Rammus; A Gameplay Update
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.