Idea for Rammus Re-work

Morrider·8/10/2016, 3:48:01 PM·2 votes·1,168 views

When I first started playing League my first love was Rammus. The silent, sonic-like tank rivaling even Mundo. However, once I got a feel for LoL I realized there was only a very small niche for the pointy menace. (The enemy team has 3-4 all AD champs? Pick Rammus and laugh as they kill themselves!) I'd like to suggest a small kit change to Rammus that might help to bring the little guy back into our hearts and on the rift! Here it is:

Rammus' Q now switches him from walking to roller-ball mode. In RB mode, he gains 10-25ms until he either switches back to walking mode or comes into contact with an enemy. Upon contact, the enemy is slightly nudged (cancels channels) and takes basic attack damage plus small amount of AP (10%?).

W(walking)- same defensive curl, but perhaps applies grievous wounds (I'm tired of late game ADCs completely negating the reflect damage or even surpassing it)? W(ball)- super charge: Rammus charges up, giving him an accelerating speed boost for a short period of time(same as previous Q). Upon contact with an enemy, they take basic attack damage now with added damage scaling off his armor, and are knocked up for a short time as Rammus returns to walking mode. If Rammus does not come into contact with anyone before super charge ends, he will simply slow down to regular ball speed.

E(walking)- Same taunt. E(ball)- Sharpen: Rammus' next basic attack in walking mode deals extra damage and continues to do so for a short period of time (this would scale off his armor as his previous passive did).

R(walking)- Same tremors. R(ball)- Spike Launcher: as Rammus rolls along his merry way he can skill shot 3-5 spikes from his shell (similar to Irelia's ult but does not pass through) which damage and slow hit champions (the slow increases with each consecutive hit as the enemy is crippled by the spikes). The spikes scale off Rammus' armor and/or AP.

Passive- Basic attack empowers are now in E(ball). For his new passive I've got two ideas: Rammus' bonus health now further increases his total armor OR Rammus is such an armor fiend, when he gains bonus magic resist he also gains extra armor.

This new kit would allow Rammus to keep those trademark moves which make him Rammus, but would allow for a bit more versatility in this always evolving meta. In walking mode, Rammus is still a slow ultra-tank capable of inflicting minor AoE damage and acting as an ADC's worsts nightmare. In his new ball mode, Rammus now has more control of his move speed and can translate that into being able to get out of dodge in a bad situation or hunt down a single target, slow them, and engage in walking mode with empowered basic attacks, taunts, and tremors. With his old passive basic attack damage buff now a time-limited ability with his E(ball), he no longer has a constantly high basic attack damage output and must choose carefully when he wants the extra damage. All in all, Rammus would still primarily be a tank; it wouldn't be totally viable to take him full AP, but at least he has some more options when engaging enemies.

If you like these ideas or want to suggest some alterations please comment and/or upvote. I would really love to see this get some attention and be put into possible consideration. Thanks! Rammus OK

6 Comments

YoiNeko8/10/2016, 3:53:47 PM1 votes

no

NicolasTr8/18/2016, 5:33:14 PM1 votes

Not to be mean but it make rammus a bit to much complicated :/