Rammus

Rammus

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// Stats

1100Health
0/80Mana
50Attack Damage
100Ability Power
0.6Attack Speed
50Armor
50Magic Resist
1Range

// Ability

Defensive Ball Curl

Taunt, forcing enemies to attack this champion. For 4 seconds, gain 400 / 550 / 725 (ap) Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120% (armor) + 50 / 75 / 120% (mr) physical damage to enemies in 2 Hexes.

Shieldap[ 400 / 550 / 725 ]
Armor MR Damage Ratio[ 50% / 75% / 120% ]

// Cast timeline

up to 4.00 smana lock per cast
1.00 scast window3.00 slocked while the effect runseffect 0.49 s

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 80mana at start / to cast
+5mana per attack
0.60attacks per second
0.45 sattack delay: from the start of an attack until it hits
0.72 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s0/80
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 26.17 s with 0.60 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 80/80: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.00 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.49 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 1.00 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  5. 1.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.45 s at base attack speed (the attack delay is 27% of the attack animation).
  6. Attack loop: the attack lands at 27% of the attack animation (mana granted) and unlocks at 70%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 5 per attack; combat starts at 0/80.
  8. Overflow is banked: mana past 80 from attacks or regen is kept through the cast (78/80 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Damage calculation

Measured at 2 stars on a level 8 board the Trait Explorer builds around its traits (optimal tall, its traits at their lowest breakpoint, teammates at 2 stars without items, positioned by role), against a level 8 enemy comp (Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Hecarim, Ezreal, Gnar: 3 tanks, 1 melee, 4 ranged, 2 stars), over 20 seconds of combat with real cast times, mana lock and item effects.

Its board: Rammus, Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Tristana, Gnar.

38DPS with no items

// Survivability

Alone, no items, 2 stars: its own damage against a 30 armor / 30 magic resist dummy, and what it soaks under 600 damage per second, half physical, from 4 attackers, over 20 s.

38DPS alone
2,970Effective health · dies at 5 s
14,397Best tank buildWarmog's ArmorSpirit VisageDragon's Claw

Open in the DPS calculatorOpen in the effective health calculator

Builds are ranked by calculated damage: every damage item alone first, then every 3-item combination of the 12 best. Ability model confidence: medium. Change the enemies, items and teammates in the calculator.

// Itemized Roles

Main TankSolidWarmog's ArmorGargoyle StoneplateSpirit Visage

3-cost AD Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.