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Brackern[]

Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.

Dormun[]

The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.

Eka'Sul[]

Desert goats that travel in herds.

Mwatis[]

Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.

Kmiros[]

Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus Rammus.

Outerbeasts[]

Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.

  • Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.

Ralsiji[]

Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.

Shuriman Camel[]

A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.

Sandswimmers[]

Shurima Sandswimmers

Sandswimmers

Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.


Skallashi[]

The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.

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Rammus Concept 01
Rammus
Rammus (Universe)Rammus (Universe)
Rammus (League of Legends)Rammus (League of Legends)
Rammus (Esports)Rammus (Esports)
Rammus (Teamfight Tactics)Rammus (Teamfight Tactics)
Rammus (Wild Rift)Rammus (Wild Rift)
Rammus (Development)Rammus (Development)
Rammus (Trivia)Rammus (Trivia)

Rammus, Rift to Rift[]

By Paul 'Aether' Perscheid & Ben 'Draggles' Forbes[2]

Rammus: Part armor, part 'dillo, all speed. Rammus' gotta-go-fast gameplay really revved our engines on Wild Rift, and with his recent release in patch 2.2, we thought we'd dive into the reasons why he's adjusted from what you may know from his (almost) 12 years on League PC. More broadly, we'll also talk through how we approach taking champs from your PC to your pocket.

In Wild Rift, his major changes look like this:

  1. Rammus now passively rolls out of combat, and his first ability (Powerball) puts the pedal to the floor, giving him a knockback when he collides with an enemy
  2. Rammus' new ultimate, Soaring Slam, sends him through the air and crashing down to earth, creating tremors based on his Powerball speed

When considering Rammus for the game a few years ago, we wondered: Could we make players feel like they were “driving” Rammus around the map? Here's why this is important: League PC and Wild Rift are both League of Legends. Champ fantasies should be consistent (Janna's Janna's not gonna suddenly become a burly bruiser, for example), and you should be able to easily switch between both games without having to totally relearn how a champ plays. Rammus' fantasy is to zoom around the Rift, and driving the spiky lil' racecar felt like a great way to deliver on that. Okay. Now what?

Sometimes, maintaining a champion's fantasy means diverging gameplay in ways that fit each platform. Fizz's Fizz's “ignoring unit collision” PC passive doesn't make a lot of sense in Wild Rift, for example, since there's no unit collision anyway. For Wild Rift, this usually falls into one of three broad categories:

Dead buttons: No “dead buttons” on the screen that you can't interact with, meaning avoiding passive abilities without active components (like Vi's Vi's Denting Blows Denting Blows)

Control opportunities: Making the most of twin-stick controls, with more opportunities for paradigms like skillshots

Design opportunities: Adapting to Wild Rift's smaller map, shorter game length, or a chance to innovate on a dated champ kit

Rammus' changes live between the latter two: Twin control sticks put you in the driving seat to put the “drift” in Wild Rift, and his giant leap for armordillo-kind came from a desire to add a (literal?) high moment to his gameplay. Rammus is often very restrained by the terrain of the map and the units in a fight, so Soaring Slam gives him a chance to break free, opening up a lot of exciting plays that weren't in his old repertoire.

Rammus OriginalCentered

These updates aren't just a one-way street, though. Specifically for that third category of 'design opportunities', when the Wild Rift team puts time into an old champ, the League PC team considers whether that work would be an upgrade for PC as well. Rammus' update also recently shipped in League PC's patch 11.8 with its own adjustments relative to Wild Rift's version:

These updates aren't just a one-way street, though. Specifically for that third category of 'design opportunities', when the Wild Rift team puts time into an old champ, the League PC team considers whether that work would be an upgrade for PC as well. Rammus' update also recently shipped in League PC's patch 11.8 with its own adjustments relative to Wild Rift's version:

  1. Without twin-stick controls, PC decided against implementing Wild Rift Rammus' new rolling passive.
  2. PC's version of Soaring Slam Soaring Slam has a sweet spot in the center that deals extra damage (think Ziggs' Ziggs' ult) if Rammus cast it from far away, in addition to applying Powerball's Powerball's effects when Rammus does the Power Slam combo:
    1. The PC team wanted to find ways to add more variance to Rammus' plays—sweeter success when executed well, and a steeper penalty when executed less well.
    2. In a final layer of back-and-forth, we decided against adding this to Wild Rift. The smaller map means Soaring Slam's movement-speed-scaling range is more powerful on WR than on PC, so we didn't feel like it needed the extra mechanic.

Fun fact: Rammus wasn't the first time the PC team worked with Wild Rift to update mechanics on PC champs. A few fairly recent changes in PC were originally designed and tested in Wild Rift: Ashe's Ashe's Volley Volley increasing arrows with rank; Diana's Diana's dash moving to her third ability; and Annie's Annie's Molten Shield Molten Shield being castable on allies, to name a few.

We're excited to now have two MOBAs to create new gameplay opportunities for League's champs, working closely as more and more of them are summoned to Wild Rift. Happy rolling!


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