[Champion Rework] Rammus, the Armordillo
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.