Rammus + Magic

Comment below rating threshold, click here to show it.

shalmack

Member

11-23-2009

Has anyone tried to do a magic built Rammus and how effect was it?


Comment below rating threshold, click here to show it.

relkin

Senior Member

11-23-2009

Yes I have tried it and it really is a waste of time. The way to get good ganks on Rammus is you need them to attack you so your tremors and ball curl will kill them. If you dont have any armor they will kill you before you have a change to finish them off. Also with a passive aura as awesome as your phys damage is increased 25% of your armor I don't think straying away from the armor path is a good move. Thirdly ability power does not stack well with Rammus's abilities i grabbed a 20 AP book and checked it stacks of 1:1 for ball roll, but for the tremors it was down to only adding 6 points. If it was opposite of this than I would say heck yeah go AP but for now it is just not good tactics. Hope this helps.


Comment below rating threshold, click here to show it.

ColdBlooded

This user has referred a friend to League of Legends, click for more information

Senior Member

11-23-2009

AP rammus is a horrible idea.


Comment below rating threshold, click here to show it.

Redtah

Senior Member

11-23-2009

Quote:
Originally Posted by shalmack View Post
Has anyone tried to do a magic built Rammus and how effect was it?
Heres the AP Ratios from my guide.

"Cost: 90/100/110/120/130
Powerball: does 100/150/200/250/300 magic damage and slows for 28/36/44/52/60% to all nearby enemies on impact (of another enemy unit or Champion). While in Powerball spin, you constantly gain movement speed over the 10 second duration.
125 AP -> +125/ 12 AP -> 12/ 10 AP -> 10 (meaning 1:1 AP Conversion)
327-687 no boots/ 381-765 basic boots/402-796 tier 2/419-827 tier 3 /454-889 with tier 4 boots

Cost: 40/50/60/70/80
Defensive Ball Curl: Returns 24/32/38/44/50 damage to all attackers as well as giving 50/75/100/125/150 Armor and Magic Resistance while also slightly lowering movement speed and blocking casting of powerball. Lasts 6 seconds
125 AP -> +31/ 12 AP -> 3/ 10 AP -> 3 (meaning 1:.25 AP Conversion)
327-322 no boots/ 381-376 basic boots/ 402-397 tier 2 /419-415 tier 3 / 454- 449 tier 4

Cost: 50/70/90/110/130
Puncturing Taunt: Taunts enemy unit or Champion, reducing armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3

Cost: 100/150/200
Tremors: Rammus deals 55/110/165 magic damage a second to nearby untis/champs/buildings over 8 seconds
125 AP -> +38/12 AP -> 4/ 10 AP -> 3 (meaning 1:.3~ AP conversion)"

None of his abilities scale very well with AP except powerball, so probably won't ever work very well.


Comment below rating threshold, click here to show it.

Sabin

This user has referred a friend to League of Legends, click for more information

Junior Member

11-24-2009

Is the AP conversion for tremors per tick or overall? ie. lets say you get enough AP to give you +10 to tremors, is it 165x8+10 dmg or 175x8 (I know these aren't the correct, current values, just going off the post above)?


Comment below rating threshold, click here to show it.

shalmack

Member

11-24-2009

I just thought it would be a fun idea to see how hard you could make your Ulty hit for, haha.