Amumu; A Gameplay Update

Stacona··1 votes·317 views

So I will be adding some complexities to Amumu, but not in a way that gets rid of his easy to play gameplay, just in a way that increases his mastery level immensely which allows Amumu to get some power in this regard without being a low skill play stomper and a sad mummy (pun and irony, intended and not intended) that never sees the light of day in high skill play. The one thing I will definitely keep basically the same is his ultimate, his ultimate has a lot to it that makes Amumu Amumu.


Basic Attack Range: 125 units

Cursed Touch (Passive): Cooldown: 90 seconds; Range: Global Amumu marks either himself or an ally champion with a curse after 10 seconds by using the panel that is hidden or revealed by clicking on the button below this passive's icon. Only one ally champion can be marked with a curse at a time.

If an enemy champion kills the one marked by a curse then the killer becomes cursed to take 20% of its maximum health as true damage and if this does not directly kill the killer then it is indefinitely cursed causing it to be always down 20% of its maximum health until it is killed by a champion on Amumu's team which will then lift the curse.

The same champion cannot be marked with a curse again until 300 seconds has passed if they cursed an enemy champion.

Bandage Toss (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 100 Mana; Range: 1100 units Amumu tosses a bandage in the target direction to deal 8/10/12/14/16%(+1% per 50AP) of the target's maximum health as magic damage and stun the target for 1.25 seconds to the first enemy struck and pull himself in to the target's location. (Max 400/500/600/700/800 magic damage against monsters and minions.)

Despair (W): Cooldown: 8 seconds; Cost: 75 Mana; Range: 500 units; Passive: 350 units Passive: If Amumu takes 10% of his maximum health within 6 seconds or is currently taking monster damage he will shed tears around him for 3 seconds to deal 8/12/16/20/24 plus 1/1.5/2/2.5/3%(+1% per 100AP) magic damage per second to nearby enemies and allow for Despair to be used.

Active: Amumu lets out a loud cry around him to deal 80/120/160/200/240(+60%AP) magic damage to struck enemies and shred 10/15/20/25/30% of their armor and magic resist for 3 seconds.

Tantrum (E): Cooldown: 8/7/6/5/4 seconds; Cost: 30/40/50/60/70 Mana; Range: 350 units Passive: Amumu heals for 20% of all his magic damage dealt against monsters and enemy champions.

Active: Amumu throws a tantrum around him to deal 40/60/80/100/120(+30%AP) physical damage and slow by 25/30/35/40/45% for 2 seconds to struck enemies.

If Amumu is currently shedding tears then Tantrum deals 80/120/160/200/240(+60%AP) magic damage instead.

Curse of the Sad Mummy (R): Cooldown: 150/130/110 seconds; Cost: 100 Mana; Range: 550 units Amumu deals 150/250/350(+70%AP) magic damage to nearby enemies and entangles them for 2 seconds, which disables their basic attacks and movement.

If an enemy champion is currently cursed they take true damage instead of magic damage from Curse of the Sad Mummy.


2 Comments

Bastard Chief1 votes

I think Amumu is like one of the top 5 worst champions in the game literally. Problem the worst jungler in the game by far.

I love when the other team has an Amumu, then I can say "well, it's gonna be a 4 v 5 ". If I'm playing Heimerdinger mid, it's almost always a double kill when he comes out to gank.

He really does need an update, but HEY GUESS WHAT!? I actually seen a good Amumu once that racked up lots of kills, and was like WTF.

Stacona1 votes

he is in a pretty bad spot - both being non-viable for high elo and competitive play and being a low elo stomper - my goal is make him viable at all brackets of play and try to have him not be a low elo stomper

the reworked passive is to try to grant your laners a little bit of safety with the curse effect while Amumu farms up for level 6 and such-

the changes overall is to try to give him slightly better ganking with the added slow to his E and health sustain while jungling with a new E passive allows him to be slightly healthier so he can potentially gank earlier, he takes more poke damage, but can last slightly longer in skirmishes and teamfights especially if he fits multiple enemies with his AoE magic damage

another thing is make his W into an active, because the toggle makes it feel like he is down a spell


Overall I wanted to do as little changes as possible so Amumu players won't be upset and try to hold Amumu's sad, big playmaking identity, while trying to make him viable at all brackets

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