@Riot Can we talk about Rammus?

Malcha·8/16/2015, 3:12:31 PM·5 votes·775 views

First and foremost, I'm not sure exactly what I want to come of this. Which is why this is meant to be an open discussion. Rammus is and always has been my favorite champion in the league but I feel as though his gameplay pattern and itemization leave almost no room for creativity.

He's designed around being a jungler that focuses on frequent ganks, which is awesome. I love his mobility and the impact that taunt can have when ganking.

The only real issues I have are that Powerball feels like the only interactive part of his kit, and taunts painfully low base time and per level scaling. While zipping around the map with the armordillo is awesome, arriving in lane is utterly uniteresting.

He's a champion built around controlling the early game through exerting pressure, it's an integral part of his identity. I'd like to retain that but, I feel as though something needs to be done to spice up his gameplay. To make him feel more like interactive. Right now his kit is entirely focused around a single disable that has honestly been eclipsed by recent junglers. Many of whom don't suffer from his abysmal clear times. I love rammus but his clear times are painful and he's often in a position that he needs to be protected by his team while he tries to eke out enough gold for cinderhulk without getting invaded.

I'm not really sure how to lay this out so I'm just going to make a list:

  • The focal point of his kit is taunt, everything is designed around getting to an enemy champion and applying his taunt so that his team mates can obliterate anyone foolish enough to be caught out of place.

  • However I feel like the low early duration of taunt and it's weak scaling, forces you to trade away points in ball curl, greatly reducing his ability to clear. This would be okay if taunts base time wasn't so low, or if Ball Curl wasn't entirely depended on monsters attack speeds.

  • Cinderhulk is an awesome item for Rammus and makes clearing the jungle with him feel much more tolerable. However, I feel as though it actually takes too long to actually acquire the item, especially considering how focused he is on consistently ganking and applying pressure in the first 10 minutes in combination with the necessity of getting mobility boots as soon as possible.

  • Encountering the enemy jungler is hell on earth. No matter how you've doled out points, Rammus cannot survive an encounter with an enemy jungler that doesn't end with him taunting so he can powerball away.

  • His ancient mana cost, still feel entirely too restictive.

*Once the enemy support builds Mikaels Crucible, or the cary builds a QSS, he's useless. He contributes nothing but a 2 second peel on enemy bruisers.

  • His early game is painful and he's entirely too vulnerable. I understand that Ball Curl is designed to remedy that in some way, but it doesn't.

  • The cooldown on powerball makes it useless in the jungle. I understand why it needs to start high, but is there no way to make this move a part of his clearing ability,? Especially considering you can't ult until 6, you have to trade off ball curl damage for a longer taunt, and taunt itself doesn't help much while clearing.

  • Rammus's passive is lackluster at best. Yes, it does contribute to his clear, but let's be honest, it's not enough. We've made it work and it can shine in the right situations but it's simply not enough. He can't even afford to build armor until he's on his second item. Cinderhulk will almost always come first to help his clear. So essentially he's gaining the build of AD from his passive while he's in ball curl. This was okay before the MASSIVE nerf to the resist it gave.

At level 5, assuming you have Rank 2 Ball Curl, Rank 2 taunt, and Rank 1 powerball, he's at 93 AD while ball curl is active. He's at 78 when it's down.

While this is a nice bump, the AD itself in no way synergizes with his kit. Nothing scales with AD, nothing gives him bonus attack speed. Everything on his kit scales with AP. He does get a little more oomp out of hitting the taunted opponent, however when you combine the early duration of his taunt with his abysmal attack speed, you're not getting that much out of it.

I have more issues and I'm sure some of mine are definitely wrong. I really just wanted to list discussion points, these can go either way. I just want to know if he's even on the radar for riot and if so, can we expect small quaility of life tweaks since a full rework is likely years away?

3 Comments

Puri Puri Taric8/16/2015, 3:14:08 PM3 votes

ok.Rammus

DorkunedAuras8/16/2015, 4:10:13 PM3 votes

Here's an idea for you. Try going AS reds, Armor seals (like you don't already), Mr/lvl glyphs, and ARMOR QUINTS. That I've found to be a fantastic runepage for him. It gives him the starting armor he needs to come out of the krugs-red-raptors clear with 2/3 hp, ready to gank stuff.

He's also not helpless against enemy junglers because when you come out of jungle at 2/3, you have more hp than most junglers who don't have strong innate sustain (Warwick XinZhao Warwick Fiddlesticks Warwick MasterYi), meaning you can attack them.

I've run into nids at low hp clearing scuttler that I just flat out kill with my combo plus red buff. Sometimes little changes can make a big difference.

XANN COULTER8/17/2015, 1:09:09 AM1 votes

I feel like his q and r should scale off of bonus armor. I understand ap rammus is a usable niche build but this change could give him more synergy with his core items and make early armor help his clears not just through the passive.