Views: 1199 Unorthodox Support
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Hey guys!
Welcome to my second blog of the day! This time around i want to talk about an Unorthodox support that i have personally never seen played as a support. I have tried it a few times and it has actually worked really good for me.
Now for the big unveilling! Rammus the support Armordillo!
Now then why would Rammus make such a great support? He has all the abilities to make up a tanky support yet still be able to buy cheap items that will allow him to tank the damage from the ennemy ADC.
For spells i usually go for all three of my spells first three levels then max out Defensive Ball Curl first as this gives me the early game armor to be able to handle the stress of tanking. Then going for Puncturing Taunt as this will give more chance to my ADC to go in for the kill as they are forced to attack me. Thirdly i go for Powerball, this is the least important one as it does not give you as much utility as the other two spells. Although i am not saying its not important. It is going to give you additional kills/assists by knocking up any escaping opponent if they are low health after the major beating they got from your first combo. Lastly you put points into Soaring Slam anytime possible at 6,11 and 16. This last spell will allow you to do additional damage to opponents but also to towers when pushing for the towers. Lastly Summoners' spells i went for Heal and Flash as [[Rammus as a lack of heals and flash as a good escape if needed.
For masteries i drop most points into the defensive tree as this will give you the early tankyness you'll need. Stick your points into Durability , Perseverance, Hardiness , Unyielding , Block , Veteran's Scars ,2 points in[Juggernaut]], Legendary Armor , Reinforced Armor and Honor Guard . The rest of your points will be most usefull in the utility tree putting points into Wanderer , Improved Recall , Mastermind , Summoner's Insight and then the last point into Greed for that extra gold generation or you could go for the Cookie from Biscuiteer if you want to.
For a rune setup i used Gold quints and yellows and flat armor reds and blues. This setup will give you the gold needed to buy your armor items such as Thornmailand your Ruby Sightstone but also give you some more early armor to deal with harrass.
Itemwise i went for a Doran's Shield when the game started for that extra tankyness but also the health regen so i could stay in lane longer. Then worked my way up to a Ruby Sightstone, Thornmail, and any gp10 items can help you to get quite tanky faster will also help after that working for any other armor items you might need to counter the opponents team damage and take as much of it as possible so your carry and other team members in teamfights don't take too much of it.
That's how i played this Unorthodox aggressive Support and it actually worked decently well. Enough peel for you ADC yet tanky enough to take the Harrass.What do you guys think of Rammus as a support? Would it be viable in ranked or would it be more for the laughs in a normals?
That's it for this second blog for Nera's corner! Any comments,suggestions,opinions can be left in the comments below! Have a great day!
Nera
Welcome to my second blog of the day! This time around i want to talk about an Unorthodox support that i have personally never seen played as a support. I have tried it a few times and it has actually worked really good for me.
Now for the big unveilling! Rammus the support Armordillo!
Now then why would Rammus make such a great support? He has all the abilities to make up a tanky support yet still be able to buy cheap items that will allow him to tank the damage from the ennemy ADC.
For spells i usually go for all three of my spells first three levels then max out Defensive Ball Curl first as this gives me the early game armor to be able to handle the stress of tanking. Then going for Puncturing Taunt as this will give more chance to my ADC to go in for the kill as they are forced to attack me. Thirdly i go for Powerball, this is the least important one as it does not give you as much utility as the other two spells. Although i am not saying its not important. It is going to give you additional kills/assists by knocking up any escaping opponent if they are low health after the major beating they got from your first combo. Lastly you put points into Soaring Slam anytime possible at 6,11 and 16. This last spell will allow you to do additional damage to opponents but also to towers when pushing for the towers. Lastly Summoners' spells i went for Heal and Flash as [[Rammus as a lack of heals and flash as a good escape if needed.
For masteries i drop most points into the defensive tree as this will give you the early tankyness you'll need. Stick your points into Durability , Perseverance, Hardiness , Unyielding , Block , Veteran's Scars ,2 points in[Juggernaut]], Legendary Armor , Reinforced Armor and Honor Guard . The rest of your points will be most usefull in the utility tree putting points into Wanderer , Improved Recall , Mastermind , Summoner's Insight and then the last point into Greed for that extra gold generation or you could go for the Cookie from Biscuiteer if you want to.
For a rune setup i used Gold quints and yellows and flat armor reds and blues. This setup will give you the gold needed to buy your armor items such as Thornmailand your Ruby Sightstone but also give you some more early armor to deal with harrass.
Itemwise i went for a Doran's Shield when the game started for that extra tankyness but also the health regen so i could stay in lane longer. Then worked my way up to a Ruby Sightstone, Thornmail, and any gp10 items can help you to get quite tanky faster will also help after that working for any other armor items you might need to counter the opponents team damage and take as much of it as possible so your carry and other team members in teamfights don't take too much of it.
That's how i played this Unorthodox aggressive Support and it actually worked decently well. Enough peel for you ADC yet tanky enough to take the Harrass.What do you guys think of Rammus as a support? Would it be viable in ranked or would it be more for the laughs in a normals?
That's it for this second blog for Nera's corner! Any comments,suggestions,opinions can be left in the comments below! Have a great day!
Nera
Mind you, I've never played Rammus before. A more skilled player might be able to excel with Rammus as a support just because they'd be familiar with his kit.
Reasons:
- He's difficult to itemize, since Thornmail and Randuin's Omen are practically core on him. The latter is very expensive. Combine that with Ninja Tabi and Doran's Shield taking up slots and you don't even have gp10, let alone 40% CDR. My final build probably would have been Ninja Tabi, Shurelya's Battlesong, Thornmail, Randuin's Omen, Ruby Sightstone/ Sight Wards, and Vision Wards. That's a total of 10% CDR.
- While he can mitigate damage in harass lanes, he still is going to take 1-4 hits before he reaches the enemy. I definitely felt like each hit was doing far less than I normally would receive, but it will add up over trades. Also, he's at a strong disadvantage with two people attacking him early game, making him a better (no surprise) top or jungle pick.
Here's where he excelled:
- Provided you can GET 40% CDR on him (maybe substitute the Thornmail for a Locket of the Iron Solari and Randuin's Omen for a Frozen Heart), his Powerball provides a lot of disruption, as it actually has an AoE KB.
- He has good map coverage with wards. Again, Powerball made a big difference here. If he didn't need Ninja Tabi, Mobility Boots would be my alternate pair of boots.
- He can stand pretty well against Blade of the Ruined King carries ( Varus, Twitch, Vayne), as he mitigates damage with Defensive Ball Curl + Puncturing Taunt.
- He's an amazing splitpusher. Soaring Slam has a low CD and deals AoE damage to minions and structures, meaning he can take out turrets at a decent speed w/o attack speed.
Fun fact: While testing this, I got my Rengar mid a pentakill through disrupts and taunts. But I think I could do that equally well playing Rammus in top lane.
It'd probably be slightly more viable if Puncturing Taunt had a little more range (and by a little more, I mean 600). But Powerball will let him move around the map faster for better ward coverage (not to mention if a single enemy runs into him, he can KB and slow them and still make a getaway).
I'd probably take Flash/ Exhaust or even Ghost/ Exhaust while playing him as a support (since Ghost will allow him to move through minions, but that needs testing).