[Champion Rework] Rammus, the Wrecking Ball

Blorgorize·3/6/2014, 10:23:37 PM·7 votes·1,116 views

This post is a simplified version of my idea for a Rammus rework.

The full details and specifics of this rework are covered in the Champion Feedback forum.

The Goals:
The objectives of this rework are as follows:

  • Bake Spiked Shell into Defensive Ball Curl so Rammus can have an actual Innate (level 1 passive).
  • Addressing Rammus' issues as a tank while granting him a unique form of suppression / root in exchange for the taunt.
  • Retooling Tremors to use the stock system that recharges based on how much distance Rammus has covered.
  • Additional Kit Synergy.

Abilities: (Disclaimer: Numbers are merely theoretical until properly tested in an environment.)
[Innate] Pincushion
TYPE: Passive (Single-Target)
TARGET TYPE: Neutral / Enemy
DEBUFF TYPE: Physical Damage
DEUBFF DURATION: Instant

Basic Description:
(Passive): When Rammus suffers damage from a basic attack he deals (5 / 6 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 21 / 24 / 27 / 30 / 32 / 34 / 36 / 38 / 40, +10% Armor) physical damage back to the assailant.

This damage is automatically applied every 0.5 seconds to a target that is impaled on Rammus’ shell.

[Q] Wrecking Ball
TYPE: Self-Targeted Buff (Single-Target)
TARGET TYPE: Neutral / Enemy
RANGE TO CENTER OF AOE: 50 Units
BUFF TYPE: Movement Speed
BUFF DURATION: 7 Seconds
DEBUFF TYPE: Knockback / Suppression / Root
DEBUFF DURATION: 1 / 1.5 / 2 / 2.5 / 3 Seconds
KNOCKBACK DISTANCE: 100 Units
CHANNEL TIME: 7 Seconds
COST: 70 / 80 / 90 / 100 / 110 Mana
COOLDOWN: 12 Seconds / 0.5 Seconds

Basic Description: (Active): Rammus begins spinning rapidly over 7 seconds, gaining 10% bonus movement speed immediately and an additional 155% over the duration. While in this state Rammus can only move, use Defensive Ball Curl or cast Wrecking Ball. Colliding with an enemy unit, using Puncturing Spikes, or reactivating Wrecking Ball during its duration will end the effect immediately.

Upon colliding with an enemy unit Rammus deals (90 / 130 / 170 / 210 / 250, +50% Armor) physical damage in addition to impaling them for 1 / 1.5 / 2 / 2.5 / 3 seconds, suppressing them and rooting them to Rammus’ shell for the duration but prevents Rammus from auto attacking the impaled target. Nearby enemies are knocked back upon impaling a target.

(Shake off): Reactivating Wrecking Ball while a target is impaled shakes them off Rammus’ shell.

[W] Defensive Ball Curl
TYPE: Self-Targeted Buff (Single-Target)
BUFF TYPE: Armor / Magic Resistance / Unit Bypass
BUFF DURATION: 6 Seconds
COST: 40 Mana
COOLDOWN: 14 Seconds

Basic Description: (Passive): Rammus gains (10 / 15 / 20 / 25 / 30% Armor) bonus attack damage.

(Active): Rammus partially retreats into his shell, gaining an additional 25 / 40 / 65 / 70 / 90 armor and magic resistance for 6 seconds, during this time Rammus is immune to armor and magic resistance shred.

This ability can be activated while Wrecking Ball is active or vice versa, causing Rammus to also ignore unit collision while both effects are active and will only impale a boss monster or enemy champion but moves 30% slower when traveling through minions. Minions and monsters can only be damaged once per Wrecking Ball.

**[E] Puncturing Spikes ** TYPE: Point-Blank Activation (AoE)
TARGET TYPE: Neutral / Enemy
RANGE TO CENTER OF AOE: 300 Units
MISSILE SPEED: 2000 Units
DEBUFF TYPE: Damage Reduction
DEBUFF DURATION: 2 Seconds
COST: 18 / 20 / 22 / 24 / 26 Mana
COOLDOWN: 5 Seconds / 0.5 Seconds

Basic Description: (Acitve): Rammus quickly extends his spikes, dealing (35 / 50 / 75 / 90 / 115, +15% Armor) physical damage to all nearby enemies and structures, applying a stack of Puncture for 2 seconds to non-structures. Puncture reduces the damage of the target’s next basic attack by 9 / 10 / 11 / 12 / 13% for every stack, stacking up to 4 times. While Defensive Ball Curl is active the cooldown of Puncturing Spikes is refreshed when a target is struck.

When a target is impaled on Rammus, Puncture also causes them to take an additional (17.5 / 25 / 37.5 / 45 / 57.5, +7.5% Armor) physical damage from Puncturing Spikes per stack.

[R] Power Slam
TYPE: Stock (Self) / Point-Blank AoE (Self)
TARGET TYPE: Neutral / Enemy
RANGE: 300 Units
RANGE TO CENTER OF AOE: 300 Units
MISSILE SPEED: 1400 Units
DEBUFF TYPE: Damage Absorption / Slow / Suppression / Root
DEBUFF DURATION: 2 Seconds
KNOCKBACK DISTANCE: 100-300 Units
COST: 50 Mana / 150 Tremor
COOLDOWN: 0.5 Seconds
RECHARGE TIME: Based On Travel Distance

Basic Description: (Stock): Rammus gains 5 / 7 / 10 charges of Tremor for every 100 units traveled, Rammus can activate Power Slam to also consume 150 Tremor, Rammus can store up to 450 Tremor.

(Active): Rammus bounces to the target location, causing a shockwave that deals (60 / 100 / 140, +40% Armor) physical damage to enemies at the center, down to (30 / 50 / 70, +20% Armor) physical damage at the edges. Enemy champions struck by Power Slam are slowed by 10 / 12.5 / 15% for 2 seconds at the center, down to 5 / 5.5 / 6% at the edges; this effect stacks up to 3 times.

If Rammus lands on an enemy champion with Power Slam while Wrecking Ball is active they impaled for (1 / 1.5 / 2 / 2.5 / 3, Based on Wrecking Ball’s Current Rank) seconds, suppressing and rooting them to Rammus’ shell. In addition, using Power Slam while Wrecking Ball is active the base knockback distance is increased by 50% for every second Wrecking Ball is active, up to 4 seconds maximum.

Casting Power Slam while a champion is impaled causes Rammus to drop them halfway in flight.

Retuned Rammus Lore:
While abnormal flora and fauna are the norm rather than the exception in the lands south of the Great Barrier, an armadillo crossing from the deserts of Shurima, past the Kumungu Jungle into the Plague Jungles was an exception to these chaotic realms ravaged by the Rune Wars. This creature felt compelled to travel towards a supernatural force. There, amongst the twisting vines and festering rot, he came across an oddity – a healthy evergreen hedge maze, stretching as far as the eyes could see. As he wandered the fabricated labyrinth, nearing the center of the artificial puzzle, the urging influence grew stronger – a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking the edentate unconscious.

When he awoke to the sound of conflict, the armadillo’s whole world changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As he predicament dawned on him the armadillo noticed a mage donning a large scroll battling a monkey armed with a staff. The enlightened turtle-rabbit could tell the tattooed mage could easily avoid harm if the caster left the armadillo’s side but chose not to, confusing him. Making his first conscious choice with this new life he aided the mage, speeding out from behind him and struck the monkey with a surprise attack as the battle continued the armadillo proved to be surprisingly … tenacious. The monkey eventually retreated as he boasted his name, Wukong, and demanded their names in return as he would challenge the two again once they were better rested, as the duo were no true test in their exhausted states. The armadillo thought of names for himself before deciding on Rammus.

Content to view the realm in a fresh light Rammus followed his new-found friend: the Rogue Mage known as Ryze. The team visited many ancient and forbidden locations throughout Valoran before the two finally arrived at the League of Legends: Ryze - eager to study the increasing amount of magical creatures there. While Rammus - exploring his ever-expanding conscious, sought to find his place in the world.

“I’ve seen a lot of things, but this … is a first.” – Ezreal, the Prodigal Explorer after first meeting Rammus.

Sample Quotes:

First Blood

  • Weak.
  • Lousy.

Additional Movement Quotes After Moving 90,000 Units (Teleport / Recall excluded)

  • I hear you.
  • Agreed.
  • Interesting.

Movement Quotes While Wrecking Ball is Active

  • Faster.
  • Catch.
  • No Escape.
  • Ambush.
  • Rout.
  • Surprise.
  • Impale.
  • Ram.
  • Quickly.

Additional Attack Quotes After Moving 90,000 Units (Teleport / Recall excluded)

  • Repulse enemy.
  • Overthrow them.
  • They go no further.

Attack Quotes While Defensive Ball Curl Active

  • Durable.
  • Repel.
  • Withstand.
  • Maintain.
  • Preserve.
  • Unbreakable.
  • Guard.
  • Never Yield.
  • Confront.

Recalling After Moving 30,000 Units (Reset at Fountain)

  • Travel.
  • Start with step.
  • Journey.

Recalling After Traveling 50,000 Units (Reset at Fountain)

  • Not lost, just wandering.
  • New views.
  • Wanderlust good.

Recalling After Traveling 70,000 Units (Reset at Fountain)

  • Something fresh to see.
  • Always learning.
  • Path better than goal.

This post is a simplified version of my idea for a Rammus rework.

The full details and specifics of this rework are covered in the Champion Feedback forum.

7 Comments

MrRado3/6/2014, 10:41:04 PM1 votes

Spot on ideas!

Tyliear Depraw3/7/2014, 8:00:14 AM1 votes

so here's my problem, i love rammus how he is, i also love this, i fear if they did do this they would end up nerfing him into uselessness while rightnow he is one of the few champs that is very well balenced. any chance we could talk them into making a new champ thats like, i dunno this guy, but we keep rammus. oh big thing, you must keep "okay" with his quotes, and have the same voice or i nolonger love this at all. i dunno for sure but i'd be willing to bet that theyed nerf the suppress/root on his q so hard he'd have no peel, if they wanna do anything just make his passive something else and let his w have his passive as part of it, although i dont think he needs it, i like the ult change alot though. maybe make his passive give him 15% or so mr for armor, its not much but would be a nice little buff, or maybe give him 50% of his mr as armor, that would be even better.

Ravenfeather3/7/2014, 9:32:41 AM1 votes

I agree that Rammus needs some love, maybe a few small tweaks to his kit, but he works as he is, and works well. He's an armor tank that's very effective against auto-attacking champions. It's a niche, but a good niche, and one that allows him to dominate AD-heavy teams mid/late game.

turkeyBACON3/7/2014, 11:30:29 PM1 votes

I'm confused by wrecking ball. When Rammus collides with an enemy they are suppressed and "rooted to his shell". Does this mean he can drag them around like Skarner's ult? or are they rooted in place? Also suppressions (esp with enemy displacement) are kinda crazy powerful which is why riot has been leaving them to ultimate abilities. I think you may want to leave it as a taunt that applies on collision since it would synergize well with his passive. It might be nice if it also applied a stack of puncture.

Other than that I liked the direction of your rework, good job.

LexCor3/8/2014, 12:09:06 AM1 votes

Honestly, when I pulled up the thread I was going to just suggest "LEAVE RAMMUS ALONE."

But you've actually put some decent thought into it, and I like some of the suggestions! That being said, you could compress and clean up the quotes section a lot, and reword the interactions and parameters for Wrecking Ball and Puncturing Spikes.

Jamener3/8/2014, 11:14:06 PM1 votes

All quotes should be changed to: "Ok."