Rammus
The Armordillo
Compétences
Spiked Shell
Innate: Rammus deals 10 (+10% Armor) bonus magic damage with his basic attacks.
Powerball
Active: Rammus accelerates in a ball gaining Movement Speed over 6 seconds. On enemy collision, he stops, dealing magic damage to nearby enemies, knocking them back, and slowing them for 1 second. Max Movement Speed: 150 - 235% (based on level) Magic Damage: 80 / 110 / 140 / 170 / 200 (+100%) Slow: 40 / 50 / 60 / 70 / 80%
Defensive Ball Curl
Active: Rammus enters a defensive formation for up to 6 seconds, increasing Armor and Magic Resist. During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus. Basic attacks extend its duration by 0.4 seconds, up to a maximum of 4 additional seconds. Armor: 40 (+35 / 45 / 55 / 65 / 75% total Armor) Magic Resist: 10 (+30 / 35 / 40 / 45 / 50% total Magic Resist)
Frenzying Taunt
Active: Taunt an enemy champion or monster and gain Attack Speed for the same duration. While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed is refreshed. Taunt / Bonus AS Duration: 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds Bonus Attack Speed: 20 / 25 / 30 / 35 / 40%
Soaring Slam
Active: Rammus leaps into a target location, dealing magic damage to enemies hit and slowing them for 1.5 seconds. Enemies at the center take bonus damage based on distance traveled, and knocked up for 0.75 seconds if cast while Powerball is active. Rammus creates three aftershocks at the target location for 3.5 seconds that deal magic damage and stack the original slow up to four times. Soaring Slam deals 200% damage to turrets, and its range is increased based on his movement speed. Magic Damage: 100 / 175 / 250 (+60%) Total Increased Damage: 150 / 262.5 / 375 (+90%) Aftershock Damage: 20 / 30 / 40 (+10%) Slow: 15 / 17.5 / 20%