what kind of dmg does rammus deal ?
the question is simple but its important to take into account the items rammuses usualy take 1)core item called thornmail 2)just for trolling sunfire cape
so how to tank vs 250 ad rammus ?
the question is simple but its important to take into account the items rammuses usualy take 1)core item called thornmail 2)just for trolling sunfire cape
so how to tank vs 250 ad rammus ?
Rammus is an AOE sustained DPS hybrid hyper tank Mage assassin carry.
He deals only %HP true damage. His taunt is an execute.
Summoner: "Rammus what kind of damage do you deal?"
: "ok"
Sounded like Lee Sin up until the taunt.
thornmail only vs heavy ad teams, sunfire is core for AoE-dmg while tanking.
and despite his high ad his main dmg source will always be magical (unless it´s a PD-Rammus, then it´s close to 50/50).
He deals exclusively true damage.
The funny kind.
Most champions pushed towards building a solid number of defensive items do mixed damage.
If they just did physical or magical damage, you could completely eliminate the threat of their damage with a singular defensive item on an otherwise squishy champion. I mean - Nasus, Udyr, Warwick, Alistar, Taric, Darius, Shyvana, and more aren't exactly a cake-walk to counterbuild either. It lets them deal meaningful damage without needing to build things like Last Whisper, Void Staff, Rabadon's Deathcap, Infinity Edge, and so on - but on the flip side they also can't build those items to really scale their damage up, what with it being mixed. They also need to build very defensive to function.
The way to deal with tanky champions isn't counter-building them, they will get rewarded for finishing the gauntlet that is getting into melee range of another champion. The way to deal with them is utalizing range, crowd-control, mobility, zoning, towers, and allies to either completely prevent them from getting to melee range in the first place, or at the very least causing them a serious amount of trouble to get there.
Rammus is a tank who relies heavily on Armor, as two of abilities scale with Armor. That being said, we should look to his abilities, itemization, and attacks to see what type of damage they deal.
Abilities:
His Passive (Spiked Shell) grants Rammus AD equal to 25% of his Armor.
His Q (Powerball) deals 100 / 150 / 200 / 250 / 300 (+ 100% AP) Magic Damage upon contact with an enemy unit.
His W (Defensive Ball Curl) deals 15 / 25 / 35 / 45 / 55 (+ 20% armor) Magic Damage to each enemy that uses a basic attack against him.
His E (Puncturing Taunt) deals no damage, but rather taunts an enemy champion or monster for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds and reduces their Armor by 10 / 15 / 20 / 25 / 30 for the same duration.
His Ultimate (Tremors) deal 65 / 130 / 195 (+ 30% AP) Magic Damage per second for 8 seconds to all nearby enemy units and structures.
To summarize, nearly all of Rammus' abilities deal magic damage, with a bit of added AD and armor shred to mix it up. For Rammus' abilities he deals mostly Magic Damage.
Items: Rammus typically builds heavy Armor items. Such items include, Thornmail, Randuins' Omen, and Sunfire Cape. Together, Sunfire Cape and Thornmail increase Rammus' Magic Damage by quite a bit. Just by getting near Rammus to basic attack him will result in a loss because of all the free damage he can return. For items, Rammus will increase his Armor, thereby upping his Magic Damage output far more than his Physical Damage output.
Attacks: Rammus is a tank, as stated before. This means he will most likely not building large amounts of AD as his passive gives him enough. Rammus will typically never buy critical strike chance, Life Steal, or Attack Speed so his strong basic attacks do not mean all that much. He may have a Fighter amount of AD. However, he will most likely lose in any basic attack duel if he cannot cast spells or if he has no higher tier items because his basic attacks do not mean much.
**TL;DR ** Rammus is a tank, not a fighter or a mage. If you're worried about his damage, do not basic attack him. Allow your mages to deal with him while you focus on the enemy team's carries. Abilites - Low Magic Damage (Full combo of Q->E->W->R yields little damage unless performed perfectly) Items - Medium Magic Damage (Sunfire + Thornmail) Basic Attacks - Medium Physical Damage (Large AD amount for a tank, but nothing too out of the ordinary. Has no AD scaling and will not build Attack Speed, Life Steal, or Critical Strike Chance)