Do you think HP5 Quints could make him alot more stronger, and since hes a jungler the blue buff will solve most of his mana issues. That is if you are able to pick it up and maintain it.
He's reliant on blue AND can't sustain himself in the jungle (unlike Amumu who has higher HP5).
He's also not very fast. He doesn't really bring anything special.. He should at least have some good part to him :/
He's also not very fast. He doesn't really bring anything special.. He should at least have some good part to him :/
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Thats true, but how do HP5 Quints look on him? I think it would just amazing on rammus (tbh the best quints to get on rammus)
Noooo... Armor quints.. By FAR the best choice.
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It's funny that you point this out considering Rammus used to be first a first ban in low-mid ELO (purely because of his 3 second taunt). I don't think he's been nerfed since then, the meta has just changed to cycle him out of usefulness (that or he's just not popular anymore). While your changes are nice, if they did buff him they would have to do something about his taunt. If he becomes FotM again, you know people will QQ so hard.
Instead of nerfing the damage on powerball, you should adjust the taunt. More sustainability in lane means he gets to use it more often, so that should be taken into account.
Instead of nerfing the damage on powerball, you should adjust the taunt. More sustainability in lane means he gets to use it more often, so that should be taken into account.
theBMB wrote:
It's funny that you point this out considering Rammus used to be first a first ban in low-mid ELO (purely because of his 3 second taunt)
Pfft, haha. Sorry, but you got no idea of why he was banned.
His Powerball used to be 30% faster. If he would charge it up a little in a bush or so he had ****ING INSANE ganks. His ganks were GODMODE. Then they nerfed that. Now he's just good at ganking and bad at everything else.
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His taunt is short range. It's not that bad.
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The guy can't do anything in lane, and is obsolete in the jungle.
-Rammus in a nutshell
-Rammus in a nutshell
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But what is it that makes Rammus bad/not very viable?
I've come to the conclusion that his base stats and mana costs are the troublemakers here.
His base stats are imo:
HP is kinda normal, but could maybe use a small nudge.
Armor is strong.
MR is normal.
AD is pretty normal, but strong with his armor added in.
AS is pretty normal.
Mana is kinda normal.
HP5 is LOW. (most tanks are at 7-8 base HP5, he's at 5..)
MP5 is LOW.
Now let's look at his abilities:
http://leagueoflegends.wikia.com/wiki/Rammus
He has 2 spells at 120 mana, one at 90 and one at 50. That's a little on the heavy side, especially with his ****ty mana-reg.
To make Rammus good again I'd change:
This would solve a lot of mana problems and sustainability problems he has in the jungle and make a little him better in lategame.