[Rework Concept] Amumu, the Sad Mummy

SSmotzer··5 votes·2,400 views

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Passive - Eternal Tantrum: Whenever Amumu loses 10% of his maximum health he will let out a Tantrum, dealing magic damage to all near by enemies. After Amumu will begin to Despair, emitting an aura that causes all magic damage done to enemies around him to deal bonus true damage over a few seconds. The Despair will end when Amumu leaves combat for a few seconds.

Q - Loose Bandages - Passive: While Amumu walks he leaves behind a Trail of Bandages which lasts for several seconds. Enemies who step on the Trail of Bandages will be rooted for a few seconds.

  • Entangling Embrace: Amumu will unfurl his bandages in a target direction, leaving a Trail of Bandages in a line. If an enemy is rooted from Amumu's Trail of Bandages, Amumu can reactivate this ability to pull himself to them, dealing magic damage and stunning them when he hugs them.

W - Best Friends Forever: Amumu can target an enemy champion and they become Amumu's Best Friend. Amumu gains Hope when around a Best Friend and he gains bonus movement speed while moving towards Best Friends, which increases the more Best Friends that are around. Whenever a Best Friend takes 10% of their health in damage, they will cause Amumu to trigger his Eternal Tantrum. Amumu can have a Best Friend for every level of this ability. While not around a Best Friend for several seconds, they will stop being Amumu's Best Friend and Amumu will lose his Hope.

E - Dust to Dust: Amumu can unwrap himself, becoming untargetable as he turns into dust for a few seconds. If Amumu had Bandages on the ground, he can be blown to any part of his bandage and wrap himself back up on the target location.

R - Curse of the Sad Mummy - Passive: Whenever Amumu loses Hope, the cooldown of Wicked Tantrum will be reduced by a few seconds.

  • Wicked Tantrum - Active - Forcibly Actives When Amumu triggers Eternal Tantrum 10 times in combat against an enemy champion: Amumu will cover a large area in Bandages, suppressing and dealing magic damage to all enemies hit by them. For the next several seconds, Amumu's Eternal Tantrum will also cover that large area. For the duration, whenever Amumu triggers Eternal Tantrum, he will knock away, a short distance, every unit around him.

5 Comments

ModEchoing8 votes

This is a rework for the sake of having a rework, not a rework that actually targets Amumu's problems of being a one-off Q-R ult missile that then spends the rest of the fight trying to hug people.

New problems introduced include a crippling lack of reason to ever hit Amumu and a complete lack of agency with his ultimate, requiring incredibly fortunate timing both on your health loss and enemy health loss. Untargetability is also inappropriate on a tank - you WANT to get hit, this kit emphasizing that even moreso, and doing that means you stop getting hit.

This rework also completely wipes out Amumu's own independent damage and ties it to his health going down - which means the tankier he builds, the LESS damage he'll do.

Amumu could use a light update since Tantrum is a really boring spell, so you're on the right track by picking Amumu at all, but you need to contain the scope of the rework so you don't throw out EVERYTHING.

SSmotzer1 votes

Well, in this kit, if you can kite him long enough, you can actually have him ult prematurely, giving you some counter play to his now game breaking ult.

That's what the best friend system is for. If you can make enemies your best friends, when they get hit Amumu will trigger his passive, and if you have all 5 enemies marked as Best Friends, his passive will constantly be triggering, which could be a bad thing if you haven't used your ult yet.

Again, the problem is fixed with the best Friend system.

The whole identity of Amumu is that he can not control his curse, he can't control his depression, and that is what I hope to bring into his gameplay, a level of uncontrollablility. Because Amumu doesn't want to hurt anybody, all he wants to do is be close to people, and him being close to people is what hurts them. So I took away all active forms of damage from Amumu, who only wants to be friends.

ModEchoing1 votes

...Amumu's ult isn't gamebreaking. It's perfectly fair - it relies on Amumu getting a successful Q into your team (which requires he not be seen and that he hits at all) and your team grouping too close in the presence of Amumu. If those conditions are met, Amumu very much deserves to lock down your team. If he misses the Q, he is now very obviously going to shamble into your group to try and ult anyways, whereupon your team deserves the wipe.

You've managed to remove a huge chunk of agency from Amumu and put it in the hands of his enemies, such that something that should theoretically be optimal (marking enemies as best friends) can easily backfire and make you lose pretty much the only reason to use Amumu.

Amumu's identity in his gameplay right now is pretty weak, but this takes the concept too far by making your enemies able to decide whether or not you get to play the game and be useful. Without any active forms of damage, you cannot take the initiative or deal any considerable amount of damage until the enemy says you can - and why in the world would they when there is negative reason to ever hit Amumu in your rework?

SSmotzer1 votes

I'm not talking about his current ult, I'm talking about this ultimate.

Have you not read his W? Even without his ultimate, with enough friends around, Amumu can still be devastating. He could Q a line of bandages behind the enemies and blink over there, making friends in the process. Then Amumu will start chunking down everyone around him as his Tantrum constantly procs, regardless if they attack him or not.

The friend system makes it so it doesn't matter if they attack Amumu or not, so long as damage is being done, Amumu will start throwing his Tantrum. Amumu is never suppose to be in a position where he is alone with an enemy, Amumu is a jungler, he is suppose to gank, and with this kit, he has a better time in the support role, having more mobility and chances to land his stun, and so long as your team is dealing damage, Amumu will be throwing his Tantrum, even if no one ever touches Amumu.

That's the point of this rework, why would you attack a child? It isn't his fault you're dying, but the uncontrollable curse within him. You can try to kill him before the curse takes you, but that will only make things worse. Amumu has no intention on hurting anyone or anything, that is why I took away his agency in his damaging abilities, because Amumu isn't controlling when he gets sad or angry, but the curse is.

HugMePleasee1 votes

Hey,

I used to main amumu like die hard and he is still okay overall but he is not like he used to be reason for it for me was the change to his passive. I dont understand why riot ever changed his passive from doing 25 magic pen on max rank to 10% extra true dmg its just not the same. I tought that riot wanted to promote diversity but with changes like these they just make it impossible to play him with different builds. With the magic pen passive full tank amumu was okay and it got better with the new one but i used to play him like a bruiser and those kinds of builds are litterally impossible now. Something like cinderhulk--> boots --> rylai's --> protobelt --> zonyas --> liandry's/abbysal something like that. These items have all been changes / nerfed this last half year in benefit to tank amumu so has is passive. This is all nice and all but it only benefits 1 type of playstyle. I understand where it is comming from but im sad to see it. I would love to see his old passive come back and i think allot of his problems now will be solved with it.

Hug from HugMePleasee <3

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