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.
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.