Rammus update idea

FermentedDog·4/11/2016, 10:24:13 PM·4 votes·1,022 views

Alright guys let's face it, Rammus is really stale. Like other old champs, he is very unmechanical and far too simple. So I came up with an idea on how to improve him while keeping his core theme alive:

Passive: Spiked Shell When hit by a basic attack, Rammus returns 25 / 35 / 45 / 55 / 65 (+ 15% armor) to the attacker

Q: Powerball ACTIVE: Rammus tucks into a ball and begins to roll for up to 7 seconds, losing the ability to use basic attacks. Rammus gains an additional 20% each second, up to a maximum 140% increase. While in his ball form, Rammus continuously gains stacks of velocities. External speed-ups increase the rate at which Rammus gains stacks of velocities. Upon being slowed, feared, flee'd or charmed, Rammus slowly loses stacks of velocities. Upon being rooted, stunned, suppressed, entangled or put into stasis, Rammus loses all stacks of velocities.
Upon coming into contact with an enemy, Rammus deals magic damage and taunts everyone in an area around him. The size of the area depends on the amount of velocities Rammus hs when he makes contact. MAGIC DAMAGE: 100 / 150 / 200 / 250 / 300 (+ 100% AP) TAUNT DURATION: 1.25 / 1.5 / 1.75 / 2 / 2.25 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 16 / 14.5 / 13 / 11.5 / 10

W: Hardened Carapace Passive: Rammus gains 5%/10%/15%/20%/25% of his armor as attack damage Active: Rammus gains a yellow shield, that only blocks physical damage for up to 6 seconds. While his shield is up, Rammus gains 40 / 60 / 80 / 100 / 120 armor and magic resist (doesn't scale with itself). When the shield is broken, runs out or when Rammus reactivates the ability, the shield shatters and deals physical damage in an area around him. SHIELD STRENGTH: 70 / 140 / 210 / 280 / 350 (+40AP) (+ 100% Armor) PHYSICAL DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 30% armor) COST: 65 / 70 / 75 / 80 / 85 MANA COOLDOWN: 13 seconds after shield expires RANGE: 550

E: Desert Impact Rammus jumps in the air and stomps on the ground, dealing physical damage to and drawing all nearby enemies in and slowing them by 20 / 25 / 30 / 35 / 40% for 2 seconds. If Rammus uses Desert Impact while in his Powerball form, Desert Impact becomes a ranged, ground targeted dash. The range increases the more stacks of velocities Rammus possesses. PHYSICAL DAMAGE: 20 / 60 / 100 / 140 / 180 (+ 3% maximum health) (+ 10% armor) COST: 50 MANA COOLDOWN: 12

R: Epicenter Rammus creates an earthquake around himself for 8 seconds, dealing magic damage to nearby enemies and enemy structures each second for the duration. Enemies units and neutral monsters are drawn towards Rammus and their movement speed while walking towards Rammus is increased. While withing Rammus' basic attack range, the enemies receive extra magic damage scaling with Rammus' armor. MAGIC DAMAGE PER SECOND: 65 / 130 / 195 (+ 30% AP) EXTRA MAGIC DAMAGE PER SECOND: 30 / 60 / 90 (+ 3% armor)

Rammus works well with: Orianna - Orianna's kit works perfect with Rammus' kit, by placing her Ball on Rammus, she increases his armor and therefore his damage, her speed up lets his ganks excel and her ultimate throws everyone into the range for the extra damage of Rammus' ultimate.

Sivir - Sivir's sudden speed boost lets Rammus do very potent ganks early in the game.

Taric - Rammus and Taric can form a very strong chain of crowd control together, to pull off some very deadly ganks, additionally he can increase Rammus' armor and thereby his damage.

Rammus struggles against Morgana - Morgana's bind can make Rammus lose all of his stacks instantly, ruining his ganks. Even if she misses her Q or doesn't have it up, Morgana can still save her ADC with her Black Shield and her ultimate

Ashe - Ashe is not only the queen of Freljord but also the queen of kiting, she has plenty of vision to know when Rammus shows up, she can stun him, robbing him of much of his gank potential and continuously kite him with her volley.

Darius - Darius' natural armor penetration and true damage lets him easily handle an armor-rich Rammus. His own tankiness lets him fight Rammus while shrugging off Rammus' damage. Darius can also pull Rammus away from more desired key targets and ensure that Rammus won't reach his primary target.

I think this kit improves Rammus gaming experience while also keeping the theme of Rammus' gameplay as an anti-attack damage utility tank. Rammus' strong points were his mobility, his lock down capability, his ability to set up kills for allies and his counter to attack damage based champions and he keeps all of this in my idea for his rework. For his ultimate I want a new mechanic, where enemies are "pulled" towards Rammus, like a Thresh Q but without actually disabling them, so that they are moving towards Rammus against their will but can still freely move. My problem with the current Rammus is that his taunt is a simple on-click skill and that his W is countered by his own build path: Randuin's Omen and Frozen Heart decrease attackspeed so, by building them, Rammus actually decreases his own potential. That is why I want his W to be a permanent passive. After taunting someone in a teamfight, Rammus' battle presence and contribution to a teamfight is basically over. I also don't like how Rammus is mostly just a walking thornmail, who is good against basicattack users like Tryndamere or Yi but doesn't do much against other attack damage users, like Pantheon, Jayce or Zed, other than locking them down. I want Rammus to counter all AD. It also always bothers me when I see Rammus roll at super high speed and then nothing comes off it. Damage scaling with movement speed is Hecarim's thing, so I figured making his range increase with speed was a good idea, it also kinda makes sense. I also considered focusing harder on Rammus' armor=AD ability but then he'd be a niche-anti-AD juggernaut and Rammus is meant to be a utility tank, so that's a big nono. He'd be a strong champ against full AD-teams, while still having weaknesses to capitalize on. To handle Rammus, you have to be able to kite him and you can simply have a balanced magic damage to attack damage ratio in your team

Tell me what you think about my idea!

10 Comments

Tamur4/11/2016, 10:47:15 PM3 votes

Passive - I believe the loss of AD would remove him as an effective jungler

Q is interesting

W here is what I'm thinking

Hardened Carapace Passive: Rammus gains 5%/10%/15%/20%/25% of his armor as attack damage Active: Rammus gains a yellow shield, that only blocks physical damage for up to 6 seconds. While his shield is up, when hit by a basic attack, Rammus returns 25 / 35 / 45 / 55 / 65 (+ 15% armor) to the attacker. When the shield is broken, runs out or when Rammus reactivates the ability, the shield shatters and deals physical damage in an area around him. SHIELD STRENGTH: 70 / 140 / 210 / 280 / 350 (+40AP) (+ 100% Armor) PHYSICAL DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 30% armor) COST: 65 / 70 / 75 / 80 / 85 MANA COOLDOWN: 13 seconds after shield expires RANGE: 550

E and Ult are good

Overall not bad

DorkunedAuras4/12/2016, 12:16:48 AM1 votes

That rammus passive is Kinda OP in lane. He's gonna be like Viper from DotA. Rammus will make an incredibly hard counter if you're playing someone autoattacky, like Jax XinZhao Shyvana. You can never, ever trade.

That passive has no windows of power, no counterplay. It just is. With his current, you can wait it out.

It's against Riot's design values, and broken AF.

Bard R Friday4/12/2016, 2:42:01 PM1 votes

This is a straight up buff, and rammus is already overpowered.

Sniper 04/12/2016, 2:43:32 PM1 votes

Lower the bases, all of the bases. This is the problem with him currently. Overall it would give him more utility though. 9/10 with proper adjustments... Passive needs to be reduced by a lot more at the earlier levels. Scaling could stay but 5/10/15/20/25, it's going to stack with his w and make him too strong otherwise. The same numbers would need to be given to his W. He's still going to be super strong late game but it's going to give you more windows of opportunity to counter him late game. Also some of our scaling is a bit wacky.

lunien4/12/2016, 4:20:56 PM1 votes

Really nice, though his ult and Q seems very similar to before.

  • Maybe he should have a harder time applying his CC. Also, his ult should maybe not slow enemies, but it could instead have a bigger range when his velocity stacks were up.

  • His taunt should also be very, very short, like 0,75 seconds, or he would be really insane in teamfights.

  • Also, maybe you lost one stack of velocity every time an enemy autoattacks or uses a spell on you. He'd maybe very slowly begin getting Velocity when in his Q.

  • The amount of stacks could also increase movement speed, so if you got attacked while you had your Velocity stacks, you would be slower before you regained that stack by Q'ing. It could also be really nice if Q was a toggle instead of having a CD, it would make it much easier to use his kit together.

As some others pointed out, the base stats should be lowered, though, because it seems he would be pretty OP if he ever got released like this.

I hope my comment was ok, and that you'll take it into consideration.