clock menu more-arrow no yes mobile

Filed under:

Rammus kit update: What’s new in Patch 7.10

Rammus is back and ready to roll!

Riot Games

It has probably been a long time since you thought about Rammus. Well Riot is well aware that League of Legends’ fastest champion is in need of attention, and Patch 7.10 is giving him some.

While it isn’t a full rework, Rammus is getting a few big changes that should make him a little more interesting and give him a real place in the game. The largest scale changes will mostly affect his ability to roll into teamfights, with Power Ball (Q) lasting a shorter amount of time, but letting Rammus roll even faster.

Alongside his improved taunt and more interesting defensive abilities, you may see Rammus rolling around the rift in your games for the first time in a while. His ultimate now does double damage to towers, too, so expect that split-push Rammus top in your games soon.

For a full list of Rammus changes in patch 7.10 take a look below:


PHYSICAL SHELL :: Rammus no longer gains 25% of his armor as attack damage

[NEW] MAGIC SHELL :: Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage

Q - Powerball

COOLDOWN :: 16/14.5/13/11.5/10 seconds >>> 16/13.5/11/8.5/6 seconds

DURATION :: 7 seconds >>> 6 seconds

[NEW] CHANNEL :: Powerball is now a channeled effect

MAXIMUM MOVEMENT SPEED :: 155% >>> 150-235% (at levels 1-18)

DAMAGE :: 100/150/200/250/300 >>> 100/135/170/205/240

SLOW :: 20/25/30/35/40% for 2 seconds >>> 40/50/60/70/80% for 1 second

COLLISION DETECTION :: Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making collision more consistent.

AREA OF EFFECT :: Unchanged. In other words, Rammus will knock back, damage, and slow enemies in a larger area than the collision radius.

DON’T STOP TO SMELL THE ROSES :: Rammus can now interact with plants during Powerball

W - Defensive Ball Curl

COOLDOWN :: 14 seconds >>> 6 seconds

DURATION :: 6 seconds <em>(unchanged)</em>

BONUS RESISTANCES :: 40/60/80/100/120 >>> 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances

[NEW] CURLED UP :: Rammus is slowed by 60% while Defensive Ball Curl is active

[NEW] OK :: Rammus can now reactivate Defensive Ball Curl to end the effect early

[NEW] SPIKIER SHELL :: While Defensive Ball Curl is active, Spiked Shell is amplified by 50%

THORNMAIL-ESQUE :: Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to ||| 25/35/45/55/65 (+10% Rammus’s armor) >>> Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)

E - Frenzying Taunt

NAME :: Puncturing Taunt >>> Frenzying Taunt

PUNCTURING :: Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25

[NEW] FRENZYING :: Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt <em>(1.25/1.5/1.75/2.0/2.25 seconds)</em>

[NEW] ALRIGHT :: The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active

R - Tremors

DAMAGE PER SECOND :: 65/130/195 (+0.3 ability power) >>> 40/80/120 (+0.2 ability power)

[NEW] ARCHITECTURAL INSTABILITY :: Tremors deals double damage to structures

[NEW] SHAKY FOOTING :: Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%)