[Champion Rework] Rammus Tank-Juggernaut hybrid

DragonShea·5/17/2016, 6:29:27 PM·1 votes·578 views

Hey All, as you all know Rammus is an old champion but I was wondering how to remake the Rolling Terror into a more aggressive tank with some Juggernaut elements as he has random scaling which makes it hard to properly, so I was thinking that he should be a purely physical tank-jugg that deals and takes a lot of it while still being Ok when fighting mages. As A Rammus Main I have always played him as an offensive tank with one or two hybrid items and the rest tanky, because I love juggernauts and think Rammus is a champ that needs some love in regards to many things, so here is what I would change.

Passive: Spiked Shell: Rammus now deals damage magic damage back his target equal to 5% of his total AD

I always thought that Rammus having permanent damage reflect would be good for him as that would make it difficult to just poke him all the time without consequence so but I also think that it scaling with AD instead of Armor would mean that he would be able to abuse it and become tough and strong.

Powerball: Rammus Dashes a short distance (325 units, not over walls) and gains 50% Movement Speed up over 5 seconds up to 100% and deals 80/120/160/200/240+(0.8/0.9/1/1.1/1.2) AD in physical damage to all nearby targets and knocks them up, slowing them afterwards for 25/30/35/40/45% for 2 seconds.

One Issue I have with Powerball is that it's not a good chasing or escape tool. Giving a dash will allow you to better initiate without the need of flashing and give you a tool to get out of trouble if you get ganked.

Defensive Ball Curl: Passive: Rammus gains AD equal to 4/8/12/16/20% of his armor Active: Rammus gains 40/60/80/100/120 armor and MR and now Spiked Shell now deals 12.5% AD + 10% armor damage when hit.

Removing the old armor passive while adding it to DBC I think would a good thing while also nerfing it as Rammus will now scale with AD now and reducing the max AD gained from armor by 5% to not make him OP.

Puncturing Taunt: Rammus taunts the target for 1.25/1.5/1.75/2/2.25 seconds and reduces the armor of the target by 2.5/5/7.5/10/12.5%

I like having PT being more of a dueling tool for Rammus and if he ever fights someone with high amount of armor, the percentage reduction would be something that becomes powerful during the taunt he would be able to deal some extra damage to the target during the period. it would also make it more punishing if for when an ADC or assassin builds tanky.

Tremor: Rammus deals damage around himself dealing 45/90/135+(15% AD + 10% AP) physical damage to all targets and structures.

I have always believed that Rammus's ult should be dealing physical damage but also for have a bit of AP scaling, reducing the damage to by about 20 per rank while it has a AD scaling would make it a strong ult while not being too damaging.

So anyway, let me hear your thoughts and I hope that you enjoy this idea or a Physical tank Rammus rework.

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