Active:Rammus tucks into a ball and begins to roll, channeling for up to 6 seconds, becoming unable to use basic attacks or to cast Frenzying Taunt but gaining 25 - 39.2 (based on level)% bonusmovement speed per second over the duration, up to a maximum of 150 - 235 (based on level)% bonus movement speed.
Rammus stops rolling upon colliding with an enemy, knocking back all nearby enemies 100 units over 0.75 seconds, dealing them magic damage, and slowing them for 1 second.
100 / 135 / 170 / 205 / 240 (+ 100% AP)
40 / 50 / 60 / 70 / 80%
Powerball can be canceled instantly by reactivating the ability or by activating Defensive Ball Curl.
Powerball will still hit nearby enemies (including minions) if Rammus is ghosted.
Powerball can hit stealthed enemy champions (will not reveal them unless their stealth state depends on their location or movement, like with Twilight Shroud)
Powerball will trigger Mana Charge twice (upon activation and when ending it prematurely)
Active:Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and bonus magic resistance, increasing Spiked Shell's damage by 50%, and applying it to enemies whenever they use basic attacks against him. Rammus is slowed by 30% for the duration.