Rammus Rework

Meep Man·2/15/2016, 3:30:55 AM·3 votes·7,307 views

http://vignette3.wikia.nocookie.net/leagueoflegends/images/3/3d/Rammus_OriginalSkin_Ch.jpg/revision/latest/zoom-crop/width/613/height/460?cb=20110327222141

Rammus is a really old character in League and a huge problem with his kit is that he abuses armor items, especially Thornmail, so much that it can make balancing Armor items very hard. This goes along with Malphite and Taric, but Rammus especially causes Thornmail in particular to be hard to balance around considering if it was buffed, Rammus would instantly have to either be moderately to heavily nerfed or become extremely good. A lot of Rammus mains I have talked with (or had a conversation with over the computer) have agreed for the most part that Rammus should be changed to something else besides a Tank that kills you if you focus them. The way they (and me) have seen it is that Rammus is the only character currently in the game where his Defense bar in his Champion Page is maxed out at 100. This isn't a joke, he is actually the only one. So, why not change him into the ultimate defensive Tank? Make him an ultimate wall that the enemy team has to get through! With this information, I made a champion (still fit for the Jungle) that is the giant defensive wall his team needs and also changed Rammus' lore a bit (which isn't much right now anyways) to better reflect how majestic of a defensive wall he is with this rework while still keeping to his simple, "jokish" personality of OK, Yeah, Alright. I also tried to keep the aspects of old Rammus' kit the same that were still healthy for the game and didn't cause balancing issues. Now, this is what I came up with to make Rammus the most impenetrable wall out there!


LORE The desert of Shurima holds many species under it's glaring sun. From the Xer'sai to the very humans that made an empire there long ago. One of the more peculiar races living there, however, is the armadillos. A species that is only barely sentient and very simple in nature, they live as nomads that travel the desert searching for any oasis to stop by and fill their stomachs. Every sentient race, however, has to have a leader. This is where the oldest and most majestic of the armadillos comes into play: Rammus, the Armadillo King. An extremely large and decently powerful armadillo that has learned to live under the desert sun ever since he was born centuries ago, even before the old Shuriman empire came to be, Rammus protects his kind with his huge size and wisdom. He is so big, in fact, that all who can fit often travel on his large back to avoid any dangers crawling in the sands below. While many do not see his wisdom due to his limited speech and habit to take things slowly, those with the proper intelligence can see that can he lead those who are lost to a place that is safe. His defenses are so impenetrable, only the most daring Xer'sai would attempt to attack him. All who have tried can be found flattened into the sand, being made a permanent part of the desert. With the Shuriman Empire now rising back to it's previous glory, bringing with it all of it's righteousness and evils, Rammus will become a key part in the coming age in Shurima. What he does and who he sides with has yet to be decided. Who will the grand armordillo of the desert come to side with: the ancient empire of Shurima or the grand magus who seeks to end it?


Rammus, the Armordillo King Tank Secondary: Support Health- 620 (+110 per level) (2490 at Level 18) Health Regen.- 9.5 (+0.95 per level) (25.65 at Level 18) Mana- 255 (+40 per level) (935 at Level 18) Mana Regen.- 7.5 (+0.7 per level) (19.4 at Level 18) Armor- 32 (+4.25 per level) (104.25 at Level 18) Magic Resist- 32.1 (+1.25 per level) (53.35 at Level 18) Movement Speed- 320 Attack Damage- 46 (+3.25 per level) (101.25 at Level 18) Attack Speed- 0.62 (+1.8% per level) (0.81 at Level 18) Attack Range- 225 (Melee)

Passive- The King of the Armadillos Innate- Master of Defense: Rammus' shell protects him from all attacks except for those from behind him, reducing all damage dealt to him by 15/20/25/30/35/40% as long as it comes from his sides, front, or from a debuff (such as a DoT). Due to his size, however, Rammus is also affected bu turn speed. This means it takes him time to turn around, taking him 0.75 seconds to completely turn around. Innate- The Giant King: Rammus grows in size the more armor and magic resist he has, growing in size by 5% for every 50 bonus armor and 5% for every 40 bonus magic resist. Once he has grown by at least 15%, he will begin to ignore unit collision and any additional size he gains will still be counted as his hitbox but will not block him from moving through smaller paths due to being too large to fit through. Levels: 1/4/7/10/13/16 NOTE: The new Rammus is about 35% larger at base than the current Rammus.

Ability 1- Roll of the Armadillo Active: After a 0.625 second delay, Rammus rolls into a ball and begins to gain movement speed over the next 7 seconds. If Rammus collides with an enemy unit, he will knock back and deal 30/45/60/75/90 (+11/12/13/14/15% max health) physical damage to nearby enemy units and unroll from his ball. Enemy champions hit are also slowed by 20/25/30/35/40% for 2 seconds. Reactivating this ability or using Strengthen Shell will instantly end the roll. Once Rammus is 7.5% larger from The Giant King, enemy minions and monsters will no longer stop him from rolling, instead being dealt the damage and being knocked aside. Once Rammus comes within a certain distance of enemy champions, they will hear a shaking, rumbling sound that grows louder the closer comes to them, even if they don't have vision of Rammus. Cost: 60/65/70/75/80 mana Cool Down: 16/14.5/13/11.5/10 seconds Collision Range: Rammus' size plus 25 Collision AoE Radius: Rammus' size plus 200

Ability 2- Strengthen Shell Passive: Rammus gains 15/25/35/45/55 base armor and magic resist and causes his basic attacks to deal 35/45/55/65/75 (+15% Armor) (+20% Magic Resist) bonus damage to minions and monsters. Active: Rammus slows himself by 15% for the next 4 seconds in order to cause his passive, Master of Defense, to also apply to his back and cause it to also block an additional 10/20/30/40/50 (+1% bonus health) flat damage, calculated before armor and magic resist. Casting Roll of the Armadillo will cause Strengthen Shell's slow and defense improvement to be removed from Rammus after 0.5 seconds. Cost: 40/45/50/55/60 mana Cool Down: 16/15.5/15/14.5/14 seconds

Ability 3- Guardian King Active: Rammus lets out a roar around him after a 1.25 second delay that taunts nearby enemy champions for 1/1.25/1.5/1.75/2 seconds, forcing them to attack him for the duration. Minions and monsters will instead take 75/120/165/210/255 (+20% bonus Armor) (+25% bonus Magic Resist) magic damage and be taunted for 1.5/1.75/2/2.25/2.5 seconds. Rammus also steals 3/6/9/12/15 armor from enemy champions and 2/3/4/5/6 armor from enemy minions and monsters for the next 4 seconds. The cool down of this ability is reduced by 1 second every time an allied champion, including Rammus, takes damage. This effect is reduced to 0.25 seconds for damage dealt to Rammus and has a 1.25 second static cool down per target, meaning the cool down of this ability can only be reduced by the same allied champion every 1.25 seconds. Cost: 70/75/80/85/90 mana Cool Down: 21/20.5/20/19.5/19 seconds Range: 400

Ultimate- Tremors Active: Rammus creates an earthquake around himself for 8 seconds, dealing 65/130/195 (+30% AP) magic damage per second to nearby enemies and enemy structures each second for the duration. Cost: 100 mana Cool Down: 60 seconds Range: 300


I would like opinions on this rework and more opinions of if it is needed or not please! Should Rammus be changed from what he is now to more of a Mega Tank? I tried to keep all Armor and Magic Resist scaling abilities to not impact his damage or direct effectiveness when combating an enemy champion.

15 Comments

Lonely Flame2/15/2016, 9:47:48 AM3 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=A8FQeEA8,discussion-id=cE2Nl3ny,comment-id=,timestamp=2016-02-15T03:30:55.094+0000)


Tank Secondary: Support

I personally don't think that he should be moved to a support role. I'm not against him changing, but moving him to a support role is a big change.

Innate- Master of Defense: Rammus' shell protects him from all attacks except for those from behind him, reducing all damage dealt to him by 15/20/25/30/35/40% as long as it comes from his sides, front, or from a debuff (such as a DoT). Due to his size, however, Rammus is also affected bu turn speed. This means it takes him time to turn around, taking him 0.75 seconds to completely turn around.

Why would it not protect his back though? His shell literally covers the entirety of his back. This doesn't make any sense. I understand from a gameplay perspective you're obviously going to be facing enemies more than you would not, but thematically it makes no sense. That would be like giving Braum reduced damage from behind when he holds his shield in front of him.

Innate- The Giant King: Rammus grows in size the more armor and magic resist he has, growing in size by 5% for every 50 bonus armor and 5% for every 40 bonus magic resist. Once he has grown by at least 15%, he will begin to ignore unit collision and any additional size he gains will still be counted as his hitbox but will not block him from moving through smaller paths due to being too large to fit through. Levels: 1/4/7/10/13/16 NOTE: The new Rammus is about 35% larger at base than the current Rammus.

Interesting, but it don't know if the increased size is worth the trade off of not hitting units. I get why it's useful, I don't know it it's enough. The sizes you're also estimating are massive. Is he starting 35% more than his current? Or by level 16 ends up 35% more? The reason why Rammus needs to have a small model is because of the strength his Q has (not in the damaging sense, but the engage sense). If you imagine a late game 6 stacks Cho'Gath suddenly rolling at your team, he would basically knock everyone up.

Ability 1- Roll of the Armadillo

Active: After a 1 second delay, Rammus rolls into a ball and begins to gain movement speed over the next 7 seconds. If Rammus collides with an enemy unit, he will knock back and deal 30/45/60/75/90 (+11/12/13/14/15% max health) physical damage to nearby enemy units and unroll from his ball. Enemy champions hit are also slowed by 20/25/30/35/40% for 2 seconds. Reactivating this ability or using Strengthen Shell will instantly end the roll. Once Rammus is Level 11, enemy minions and monsters will no longer stop him from rolling, instead being dealt the damage and being knocked aside. Once Rammus comes within a certain distance of enemy champions, they will hear a shaking, rumbling sound that grows louder the closer comes to them, even if they don't have vision of Rammus.

Why a delay? This reduces his engage potential dramatically. Could you imagine if Leona had a 1 second delay on her stun? The level 11 bonus is also interesting, but why that level of all things? Why not once he hit's a particular size? Also why does in need a signal? You're significantly reducing its engage potential with this as well. Let's say hypothetically he does go support. You have a 1 second delay and you can't engage this in the bush without your enemy knowing, giving them more time to respond.

Ability 2- Strengthen Shell

Passive: Rammus gains 15/25/35/45/55 base armor and magic resist and causes his basic attacks to deal 35/45/55/65/75 (+15% Armor) (+20% Magic Resist) bonus damage to monsters. At Level 11, this bonus damage will also apply to minions. The bonus damage is halved against epic monsters.

If it's only to monsters though, it implies he's a jungle. This doesn't have a purpose in lane as a support. And again, why level 11? Why is it reduced by half against epic monsters? If it's not going to apply to champions ever, why not give him the advantage against the jungle?

Active: Rammus slows himself by 15% for the next 4 seconds in order to cause his passive, Master of Defense, to also apply to his back and cause it to also block an additional 10/20/30/40/50 (+1% bonus health) flat damage, calculated before armor and magic resist. Casting Roll of the Armadillo will cause Strengthen Shell's slow and defense improvement to be removed from Rammus after 0.5 seconds.

You're slowing him to defend his back, but if you're showing your back to the enemy chances are you're running away from them, so why is he slowed? Is this for team fights so he can roll in with his Q and then activate this?

Ability 3- Guardian King

Active: Rammus lets out a roar around him after a 1.5 second delay that taunts nearby enemy champions for 1/1.25/1.5/1.75/2 seconds, forcing them to attack him for the duration.

Again why a delay? This severely reduces any engage potential. 1.5 seconds it a huge window for the enemy team to get away from you once you've engaged with your Q (which again has a delay).

Minions and monsters will instead take 75/120/165/210/255 (+20% bonus Armor) (+25% bonus Magic Resist) magic damage and be feared for 1.25/1.5/1.75/2/2.25 seconds, causing them to run in a random direction for the duration.

Riot have said they're actively working on removing 'Fear' from the game, which is why champs like Fiddlesticks had it removed from their kit. Currently, Volibear is the only champion with it in his kit, and from memory Riot have said they may either keep on him only as a unique mechanic (similar to Ahri's Charm), or replace it with something else.

Rammus also steals 3/6/9/12/15 armor from enemies taunted and 2/3/4/5/6 armor from enemies feared for the next 4 seconds. The cool down of this ability is reduced by 1 second every time an allied champion, including Rammus, takes damage. This effect is reduced to 0.25 seconds for damage dealt to Rammus and has a 1.25 second static cool down per target, meaning the cool down of this ability can only be reduced by the same allied champion every 1.25 seconds.

This second half is interesting. This could work, but it could also potentially make this spamable in a fight which, given the fact that he has a potential 'team taunt' as part of it, could make this potentially over powered.

Ultimate- Tremors

Active: Rammus creates an earthquake around himself for 8 seconds, dealing 65/130/195 (+30% AP) magic damage per second to nearby enemies and enemy structures each second for the duration.

Nothing to say.

Overall you've really just given him a hard nerf. He's an old champ, but his combo does what it does well. It's like the Blitz combo. Speed boost, pull, knock up, ult. Rammus is roll in and knock back, shield, ult, taunt. His W passive is only really powerful against auto attack champions. I've seen top and midlaners rip through a tanky Rammus simply because all of their damage came from abilities and no auto attacks. He also seems over powered because a lot of people don't realise that his W deals magic damage, and never build against this. Rammus is good as he is. There are some interesting ideas in here (like the size changing and unit collision), but over all I can't say I'm a fan of this rework. Good attempt though.

Arakadia2/15/2016, 4:11:36 AM1 votes

The fact he's a tank who can taunt you so you melt yourself seems so stupid. Even if the adc lacks damage to kill the self, your team can kill the CC'd enemy adc. I like this idea though, gj although the lore seems just like a enhanced volibear lore.

nobleeffort1/3/2017, 7:16:38 AM1 votes

eh idk about this. I liked the lore ill give you that, but as a lvl 7 Rammus main, this would break my heart. in fact, I love rammus because he is the anti adc and anti assassin. he is amazing against anything AD and that's why I love playing him. I don't want him to become just a normal jungler. besides, if their team is 3 AD and 2 AP, building straight armor and 1 or 2 MR items doesn't kill him. especially if those 1 or 2 items have some AP in it, then he just gets super scary in team fights. Rammus is amazing in mostly AD enemy games and still pretty good in half and half. the only thing Rammus needs is a new skin and the lore you wrote, he really isn't bad at all, I honestly don't know why he isn't played anymore, he counters ALOT of the junglers. maybe not so much in high elo's, but in bronze and silver, he is honestly as good as Amumu if you know how to balance the build right.