Rammus Statistics in North America

  • Game patch: 9.23
  • Game count: 249,229
  • Average match length: 29:27
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Rammus

Rammus

the Armordillo

  • P Spiked Shell

    Spiked Shell

    Rammus' basic attacks deal 10 (+10% Armor) bonus magic damage, increased while Defensive Ball Curl is active.

  • Q Powerball

    Powerball

    Cooldown: 16/13.5/11/8.5/6Cost: 60 manaRange: 300

    Rammus accelerates in a ball, gaining up to 150-235% Movement Speed over 6 seconds. On enemy collision, he stops, dealing 100/135/170/205/240 (+100% bonus Ability Power) magic damage to nearby enemies, knocking them back, and slowing them by 40/50/60/70/80% for 1 second.

    Can be reactivated to end the effect early and put Powerball on cooldown.
    Powerball is a channeled spell and is subject to interruption by spells that prevent casting.
    Casting Powerball cancels Defensive Ball Curl and puts it on cooldown.

  • W Defensive Ball Curl

    Defensive Ball Curl

    Cooldown: 6Cost: 40 manaRange: 300

    Rammus enters a defensive formation for up to 6 seconds, increasing Armor by 30 plus 60/70/80/90/100% and Magic Resist by 10 plus 30/35/40/45/50% but becoming slowed by 30%.

    During this time, Spiked Shell deals 150% damage and also deals its damage to enemies that basic attack Rammus.

    Can be reactivated to end the effect early and put Defensive Ball Curl on cooldown.
    Casting Defensive Ball Curl cancels Powerball and puts it on cooldown.

  • E Frenzying Taunt

    Frenzying Taunt

    Cooldown: 12Cost: 50 manaRange: 325

    Taunt an enemy champion or monster for 1.25/1.5/1.75/2/2.25 seconds and gain 20/25/30/35/40% Attack Speed for the same duration.

    While any of Rammus' other spells are active, Frenzying Taunt's Attack Speed bonus is refreshed.

  • R Tremors

    Tremors

    Cooldown: 100/80/60Cost: 100 manaRange: 375

    Shake the earth for 7 seconds, dealing 30/60/90 (+20% bonus Ability Power) magic damage to nearby enemies and slowing them by 8/10/12% for 1.5 seconds, stacking up to 8 times.

    Tremors deals 200% damage to turrets.

Statistics by Role

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Smite

    Smite

    Cooldown: 15 seconds
    Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum life when used against monsters.

Frequent Runes

Resolve

Live forever
Durability and crowd control

Precision
Become a legend
Improved attacks and sustained damage

Skills Order

Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
2
4
5
7
9
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
1
14
15
17
18
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
3
8
10
12
13
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16
Win Rate:51.10%
Ban Rate:3.72%
Pick Rate:2.30%
Kills: 4.40
Deaths: 6.45
Assists: 10.56
Minions Killed:30
Gold Earned:10,030
Gold Spent:9,136
Double Kills:0.00
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 1.00
Largest Killing Spree: 1.91
Largest Multi Kill: 0.96
Wards Killed: 1.47
Wards Placed: 6.16
Vision Wards Bought: 1.11
Tower Kills: 0.03
Win rate by Game Length
This graphic shows you the average Win Rate for Rammus based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

First back items

This statistic shows you a list of items that players usually buy on their first back to base.

First back items when ahead

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner.

This includes kills, assistances and objectives.

First back items when behind

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold disadvantage over their enemy laner.

This includes kills, assistances and objectives.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Smite

    Smite

    Cooldown: 15 seconds
    Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum life when used against monsters.

Pick Rate

90.08%
  • Ghost

    Ghost

    Cooldown: 180 seconds
    Your champion can move through units for 10 seconds, gaining increased Movement Speed. Grants a maximum of 28-45% (depending on champion level) Movement Speed after accelerating for 2 seconds.
  • Smite

    Smite

    Cooldown: 15 seconds
    Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum life when used against monsters.

Pick Rate

8.34%
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
  • Smite

    Smite

    Cooldown: 15 seconds
    Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum life when used against monsters.

Pick Rate

1.31%
  • Heal

    Heal

    Cooldown: 240 seconds
    Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.
  • Smite

    Smite

    Cooldown: 15 seconds
    Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum life when used against monsters.

Pick Rate

0.16%
Resolve

Live forever
Durability and crowd control

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

49.39%
Resolve

Live forever
Durability and crowd control

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

23.45%
Resolve

Live forever
Durability and crowd control

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

8.99%
Resolve

Live forever
Durability and crowd control

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

7.63%
Resolve

Live forever
Durability and crowd control

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

7.61%
Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
2
4
5
7
9
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
1
14
15
17
18
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
3
8
10
12
13
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16

Pick Rate

65.01%
Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
2
4
5
7
9
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
1
8
10
12
13
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
3
14
15
17
18
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16

Pick Rate

14.55%
Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
3
4
5
7
9
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
1
14
15
17
18
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
2
8
10
12
13
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16

Pick Rate

5.21%
Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
2
14
15
17
18
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
1
8
10
12
13
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
3
4
5
7
9
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16

Pick Rate

4.26%
Q
Powerball

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
1
4
5
7
9
W
Defensive Ball Curl

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, amplifying Spiked Shells' damage, and returning damage to enemies that basic attack him, but he is also slowed during this time.
2
14
15
17
18
E
Frenzying Taunt

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him. Additionally, he gains increased Attack Speed for a short time, but this bonus is extended by having any of his other spells active.
3
8
10
12
13
R
Tremors

Tremors

Rammus creates waves of destruction pulsing through the ground, causing damage to nearby enemies and slowing them. Turrets take double damage from Tremors.
6
11
16

Pick Rate

2.58%

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