
Rammus received a ton of adjustments in patch 25.12 (formerly 15.12) as the LoL devs seemed keen on making the champion viable not only for solo queue but for pro play as well.
Not only did Rammus receive tons of changes to his kit, but he might be a contender for one of the best junglers in the current meta. Having said that, let's go over all of the changes to Rammus in the most recent patch.
Table of Contents
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Rammus Changes
Here are all of the changes as listed in the most recent League of Legends patch notes:

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.
Base Stats
- Base Armor: 40 ⇒ 35
- Armor Growth: 5.5 ⇒ 4.5
- Level 1 Attack Speed: 0.656 ⇒ 0.7
- Base Attack Damage: 55 ⇒ 65

Spiked Shell (Passive)
- 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

Powerball (Q)
- Damage: 80 / 110 / 140 / 170 / 200 ⇒ 80 / 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

Defensive Ball Curl (W)
- Duration: 6 ⇒ 7 seconds
- Duration on Basic Attack: W’s duration is no longer increased on basic attacks
- Bonus Armor: 40 (+35 / 45 / 55 / 65 / 75% total armor) ⇒ 27 (+30 / 37.5 / 45 / 42.5 / 60% total armor)
- Bonus Magic Resistance: 10 (+30 / 35 / 40 / 45 / 50% total magic resistance) ⇒ 27 (+30 / 37.5 / 45 / 42.5 / 60% total magic resistance)
- Reflected Damage: 15 (+15% of total armor) ⇒ 15 (+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

Frenzying Taunt (E)
- 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)

Soaring Slam (R)
- Cooldown: 90 ⇒ 120/105/90 seconds
- Initial Damage: 100 / 175 / 250 (+60% AP) ⇒ 150/ 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
- Slow: 15 / 17.5 / 20% per stack, up to 60 / 70 / 80% ⇒ 30 / 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
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Rammus Changes Explanation
Basically, the devs wanted Rammus to become a somewhat viable champion against AP enemies and receive a lot more durability when it comes to building magic resist items. Given Rammus' primary goal of stacking up armor to enhance his abilities and damage, it was difficult to pick the jungler into AP-heavy teams and was more of a niche pick.
Not only that, the changes to his abilities will allow Rammus to be a bit more intuitive, especially when clearing camps and you will also get to contest neutral objectives like Dragons far better with the listed ability changes above.
Furthermore, Rammus felt a bit lackluster in terms of gameplay, making it feel very dull when failing certain combos due to overly-complicated ability mechanics and behavior, thus his overall kit was simplified.
You should also watch Phreak's deep dive into the Rammus changes and ideas, here:
You can also check out the entire League of Legends 25.12 Patch Notes, here.
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