A Rammus Rework

Renascent·1/29/2018, 4:41:46 AM·2 votes·2,512 views

Came up with this on a whim. Any feedback is welcome.

#Introduction

So I'd like to preface this by saying I used to play plenty of Rammus. Rolling around and forcing people to fight my literal ball of stats was the embodiment of the playstyle I so enjoyed doing. However, it was only after I stopped playing him that I could readily admit that that sort of gameplay fantasy was really obnoxious to deal with.

I mean, before Thornmail got its Grievous wounds, Rammus could solo kill even mages with relative ease. When a champion's only counterplay to prevent them from one-shotting you is to prevent them from getting close, and they have all the tools they need to shorten the distance and not die, then that's not very fun to face at all.

Therefore, I can definitely agree Rammus' past self had to go.

#Identity

His champion identity was meant to be the premier anti-auto tank fighter, with good engage potential at the same time. That's right. He was classified as a primary tank, yet a secondary fighter as well. One could imagine how Rammus managed to get some of his power budget allocated into killing things, esp. marksmen. Yet, his strengths bled over, allowing him to encompass a wider swath of viable targets to search and destroy.

Such power has been toned down a bit, but here's where my personal opinions come in: I'd really appreciate it if I could have a pure tank that could soak up serious damage without dealing much in turn.

I also have a quick second concept for a kit that embraces an actual fighter's gameplay. If you'd like to see that, let me know!

#Rammus (Pure tank)

Powerball (Q) [Toggled ability, 10s cd] - Rammus curls up into a ball, gaining 10/15/20/25/30% movespeed. He can not auto attack during this time. After 1s of moving in a straight line, he gains Velocity, allowing him to reach 200% movespeed over an additional 5s.

While Rammus has Velocity, attempting to stop or change directions makes him lose Velocity and stuns him for 0.75s. If Rammus has Velocity when he collides with an enemy, he loses Velocity, briefly knocking up nearby enemies, and deals 50-150 (40-120%AP) magic damage to them based on how long he has had Velocity for.

Defensive Ball Curl (W) [Toggled ability, 10s cd, uninterruptible] - Rammus takes shelter beneath his shell, gaining 60% (4% per 100 armor or magic resist) damage reduction against champions and monsters. He is slowed for 50/40/30/20/10% and deals 80% less damage to champions while Defensive Ball Curl is active.

_Enemies that damage Rammus during this time take 40/80/120/160/200 magic damage. This is affected by Defensive Ball Curl's champion damage reduction. Activating Powerball during this time allows Rammus to gain Velocity immediately. _

Frenzying Taunt (E) [14s cd] - Rammus taunts the target enemy for 1.25/1.5/1.75/2/2.25s. If the target was a non-champion, the duration is tripled and they gain 100% bonus attack speed for the duration.

Can target champions, monsters, and super minions.

Tremors (R) [100/80/60s cd] - Rammus creates an earthquake around himself for 8s, knocking up enemies briefly every second and dealing 20/40/60 (40% AP) magic damage.

#Kit summary

  • Infinite toggled stances -Dynamic mobility -Purely tanky

  • Limited solo kill potential -Survivability -Utility

  • Jungling -Non champ damage -Self cc allows outplayable ganks when warded

  • Teamfights -Persistent cc -Non damage threat -Can survive even when focused -Weak to true damage

When it comes to people complaining about tanks being unkillable, I honestly don't believe that that sums up their gripes. What I do think they have a problem with is tanks being unkillable with enough cc and damage to kill them. However, tank players still need damage to clear minions and jungle camps, as well as the survivability and utility to actually be a frontline initiator.

##So what if a tank could do just that. Engage, survive, and clear without being a kill threat?

With this kit, Rammus can do exactly that! But as much as I'm banking on Rammus being balanced around not having champion damage, does that make this kit balanced and viable? That's up to you guys to decide.

Let me know what you think!

3 Comments

Kavren20551/29/2018, 5:56:13 AM1 votes

Ok

Chembaron Yamada1/29/2018, 8:13:12 AM1 votes

It is too close to his current kit in my opinion, Rammus is supposed to be a Sion or Poppy kind of rework, alot of spells are going to get changed.

Rammus is designed to be the anti-AD tank, so I think they should build an AD shield into his kit. His W should get changes, I don't really like the self slow. I understand that this skill needs some counterplay besides "don't attack him", tho.

My idea: W gives him an AD shield and maybe some armor (or perhaps the shield scales with armor?). The damage reflection works like a Braum shield. Imagine Rammus having a spiky shield in front of himself. If an enemy attacks from the direction the shield is facing, he deals damage to that enemy. Gives new counterplay by smart positioning, but without making Rammus so extremely kitable.

Question about your R: does it still damage towers? I know, it is rarely used for that, but it is a little thematical extra I really enjoy and I would like them to keep it in some form in his kit. And I think Rammus seismic powers should get enhanced in the kit. In my opinion, he will most likely get reworked into an earth related demigod with seismic powers.

grobario12/21/2018, 3:35:29 PM1 votes

{quoted}

Came up with this on a whim. Any feedback is welcome.

#Introduction

So I'd like to preface this by saying I used to play plenty of Rammus. Rolling around and forcing people to fight my literal ball of stats was the embodiment of the playstyle I so enjoyed doing. However, it was only after I stopped playing him that I could readily admit that that sort of gameplay fantasy was really obnoxious to deal with.

I mean, before Thornmail got its Grievous wounds, Rammus could solo kill even mages with relative ease. When a champion's only counterplay to prevent them from one-shotting you is to prevent them from getting close, and they have all the tools they need to shorten the distance and not die, then that's not very fun to face at all.

Therefore, I can definitely agree Rammus' past self had to go.

#Identity

His champion identity was meant to be the premier anti-auto tank fighter, with good engage potential at the same time. That's right. He was classified as a primary tank, yet a secondary fighter as well. One could imagine how Rammus managed to get some of his power budget allocated into killing things, esp. marksmen. Yet, his strengths bled over, allowing him to encompass a wider swath of viable targets to search and destroy.

Such power has been toned down a bit, but here's where my personal opinions come in: I'd really appreciate it if I could have a pure tank that could soak up serious damage without dealing much in turn.

I also have a quick second concept for a kit that embraces an actual fighter's gameplay. If you'd like to see that, let me know!

#Rammus (Pure tank)

Powerball (Q) [Toggled ability, 10s cd] - Rammus curls up into a ball, gaining 10/15/20/25/30% movespeed. He can not auto attack during this time. After 1s of moving in a straight line, he gains Velocity, allowing him to reach 200% movespeed over an additional 5s.

While Rammus has Velocity, attempting to stop or change directions makes him lose Velocity and stuns him for 0.75s. If Rammus has Velocity when he collides with an enemy, he loses Velocity, briefly knocking up nearby enemies, and deals 50-150 (40-120%AP) magic damage to them based on how long he has had Velocity for.

Defensive Ball Curl (W) [Toggled ability, 10s cd, uninterruptible] - Rammus takes shelter beneath his shell, gaining 60% (4% per 100 armor or magic resist) damage reduction against champions and monsters. He is slowed for 50/40/30/20/10% and deals 80% less damage to champions while Defensive Ball Curl is active.

_Enemies that damage Rammus during this time take 40/80/120/160/200 magic damage. This is affected by Defensive Ball Curl's champion damage reduction. Activating Powerball during this time allows Rammus to gain Velocity immediately. _

Frenzying Taunt (E) [14s cd] - Rammus taunts the target enemy for 1.25/1.5/1.75/2/2.25s. If the target was a non-champion, the duration is tripled and they gain 100% bonus attack speed for the duration.

Can target champions, monsters, and super minions.

Tremors (R) [100/80/60s cd] - Rammus creates an earthquake around himself for 8s, knocking up enemies briefly every second and dealing 20/40/60 (40% AP) magic damage.

#Kit summary

  • Infinite toggled stances -Dynamic mobility -Purely tanky

  • Limited solo kill potential -Survivability -Utility

  • Jungling -Non champ damage -Self cc allows outplayable ganks when warded

  • Teamfights -Persistent cc -Non damage threat -Can survive even when focused -Weak to true damage

When it comes to people complaining about tanks being unkillable, I honestly don't believe that that sums up their gripes. What I do think they have a problem with is tanks being unkillable with enough cc and damage to kill them. However, tank players still need damage to clear minions and jungle camps, as well as the survivability and utility to actually be a frontline initiator.

##So what if a tank could do just that. Engage, survive, and clear without being a kill threat?

With this kit, Rammus can do exactly that! But as much as I'm banking on Rammus being balanced around not having champion damage, does that make this kit balanced and viable? That's up to you guys to decide.

Let me know what you think!

change rammus do it like it was previus pleaseeeeeeeeeeeeeeee.. it was the best tank. i play only this champion and u destroy it