Heads up! We have done a partial reset of votes for season 4! You can now make new votes!


The Armordillo

Physical Damage

General counter information:

Build TenacityKnock BackHard CC

Counter Items & Summoner Spells:

Health Points: 420 (+86 / per level) Health Regen: 5
Mana Points: 255 (+33 / per level) Mana Regen: 30
Damage: 50 (+3.5 / per level) Attack Speed: 0.625 (+2.22 / per level)
Attack Range: 125 Movement Speed: 310
Armor: 17 (+3.8 / per level) Magic Resistance: 30 (+0 / per level)
Influence Points (IP): 3150 Riot Points (RP): 975

Spiked Shell


Rammus receives 25% of his total armor as bonus attack damage.



Active: Rammus enters a rolling ball state for up to 7 seconds, increasing his movement speed by 30% and then continues accelerating. Upon impacting with an enemy, all nearby enemies will be knocked back for an instant and be dealt magic damage. Additionally, targets affected by the impact will be slowed for 3 seconds.
Cooldown: 10 seconds
Impact radius: 200 (estimate)
Knock back distance: 100 (estimate)

Cost: 70/80/90/100/110 mana
Magic Damage: 100/150/200/250/300 (+1.0 per ability power)
Slow: 20/25/30/35/40 %

Defensive Ball Curl


Active: Rammus enters a defensive stance for 6 seconds, vastly increasing his armor and magic resistance and returning magic damage for each autoattack that enemies use on him.
Cost: 40 mana.
Cooldown: 14 seconds.

Armor and Magic Resist Bonus: 40/60/80/100/120
Magic Damage Returned: 15/25/35/45/55 (+10% of total armor)

Puncturing Taunt


Active: Rammus taunts a target enemy, reducing their armor and forcing them to attack Rammus for a few seconds.
Cooldown: 12 seconds
Range: 325

Cost: 50 mana
Armor Reduction: 10/15/20/25/30
Duration: 1.25/1.50/1.75/2.00/2.25 seconds



Active: Rammus creates tremors beneath him for 8 seconds dealing magic damage to nearby units and structures each second. Rammus can move, attack and use other abilities while Tremors is in effect.
Cost: 100 mana
Cooldown: 60 seconds
Radius of AoE: 300

Magic Damage Per Second: 65/130/195 (+0.3 per ability power)
Maximum Magic Damage: 520/1040/1560 (+2.4 per ability power)

Counter Tips

Try not to target him if he has his Defensive Curl on - as he will take much less damage, and he'll also return some damage back to you.
Most Rammus players build heavy armor. This will make him vulnerable to AP damage.
Try to stand amongst creeps to avoid getting knocked-back by Rammus's Powerball.
Taking cleanse or buying a Quicksilver Sash will let you immediately cure his taunt.

Popular Guides