Active:Rammuschannels for up to 6 seconds to roll into a ball, gaining 25% − 39.17% (based on level)bonus total movement speed per second over the duration, up to a maximum of 150% − 235% (based on level).
Powerball can be recast after 1 second within the duration, and does so automatically afterwards or when interrupted.
Rammus stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and knocking them back 125 units, though not through terrain. Enemies hit are then stunned and revealed for 0.4 seconds, as well as slowed for 1 second.
Active:Rammus enters a defensive stance for 6 seconds becoming slowed by 30% while gaining bonus armor and bonus magic resistance. During this time, Spiked Shell's damage is increased by 50% and also applies to enemies that land a basic attack on-hit against Rammus.
Defensive Ball Curl can be recast after 1 second within the duration, and does so automatically afterwards.
Active:Rammusleaps to the target location with Cc-immunity, impacting the ground upon arrival to deal magic damage to nearby enemies and slow them for 1.5 seconds. The impact deals increased damage at the epicenter if Soaring Slam was cast further than 600 units, capped at 1700 units with 50% increased damage. If Soaring Slam was cast during Powerball, enemies within the epicenter are also knocked up for 0.75 seconds and are dealt Powerball's damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.
Rammus is required to have had at least 461.5 movement speedaverage over the last second to be able to cast Soaring Slam further than its minimum cast range and thereby deal the increased center damage.
The maximum increased center damage is reachable once Rammus has had at least 1307.69 movement speedaverage for the past second.
Soaring Slam will not impact nor generate aftershocks if the dash is interrupted.
The following table refers for interactions while Rammus is dashing:
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.
Those who make it to the Full Metal Robot Fighting League—the premier institution for gear-crunching, robot-on-robot violence—must often face off against the fearsome Full Metal Rammus. It is an initial rite of passage, faced by every contender-bot, that leaves entire arenas in tremors...
Rammus, the skewering wheel—ancient guardian of the sands, we invoke thee to protect us from an evil of our own making. Let no man tread upon these hallowed grounds, lest they be broken beneath your unforgiving carapace.
Even the most renowned Hextech artificer must bow to the creativity and perfection of nature. After crafting each of Rammus's arcs to mimic the golden spiral, the creature proved so efficient at rolling... it escaped the moment its creator put down her wrench.
Rammus was supposed to be the Space Program's core asset for terraforming new planets, and he was—until his digging unearthed a purple surprise no one was ready for. Now he has become something wholly different, his power turned to nefarious ends at the hands of the evil invader-meeps.
Active:Rammusleaps to the target location with immunity to crowd control, and upon impact he deals 100 / 175 / 250 (+ 60% AP) magic damage to nearby enemies and slows them by 15 / 17.5 / 20% for 1.5 seconds. Enemies in the center take increased damage if Soaring Slam was cast further than 600 units, capped at 1700 units with 50% increased damage. If Soaring Slam is cast while channeling Powerball, enemies within the center of the impact are also knocked up for 0.75 seconds and take Powerball's collision damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.
Rammus' impact causes 3 aftershocks to burst from the area over 3.5 seconds. Each aftershock deals 20 / 30 / 40 (+ 10% AP) magic damage to enemies within the area and applies the initial slow, which stacks up to 4 times.
Soaring Slam's damage applies to and is doubled against structures.
Soaring Slam's minimum cast range is 600 units and is also equal to 130% of his average movement speed over the past 1 second.
Soaring Slam's center radius is 200 units and its slam and aftershock radius are 400 units.
Cooldown increased to 130 / 110 / 90 seconds from 100 / 80 / 60.