Rammus' Powerball Tweak

Phhase·7/7/2016, 1:45:19 AM·4 votes·690 views

Rammus is a tank. As such, he doesn't have a great deal of damage, and that's fine. However, there's something I feel like could make him feel much better about initiating that doesn't involve anything too drastic: Remove Powerball's AP ratio (That never really gets used anyway) and give it a movement speed ratio. It doesn't matter if the base damage has to take a hit, this makes too much sense to me not to happen. After all, if you're streaking around at breakneck speed, you ought to hurt more the faster you slam into someone, right? This would add extra coutnerplay as well, as Rammus players would be motivated to wait until they were going as fast as they could go with Powerball, and, at that point, crowd control on him would time out the little remaining time on Powerball. Enemies would also be motivated to pop the ball early, so as to take less damage. Slamming into d00ds at max sp33d would feel way better with this change, without being too strong.

Upvote if you feel like this is remotely a good idea!

4 Comments

Fauxfire7/7/2016, 1:51:16 AM1 votes

I love this, and I always wanted a mechanic that allows him to taunt a lane minion and all the lane minions in a 500 unit radius so Rammus wouldn't feel bad about barely losing the clear time because the friendly minion wave stole the agro or caught it a second before he did.

MunchCrunchLunch7/7/2016, 2:11:51 AM1 votes

rammus does a lot of aoe damage against ad comps with thornmail his W and ult.

Telephone Booth7/7/2016, 4:39:08 AM1 votes

Pretty good idea. Why did you ruin it with d00ds and sp33d

Josh L Jones7/8/2016, 1:32:34 AM1 votes

Take the mastery that gives hp for each large monster kill and buy thornmail first instead of completing jungle item. His damage is insane . You can thank me later