor, which is brutal against a carry who just wanted to keep hitting someone else. Powerball is both his engage and his escape, a rolling charge that gains speed the longer it's held and slows on impact. Defensive Ball Curl adds a big chunk of resistances along with damage reflected back at anyone attacking him, making trading into him during that window actively bad. Spiked Shell converts a quarter of his armor into attack damage, so a heavily defensive build still keeps him relevant offensively. Tremors closes fights out with a wide area damage tick that also hits structures, useful for both teamfights and pushing down a tower afterward. He has very little burst of his own, so his value comes entirely from disrupting someone more dangerous than him.
Counters & matchups
28.8 base armor plus Defensive Ball Curl makes AD compositions unable to kill him; magic damage ignores all of it.
"In lane" means both champions are played in the same role in Classic; "across the map" represents cross-lane dynamics (e.g. jungler ganks, roaming supports). All matchups evaluated strictly within the 63 Classic launch champions.
What Rammus's kit scales with
Read from Rammus's ability text.
Ability ratios
Skins · 7
Catalog and art read directly from the client files (build 18848366a9cb) - exactly the skins the client lists for Rammus, including the Classic throwback skins with their era models. © Riot Games.