Positioning for Rammus by class, range and real stat line — what to do when the fight starts, and what not to.
Rammus is a tank. In a five-on-five that means one thing: start the fight on your terms and be the most costly thing to ignore.
Items, runes and damage numbers are all downstream of standing in the right place when it starts.

| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 645 | 2345 |
| Attack damage | 65 | 65 |
| Armour | 35 | 111.5 |
| Magic resist | 32 | 66.9 |
Movement speed 335 and attack range 125 do not grow with levels — they are the two numbers that stay true all game.
At 125 range you are inside the fight by definition. The question is which side of it — entering on the same angle as your team makes you a threat, entering alone makes you a kill.
The armour and magic resist above are what you have before items, and they are the honest answer to whether you survive being focused.
Rammus gains bonus Attack Damage scaling with his Armor and Magic Resistance.
Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resistance, and returning damage to enemies that attack him.
Rammus taunts an enemy champion or monster into a reckless assault against him.
Rammus hops into the air and slams down at a target area, dealing magic damage and slowing enemies. If cast while Rammus is in Powerball, Rammus knocks up enemies near the center as well.
These are the designers' words, not ours — the tips shipped in the client for Rammus.