We should make Amumu the corruption spreading mummy that he is in his lore.

Gosh Darn··1 votes·636 views

The PBE changes are a great first start but they barely do anything besides letting him apply his passive to multiple targets. His current passive is actually a lot stronger than his new one on enemies who don't build MR. The multiple target curse makes it a net buff, but just look at his kit, there's still a lot of work to do to get him in line with newer champions. His kit's age shows, hard.

Passive: Increases damage Q: Stun + damage. Huge cooldown makes it engage only. W: Damage. E: Damage. R: Stun (technically entangle) + damage.

Amumu is just one step above Dr. Mundo, a champion that builds full tank and gets nothing but damage from abilities. You engage, ult, and that's about all you do in a fight. I like the idea of his abilities having very light debuffs but in plentiful supply and affecting the entire enemy team. He would actually fit his lore if he had a kit like that.

Ideas

Q: Keep the stun + pull, reduce the damage. New: applies woe to the target and enemies near the target in a very small radius. Woe reduces the damage dealt by the target by X% for 3 seconds. This change makes his Q an engage and gives him a small window of time for his team to catch up without exploding when focused thanks to the damage reduction. It heavily punishes enemies grouping together but the simple counterplay is to not stand right next to each other. W: Keep the damage or possibly reduce it very slightly. New: now applies decay to targets. Decay slows enemies by an extremely light amount. I'm just spitballing here, but I think 3/5/7/9/11% would be great. It's not oppressive at all but it allows Amumu to utilize stoneborn pact, giving him more utility without changing his kit a ton. E: Honestly this is a pretty lame part of Amumu mostly used for proxxy farming waves and clearing camps. In fights it has pitiful damage and bleeds you dry of mana. It would be nice if it was completely changed, but I have an idea to update it without completely scrapping it. New: Tantrum applies rotting to all targets hit. Rotting completely prevents healing from all sources for 1.5/2/2.5/3/3.5 seconds. It's another light debuff that adds up nicely to his debuffing kit. R: Keep it as is, possibly reducing damage very slightly. New: Passive: Mold: Enemies who basic attack Amumu have their attack speed reduced by 15/25/40% for 2 seconds. Attacking Amumu refreshes this debuff. This discourages ADCs from attacking Amumu while he has other, squishier teammates to target. It's not huge, but it can be useful in a meta where champions can ignore ~65% AR with last whisper and black cleaver

Overall, it's 4 very small additional debuffs that make Amumu feel like a cursed mummy rather than an ult-bot. His overall damage can be reduced slightly to allow for the new debuffs to fit into his power budget, but he would need slightly enhanced damage to monsters as compensation because the debuffs are useless against them.

10 Comments

Asayake 5150glow2 votes

E is huge, too hard of a counter to already countered healers DrMundo Vladimir Soraka Fiora Fiddlesticks Illaoi Swain

Although anything that fucks Swain is fine with me.

The rest of this feels like it'd be way too huge of a counter to dps auto attackers. They get 40% slowed, no heals (XinZhao Tryndamere MasterYi and no item 3153 lifesteal), slightly slowed (so they can't stick well), E CD going down when he's hit and W giving Amumu some good damage of his own.

Gosh Darn1 votes

The AS slow isn't that big in play because Amumu has to be the target. Usually you're going to need to take the carries out before switching your focus to Amumu, and by then he doesn't really stand a chance against any AA reliant champion 1v1, even after the slow.

Big Lincoln1 votes

His current passive is actually a lot stronger than his new one on enemies who don't build MR.

How?

If it's bonus true damage, and not a conversion, wouldn't it do more to targets who are already taking a lot of magic damage?

Paroe1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=aUWqzuoQ,comment-id=0001,timestamp=2017-03-24T00:29:32.134+0000)

How?

If it's bonus true damage, and not a conversion, wouldn't it do more to targets who are already taking a lot of magic damage?

yup. its a supporty team-fighty thing.

Big Lincoln1 votes

that's not what I'm asking

I'm asking how adding damage based on the damage you're doing would be more effective against high MR targets than low MR ones

seems like it would be the opposite

Paroe1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=aUWqzuoQ,comment-id=000100000000,timestamp=2017-03-24T00:34:12.749+0000)

that's not what I'm asking

I'm asking how adding damage based on the damage you're doing would be more effective against high MR targets than low MR ones

seems like it would be the opposite

"Yup" as in "Youre right. 10% bonus true damage from all sources heavily outweighs the damage from -x magic resist and is especially powerful in team fights or in the support role."

Gosh Darn1 votes

No it doesn't. Magic resistance has diminishing returns and reducing it to 0 makes you deal true damage.

25 magic resistance is 20% magic damage reduction. Reducing that to 0 means you're dealing 100% damage instead of 80% damage, and it's true damage in this hypothetical because you're directly calculating the magic damage without resistances.

http://leagueoflegends.wikia.com/wiki/Magic_resistance

Gosh Darn1 votes

Magic resistance has diminishing returns and reducing it to 0 makes you deal true damage.

25 magic resistance is 20% magic damage reduction. Reducing that to 0 means you're dealing 100% damage instead of 80% damage, and it's true damage because you're directly calculating the magic damage without resistances.

http://leagueoflegends.wikia.com/wiki/Magic_resistance

On champions with very high magic resistance, 10% of bonus true damage is more, but they need over 100 MR before it's actually more than 25 magic resistance reduction.

Paroe1 votes

[{quoted}](name=Mr Poopybunghole,realm=NA,application-id=3ErqAdtq,discussion-id=aUWqzuoQ,comment-id=00010001,timestamp=2017-03-24T00:53:08.609+0000)

Magic resistance has diminishing returns and reducing it to 0 makes you deal true damage.

25 magic resistance is 20% magic damage reduction. Reducing that to 0 means you're dealing 100% damage instead of 80% damage, and it's true damage because you're directly calculating the magic damage without resistances.

http://leagueoflegends.wikia.com/wiki/Magic_resistance

On champions with very high magic resistance, 10% of bonus true damage is more, but they need over 100 MR before it's actually more than 25 magic resistance reduction.

Except as far as i understand the new passive procs on ALL sources of damage once the debuff is applied. From everyone.

ADC hits for 300 and does 1.5 attacks per second. Thats 90 true damage every two seconds. Thats a HUGE amount of increased damage.

Imagine if you had red buff forever for everyone. thats what this 'curse' passive ACTUALLY is. Red buff without the slow. On everyone. For all sources of damage. Your immolation would proc this too; thats FOUR additional true damage per proc of immolation. Thats SUPER HIGH.

Gosh Darn1 votes

That's also wrong... did you read the patch notes or how magic resistance works? The PBE change only increases incoming magic damage. His current passive is a magic resistance removal so it still increases magic damage from everyone else but it just scales differently because it's 25 magic resistance removal vs 10% increased damage in the form of true damage. It can be more or less depending on the enemy's MR, but it doesn't work on physical damage.

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