So they nerfed Frenzy on Volibear, by reducing the base stats as well as the health scaling. Just shows that the game got to be so popular because RIOT knows what it's doing.
I also think it's interesting that they nerfed Warmog's by ten percent without mentioning anything in the patch preview. That's not totally unexpected but you'd think they'd have brought it up as coming now. I'm not sure how I feel about all of the nerf being on the farm-added stats and not the base stats. On the one hand it makes a build with a warmog's more flexible as you're not pressured to get it as early as you can, but on the other, I feel their recent changes to make the game "less passive" are a little misguided and I'm not really comfortable with any nerf that doesn't need to target mob farming but still does.
edit: oh look a new page. You're wrong, Chrono, unless this was dominion (in which case I haven't played it enough to know team comp solid enough for ranked). After Tristana, Lee Sin, Xerath, and Alistar, Rammus is easily in your top 20% of picks even if you think every champ in the game is viable - and most people who have a very limited view of champion viability usually accept Rammus.
You needed someone kind of tanky, who has good non-knock CC (of which you only had Xer's chains so far), and decent non-CC force multiplication (support). A little stealth and magic damage also wouldn't hurt, but tanky characters don't really have stealth.
Rammus is a little too tanky and not supporty enough to be ideal - a Galio or Shen would have been better for their ally-shielding powers (Galio can be amazing in a team with knock-around powers that can drag people into his pain zone) - but Ram's got the major points covered. Ignoring the comp of the opposition, there's nothing really outstandingly problematic about that team. I would have probably put alistar and rammus at bottom though, and have tris and xer be the solos. Ram synergizes excellently with healing, and their combined CC would let them be snapping turtles who do quick HP obliterations close to the turret, as opposed to a solo rammus, who is just a plain ol' regular turtle who gets gold-starved and doesn't serve much purpose other than keeping the turret from dying in the first 10 minutes, creating a huge gank burden on Lee Sin and reducing his unpredictable availability for mid/bot ganks.