Amumu Reworked: More mobility, less Q reliant
Hi! I'm Felix and I welcome you to my first post!
Amumu has since long been categorized as a jungler and "tank". I'm putting the latter in quotes since he hasn't until recently been especially tanky.
While other tanks, like
and
, have been more optimal in both ganks and toughness, as well as being less reliant on mana. With the 8.19 patch, Amumu's tantrum gave him an additional procentage buff for both armor and magic resist which is the only this that has been added to him that can be considered tanky, as he before the patch were less sturdy even compared to
(yes, KASSADIN).
And even with the buff he's not even near as tanky as, let's say,
. A champion like her isn't only more tanky but has similar, if not superior, cap-closener that goes through minions. Sure, she's less effective purely in the jungle but would however be alot more effective when ganking with a more tanky kit.
And even disregarding his status as a tank; his ability kit is way too basic. His only real way to get close to anyone is by using his Q, which deals too much damage and uses too much mana. A big chunk of his damage comes from his Q alone, which enabled many to build AP Amumu instead. Because even if his W technically CAN deal more damage, his only way to even get close enough to even use it is through his R and, again, his Q. Building him full AP makes so much more sense in that aspect, since he has to use those abilities anyways plus that his E actually becomes somewhat useful.
So after some thinking I came with my take on how Amumu could be reworked in order to emphasize him being hard to crack, while also creating a more mobile jungler. Since Riot has a plan for him, the time to show my version of how I want Amumu to generally become.
OBS: This is just a suggestion with stats that aren't carved in stone. Imagine it more like a half built-structure and less as a finished house: the general idead should be clear.
Amumu: Melee 
- Jungle, support, top (hybrid) mana
P) Cursed Touch: Amumu spreads grief by his mare presence, applying stacks of Grief to all enemy champions and monsters who are struck by his abilities. At 4 stacks of Grief, Amumu's next auto attack will become Cursed Touch; dealing an additional 7/8,5/10/11,5/13/14,5/16% (+7% ad) of the target's missing health as true damage and slow them by 40/60/80% over 2 seconds.
Each stack of Grief lasts for 5 seconds and targets struck by Cursed Touch cannot recieve more stacks for the next 12/10/8 seconds
Q) Bandage Toss:
- 16/14/12/10/8 seconds passive The first damaging ability or auto attack against Amumu makes him restore 10/20/30/40/50% of the initial damage dealt, plus another 6/13/20% of his missing health, over the next 3 seconds.
This has a 10 second cooldown, reduced by 0,5/1/1,5 seconds by enemy auto attacks. Cannot be triggered when Amumu is above 90% health
active Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them for 1 second, and deal 65/100/135/170/205 (+65% ap) magic damage
W) Despair: toggle Nearby enemies take 10/15/20/25/30 magic damage plus 1/1,25/1,5/1,75/2% (+1% ap) of their maximum health over each second to all targets near him.
Despair applies 1 stack of Grief every 2 seconds to all units hit
E) Tantrum:
- 10/9/8/7/6 seconds first cast Amumu dashes in a target direction as he strikes all units in his path, dealing 40/60/80/100/120 (+5% max health, 60% ad) physical damage to them. Minions and monsters are knocked aside as well. Tantrum can be cast again after 0,75 seconds
second cast After a brief delay, Amumu will strike all nearby units, dealing 60/90/120/150/180 (+7,5% max health, 90% ad) physical damage to them. Minions and monsters will be feared for 1 second. Becomes the first form after used
R) Curse of the Sad Mummy:
- 180/150/120 seconds Amumu targets a Grief inflicted enemy champion with a slow-moving curse which hexes them over 4 seconds, unabling all heals. They will be dealt 25/50/75 (+30% ap) magic damage, over the duration, for each stack of Grief they have (max 100/200/300 (+120% ap)).
At full stacks, the target is also revealed and inflicts the first stack of the curse to all enemy units they touch.
If a cursed target dies, the cooldown of Curse of the Sad Mummy is reduced by 15/30/45 seconds
With this version there would actually be a reason to build alot of health for Amumu and even to drop the ap items all together. Not saying that I hate AP, but now you actually have options regarding what build you want to choose!
/Felix