Rammus needs some changes (small rework)

RudeMcRude·11/18/2015, 8:15:39 AM·3 votes·1,996 views

With only a few junglers in high elo plays Rammus needs to see some spotlight.

Rammus is a good counter to typical adcs and heavy ad teams but he lacks in his jungle clear speed and since they removed Trailerblazer (purple aoe smite) his clear speeds have gotten even slower.

I'll go over all of his main attributes in order to back my argument then some solutions to fix/balance Rammus out a bit.

Crowd Control: Rammus is typically the first to engage and flank the enemy team trying to get to the backline and taunt someone to get them out of the fight. but since they nerfed his taunt awhile ago to 2.25 seconds it goes down to about 1.75-2 seconds if they have any kind of tenacity. His second form of CC that helps him get to a target to taunt in the first place is powerball. The slow is pretty mediocre at best being 40% for 3 seconds at max rank, although it is kind of aoe this is still very lackluster compared to some other tank engagers such as Nautilus, Thresh, Braum and Alister.

His taunt has a very low range and requires you to almost always land powerball first. I find this to be a huge disadvantage, the fact that the taunt decreases armor over magic resist is also a huge downfall since Defensive Ball Curl deals magic dmg and you don't typically have attack speed so although late game you will have 250-300 damage with DBC up, you will only get one or two auto attacks before the taunt wears off.

Damage: I know Rammus isn't typically a damage dealer, he is a tank, but his lack of damage hurts him in the jungle. For his Auto attacks ee does get a fair amount of damage from his passive, in short bursts with DBC it is okay, but DBC only last for 6 seconds with a 14-9 second CD based on CDR, where you can only get about 5-6 attacks off in a perfect scenario, but since your slow only lasts for 3 seconds that won't happen.

His Powerball does 300 damage (not including ap because most rammus do not build ap) after resists it will deal about 200-225 damage in a small aoe. thats not bad if it didn't have a long cd. but again rammus isn't really suposed to do damage, is he?

Defensive Ball Curl is a great ability that gives his heightened survivability and but the damage it gives isn't the best, 120 armor and magic resist isn't anything to scoff at, but that means it gives rammus 24 attack damage at max rank for 6 seconds. comparing that to some other champions that get bonus AD off non ultimate abilities (no these are not tank champions). Master Yi gets bonus true damage of 30+20% AD Zed gets 25% bonus AD, Tryn has 25+ more depending on missing health, Nocturne gets 55 AD on his trail. The reflect damage DBC does is decent dealing 65+10% armor which is usually a total of 90-100 damage every time you are attacked. With Thornmail this deals about 180+15% of attackers AD late game adc about 250 ad so 215 damage per attack, after resists on the average adc thats about 145 dmg per auto attack which isn't really that much.

Tremors does 195 damage per second for 8 seconds (not including ap% as I stated above most rammus players don't build any ap), for a total of 1560 damage, after basic resists thats 1175 damage. Seems good on paper, but how often is someone in your ult for the full duration? It is possible with a powerball taunt assuming they have no tenacity or escapes, but not likely. I personally think Tremors is in a good place with its damage.

So if a rammus gets a perfect combo on an adc with no interruption, he will deal (Powerball 225)+(Basic Attack 720 (4 attacks after taunt armor reduction and with DBC)+(Defensive Ball Curl they attack you 4 times for 580)+(Tremors 1175) = 2700 over 8 seconds. which is 337.5dmg per second.

Again that sounds pretty good on paper, and also those are on someone with only 30 armor and 30 magic resist, which usually never happens.

Realistically Rammus does not do this much damage as I'm sure any Rammus player out there will tell you.

A solution that could be tried out is a simple one. If it could to put on the pbe and tested out it could make Rammus a top tier jungler that could even be picked by professionals in tournaments.

A few simple changes which may seem 'op' at first look but that is because I can't test their practical use in a game, just going off my knowledge of my 6 years playing league.

Passive - Spiked Shell: Rammus permanently has bonus attack damage equal to 25% 20% armor. ( This is in a good spot for what Rammus does and who he is as a champion, but he isn't much of an auto attack champion so it falls short. nerfing it because of damage changes through his other abilities)

Q - Powerball: Rammus begins to roll for up to 7 seconds, amplifying his movement speed by an 20% each second, up to a maximum 140% increase. Upon colliding with an enemy, Rammus knocks back all nearby enemies, dealing 100 / 150 / 200 / 250 / 300 (+ 100% AP) 100/125/150/175/200 10% Bonus Movement speed magic damage slowing them for 20 / 25 / 30 / 35 / 40% for 3 seconds afterwards (This will help early clear speeds ever so slightly and improve gank potential, it would also make powerball more powerful late game, dealing about 200+250ish with homeguard and righteous glory at max speed, It can deal this much if you build full ap, but is more practical scaling it off movement speed. I'll get to the slow later)

W - Defensive Ball Curl: Rammus drops into a defensive stance for 6 seconds, gaining 40 / 60 / 80 / 100 / 120 50 / 70 / 90 / 110 / 130 bonus armor and magic resistance, as well as dealing 25 / 35 / 45 / 55 / 65 (+ 10% armor) 20 / 25 / 30 / 45 / 50 (+ 10% bonus armor and magic resist) magic damage to enemies whenever they use basic attacks against him. (hard to judge the damage for this spell but I believe scaling off both bonus armor and magic resist would work better than just flat armor, plus giving him more damage for early clear speeds)

E - Puncturing Taunt: Rammus taunts the target enemy and reduces their armor 5 / 10 / 15 / 20 / 25 armor (Has a range of 325). Rammus Taunts all enemies in front of him in a small cone (maximum range 300) for 1/1.25/1.50/1.75/2 seconds (This one is probaly the one where people will scream "thats overpowered!" but it isn't to much different from Darius pull or Soraka Silence, Also removing the armor reduction because it doesn't fit into the style of rammus and since most of your team that would benefit from that already have Black Cleaver or Yomus Ghostblade or one of the Last Whisper items, so it is kind of pointless)

R - Tremors: Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195 (+ 30% AP) magic damage to nearby enemies and enemy structures each second - Also slowing their movement speed by 30% while in the range of the ability. (This is where the slow comes in, Rammus has a hard time keeping people in his ult because he usual;ly uses it after powerball, so once the slow wheres off there is no way to keep people in it. Moving the slow from his Q to his R would drastically improve his late game engage potential)

I think this would put rammus in a good spot and expand on the 4 junglers that dominate high level plays.

There is always room for improvement and I would like to hear from everyone else on their thoughts good or bad.

keep in mind this is all just on paper since I can't test how well aoe slow on ult or cone taunt would work in game.

Okay

5 Comments

Lunar Champion11/18/2015, 8:39:21 AM1 votes

i like the ideas and its thought out but i think Rammus-kun is in a good spot as a counter pick to ad heavy teams

Very Hard Engage11/18/2015, 9:08:36 PM1 votes

try building him AP and just going homeguards TP -> their base, ult + zhonyas for 400 +++++ DAMAGE PER TICK!!!!