
the Armordillo
Rammus
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Rammus builds in game
Taken from the in-game loadout screen as of 2026-08-26. The pick count and win rate are shown exactly as the game reports them.
Stacked max health and layered damage shields
- Thornmail
- Searing Crown
- Armored Advance
- Kaenic Rookern
- Gargoyle Stoneplate
- Mantle of the Twelfth Hour
When enemy carries deal physical damage with attacks and focus you
This build stacks +1400 Max Health and layers defenses that scale with his health pool. Gargoyle Stoneplate's active grants a shield equal to 100 plus 90% bonus HP, decaying over 2.5 seconds on a 60-second cooldown. Armored Advance cuts damage from champion attacks by 10%, and after Rammus takes physical damage from a champion it grants a physical shield absorbing 20-140 plus 5% max HP. Mantle of the Twelfth Hour adds 180 plus 45% bonus HP of max health over 3 seconds when damage drops him below 35% HP.
Tenacity and magic damage mitigation
- Thornmail
- Searing Crown
- Chainlaced Crushers
- Force of Nature
- Iceborn Gauntlet
- Amaranth's Twinguard
When enemy crowd control is heavy and their damage leans magic
Chainlaced Crushers supplies 30% Tenacity, and several of the other items are picked to blunt magic damage. Force of Nature grants a Steadfast stack whenever Rammus takes ability damage from an enemy champion, and at 4 stacks all incoming magic damage is reduced by 20%. Amaranth's Twinguard adds a stack every second while in combat with enemy champions, and 5 stacks raise AR and MR by 30% each. Iceborn Gauntlet puts (100% base AD + 25% bonus AR) onto the next attack after an ability and leaves an icy field that slows by 30%.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Level Skill 1 first to boost the speed and uptime of your key gank tool, then Skill 3 to extend the taunt duration.
Rammus Skills

Rolling Armordillo
Exit combat after not taking damage or using abilities for 5 seconds.

Powerball
Activating cancels Defensive Ball Curl and puts it on cooldown.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 12 | 10 | 8 | 6 |
| Base Damage | 80 | 110 | 140 | 170 |
| Slow | 40% | 50% | 60% | 70% |

Defensive Ball Curl
Active: Brace for up to 6 seconds, gaining 66 AR (30 + 45%AR) and 27 MR (10 + 35%MR). While curled Spiked Shell deals 40% more damage and also applies to enemies that attack Rammus.
Deals 175% damage to monsters.
Activating cancels Powerball and puts it on cooldown.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Base Damage | 12 | 14 | 16 | 18 |
| Armor | 45% | 50% | 55% | 60% |
| Magic Resist | 35% | 40% | 45% | 50% |

Frenzying Taunt
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 13.5 | 13 | 12.5 | 12 |
| Duration | 1.25 | 1.5 | 1.75 | 2 |
| AS | 35% | 45% | 55% | 65% |

Soaring Slam
Aftershocks deal 30 magic damage (30 + 20%AP) every second and slow enemies incrementally by 10%, stacking up to 50%.
If used during Powerball, Powerball's effects are applied at the center of the landing zone.
Soaring Slam's range increases with Movement Speed.
Soaring Slam damages structures.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 70 | 60 | 50 |
| Base Damage | 75 | 150 | 225 |
| Slow | 50% | 60% | 70% |
| Damage | 30 | 45 | 60 |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Rammus Strengths
- ✓Strong counter to AD-heavy compositions
- ✓Hard-to-avoid ganks from Skill 1's high speed
Rammus Weaknesses
- ×Fragile against AP-heavy or high-CC compositions
- ×Somewhat slow jungle clear
Early Game
Your early clear is slow, but ganks built on Skill 1's movement speed are strong. Target laners who are overextended. Hold them with the Skill 3 taunt and convert into kills.
Mid Game
Use your mobility to roam and be the first to arrive at skirmishes and objective fights. Peel for your carry if they are being targeted, or lock down the enemy ADC if they step forward.
Late Game
Once your items come online, you become very hard to kill against AD compositions. Take on catching and engaging. Roll in from out of vision with Skill 1 or Ult and start teamfights on your terms.
Teamfights
Drop into the middle of the enemy team with Ult and taunt their most fed physical damage dealer with Skill 3. Then pop Skill 2 to reflect damage while soaking their attacks. That gives your team room to work.
⚠️ Common Mistakes
Forcing ganks through minions
Skill 1 (Powerball) stops as soon as it hits a minion. Do not force a gank through the wave. Stay out of enemy vision and path through gaps in the minions or flank from behind. From Lv5, Ult lets you hop over the wave and land your CC directly on the target.
Rammus Combos
Basic Gank
Roll in with Skill 1 to collide, then taunt with Skill 3 for reflect damage.
Full Engage
Cast Ult mid-roll to dive, then taunt from the center of their team.
Champions Rammus struggles against (reader votes)
↑ loses the matchup / ↓ not really





