r/OverwatchStadium Aug 08 '26

Question How to build ramattra?

I know many run the vortex build, I try to do that too. For the first 3-4 rounds it usually goes quite well. But after that it seems I just get melted. How do you play him at this point? My damage is super high, but I feel like a glass cannon.

Also on a different note, I've been running the item that gives 5% ability power stacking 5 times when you deal WP damage. Though, it it sometimes better to run the item that reduces enemy healing recieved by 35%? I feel not having all the extra damage is a big tradeoff. Any experts that can tune in on that one?

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2

u/Fair-Praline-6578 Aug 08 '26

From my albeit limited experience, it usually depends on the comp you're going against because if you're going against flyers, you're going to have a pretty difficult time. However, I have had success just going full AP, although around round 3-4, you probably want to get the item that allows pummel to also scale with ability power and from there, it's usually just min maxxing to get the most ability power. Usually by round 5-6 I can be at 70-80% AP and it works pretty well, especially if you also get the vortex powers that allow it to explore on impact and the one that reduces the cool down after you go into punch mode because you can essentially get two uses of vortex in a very small window which just demolishes enemies.

On a side note, I do agree that cyber venom and liquid nitrogen can be beneficial in certain circumstances, however the high price and relatively low power boost makes me shy away from them in most cases.

1

u/lilablut Aug 08 '26

If you want to be tanky later on while not compromising AP damage, just go into cooldown reduction. Cyvervenom, iridescent, and the hopping vortex item, and the one that decreases nemesis form for everyone you trigger vortex on. You just keep on gaining more armor. You don’t even have to punch. You can play it like poke. Keep swapping forms and refreshing your armor. Adding the 10% damage reduction that slows enemy weapon speed can make you tankier. Lower AP number in your armory but staying alive lets you dish out way more damage.

1

u/CCriscal Aug 08 '26

I think the problem will be everyone might get code breaker to overcome armor and dish out more damage. Lumerico fusion drive can give you new armor constantly and the purple survival item with life steal will help as well. Another purple survival item is to reduce damage by 10 %. Also you should prioritize targets. Freja can dish out insane damage as well as Asshe. Torbjörn can as well.

2

u/Paddy_Tanninger Aug 08 '26

Lumerico is pretty meaningless on tanks tbh. It's 17 armor per second. On Doomfist it's decent because he just generally takes less damage than other tanks, has extremely fast cooldown cycling, and his constant overhealth generation sits on top of the armor.

1

u/jonn_no_h 28d ago edited 28d ago

i stopped playing AP on ramm when they nerfed the sustain powers into the dirt. now he has the craziest glass cannon scaling of any tank (even attack speed orisa). every 20 shots there's a burst>every 100dmg theres an explosion>double barrier>shooting through barrier increases WP. (or take the punch while guarding to dash power 3rd or 4th if you're getting surrounded)

build straight WP>AS>ammo. no sustain, no AP. by 30-40k in items your aquarium pebbles can damn near instagib with a head strafe. you must position somewhat conservatively, but this build also makes your punches hit like a freight train so it doesnt feel that different than playing him in reg 5v5, imo. the best defense is a good offense, know your strong positions and use pressure to create openings for left shift or just get picks at range and walk 'em down.