RAMMUS REWORK
So as we go through the tank update... I was wondering when rammus would receive some love...
I think i've seen him played once in about 6 months (ranked queue) and even that was a support rammus.(slightly viable...not really) Almost all the tanks that i can think of have received an update one way or another, and I was wondering when the armordillo would get SOMETHING
Well it's coming with 7.10!!! but...
I have some ideas for a kit makeover, as his current rework changes don't look very appealing.
These are his CURRENT Abilities
Spiked Shell (Passive): 25% of armor is converted to attack damage Powerball (Q): Rolls into a ball increasing movement speed, deals MAGIC damage and briefly knocks up and interrupts targets hit. Targets hit are also slowed. Defensive ball curl (W): Rammus increases his armor and magic resist and reflects a small amount of damage to (auto) attackers. The amount reflected is increased with Rammus's armor. Puncturing Taunt (E): Rammus briefly taunts a target to attack him. The taunted target's armor is reduced for the duration. Tremors (R): Deals pulsing Magic damage to units and structures near Rammus
So to try and keep his overall gameplay feeling like the same but just giving him more options, I was thinking something like this:
**Shell Shock** (passive): Rammus strikes fear into his enemies, reducing the last champion to strike him's subsequent damage towards him by 10%
**Powerball** (Q): Rolls into a ball increasing movement speed, deals PHYSICAL damage to targets hit. Targets hit are BRIEFLY STUCK to rammus's back. (acts like a mini skarner ult) Rammus has reduced movement with targets stuck to his back. (Maximum 3 targets stuck depending on points put in it)
**Shell Rupture** (W): Passive: (??)% of armor is converted into extra ability damage (Like Mana for Ryze) increased per point
Active: Rammus's shell spikes grow and strike out in a small circle around him dealing physical damage. UNIQUE INTERACTION: Increases Q hit range if casted while rolling. UNIQUE INTERACTION: Briefly knocks up and off any targets stuck to rammus's back due to being hit by Powerball Piercing Headbutt (E): Rammus Headbutts an enemy. If the enemy is a champion, the headbutt pierces the champions armor reducing it by (%) for duration (??) If the enemy is any other unit (aside from structures) rammus's shell spikes out in a line, damaging all enemies struck and stops at the first champion hit, reducing their armor by (%) Trail Tracker (R): Passive: Whenever Rammus is using powerball he marks the ground underneath him. (trails last 3 minutes) Active: All trails nearby (8000-11000 unit range) become active, If rammus rolls on it, it will enhance powerball for 3 seconds to increase movement speed even more and deals increased damage to targets struck by it. (PHYSICAL 250-500<- damage example) (R lasts 8 seconds) (Trails are highlighted and visible to all players when activated, otherwise are transparent, and only seen by rammus
So what do you guys think? Obviously this gives him different cc and might make him op at first, but i think it can be formed into a well rounded kit by fidgeting with numbers (q stun duration, damage, R duration etc..)