Rammus; A Gameplay Update

Stacona··3 votes·889 views

Here is how I think of Rammus and what he should be; a very high resistance hyper tank that is super hard to take down in the late game whether you are a physical damage or magical damage dealer.

Rammus`current gameplay problems are no type of wave/jungle clear, dealing damage with little to no effort, very low amounts of counter play when he is ahead, pretty useless when behind with no way to come back in games, a very bland and boring ultimate and is really just a glorified sunfire cape (not interesting gameplay for anyone), and he also has a pretty random passive of an ability power tank getting attack damage. I will still give Rammus armour scalings, but my ideas will be in a different way, somewhat in a similar vibe.

Any questions or concerns then feel free to disgust them in the comments section!


Basic Attack Range: 125 units Movement: 340 units per second


Hard Shell (Passive): Ranks: @levels 1/5/9/13/17 Rammus increases his total armor and magic resistance by 4/5/6/7/8%, stacking up to 10 times, which he gains a stack whenever he takes damage, but he takes double damage from minions.

Puncturing Spikes and Okay remove all current Hard Shell stacks.

Powerball (Q): Cooldown: 10 seconds; Cost: 40/50/60/70/80 Mana Rammus tucks himself away into a ball which gains maximum stacks of Hard Shell and begin to roll around for up to 8 seconds or until he collides with an enemy knocking back all enemies struck, slowing them by 40% for 2 seconds, and dealing 70/90/110/130/150(+50/55/60/65/70%armor)(+100%AP) physical damage.

While rolling tucked away Rammus gains 8/11/14/17/20% bonus movement speed for every second he rolls around for.

Puncturing Spikes (W): Cooldown: 3.5 seconds; Cost: 25/30/35/40/45 Mana; Range: 500 units Passive: Rammus' basic attacks deal 20/25/30/35/40(+10%bonus armor) bonus physical damage on-hit, non-champion enemies are briefly knocked-back.

Active: Rammus shoots out spikes around him to deal 50(+20/35/50/65/80%armor)(+20/35/50/65/80%magic resist) magic damage and shred 5/10/15/20/25 armor from struck enemies for 2 seconds and removing all stacks of Hard Shell afterwards.

Puncturing Spikes can only strike the first enemies struck and the same enemy can absorb multiple spikes at once, but they can only be damaged one time per cast.

Okay (E): Cooldown: 13/12/11/10/9 seconds; Cost: 50 Mana; Range: 350 units Rammus does some things... to provoke his enemy target taunting it for 1 second and removing all stacks of Hard Shell.

Every stack of Hard Shell removed increases the taunt duration by an additional 0.04/0.08/0.12/0.16/0.2 second, while the taunt duration is in effect he gains Hard Shell stacks twice as fast.

Fissure (R): Cooldown: 140/115/90 seconds; Cost: 100 Mana; Range: 1200 units Rammus creates a large fissure in the target direction to knock-down and pull in struck enemies into the separated earth for the next 1.25/1.5/1.75 seconds and dealing 200/275/350(+60%AP) magic damage.


Note: My goal is not to make Rammus hard, I want him to be a champion that can be easily pick up and play, but not so easy that he has no mastery curve. Hopefully these ideas will allow Rammus have a good rewarding skill play for he can excel at high elo when players get really good with him while not making him overwhelming to play against especially when he gets ahead.

12 Comments

Carlos Archer1 votes

Nice ideas for a quite boring champion as of right now!

Also...

"My goal is not to make Rammus hard"

( ͡° ͜ʖ ͡°)

Stacona1 votes

Dammit... obviously, I was going for pick and play skill difficulty, pun was definitely not intended.

The free boring damage of W and R needed to be completely changed, and passive doesn't make sense to why Rammus should get attack damage. So hopefully the more control and effect W and R and better kit synergy hopefully makes him more fun to play as and feel better to play against (I always try to go for both sides of the coin, not just one side).

Meep Man1 votes

Where is the Thornmail passive/active? I thought that was Rammus' big thing. I feel if one thing should stay on Rammus in a rework, its his big reflect capabilities. Could you explain the reasoning of removing it?

I actually really like this rework though. It would definitely make Rammus worthy of that 100 tank stat in his champion page.

Stacona1 votes

I think core elements are his powerball and taunt - the problem with the thornmail is that it rewards the player for clicking a button and doing nothing and has no gameplay to it and is not fun to play against - an active allows him to have better gameplay to him, more interesting, and allows how to have better jungle clear and wave clear something that does not exist on him

Basically old W and old R are things that are too hard to balance without real or intersting gameplay for the rammus player or playing against him, so best to remove them and give him real spells--- also instead of giving him a bunch of flat armour/mr i made it so he has to build those stats to get them with my new passive, this makes it so he cannot build damage and still be a tank, forcing him to build tank to be a tank- and I kept his old passive kind of and placed on his W and made his W as his core damage spell, and help him jungle


For higher skill play he is better with decision making and mechanical play, and by making his Q physical instead of magical adds synergy to his armor shred now (took it off his taunt, so taunt is CC and W is damage), so you can roll in with your Q on and before you hit your target you can use W for a burst of damage and shred armor for the Q hit does more, sacrificing the long taunt duration for it (its 1/1.4/1.8/2.2/2.6/3 seconds) For better jungling, I made his early ganks slightly weaker with the movement speed scaling instead of being flat at 20%, and I made the cooldown back to 10 seconds flat at all ranks again instead of 16-10 seconds


got carried away: The reason for the glorified sunfire cape removal ult is because it never felt like an ultimate and had no interesting or interactive gameplay for anyone The reason for the W completely changed is because thornmail effect has even less interesting gameplay and interactive gameplay than his ultimate and really does not feel good for anyone, and not much gameplay between "attack rammus, or not attack rammus" you cannot outplay it and cannot make outplays with it; resistance portion moved to his actual passive and % based to force him to always build full tank and remove any exploit cases of going full damage and being a tank (remember when Kha'Zix had damage reduction on his ultimate, it was removed because a squishy high damage assassin was able to tank an entire team)

FizzicallyNothin1 votes

It sounds great and everything but uhh, he gains a passive stack every 6 seconds, and when being under attack? How do you lose stacks, and what would be the point of every 6 seconds?

Stacona1 votes

If you read the entire thing you would know...

Every 6 seconds is essentially saying it is a cooldown based spell, but the cooldown is massively lowered when you take monster and champion damage--- everything else makes sense if you actually read the abilities

Stacona1 votes

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