Amumu Gameplay Update Concept

Stacona·8/22/2018, 7:31:20 PM·3 votes·1,915 views

The reason I am calling this a GPU rather than a rework is because Amumu's sad mummy and gameplay from a conceptional level is fine and want those elements to shine harder. So something similar to Warwick or Nunu + Willump, where they remain the same types of champions, just with a few reworked abilities and other small changes and tweaks to existing ones.

What I want to try to accomplish here is:

  1. Bandage Toss (Q) and Curse of the Sad Mummy (R) will be relatively similar, very iconic abilities and should be left on his kit with some tweaks.

  2. I want to shift Amumu's power away from low elo stomping and improve his play in high elo. Though he should still be simple to play as, he should have more tricks and decision making to make which then helps him in high elo and less potent in low elo, this is what grants skill expression and increases his mastery curve by a lot (so need to put in more games into Amumu to get good).

  3. Simple to use, allow for new players to play Amumu, which involves granting teaching mechanics for players. One of these will be moving his crying over to his passive, but triggers when he takes damage, encouraging players to TAKE DAMAGE to deal damage which is a good design in this case since Amumu is a tank-mage, so teaching the player to take damage as a tank is a good thing. Other things is about engaging, which he naturally has, but I also want to teach the player about spell rotation and discourage slamming your head to your keyboard to push all the buttons at once - teach the player a proper way to play the game, punish improper play in some form to get them to play properly and not learn bad habits.

  4. Remove and replace outdated abilities.

  5. Grant abilities to have great player satisfaction, this allows for abilities to feel great for the player, without being dominant or unfair to play against.

  6. Add more elements of support for Amumu, while still being great for a tank, can decide to use his abilities to protect his friends or go ham and start the fight with a good ultimate. This allows Amumu to not be a one-dimensional champion by not forcing him to only engage, but choose between peeling and protecting or do the classic mummy engage that we know him now. ~ Either he dies or his friends die, doomed to be lonely and sad


Despair (Passive):

Range: 300 units

Whenever Amumu takes damage, he begins to cry for 2 seconds, dealing 2%(+1% per 1000health)(+1% per 100AP) of target max health as magic damage per second around him, healing for 25% of the pre-mitigated damage dealt.

Cursed Touch: Amumu's magic damage applies a Curse on his targets for 2.5 seconds, causing all magic damage to deal 15% bonus true damage against Cursed targets. Minions and monsters cannot be Cursed.

Bandage Toss (Q):

Cooldown: 12/11/10/9/8 seconds; Cost: 70/75/80/85/90 mana; Range: 1000 units

1st Cast: Amumu tosses out one of his bandages in the target direction, stopping at the first enemy struck, dealing 60/90/120/150/180(+90%AP) magic damage, stunning for 1.5 seconds, and latches on for 1.5 seconds. This destroys shields against Cursed targets before the damage applies, but no longer latches on.

2nd Cast: While latched on, Amumu can pull himself behind his target.

Unraveled (W):

Cooldown: None; Cost: 50 mana; Range: 300 units

Toggle Off: Taking damage restores 6/12/18/24/30 mana.

Toggle On: Amumu unravels and unleashes his bandages around him, destroying all enemy attacks and projectile abilities struck, but moving 25% slower and applying grievous wounds to himself. Every attack or ability destroyed consumes 50 mana, 15 mana from non-epic monster attacks.

Cannot cast other abilities during Unraveled. Cannot cast Unraveled while latched on to an enemy.

Tantrum (E):

Cooldown: 14 seconds; Cost: 50 mana; Range: 425 units

Passive: Whenever Amumu is attacked, Cursed Touch's cooldown is reduced by 2/2.5/3/3.5/4 seconds.

Active: Amumu throws out bandages around him, dealing 60/90/120/150/180(+60%AP) magic damage. Damaging a Cursed enemy deals 50% damage and applies grievous wounds for 4 seconds.

Curse of the Sad Mummy (R):

Cooldown: 110/85/60 seconds; Cost: 100 mana; Range: 550 units

Amumu instantly curses the ground around him, dealing 150/250/350(+100%AP) magic damage and immobilizing enemies for 1.25 seconds. This deals 50% damage against Cursed enemies and increases the immobilize duration to 2.5 seconds.


UPDATE NOTES:

Other: Cursed Touch is now a part of the actual passive. No longer applies to minions/monsters to not have gameplay be awkward for clearing camps and waves.

Tantrum: Renamed from Cursed Touch. Wording changes for a different animation effect.


6 Comments

C0NCH0BAR8/23/2018, 5:01:32 AM1 votes

I'm not a fan of true damage, but everything else seemed pretty sweet! I'd love to pick up this version of amumu. :)

Storn Saroe8/23/2018, 7:59:28 AM1 votes

While we are talking about Amumu GU's I thought I'd throw my 2 cents in. Some parts I agree with although others I do not think are that great here is what I'd do as a comparison:

Passive: Despair I fully agree despair should be moved to his passive but for different reasons. Currently despair is a large amount of hidden power in his kit that is important for his jungling but not super satisfactory for the player. Putting ranks in this ability often feels bad compared to other abilities meaning it is almost always is maxed last by Amumu players even if it is not the right decision. Furthermore by making it a passive it allows the Amumu to put a rank in other abilities lvl1/2 increasing his early ability to fight slightly when invaded. Also making it slightly weaker and having it trigger on taking damage from enemies or neutral monsters makes sense from a thematic perspective. Him healing from it as you have suggested makes no sense and is a bad idea. He already gets jg sustain from it due to it proccing the heal off the jg items and if you ever used it with a catalyst before catalyst and ocean drakes got nerfed it was incredibly unhealthy. Giving even more healing to it now for free is just asking for trouble.

Q: Bandage Toss Again I agree it should be a two part cast. It is something many people have said in other threads before although my version would look something more like this: Cooldown: 12/11/10/9/8 seconds; Cost: 70/75/80/85/90 mana; Range: 1000 units 1st Cast: Amumu tosses out one of his bandages in the target direction, stopping at the first enemy struck, dealing 20/30/40/50/60 (+50% AP) magic damage latching on to them for 2 seconds, or until they are 1400 units away from Amumu. Moving away from Amumu slows the target by 30/35/40/45/50% while the target is tethered. 2nd Cast: While latched on, Amumu can pull himself to the target dealing 30/60/80/100/120(+60% AP) magic damage and knocking the target back 10 units (think Quinn knock back so tiny but good as an interrupt) So the logic behind this is to backload the damage component and increase the decision making around this ability. Currently in your version there is no cost to just spamming that ability and all the second cast does is grant access to the enemy team. Adding the slow to the tether helps amumu chase and skirmish by allowing him and his allies to stick to a target or stop them running from you to chase a friend. The logic behind removing the 1.5 second stun is to not overload the ability power budget wise also to give the enemy more ways to play around the rest of his kit.

W: Cursed Touch This is the only true new ability I'd add, and it works similarly to Pox Arcana from Black Market Brawlers a few years back. Cooldown: 18/16/14/12/10; Cost: None; Range: 1000 units Passive: Auto attacks and dealing damage from abilities adds a stack of 'Cursed' to enemies for 10/11/12/13/14 seconds Active: Remove all stacks of cursed from enemies dealing 50/60/70/80/90 magic damage plus 20 (+5% AP) per stack of Cursed (maximum of 200 (+50% AP)) to all nearby enemies affected by Cursed, and restores 5% of your missing mana for every Cursed stack harvested. Targets with more than 5 stacks of Cursed are also rooted for 1.5 seconds. So to justify this, firstly it would be super easy to implement as it already existed in the game secondly this ability would help Amumu duel in a 1v1 to a degree and move Amumu from true Grenade Amumu playstyles and back into a Mage tank. It rewards Amumu for sticking around in the middle of the fight for a long time and gives him reasonable damage as well as the hard CC lost from Bandage Toss for doing so without just adding insane levels of burst to Predator AP Amumu.

E: Tantrum I personally would not change this ability at all other than maybe small number tweaks like an increased mana cost due to the passive and w changes. I think thematically it is perfect, especially how the CD interacts with him getting hit as well as being super important for his jg clear. In the new kit it will also be the primary aoe spam ability to help him get Cursed stacks for his w.

R: Curse of the Sad Mummy Oh boy this is where I am going to get some hate. So I think this is the most problematic ability on current Amumu's kit and part of the reason he is a low ELO stomper (other than his abusable early game which often gets a free pass in low ELO). Part of the reason is its upfront burst, and Lower ELO players not understanding how to play around it. So many low ELO players do not realise this is a disarm and that they can still spam abilities or items versus in high ELO people just don't group up for Amumu and if they are hit will just stopwatch or whatever to almost completely negate its impact. Yes it is iconic but I do not think it is good. Saying that I do not want Amumu to move away from a jump in and ult the enemy team wombo combo playstyle so here is what I would do: Cooldown: 110/85/60 seconds; Cost: 100 mana; Range: 500 units Dark energy spreads from Amumu instantly tethering to all enemies around him for 4 seconds (or until they move 700 units away from Amumu), dealing 160/200/240 (+80%AP) magic damage over 4 seconds (0.5 ticks per second which deals 20/25/30 (+10% AP) magic damage). Enemy champions who are tethered are grounded and their damage dealt is reduced by 15/20/25% So the idea is to heavily decrease the burst damage and some hard cc it offers and reallocate that power into a weaker AOE exhaust/grounded without the slow. Amumu has gotten the damage back in other parts of his kit and IMO this ult better reflects the lore with it causing enemies who are tethered to slowly wither away if they stay near him. The damage reduction is handy to help peel for your carries, or when jumping on the enemy carries and when it is combined with the root from W it can still massively impact a teamfight. Also a damage reduction tank is sorely missing from this game ever since Maokai got changed, however I believe this version avoids many of the issues Maokai had as it works off breakable tethers, not just a constant AOE zone you can sit on top of the carries with.

So yeah that is what I would do, it is definitely not perfect but it is the direction I'd take. A few more notes on your one I think the W would look cool but what does destroying attacks from enemies mean? If it is an AOE windwall that moves with you like I think you mean then damn that is busted, toxic and should never exist but I am not sure if it is what you are saying. Your E is just busted. 15% true damage whenever the enemy takes magic damage + the increased cc duration from Ornn's brittle on top of spammable aoe damage is crazy.

TLDR: move W to passive, make Q two part, Pox Arcana on W, keep E the same, reduce R burst damage, replace the CC with grounded/damage reduction.

Stacona8/24/2018, 4:07:22 AM1 votes

UPDATE NOTES (1):

Bandage Toss: Now destroys shields against already Cursed targets, but does not latch on to already Cursed targets.

Unraveled: Self slow reduced to 25% from 40%

Cursed Touch: Remove alternate cast. Ability reworked from first idea. Ability power ratio increased to 60% from 50%. Range increased to 425 from 300 units. Cooldown increased to 14 from 10/9/8/7/6 seconds. Cost decreased to 50 from 60/65/70/75/80 mana. Now reduces cooldown by 2/2.5/3/3.5/4 seconds whenever Amumu is attacked (so need to turn off Unraveled to get the reduction).

Curse of the Sad Mummy: Range increased to 550 from 500 units No longer disarms. (With my new W, this does the same purpose of a disarm, so he does not need to two disarms and allows for a reduction of ultimate power.) Immobilize duration decreased to 1.25 seconds from 1.5 seconds (Amumu now has a 2 seconds immobilize) Changed half damage from against stunned targets to Cursed targets, now also double the immobilize duration to 2.5 seconds against Cursed targets, choosing between crowd control or damage.


(These changes brings in better skill expression for the player. Cursed Touch being changed back to a mechanic that his E has now, but still being more interesting of an ability with Cursing and utility elements added to it than just damage all the time.)


Stacona8/24/2018, 7:51:03 PM1 votes

UPDATE NOTES (2):

Other: Cursed Touch is now a part of the actual passive. No longer applies to minions/monsters to not have gameplay be awkward for clearing camps and waves.

Tantrum: Renamed from Cursed Touch. Wording changes for a different animation effect.