Ramatra is broken

his ult is really good but also easily escapable. that being said i have not played him enough in comp to properly know if he is broken or not

Block should be resource based, not infinite.

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Have you even tried counter ulting?

Transcendence outhheals his damage.
Molten core and Blizzard makes him less likely to pursue.
Symmetra’s wall is a huge counter.
Orisa tears through him.

He crumbles so easily it’s hilarious. Just play against him more and you’ll get better.

A good flanking character would do just fine honestly. One thats mid/long range so that you dont make his ult stay EVEN LONGER.

Ramattra is not broken, people just dont understand how he works. Also, yeah, lúcio + kiriko go absolutely bonkers with him but idk.

It’s almost like you are forced to kill him with a gun

Keep the distance from him. This is the key. Wait for his ult expires and push.

Realistic options to nerf Ramattra:

  • increase cost of the ultimate. Right now you get few percents for every punch you land, you get ult very quickly. Combine it with normal nemesis form into ult and you create REALLY beefy tank
  • block and armor shouldn’t stack. I don’t know why is this a thing to be honest. 80% or whatever dmg reduction is exactly is a ton when you put some heals on top of it.
  • put ult on normal timer so it’s not infinite when going against slower comps
  • put block on resource rather than making it infinite. Then you can slap CC immunity on top of it and you will be able to counter hooks or sleep darts with correct timing, but it will prevent Ramattra from turtling all damage

If after nerfs he feels too bad I would say buff his omnic form. Maybe a projectile speed would be nice? No fall off is weird for a tank and only projectile speed keep it in check. Imo it should work more like Orisa where it’s easier to land but you have concrete range where you are supposed to be effective.

Nemesis form is all the reason to play him. He feels like Bastion in that regard where Nemesis form is super powerful and omnic form is bad baseline.

Actually it’s Pretty easy to break LOS or distance yourself so his ult ends. Or burn him down. He can’t block and run fast at the same time. So if hes blocking you can run, if he’s chasing you can kill him

Not trying to undermine your general point, but your healing numbers are off. The strongest healers going are Ana, Kiriko, and Moira (depending on how you use them). Moira + Mercy from your example could combine for 125 hp/s on a single target using nothing but primary fire (Moira could heal multiple people if they’re nice enough to line up single-file). Heal ball adds another 65 hp/s to a maximum of 300 total hp healed per ball (even with Ana’s healing nade). So combined they can do up to 190 hp/s for a limited time, not counting ults.

Realistically-speaking, I would not want Mercy to try to heal my team through Rammatra’s ult. At least Moira can toss a heal ball and then fade out so she’s okay, but she isn’t really supposed to stick around and die alongside everyone else. Mercy will help one person while withering away.

If I wanted a support team to step into Ramattra’s ult and help the team achieve victory, I’d want Ana + Baptiste. Kiriko and Moira are very good at healing, but Ana’s nade + Baptiste’s alt fire and Regenerative Burst would be amazingly good for keeping the entire team alive. Bonus points if Ana manages to splash Ramattra, depriving him of healing during his ult.

His ult is impossible to counter only when you get away from his radius but your brain dead team rushes to his radius 1 by 1.

Yeah, they should just play him to figure out his weakness.

Oh wait.

20 Minute Tank Queue time diff

Transcendence or Beat and just run him down.

Try staying behind cover in overtime.

80% dmg reduction from armor (30%) and block (50%), correct me if it works differently.

So basically you take 1/5 of normal damage. Tracer is 220 dps but only for one burst, with reload time it’s actually a lot less (1 second for reload, 1 second for burst which equals to roughly 110 dps). Same with other heroes, so lets try to break it down roughly even accounting for 0 reloading, team ready to fully blast Rammatra ulting.

Full charge Zarya 170 dps
Soldier 162 dps
Tracer 220 dps
Kiriko 72 dps
Lucio 86 dps

So we have 710 dps as a full team shooting at the guy (with meta supports and High charge Zarya for an example team). Now we divide it by 80% dmg reduction and we get 142 dps.

Kiriko heals for 78 hps. Ana for 93 hps (without nade). So you already outheal the damage from full team with 171 hps. Don’t underestimate how much 80% dmg reduction is.

If you don’t stun the guy out of his block to quickly burst through his armor you’re gonna struggle big time with killing him. But you are correct about anti-heal being great counter to all of this. Bursting through armor is crucial to kill the guy efficiently + cutting his heals for few seconds deals roughly 800 effective dps because Ramattra supports can’t heal him.

As for shooting him from the back - it’s not reliable solution. There are tons of spots on maps where you can’t really get behind him because he has back next to wall or payload etc. Even if his back is exposed, probably team is with him. Do you think Tracer will be allowed to shred Ramattra back when his team is behind him?

Canceling block or antinading him is basically needed to kill this guy turtling with block. Also if he absorbs pressure from full team, then his dps teammates are free to do anything they want, so again it’s not realistic expectation to make all team shoot at Ramattra. This guy can handle full damage with only two supports keeping him alive. It’s 3v5 and dps can do whatever they want because Ram absorbs all pressure literally. And if he doesn’t then he is free to do damage in between blocking.

All of this is easy to do on Hog, but good luck with less bursty heroes that also can’t cancel his block. Hog is free into Ramattra imo, but many tanks should struggle against his ult.

I would say it’s a bit OP during OT when he’s contesting the PL. XD

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Together it’s 125hps and with moira’s orb its 190hps
55hps mercy primary
70hps Moira primary
65hps Moira Orb

No Tracer does 220dps

This isn’t factoring in his extremely large health pool, 225hp of which is armour. It’s not factoring in utility like Baptiste’s burst heal, immo field, suzu, Ana’s nade boosting healing…etc

And for most of it he can block which stacks with the damage reduction from armour.

Yes you can hog hook, javelin, doom punch, but you find me a team that can burst down an effective HP pool of 771 in that small window while he’s being healed and get back to me.

No Tracer does 220dps. Then she does 0 dps while reloading, to do 220 dps again.

You don’t calculate dps inbetween reloads because context behind the damage is important.

in 1s Tracer can burst someone down but with healing inbetween and during she will struggle.

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I will!

Armour + damage reductions are multiplicative so actually

Armour is 30% and block is 75% so you multiply those together to get an 82.5% damage reduction!

This works the same for other abilities like bastion’s sentry and orisa’s fortify

However damage reduction’s only stack to 50% (unless it is naturally higher like Power block or rammatra block)

So if you Nano an Orisa using fortify the damage reductions are additive but capped at 50%.

Armour works separately from applied damage reductions, and Doom + Rammatra are unique cases in that they can achieve over 50% damage reduction. (I might test if they work differently and can stack with nano.)

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After adding the speed boost to his Nemesis form, disengaging is no longer a viable tactic to counter Ramatra ult. If you have Lucio it still can work, but everyone needs to disengage. Invariably, there’s one or two people per team who don’t, allowing him to keep his ult up indefinitely.

And focus firing him down only works if everyone shoots him. If someone disengages or dies quickly, he’ll probably outlast the focus fire with block and some healing.

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According to wiki:

Damage reduction is normally capped at 50% for all other sources, but they all stack multiplicatively with armor for a maximum of 65% damage reduction

Can someone confirm? So if I understand correctly…

Ramattra block is 75% not 50 (i don’t have the guy unlocked yet sadly so my bad), then it somehow combines with armor that has 30% effect. How math works with that? Can you show the equation?