Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 18 Oct 2026

Rammus Build, Runes and Counters — Jungle and Support · Patch 26.20

the Armordillo

Patch 26.20 · Stats from the 26.18 Master+ sample (658 games).

Rammus, the Armordillo, turns armor and magic resist into attack damage through Spiked Shell and taunts one enemy into attacking him with Frenzying Taunt. Aftershock was the keystone on nearly every Rammus in our small Master+ sample, and Thornmail came first in the path bought most. His one well-counted rival, Lee Sin, beat him more often than not.

Tank

Patch 26.18 · Jungle · Ranked Solo/Duo · Master+ · EUW · KR · NA · 658 games · Preview sample

Role snapshot (Jungle)

BTier
Win Rate
50.0%
Pick Rate
1.0%
Ban Rate
0.3%

658

Games

Low

Confidence

Win rate by lane

  • Jungle48.7% · 495 games · small sample
  • Support55.3% · 132 games · small sample

Most common path

35 games

68.6%Win Rate

Start
SmiteFlash

Other first item

16 games

43.8%Win Rate

Start
SmiteGhost

Runes

Patch 26.18

This exact page: taken in 25.5% of games·53.0% win rate over 168 games.

Primary

Resolve

Aftershock

After immobilizing an enemy champion gain defenses and later deal a burst of magic damage around you.

Font of Life

Impairing the movement of an enemy champion heals nearby allied champions.

Conditioning

After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.

Unflinching

Gain Armor and Magic Resist when receiving crowd control.

Secondary

Precision

Triumph

Takedowns restore 5% of your missing health and grant an additional 20 gold.

Legend: Alacrity

Takedowns on enemies grant permanent Attack Speed.

Shards

  • Attack Speed
  • Health Scaling
  • Health Scaling

Other keystones taken

  • Electrocute4.4% taken · 20.7% win29 games
  • Unsealed Spellbook0.6% taken · 50.0% win4 games
  • First Strike0.3% taken · 50.0% win2 games

Tree pairs

  • Resolve + Precision63.8% taken · 51.4% win420 games
  • Resolve + Sorcery24.9% taken · 48.8% win164 games
  • Domination + Sorcery4.4% taken · 24.1% win29 games

Skill Order

Which ability to max first, and the level each point goes in — Rammus's most common path.

Q

Powerball

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.

Cooldown 12/10.5/9/7.5/6s · 60 Mana
W

Defensive Ball Curl

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, and returning damage to enemies that attack him.

Cooldown 7s · 40 Mana
E

Frenzying Taunt

Rammus taunts an enemy champion or monster into a reckless assault against him.

Cooldown 12s · 50 Mana
R

Soaring Slam

Rammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies.

Cooldown 120/105/90s · 100 Mana

Max Order

QEW

Max Q first, then E, then W. Take R whenever available (6 / 11 / 16).

Level-up Order

  • Q
  • W
  • E
  • R
Ability123456789101112131415161718
QPowerballQQQQQ
WDefensive Ball CurlWWWWW
EFrenzying TauntEEEEE
RSoaring SlamRRR

Matchup map (Jungle)

How Rammus performs against enemy jungle laners

Levels 1 – 18 · Master+40%60%Rammus's win rate
≥ 60%Very favorable
55 – 60%Favorable
50 – 55%Even
45 – 50%Unfavorable
40 – 45%Hard
< 40%Very hard

Conditional build matrix

Recommended items by enemy team composition

Master+ · Patch 26.18
Mythic / CoreFirst major item
Core 2Second item
Core 3Third item
BootsBoot slot
SituationalPick as needed

Scaling — minute 10–30

RammusJungle average

Gold

102030

Damage to champions

102030

CS

102030

Counter plan — how to beat Rammus

  • Build percentage damage — flat penetration falls off against the stats it stacks

  • Punish the cooldown — Rammus is exposed while its rotation is down

  • Ward the flank — vision is what turns its best opening into a worse one

  • Respect the spike — Riot rates the kit 5/10, so a practised player gets more out of it than the average

  • Trade on your terms — take the fight where its damage lands on nobody

Ability details

  • P

    Spiked Shell

    Rammus gains bonus Attack Damage scaling with his Armor and Magic Resistance.

    Passive — never cast

  • Q

    Powerball

    Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.

    Cost 60 ManaCooldown 12/10.5/9/7.5/6sRange 300

  • W

    Defensive Ball Curl

    Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, and returning damage to enemies that attack him.

    Cost 40 ManaCooldown 7sRange 300

  • E

    Frenzying Taunt

    Rammus taunts an enemy champion or monster into a reckless assault against him.

    Cost 50 ManaCooldown 12sRange 325

  • R

    Soaring Slam

    Rammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies. If cast while Rammus is in Powerball, Rammus knocks up enemies near the center as well.

    Cost 100 ManaCooldown 120/105/90sRange 25000

Rammus balance history

Riot's notes from patch 25.S1.1 to 26.20 change Rammus in 2 patches. The latest is patch 25.13, published 2025-06-24.

  1. Patch 25.132025-06-24

    Base Stats

    • Health Growth94to100

    WDefensive Ball Curl

    • Bonus Armor/Magic Resist27to27 / 32 / 37 / 42 / 47
    Why, in Riot's words

    Rammus's update was successful in making him much more consistently useful but we shot a little low on his power level. We'd like to buff him back up and specifically re-enable the choices he used to have around what ability to max first. We're giving him some generic durability and empowering Defensive Ball Curl's rank-up as a way to ensure he can opt into being the tankiest armordillo he can be.

  2. Patch 25.122025-06-10

    Base Stats

    • Base Armor40to35
    • Armor Growth5.5to4.5
    • Level 1 Attack Speed0.656to0.7
    • Base Attack Damage55to65

    PSpiked Shell

    • REMOVED: Rammus’ basic attacks no longer gain 10 (+10%) armor (increased by 50% during W) magic damage on-hit
    • NEW: Rammus now gains 15% of his total Armor and Magic Resist as bonus AD

    QPowerball

    • Damage80 / 110 / 140 / 170 / 200to80 / 120 / 160 / 200 / 240
    • Smooth Moves: Powerball no longer locks Rammus out of casting his E for ~0.375 seconds after colliding with an enemy

    WDefensive Ball Curl

    • Duration6to7 seconds
    • Duration on Basic Attack: W’s duration is no longer increased on basic attacks
    • Bonus Armor40 (+35 / 45 / 55 / 65 / 75% total armor)to27 (+30 / 37.5 / 45 / 42.5 / 60% total armor)
    • Bonus Magic Resistance10 (+30 / 35 / 40 / 45 / 50% total magic resistance)to27 (+30 / 37.5 / 45 / 42.5 / 60% total magic resistance)
    • Reflected Damage15 (+15% of total armor)to15 (+10% of total armor) (+10% of total magic resistance)
    • Dragon Damage: Rammus’ W now properly reflects damage from Dragon’s basic attacks (same for Thornmail)
    • Tooltip Improvements: W’s tooltip now more clearly states how much Armor and MR will be gained from the ability
    • Tooltip Improvements: W’s tooltip is no longer blank when the ability is active and will now show the amount of damage returned

    EFrenzying Taunt

    • Attack Speed: E no longer provides Rammus with 20 / 25 / 30 / 35 / 40% bonus attack speed.
    • Damage to Monsters: E now deals 80 / 100 / 120 / 140 / 160 (+70% AP) to monsters on cast (Note: This ability does not deal damage to champions)

    RSoaring Slam

    • Cooldown90to120/105/90 seconds
    • Initial Damage100 / 175 / 250 (+60% AP)to150/ 250 / 350 (+60% AP)
    • Epicenter Damage: R no longer deals 50% bonus damage at the center of the impact
    • Aftershock Damage Removed: R no longer deals 20 / 30 / 40 (+10% AP) damage on aftershocks
    • Slow15 / 17.5 / 20% per stack, up to 60 / 70 / 80%to30 / 40 / 50%, no longer stacks
    • QoL Improvement: Rammus can now Powerball soar even if Rammus is on top of an enemy if Soaring Slam is cast quickly enough
    • QoL Improvement: Re-timed R’s animation to play the full animation over the dash
    • Bugfix: R No longer breaks its animation and fails to deliver Powerball if they are cast too quickly together
    • Bugfix: Fixed a bug where R’s animation bugged out at short ranges
    Why, in Riot's words

    In this patch we’re giving Rammus an update with three main goals. First, we’d like to retain him as an anti-auto attack tank, but within that umbrella, allow him to be successful when tanking magic damage auto-attacks as well with the hope that he can be picked outside of last pick against full AD team comps. Second, we’d like to punch up a few of his abilities, giving him more impactful Powerballs and Soaring Slams by frontloading more of those abilities. Third, we’d like to remove some needless complexity from the champion that required exact ability sequencing that simply had a “right” answer with no room for finesse. Our hopes for this update are that Rammus will be a viable tank in more situations, still strongly in love with Thornmail, and overall “OK” in more team compositions.

Rammus skins (13)

Riot's data lists 13 looks for Rammus with their own art, the base skin included and 23 chroma variants.

ARAM performance

EstimateS
Win Rate
52.7%
▼ 0.3%
Pick Rate
5.7%
▲ 6.1%
Ban Rate
7.0%
▲ 2.7%
Damage dealt
90.0%
Damage taken
93.5%
Healing
92.5%
Shielding
101.3%
Ability Haste
+21

Best ARAM build

Patch timeline

This champion’s win rate on each patch the preview sample spans, over its own games there. What actually changed each patch is in Riot’s own notes.

  1. 26.1950.0% over 192 games · small sample+0.1
  2. 26.1849.1% over 371 games · small sample-0.3
  3. 26.1754.5% over 88 games · small sample—

Rammus's base stats against all 173 champions

  • Rammus's base attack speed of 0.7 is the 9th-highest of 173 champions on patch 26.20 (shared with 1 other).
StatRammusRankMedian
Base health645=39th620
Health per level100=117th104
Base armor35=31st30
Armor per level4.5=92nd4.6
Base magic resist32=32nd32
Magic resist per level2.05=4th1.55
Base attack damage65=21st59
Base attack speed0.7=9th0.656
Attack speed per level2.215%100th2.5%
Move speed335=74th335
Attack range125=129th175

Rammus at level 1 and level 18

  • Rammus reaches 2345 health at level 18 — 645 at level 1 plus 17 × 100, the 63rd-lowest of 173 champions on patch 26.20.
  • Rammus reaches 871 mana at level 18 — 310 at level 1 plus 17 × 33, the 20th-lowest of 145 mana users on patch 26.20.
  • Rammus reaches 111.5 armor at level 18 — 35 at level 1 plus 17 × 4.5, the 57th-highest of 173 champions on patch 26.20, shared with 2.
  • Rammus reaches 66.85 magic resist at level 18 — 32 at level 1 plus 17 × 2.05, the 5th-highest of 173 champions on patch 26.20, shared with 69.
StatLevel 1Per levelLevel 18Rank at 18
Health645+1002345111th of 173
Mana310+33871126th of 145
Armor35+4.5111.5=57th of 173
Magic resist32+2.0566.85=5th of 173

Riot Data Dragon 16.20.1. Growth curve: League of Legends Wiki — Champion statistic.

Riot's tips for Rammus

Playing Rammus

  • Powerball can be used as an effective escape mechanism.
  • Using taunt on a champion by your tower can cause the tower to attack your enemy.
  • Tremors and Defensive Ball Curl can be used late in the game to obliterate towers. If you're bogged down in a team fight, it is often valuable to break off and attack the buildings.

Playing against Rammus

  • Pay particular attention to when his Defensive Ball Curl is off. Rammus has much lower stats than a normal tank when he's out of the stance.
  • Rammus often stacks high Armor, leaving him especially vulnerable to caster damage while not in Defensive Ball Curl.

Quick answers about Rammus

How does Rammus do against Lee Sin?
Rammus won 39.5% of 38 counted Master+ games against Lee Sin. Lee Sin is one of the opponents that beat Rammus. A small sample — read it as a lean, not a rule.
What class is Rammus?
Riot classes Rammus as Tank. This site files the champion under Jungle.
How hard is Rammus to play?
Riot rates Rammus's difficulty 5 out of 10.
What resource does Rammus use?
Rammus's abilities spend Mana.
What is Rammus's attack range?
125 units — the lowest of 173 champions on patch 26.20 (shared with 44 others).
What are Rammus's abilities?
Passive — Spiked Shell, Q — Powerball, W — Defensive Ball Curl, E — Frenzying Taunt and R — Soaring Slam.
How many skins does Rammus have?
Riot's data lists 13 skins with their own art, the base look included, plus 23 chroma variants.
How much health does Rammus have at level 18?
2345 — 645 at level 1 plus 17 × 100 per level, Riot's own values, before items and runes.
What is Rammus's ultimate cooldown?
Soaring Slam (R): 120/105/90 seconds by rank, before ability haste, in Riot's Data Dragon 16.20.1.
When did Riot last change Rammus?
Patch 25.13, published 24 June 2025 — the latest of 2 patches that change Rammus in Riot's notes from 25.S1.1 to 26.20.

Rammus at a glance

Rammus, the Armordillo, is a Tank champion in League of Legends. Riot rates the kit 5/10 for difficulty, 4/10 for attack, 10/10 for defense and 5/10 for magic. Rammus spends Mana and has 13 skins with their own art. Rammus's base attack speed of 0.7 is the 9th-highest of 173 champions on patch 26.20 (shared with 1 other).

Attack4/10
Defense10/10
Magic5/10
Difficulty5/10

Rammus's story

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.
— Riot Games, Data Dragon 16.20.1. League of Legends Universe

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Methodology

Data window
Preview sample — a one-time snapshot of 65,406 ranked games (Master+, EUW/KR/NA, patch 26.18), counted by GamGem while our Riot production key is under review. Figures will update daily once it is approved. Counted 26–27 Sept 2026; patches 26.18 (35,477) · 26.19 (18,580) · 26.17 (11,048) · 26.16 (293) · 26.15 (8); by server EUW 22,382 · KR 21,922 · NA 21,065 · EUNE 20 · TR 17. 642 games without a result — remakes ended by vote in their first minutes, and games recorded with no winner — were not counted.
Rank aggregation
Master, Grandmaster and Challenger, pooled — the three ladders the count read its players from. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under every lane that holds at least a tenth of its counted games — the position the match itself reports, not the champion’s class. Its headline win rate is across all of them; each lane’s own win rate and games are counted too, and a lane’s tier list ranks by them.
Counters
The two champions in the same position on opposite teams, over that pairing’s own counted games — ranked on the edge pulled toward zero by its sample size, printed raw.
Minimum sample
None — no figure is hidden for being thin. Every rate prints its games, and the confidence band is its 95% margin: Very High within ±1.5 points, High ±2.5, Moderate ±3.1 (1,000 games), Low wider.
Why a build is not a cause
An item is counted when the match ENDS with it, so late items show long games and an item bought when already ahead shows games that were being won. Correlation is what a rate can show; it is not evidence that buying the item caused the win.
Where the numbers come from
Names, classes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates, builds, keystones, spells and matchups are counted by GamGem from Riot's ranked match records. An estimate, not a count: this panel is not in the preview sample, and is labelled so.

Rammus on video

Published by League of Legends on YouTube, 20 December 2011.

14 years old. League of Legends has been patched since, so watch it for how the kit plays, not for numbers — the rest of this page is written for the current patch.

It plays in YouTube’s own player once you press play. Nothing is downloaded or re-hosted here, and nothing loads from YouTube until then.