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Patch 7.6, Attack Speed Rammus incoming

Creator: NicknameMy May 8, 2017 1:30am
NicknameMy
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So, Rammus will get a Rework in the next patch and it changes his style quite a bit.

Rammus

Spiked Shell (P) - reworked.
    [Removed] No longer gives 25% of armor as AD
    [New] Rammus deals 8-20 (+10% Armor) bonus magic damage with his basic attacks.

Powerball (Q):
  • Maximum movement speed adjusted from 155% to 145+5% per level
  • Duration lowered from 7 to 6
  • Collision detection size reduced and made more consistent
  • "impact radius unadjusted" and "checks more frequently"
  • Damage reduced from 100/150/200/250/300 (+100% AP) to 100/135/170/205/240 (+100% AP)
  • Cooldown reduced from 16/14.5/132/11.5/10 to 16/13.5/11/8.5/6
  • Slow changed from 20/25/30/35/40% to 40/50/60/70/80%
  • Slow duration lowered from 2 to 1
  • [New] spell is now channeled and can be interrupted

Defensive Ball Curl (W):
  • Bonus armor adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%]
  • Bonus magic resist adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%]
  • Cooldown reduced from 14 to 6
  • [New] Slows Rammus by 60% during the effect
  • [New] Can be toggled off early
  • [New] While defensive ball curl is active, Spiked Shell (P) deals 150% damage and also deals Spiked Shell's damage back to enemies that basic attack him.

Puncturing Taunt Frenzying Taunt (E):
    Renamed from Puncturing Taunt to Frenzying Taunt
    [New] Casting Freenzying Taunt grants Rammus 20/25/30/35/40% Attack Speed for the duration of the taunt.
    [New] Frenzying Taunt's Attack Speed bonus constantly refreshed while any of Rammus' other spells are active.
    [Removed] No longer reduces the target's Armor by 5/10/15/20/25

Soaring Slam (R):
    Damage reduced from 65/130/195 (+30% AP) to 40/80/120 (+20% AP)
    [New] Slows enemies in damages by 8/10/12% for 1.5 seconds, stacking up to 8 times
    [New] Deals double damage to structures

As you can see, quite some changes, but I want to focus on mainly that he now has an AS-Steroid which is rather strong and an on-hit effect with his passive. Rammus can abuse that with some new items and also fix issues with others:

Boots of Swiftness+ Swiftness : You need a way to reduce your selfslow, so get some slow reduction.

Titanic Hydra: You need a new waveclear or jungle option now that Sunfire Aegis/ Enchantment: Cinderhulk are trash. This combined with attack speed will grant you that and add another on-hit effect to your build. Also HP that still goes nice with his W.

Dead Man's Plate: As always with attack speed focused champs, you need to stay close to attack, so getting Dead Man's fixes that issue, especially cuz it was buffed.

Wit's End: The next on-hit effect and attack speed item to stack on your own attack speed. You have 2.25 seconds to attack while your taunt is running for free, better hit as many on-hit effects as possible. This one also reduces the enemy MR and gives you with Defensive Ball Curl 110 MR.

Thornmail: Still broken on Rammus thanks to his taunt and deals more damage thanks to Wit's End. Also increases the passive on-hit damage by 25 with Defensive Ball Curl active, great damage item.

Guinsoo's Rageblade: The only melee I can think of this item is worth it, as you can easily stack it. While enemies are first taunted and then slowed by Soaring Slam, you can easily stack it up with your AS already being over 1.5, over 2 if fully stacked. And doubleing all your on-hit effects plus AD that scales on attacks plus AP that scales with your abilities means this is the perfect finish damage item for Rammus.

Fervor of Battle : Obviously, this build needs more AD to abuse the attack speed.

A quick note to enemies: Do not let Rammus splitpush with this or your turrets will fall really really fast.
Ekki
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Does the on-hit attack towers? Otherwise his ability for splitpushing didn't change too much. He has always been a very fast pusher with good turret damage.
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Sadly, the on-hit doesn't apply to towers, but his ultimate damage got increased against them and with a more AS-focused build than before you deal more damage in the end.
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Well, you used to scale armor into AD, which did do damage to towers. What I mean is, he was always a surprisingly good splitpusher. I guess now with the AS oriented build being slightly more viable and R having more interaction he's even more dangerous, but not by that much (the increase in ult damage is 15/30/45 +10% AP per second and he loses the increase in AD).

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