The Ice Wizard can cripple the Battle Ram by slowing it down as it charges. The Electro Wizard's stun attack resets the charge and prevents it from charging again due to him constantly stunning his target.
Pairing this card with very fast units can push the Battle Ram faster so it reaches the Crown Tower faster. On the other hand, the Battle Ram can be used to push other slower units in front of it, especially while it is charging.
The Ice Spirit and Goblins can take down the Battle Ram with ease because the Ice Spirit freezes the Battle Ram while the Goblins deal massive damage to the Battle Ram. You can also do this with Guards.
A Mini P.E.K.K.A. can completely shut down a Battle Ram with assistance from the Tower.
The Battle Ram works like a shield for the Barbarians carrying it in the sense that if you destroy the Battle Ram in one devastating blow, the Barbarians will have taken no damage.
If the Battle Ram is destroyed while it is under the effects of Freeze, the spawned Barbarians will not be frozen.
If the player doesn't have any other counters to a Prince or Mini P.E.K.K.A., they can use the Battle Ram as a last-resort distraction card as it summons 2 Barbarians if destroyed.
Since the Battle Ram by itself can do more damage to a Crown Tower than a Hog Rider, it may be a good idea to deploy this card in the other lane to pressure your opponent to spend Elixir to defend.
A Tombstone can be a very effective counter to the Battle Ram. The building will take the brunt of the Battle Ram's hit, and the spawned Skeletons will be able to distract and damage the Barbarians to protect the towers. However, a Zap or Log will take out the Skeletons and the Barbarians will proceed to do some damage to the Tower.
Bomb Tower can also effectively counter this card but for a Negative Elixir Trade.
An effective strategy is to pair the Battle Ram with the Dark Prince because they both charge and therefore will be aligned with each other, and the Dark Prince will take out any swarms that would normally shut down the Battle Ram. Keep in mind that the Dark Prince charges 1 tile earlier than the Battle Ram does.
A Minion Horde can shut down this combo, since the Dark Prince can't attack air.
The Battle Ram was showcased in a Special Event Challenge that started on 3/2/2017. In this challenge, players will build a deck with the Battle Ram, and anyone achieving at least 5 wins will be rewarded with guaranteed Battle Rams, in addition to the normal prizes. Similarly to the Electro Wizard Challenge, if you win at least 1 Battle Ram in the challenge, you will be able to obtain more Battle Ram cards from other Chests before its general release.
The Battle Ram was then generally released on 10/2/17.
On 11/8/17, a Balance Update increased the distance required to initiate charging by 1 tile (to 4 tiles from 3 tiles) and delayed the Barbarians' spawning by 0.2 seconds (from 0.8 seconds after the Battle Ram breaks to 1 second).
The Barbarians that carry the ram are 2 levels higher than the ram itself.
The Battle Ram is the first rare card to have its own challenge.
2 Barbarians are worth 2.5 Elixir, meaning the ram is only 1.5 Elixir without Barbarians.
It's one of three cards that have a charge attack, the other two being the Prince and Dark Prince. However, the Battle Ram is the only card that charges at buildings and is the only Rare card to charge. It takes a slightly longer time to charge, and its charge resists the Tornado best out of the charges of the Prince and Dark Prince.
It has a shorter sight range than most other building-targeting units, at only 5.5 tiles of sight, so 4-3 or 3-3 placements do not distract the Battle Ram.