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[Champion] Rammus - Page 7

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UniversalSnip
Profile Blog Joined July 2010
9871 Posts
September 29 2011 07:09 GMT
#121
tried out a different mastery setup/build, went 21/0/9, attack speed red, ad quints, armor yellow, mr blue. It was smoother, safer and faster in the jungle than the standard defensive style. Build was like wriggles, aegis, sorc boots, giant's belt, reverie... then I picked up abyssal and sunfire. Aegis is a really good early pickup on him because it's hard to get a balance of defensive stats after dropping 1600 on wriggles without cluttering your inventory hopelessly.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Craton
Profile Blog Joined December 2009
United States17250 Posts
September 29 2011 09:02 GMT
#122
sunfire + thornmail + w is a thoroughly amusing way to clear creeps
twitch.tv/cratonz
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
October 10 2011 03:38 GMT
#123
Wriggles + Wit's End rammus best rammus build.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2011-10-14 12:24:53
October 14 2011 12:20 GMT
#124
So, I'm gonna update the OP pretty significantly in terms of Rammus' role and recommended items. Back in the day, the quintessential jungler was Nunu- an early game ganking and counterjungling powerhouse who filled a tanky-support role later on. Nowadays, a lot of the more successful junglers overall are champions like Lee Sin, Gangplank, Nocturne and Fiddlesticks- champions that can dish out pretty significant damage in skirmishes and teamfights.

Not only has the jungler metagame shifted, but the tank meta has changed as well. Put simply, tanks that deal no damage scale really badly into the lategame; you don't want to be a Leona, you want to be more like a Cho'gath or Singed who is tough and has CC, but also contributes with damage. You lose some survivability from buying damage or hybrid items instead of building pure tank, but you'll gain more gold by virtue of being able to kill things faster so you'll be able to buy more stuff anyway; and besides, in teamfights it is preferable to be pretty tanky but still a threat, versus being really tanky but much easier to ignore.

Suffice to say, my "Sunfire into pure tanky" Rammus build is obsolete (not even I build Rammus like that anymore), and I'll take the time to apologize to Utahime since the start of any Rammus build now should be a Wriggle's Lantern, as he said it was several months ago.

I haven't updated the OP yet, because I'd like feedback on how you guys think Rammus should be built before I do that. Right now, I'm partial to physical DPS items in the form of Atma's + either Frozen Mallet or Warmog's, an MR item (Banshee's or FoN, although I'll admit I haven't given Abyssal Scepter much of a chance), and I'm not sure about a sixth item... Thornmail? Phantom Dancer? Warmog's, if you got a FM earlier on? Please do share your thoughts and reasoning
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 14 2011 12:59 GMT
#125
I've just been playing rammus like a bruiser. Wriggles, Mercs, heart of gold optional, warmogs, atmogs.

I get PD in there, I understand southlight likes abyssal, it all works.

I don't like rammus as an initiator. Building him classically with full tank lets him do it slightly better but even still he gets poked and has weak initiate. I like him more in general fights say at dragon or whatever when you can just run up to an AP or AD and taunt+W+R and own them really hard.

Atmog+PD rammus can crush an AD carry in 3 seconds with ulti up and they can't get away without a lot of help from the team because of the PD movement speed and powerball combined.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 14 2011 13:01 GMT
#126
On October 14 2011 21:59 Slayer91 wrote:
I've just been playing rammus like a bruiser. Wriggles, Mercs, heart of gold optional, warmogs, atmogs.

I get PD in there, I understand southlight likes abyssal, it all works.

I don't like rammus as an initiator. Building him classically with full tank lets him do it slightly better but even still he gets poked and has weak initiate. I like him more in general fights say at dragon or whatever when you can just run up to an AP or AD and taunt+W+R and own them really hard.

Atmog+PD rammus can crush an AD carry in 3 seconds with ulti up and they can't get away without a lot of help from the team because of the PD movement speed and powerball combined.


Sunfire is a pretty bad item. Damage wise attack speed//crit works a lot better if you can stay in range a long time. For farming jungle wriggles works better. If you want the giants belt make it a warmogs, convert the chain mail to atmas later. Rammus doesn't need the resistance stats that much though because of W.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 14 2011 15:41 GMT
#127
I think you hit quote instead of edit.

I disagree that Sunfire Cape is a bad item. It's not amazing, but it's certainly decent. My reasoning:
  • Sunfire Cape is 400g cheaper than Warmog's.
  • Sunfire Cape provides more damage than Warmog's. Warmog's (fully stacked) + Atma's is 27.4 AD. Sunfire Cape + Atma's is 20.25 AD + 35 magic damage per second. Even with 100% crit and 2.5s attack speed the 7.15 AD difference only adds up to 35.75 damage per second and only on a single target.
  • Sunfire Cape's damage comes in increments and doesn't require another item. You get 11.25 AD the moment you buy the Chain Vest, the aura when you complete it, and 9 more when Atma's is finished.
  • Sunfire Cape doesn't pressure the player to finish it early. That's not to say that Warmog's requires one to finish it ASAP, but there are definitive benefits to doing so which weigh on the mind.
  • Sunfire Cape helps provide defense for when W isn't up. Unless you're planning on buying CDR items there's going to be substantial DBC downtime during which you're vulnerable if you neglect Armor/Resistance.


I'm not arguing that Sunfire is a better choice than Warmog's. That's a fairly subjective and difficult argument, and in many circumstances just outright wrong (I mean, 1.4k health from a single item, do want). However, I am arguing that Sunfire cape is at least decent.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Craton
Profile Blog Joined December 2009
United States17250 Posts
October 14 2011 15:42 GMT
#128
Sunfire is still one of the best items on Rammus hands down. Calling it bad is just ignorant.
twitch.tv/cratonz
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2011-10-14 16:03:58
October 14 2011 16:01 GMT
#129
Atmogs takes too long to finish. Rammus doesn't really need to live past his first DBC. He just needs to do as much damage as he can within those 6 seconds, and since he's likely to be untouched during those 6 seconds he'll probably live beyond that, just long enough for his ultimate to finish. If he`s still alive after that, he`ll get a second taunt and powerball off. If he`s dead, then he just tanked a lot of damage, good job.

Phantom dancer is nice but it's truly an item that compliments atmogs and not very good on its own, as the movespeed alone means you are buying it to sustain your mobility throughout a whole teamfight whereas wit's end rammus, when you get it at least, fucks things up really fast at the start of a teamfight. Pretty much no one wants to be focusing DBC rammus, so that's 6 seconds of being either ignored or soaking up way more damage than the other team can afford to pump on you.

Sunfire is just kind of silly these days, l0l. I don't even like the stats, but it forces turret aggro on you when you don't want it, which is annoying in itself.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
October 14 2011 17:40 GMT
#130
On October 15 2011 00:42 Craton wrote:
Sunfire is still one of the best items on Rammus hands down. Calling it bad is just ignorant.

Sunfire gives a very immediate return on investment in terms of effectiveness, but scales badly into lategame. On the other hand, Atmog's takes very long to finish and in that long "transition" phase you'll be weaker than you would be if you'd bought other items (such as a Sunfire), but scales well into the lategame.

Still, if I have to choose between losing some midgame power or being complete deadweight lategame, I'd rather suffer the Atmog's transition most of the time.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2011-10-14 18:06:04
October 14 2011 17:58 GMT
#131
On October 15 2011 00:41 Seuss wrote:
I think you hit quote instead of edit.

I disagree that Sunfire Cape is a bad item. It's not amazing, but it's certainly decent. My reasoning:
  • Sunfire Cape is 400g cheaper than Warmog's.
  • Sunfire Cape provides more damage than Warmog's. Warmog's (fully stacked) + Atma's is 27.4 AD. Sunfire Cape + Atma's is 20.25 AD + 35 magic damage per second. Even with 100% crit and 2.5s attack speed the 7.15 AD difference only adds up to 35.75 damage per second and only on a single target.
  • Sunfire Cape's damage comes in increments and doesn't require another item. You get 11.25 AD the moment you buy the Chain Vest, the aura when you complete it, and 9 more when Atma's is finished.
  • Sunfire Cape doesn't pressure the player to finish it early. That's not to say that Warmog's requires one to finish it ASAP, but there are definitive benefits to doing so which weigh on the mind.
  • Sunfire Cape helps provide defense for when W isn't up. Unless you're planning on buying CDR items there's going to be substantial DBC downtime during which you're vulnerable if you neglect Armor/Resistance.


I'm not arguing that Sunfire is a better choice than Warmog's. That's a fairly subjective and difficult argument, and in many circumstances just outright wrong (I mean, 1.4k health from a single item, do want). However, I am arguing that Sunfire cape is at least decent.


Atmas provides like 60 damage just from the 2% not to mention the crit. It scales better with any other items because of the crit. Also, warmogs is cost effective for the health it gives with 0 charges, its vastly better than sunfire when stacked.

You're providing lots of points but it boils down to: Warmogs MUCH better with W up and still better with W down. Sunfire is like giants belt+chain mail+aoe damage where the AOE damage is very poor IMO.

I find it hard to believe sunfire is one of the best items on rammus that builds wriggles. It's amazing to farm jungle but I find an extra expensive and not very well scaling giants belt+chain vest hard to justify, especially when really I don't want anything but health for defense on rammus. A bit more is good but unnecessary.

Again, this is a bruiser style of rammus that dislikes initaiting except to catch people in a bad position, so damage taken in powerball should be very minimal and you activate your W as soon as you expect to take heavy damage and not before that.

If you really like sunfire in a wriggles build why not build giants belt and chain mail and just convert giants belt to warmogs later? People overrated the importance of getting it fast. It's cost effective without stacks. Just get it whenever you want, faster is better but its not necessarily bad to get it later.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2011-10-14 18:12:53
October 14 2011 18:07 GMT
#132
I was assuming that you'd be buying Atma's whether you built Warmog's or Sunfire Cape. It's included the the calculations of Warmog's vs Sunfire damage.

I think Zato-1 summarized it nicely, though I don't think picking Sunfire means you'll be dead weight late game. Not as effective perhaps, but not worthless.

For reference, I initiate even in a bruiser style. Rammus is so ridiculously tanky with W whatever you build that there's no reason not to powerball/flash/taunt/ult/DBC into the middle of their team unless you're facing some crazy Cho + Olaf + Vayne team.

And again, I'm not saying Sunfire is the best option in all circumstances or even most, just that it's a viable option and not "bad". I use Warmog's very often myself.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 14 2011 18:23 GMT
#133
Wat jungle route do u guys use?
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 14 2011 18:25 GMT
#134
The problem with initaiting is simply getting blocked by a chogath or galio or amumu or something and your team is too scared to go past them and the whole thing ends up being a mess since your initiate is too weak to justify your team taking a full galio ult to the face.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 14 2011 18:45 GMT
#135
On October 15 2011 03:23 Ryuu314 wrote:
Wat jungle route do u guys use?




That's the basic route. You can also do Wolves/Wraiths/Golems first, or just do Golems -> Level 2 gank etc.

You don't actually need full/near-full armor runes to jungle, it's just faster/more fun that way.

On October 15 2011 03:25 Slayer91 wrote:
The problem with initaiting is simply getting blocked by a chogath or galio or amumu or something and your team is too scared to go past them and the whole thing ends up being a mess since your initiate is too weak to justify your team taking a full galio ult to the face.


So you just collided with and slowed/BVeil popped their initiation, and the enemy squishies have to choose between attacking Rammus or getting in range of Rammus to do anything. The only problem I see here is that your team is scared.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2011-10-14 19:12:34
October 14 2011 19:10 GMT
#136
But it's the exact same for your team. Running in headfirst into the enemy tank means that your team would have to run past their tank to do anything as well, and rammus is slightly ahead of his team to begin with since he's initiating with powerball, he'll eat more free shots than the enemy tank before the teams clash. It's a net loss unless rammus is significantly tankier than the enemy tank (doesn't happen till late-late game or if he gets really fed).

If he can manage to circumvent the tank line then yeah rammus can 1v2 the enemy carry + support pretty damn long and do quite a bit of damage to boot.
Attakijing
Profile Joined June 2011
United States693 Posts
Last Edited: 2011-10-15 09:42:12
October 15 2011 09:36 GMT
#137
On October 15 2011 03:25 Slayer91 wrote:
The problem with initaiting is simply getting blocked by a chogath or galio or amumu or something and your team is too scared to go past them and the whole thing ends up being a mess since your initiate is too weak to justify your team taking a full galio ult to the face.
yeah this is true. playing rammus is more like playing an assassin. but that just means that when you show up to countergank they blew their CC and everything goes in your favor.
On October 15 2011 03:45 Seuss wrote:
Show nested quote +
On October 15 2011 03:23 Ryuu314 wrote:
Wat jungle route do u guys use?

+ Show Spoiler +

http://www.youtube.com/watch?v=WjV_2ngBqLw

That's the basic route. You can also do Wolves/Wraiths/Golems first, or just do Golems -> Level 2 gank etc.

You don't actually need full/near-full armor runes to jungle, it's just faster/more fun that way.

Show nested quote +
On October 15 2011 03:25 Slayer91 wrote:
The problem with initaiting is simply getting blocked by a chogath or galio or amumu or something and your team is too scared to go past them and the whole thing ends up being a mess since your initiate is too weak to justify your team taking a full galio ult to the face.


So you just collided with and slowed/BVeil popped their initiation, and the enemy squishies have to choose between attacking Rammus or getting in range of Rammus to do anything. The only problem I see here is that your team is scared.
this is a good point in theory but in practice i always find that when the enemy team sees a rammus coming in they are conditioned to freak the hell out and throw everything at him. you cant really get the jump on people unless you initiate with flash-powerball--which i think is a very underrated and awesome initiate. flash powerball gives you time to switch to W (as well as use E and R). W makes you a lot tankier, and then you actually want everyone to freak out and throw everything at you. when you slowly roll in and get stunned their AP carry gets all excited because he can do his full combo on you. then because you dont have DBC up and you built armor like an idiot you die instantly. in my experience.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 15 2011 12:57 GMT
#138
That's based on the enemy team being bad though.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
Last Edited: 2011-10-15 13:52:43
October 15 2011 13:50 GMT
#139
Whoops, made a mistake. :S
kiss kiss fall in love
sylverfyre
Profile Joined May 2010
United States8298 Posts
October 15 2011 17:16 GMT
#140
On October 15 2011 02:58 Slayer91 wrote:
Show nested quote +
On October 15 2011 00:41 Seuss wrote:
I think you hit quote instead of edit.

I disagree that Sunfire Cape is a bad item. It's not amazing, but it's certainly decent. My reasoning:
  • Sunfire Cape is 400g cheaper than Warmog's.
  • Sunfire Cape provides more damage than Warmog's. Warmog's (fully stacked) + Atma's is 27.4 AD. Sunfire Cape + Atma's is 20.25 AD + 35 magic damage per second. Even with 100% crit and 2.5s attack speed the 7.15 AD difference only adds up to 35.75 damage per second and only on a single target.
  • Sunfire Cape's damage comes in increments and doesn't require another item. You get 11.25 AD the moment you buy the Chain Vest, the aura when you complete it, and 9 more when Atma's is finished.
  • Sunfire Cape doesn't pressure the player to finish it early. That's not to say that Warmog's requires one to finish it ASAP, but there are definitive benefits to doing so which weigh on the mind.
  • Sunfire Cape helps provide defense for when W isn't up. Unless you're planning on buying CDR items there's going to be substantial DBC downtime during which you're vulnerable if you neglect Armor/Resistance.


I'm not arguing that Sunfire is a better choice than Warmog's. That's a fairly subjective and difficult argument, and in many circumstances just outright wrong (I mean, 1.4k health from a single item, do want). However, I am arguing that Sunfire cape is at least decent.


Atmas provides like 60 damage just from the 2% not to mention the crit. It scales better with any other items because of the crit. Also, warmogs is cost effective for the health it gives with 0 charges, its vastly better than sunfire when stacked.

You're providing lots of points but it boils down to: Warmogs MUCH better with W up and still better with W down. Sunfire is like giants belt+chain mail+aoe damage where the AOE damage is very poor IMO.

I find it hard to believe sunfire is one of the best items on rammus that builds wriggles. It's amazing to farm jungle but I find an extra expensive and not very well scaling giants belt+chain vest hard to justify, especially when really I don't want anything but health for defense on rammus. A bit more is good but unnecessary.

Again, this is a bruiser style of rammus that dislikes initaiting except to catch people in a bad position, so damage taken in powerball should be very minimal and you activate your W as soon as you expect to take heavy damage and not before that.

If you really like sunfire in a wriggles build why not build giants belt and chain mail and just convert giants belt to warmogs later? People overrated the importance of getting it fast. It's cost effective without stacks. Just get it whenever you want, faster is better but its not necessarily bad to get it later.


Yeah... If you like sunfire for its HP and armor stats, why not just build the giant belt and the chainmail... and instead of paying 800g for a shitty 35DPS magic damage aura (which will do shit to champs because of enemy MR), build them into warmogs and atmas later, respectively?
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