The upcomming rammus is going to be Madness
Rammus [changelist]
Spiked Shell (Passive) - reworked.
[Removed] No longer gives 25% of armor as AD
[New] Rammus deals 8-20 (+10% Armor) bonus magic damage with his basic attacks.
Powerball (Q):
Maximum movement speed adjusted from 155% to 145+5% per level
Duration lowered from 7 to 6
Collision detection size reduced and made more consistent
"impact radius unadjusted" and "checks more frequently" [src]
Damage reduced from 100/150/200/250/300 (+100% AP) to 100/135/170/205/240 (+100% AP)
Cooldown reduced from 16/14.5/13/11.5/10 to 16/13.5/11/8.5/6
Slow changed from 20/25/30/35/40% to 40/50/60/70/80%
Slow duration lowered from 2 to 1
[New] spell is now channeled and can be interrupted
Defensive Ball Curl (W):
Bonus armor adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%]
Bonus magic resist adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%]
Cooldown reduced from 14 to 6
[New] Slows Rammus by 60% during the effect
[New] Can be toggled off early
[New] While defensive ball curl is active, Spiked Shell (P) deals 150% damage and also deals Spiked Shell's damage back to enemies that basic attack him.
Frenzying Taunt (E):
Renamed from Puncturing Taunt to Frenzying Taunt
[New] Casting Freenzying Taunt grants Rammus 20/25/30/35/40% Attack Speed for the duration of the taunt.
[New] Frenzying Taunt's Attack Speed bonus constantly refreshed while any of Rammus' other spells are active.
[Removed] No longer reduces the target's Armor by 5/10/15/20/25
Tremors (R)
Damage reduced from 65/130/195 (+30% AP) to 40/80/120 (+20% AP)
[New] Slows enemies in damages by 8/10/12% for 1.5 seconds, stacking up to 8 times
[New] Deals double damage to structures
They also changing thormail so it doesn't scale with armor, but give grievous wound, so building 2-3 life-steal item won't be a possible way to counter him anymore.