Rammus Rework Idea

Kampsycho·1/20/2020, 7:05:44 PM·2 votes·1,429 views

Rammus rework Rammus I feel like Rammus is very unpopular and outdated and at this point he won't be voted either for the next VGU Poll so I thought of some changes that could easily be implemted that don't change his gameplay but improve it by a lot and make him a decent pick.

Here's a Tl;dr But plz just take the ideas lightly, anything can ofcourse be tweaked and made to be balance or fair, I just miss the Armordillo. (posted this on Reddit Aswell to see what other people think, got the same IGN there, title is the same aswell if you're interested)

Rammus has an Ammo Bar Called Protective/Reflective Spikes and can use them to empower his Q W and R, He gains periodically and while Receiving dmg, Maxes out at 150 and it's 50 per Ammo.

Q - Ignores Unit collision, becomes unstopable and Leaves Spikes behind him to block off paths. W - Throws Spikes AoE now when he attack or is attacked in his W and when Empowered the Slow debuff is removed and Spikes Pierce shields critting them and removing them quickly. E - Taunt is now AoE but still small, but Spiked version increases the AoE Range (Think Galio) R - Range is Increased and Breaks Walls with Tremor AoE, and Spikes pop up breaking shields. P - Spike Shell Rammus stockpiles damage taken as Protective Spikes, These spikes are stored in a bar 3/3 (Like Jhin Ammo), he can gain these bars periodically like Shyvanna but it's hard to get 3/3.

Max Spike bar is 150, Rammus can use Protective Spikes to Enhance his Abilities with spikes. Passive: Basic attacks deal 10-30 (+ 10% armor) bonus magic damage based off Spike Bar. Q - Power Shell Same as live but should be adjusted/tweaked to be balanced.

Spiked version: Rammus Curls up in a ball with more spikes around him and ignores Unit collision and can't be stopped and leaves a trail of Spikes in his path. These spikes Slow targets that walk on them slighlty while and dealing dmg based off his auto passive: 10% armor as bonus magic dmg. (He's basically painting the ground with a weak rumble R)

** W - Defensive Ball Curl ** Same again but less Defensive stats maybe, again just an idea would need to be balanced.

Syke it's not the Same BUT the Same still: When Auto attacked Rammus Releases Spikes AoE Around him, Per Auto Attack dealing his Passive dmg just like his current W reflecting a % of the dmg dealt Pre or post mitigation. (whichever is more balanced with his W increasing his armor thus is dmg aswell)

Rammus can also Trigger the AoE spikes by Auto attacking, but won't deal more dmg, the more spikes hits a target it's just aoe, just think a Mini Vlad E (So it can be blocked)

Spiked version: Same effect but the slow debuff is removed and these spikes go through units and break shields now or vs them. (Because Remember that Spikes can be blocked normally)

** Frenzying Taunt ** Same but Rammus E taunt now works like Galio's, So he can taunt Multiple people but it's range is still small so now you need to get in range, The More people rammus Taunt the More AS he gets, so the more Spikes he can send AoE around him and the more people AA him, the more Spikes will be flying. But again these spikes don't do double dmg they can only hit you once.

Here's an example: You taunt Lucian, Vayne and Cass. Lucian dealt 100 dmg, Vayne dealt 300 true dmg, Cass Dealt 30 dmg (She's AP so yeah) Let's say the spike reflect deals 10% of the dmg taken, then it's like this: 10 from lucian, 20 true dmg from Vayne and 3 from Cass, These spikes will just be triggered AoE around him everytime he's hit + his passive dmg because you use this with his W. So there's 2 types ways to trigger the spikes, either you're AA'd or you AA'd. (With W up ofcourse)

Spiked version: Increases the AoE Taunt range.

**R - Tremors ** Same but spikes pop up from the ground as just a VFX for some skins. Spiked Version: Passive is proc'd per Slow and the Tremors Breaks Walls and crits vs Shields. (Because Riot Promised a Shield Breaker Item but here we are)

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