[Champion Rework] Rammus, the Armordillo

Blorgorize·7/29/2017, 4:20:44 PM·2 votes·338 views

General Concept: (Numbers are merely placeholders until properly tested) The goal of this rework is four-fold: • Remove the point-click Taunt for a relatively unique type of disable: Pin, which roots the victim to the point of origin and makes the origin untargetable to the victim – and if the origin is capable of movement, then the victim is dragged along for the ride. • Rework the ultimate to a more thematically fitting ability, enabling Rammus to pin enemies he lands on while a “Power Ball”. • Rammus gains bonus effects against enemies pinned to him. • Due to the loss of Frenzying Taunt, [E] now damages nearby enemies and debuffs the victims' next auto attack, refunding the cooldown if it hits while Defensive Ball Curl is active.

[Innate] Spiked Shell (Active): Rammus’ Basic Attacks deal 8 – 20 (based on level) (+10% armor) bonus magic damage.

While an enemy is pinned to Rammus’ back, his Abilities deal bonus effects to them: (Spiked Shell): Applied every 0.5s. (Defensive Ball Curl): 100% of the damage Rammus would take, before mitigation is applied, is instead redirected to them to a maximum of (10/12.5/15/17.5/20% of Maximum Health) before the victim is automatically unpinned. (Puncturing Spikes): Puncturing Spikes deals 12.5% bonus damage per Puncture stack stored on them. (Wrecking Ball/Power Slam): Unpinned.

Defensive Ball Curls' damage redirection scales based on the ability’s level.

[Q] Wrecking Ball Collision Radius: 112.5y Cost: 60/65/70/75/80 Mana Cooldown: 16/13.5/11/8.5/6s (Active): Rammus tucks into a ball and begins to roll, channeling for up to 6s, becoming unable to use basic attacks or to cast Puncturing Spikes but gaining 25 – 39.2 (based on level)% bonus movement speed per 1s over the duration, up to a maximum of 150 – 235 (based on level)% bonus movement speed.

If you hold down [Q], Rammus spins in place to ramp up Wrecking Ball’s bonus movement speed 200% faster.

Rammus stops rolling upon colliding with an enemy, knocking back all nearby enemies 100y over 0.75s, dealing (100/135/170/205/240, +100% AP) magic damage, and slowing them by 40 – 80% (based on level) for 1s.

Powerball can be canceled instantly by reactivating the ability or by activating Defensive Ball Curl.

[W] Defensive Ball Curl Cost: 40 Mana Cooldown: 6s (Active): Rammus drops into a protective stance for up to 6s, gaining (20, +50/55/60/65/70% total armor) bonus armor and (20, +50/55/60/65/70% total armor) bonus magic resistance, but moves 30% slower.

While Defensive Ball Curl is active, some of Rammus’ abilities gain bonus effects: (Spiked Shell): Deals 50% bonus damage and applied to sources of incoming hostile melee auto attacks. (Puncturing Spikes): Cooldown reset to 0.5s if it hits an enemy.

Defensive Ball Curl can be canceled instantly by reactivating the ability or by activating Wrecking Ball.

[E] Puncturing Spikes Effect Radius: 300y Cost: 18/20/22/24/26 Mana Cooldown: 5s (Active): Rammus quickly extends his spikes, dealing 35 - 115 (based on level) (+15% AP) magic damage to all nearby enemies.

Victims have 1 Puncture stack applied to them, up to 4, reducing the damage of their next auto attack within 2s by 9% (+1% per 48/46/44/42/40 armor).

[R] Power Slam Target Range: 300% Current Movement Speed Cost: 50 Mana + 1 Power Slam Charge (Stock): Rammus stores 1 Power Slam charge, up to 3, for every (1000y/800y/600y) he moves on foot or in a ball.

(Active): Rammus slips into a ball and bounces towards the target location, dealing (60/100/140, +50% AP) magic damage to all nearby enemies upon landing and slows them by (35% / 50% / 65%) that rapidly decays over 2s.

Power Slamming as a Wrecking Ball combines their effects and also pins the first large monster or champion Rammus lands on for up to (2s/3s/4s), but prevents him from auto attacking them.

Pin: • Classified as a hard disable. • The victim is rooted to the point of origin and is unable to cast movement-based abilities and are carried with the point of origin when it moves. If the point of origin is an attackable unit, it is also untargetable to the victim. • Only Pin’s untargetable effect can be cleansed. • Only 1 enemy can be pinned to Rammus at a time.

1 Comments

RosaCalledShotty7/29/2017, 10:25:21 PM1 votes

Great idea, although no one cares about Rammus anymore. Riot basically pigeonholed Rammus into the jungle so less people play him overall, and after the 60% slow was reduced, everyone just doesn't care about how trash he is because everyone knows that is all the changes that Riot is going to make for him. But thanks for the thought provoking post.