IDK how I feel about Rammus Changes on PBE
Rammus [changelist] Spiked Shell (Passive) [Removed] No longer gives 25% of armor as AD [New] Rammus deals 8-20 (+10% Armor) bonus magic damage with his basic attacks. Powerball (Q) Maximum movement speed adjusted from 155% to 145+5% per level Duration lowered from 7 to 6 Collision detection size reduced and made more consistent "impact radius unadjusted" and "checks more frequently" [src] [New] spell is now channeled and can be interrupted Damage reduced from 100/150/200/250/300 (+100% AP) to 100/135/170/205/240 (+60% AP) Cooldown reduced from 16/14.5/132/11.5/10 to 16/13.5/11/8.5/6 Slow changed from 20/25/30/35/40% to 40/50/60/70/80% Slow duration lowered from 2 to 1 Defensive Ball Curl (W) Bonus armor adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%] Bonus magic resist adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%] Cooldown reduced from 14 to 6 [New] Slows Rammus by 60% during the effect [New] Can be toggled off early [New] While defensive ball curl is active, Spiked Shell (P) deals 150% damage and also deals Spiked Shell's damage back to enemies that basic attack him. Frenzying Taunt Renamed from Puncturing Taunt to Frenzying Taunt [New] Casting Freenzying Taunt grants Rammus 20/25/30/35/40% Attack Speed for the duration of the taunt. [New] Frenzying Taunt's Attack Speed bonus constantly refreshed while any of Rammus' other spells are active. [Removed] No longer reduces the target's Armor by 5/10/15/20/25 Tremors (R) Damage reduced from 65/130/195 (+30% AP) to 40/80/120 (+20% AP) [New] Slows enemies in damages by 8/10/12% for 1.5 seconds, stacking up to 8 times [New] Deals double damage to structures
more appealing on him if Tabi's isn't absolutely necessary. I would say make him lose his MS if he eats a hard CC and have to ramp back-up, instead of making it a channel
's where It can be used rather frequently in what is practically a toggle but has a short CD when OOM/turned off....