Rammus; Gameplay Update

Stacona··1 votes·296 views

Not going to do too much with my ideas, but mainly grant Rammus better wave clear tools, which in turn helps him clear the jungle. Also make his ultimate a little bit more tank utility, cc tank focus rather than damage dealing focused.

tl:dr : same champion with better wave clear and tank values, with a tiny hit to the damage to compensate

Spiked Shell (Passive): Range: ~175 units Rammus deals 15% of his total armor as physical damage per second to nearby enemies.

Puncturing Taunt (E): Cooldown: 12 seconds; Cost: 50 Mana; Range: 325 units Passive: Rammus deals 25/30/35/40/45 magic damage per second to nearby minions and monsters.

Active: A quick provocation from Rammus taunts the targeted enemy, forcing them to attack him and reduce their armor by 5/10/15/20/25 for 1.25/1.5/1.75/2/2.25 seconds.

Tremors (R): Cooldown: 100/85/70 seconds; Cost: 100 Mana; Range: 300 units Passive: Dealing damage to monsters reduces the cooldown for Tremors by 4 seconds.

Active: Rammus creates an earthquake around himself for 8 seconds, dealing 70/95/120(+25%AP) magic damage to enemies and structures each second and knock-up enemies for 1 second one time for each struck enemy. Tremors does not hinder Rammus' actions.


The changes are his passive is now a slightly longer melee range AoE instead of granting Rammus bonus attack damage equal to 25% of his armour, better for wave clear and jungle clear and being a ball of armour sitting in the enemy team. His taunt change is added a passive that deals AoE magic damage only to minions and monsters, active unchanged. His ultimate change is pretty significant, so the cooldown went up from 60 seconds, but reduces in cooldown every time you do an instance of damage against monsters so he can choose to farm the jungle with his ultimate if he wants to, but the significant value of the spell is a 1 second knock-up which is why the cooldown went up and damage went down quite a bit, But adding more CC and taking away damage to a tank is better for a tank since they are about disrupting and damage sponging. but basically this spell is now a similar magic damage version of Wukong ultimate.

Hope you appreciate the ideas! ~ Stacona

4 Comments

sp4411 votes

But being shit at clearing is the price that he pays for being one of the better gankers in the game and nearly godamn indestructible.

Stacona1 votes

And the reason he doesn't get played.. so shaving off some damage for better jungle clear and wave clear just be better since tanks are meant to scale--- whether it make him overpowering or not is up to actual playtesting, but these kinds of changes will definitely make Rammus viable

Sid881 votes

The wave clear problem is only early game. After you build some armor the passive increases your AD enough to clear soundly mid-late game. No problem with rammus's kit atm imo. Plus rammus is a stupid awesome ganker so he usually gets enough assists to compensate for any time/gold lost during farming.

Stacona1 votes

Sure, lower bracket and solo queue you can rely on ganks - but giving him a reliable way to be in the game allows him to be viable as you climb the solo queue bracket and competitive play, and plus a more impact ultimate rather than a glorified sunfire cape helps his late game tank side

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