Amumu's Q Discussion
Hi! I'd like to talk about Amumu!
He's an adorable little champ with a plethora of strengths and weaknesses that fits into a variety of comps. His kit feels self-contained and cohesive, and his initiation patterns are solidly defined in such a way that they are both satisfying to pull off AS amumu (Q into a cluster of champs, hopefully carries, and R while team follows in. Spam PBAOE until Q comes off CD), and intuitive to work around when playing AGAINST amumu (don't group up hard, keep carries away from non-warded jungle spots, buy a Banshee's).
He has multiple build paths including HP tank, AP off-tank, AP CC/Nuke caster, and Support (Quite deadly with MF!).
What I am curious about: How would his kit change if Qs, instead of passing through terrain, stuck and pulled him rapidly toward it? Think Nautilus's anchor pulling him around the jungle.
What I feel he would gain:
- More :::Identity::: as the Spiderman-like bandage-slinger that zips around the map.
- More mobility and safety in the jungle, especially if your camps are cleared out and there isn't anywhere safe to Q to.
- More FUN. Personally I feel it would be an incredibly satisfying mechanic but I could be in the minority of that argument.
What I feel he would lose:
- Immense surprise initiation potential. The skill shot is neither easy nor incredibly difficult to land, however, unsuspecting sieging teams make excellent targets for an Amumu sitting ready in the raptor area, the bush behind wolves, and many more places.
- Chasing potential. Amumu becomes easier to juke since terrain would impair his usual Q predictions.
Possible remedy to satisfy both:
- Amumu's W certainly fits into his lore and personality. As a Toggle ability, however, it is certainly his most unsatisfying. Perhaps, along with the PBAOE % health magic damage, the Toggle could also serve to switch between the Live Q function (Pass through allies and terrain, latch onto enemies and neutral mobs) and the Spidey Q (Zip through the jungle like a pro). This would lend his kit more synergy and give smart Amumus a bunch of new tricks and HEALTHY decisions to consider.
I realize this could go either way without the toggle in terms of balance, and would be an immense buff with the toggle. Q's cooldown would clearly need to be adjusted, along with perhaps its base damages/AP ratio (already quite high!). Amumu also technically doesn't need any sort of adjustment since his winrate flits solidly around the 50 % marker. Still, however it would be implemented, I'm certain that this sort of change would make Amumu a joy to both play and master.