Rammus Suggestions
Hi, I am a Kayle/Rammus main (highest mastery out of m'champs) and I was thinking about Rammus.
Right now, Rammus' Niche is that he's very good against champions that are Attack Speed/AD reliant such as
and not much else.
Anything Rammus can do against any other champs, somebody can do better.
This is a really small niche, as many other champions counter and do well against a higher variety of enemy champs. (won't go into detail, this is about Rammus)
Anyway as for the suggestions:
Passive:
: Spiked Shell
Current: Rammus converts 25% of his armor into AD
Problem with this passive is that rammus has nothing scaling off of AD, and it's a pretty pointless stat on him.
Suggestion: Rammus converts 15% of his armor (or resistances) into AP This AP is a much more useful stat than AD, and will synergise with bits of the kit later.
Q:
: Powerball
Current: Rammus Accelerates into a ball toward his enemies and on hit does damage and slows.
Not much problem here, but I do have a suggestion
Suggestion: Rammus Accelerates into a ball toward his enemies, on hit he does damage and knocks up enemies (like it does now) slow removed
Nothing much is needed to this ability, but this slow combined with later on slow would be too op.
W:
: Defensive Ball Curl
Current: Gains Armor and MR on activation, returning AA damage during duration.
Suggestion: Passively returns damage (reduced substantially) and on activation gives Armor and MR scaling with how much you already have and a small AP ratio
E: Puncturing Taunt Unchanged
R:
: Tremors
This is where Rammus really has his issues. Right now, it's a glorified damage-y sunfire cape. A pretty bland, weak, and pointless ability that only really helps him clear big buffs quicker and do some damage in teamfights.
Suggestion: Rammus shakes the earth around him, doing minor damage and applying a slow to all those hit by the ability. This would allow Rammus to fufull his fantasy of running in the middle of the enemy team, pressing W/R and not giving 2 cares while at the same time being useful for his team to catch up and help kill the team. ~Thought about maybe his Q/E apply a debuff that enhances the slow but might be op.
With these changes, Rammus's weaknesses are a bit amplified, given by a weaker early W but late game his teamfighting would become a lot stronger, and his Ultimate not as much focused on damage (as it is now) but instead as an AOE slow.
Please comment thoughts, concerns, ideas.