Amumu Change Suggestions
is a good champion as far as balance is concerned, but feels a little lacking when it comes to playstyle. I think a little love, especially at this time of the year, would mean the world to this little guy. I have pinpointed 3 problems to his gameplay and have an update idea I feel would improve his identity. First of all, what is his identity? I'm not talking about him being a "sad mummy". I'm talking about what unique contribution he can bring to a game that goes beyond just being a vanguard. I am not aware of any such unique core concept. Secondly, what are his major strengths and weaknesses? I mean, sure he's good against basic attacks, but how do you play him well versus poorly in more than counter picking? Thirdly, his passive feels more like some sort of rune than an ability tailored to his abilities and playstyle. Perhaps there is something a little cooler and more specific we can do with it. The update I have in mind would rework his passive and slightly change his other abilities (mostly with statistics to balance it with his passive). Keep in mind that the numbers can be changed.
1: Lack of a core concept.
2: Lack of major strengths and weaknesses.
3: Poor passive.
Passive-Ability: Current: Cursed Touch Amumu's basic attacks and certain abilities curse enemies for 3 seconds, causing them to take 10% bonus true damage from any magic damage dealt to them from any source. Updated: Festering Misery Amumu can channel his abilities to strengthen them. While channeling, he takes -20 (+5% armor and magic resistance)% damage from turret hits; while not channeling, he takes +20% damage from turrets. Each ability can channel for up to 4 seconds, building in strength over the course of the first 2. If he is still channeling at the 4-second mark, the channel ends without completing the action, refunding 50% of its cooldown and mana cost. If crowd control interrupts a base-ability, it ends the channel without completing the action, refunding 50% of its cooldown. If crowd control interrupts his ultimate-ability, it ends the channel, completing the action as if he released it at that time. The exact channeling bonus will be described with each ability.
Q-Ability, Bandage Toss: Current: Amumu tosses a sticky bandage that travels approximately 1200 units in a target direction, stunning the first enemy hit for 1 second and dealing 80/130/180/230/280 (+70% ability power) magic damage. It also brings Amumu to the enemy. It costs 50/55/60/65/70 mana and has a 16/14/12/10/8-second cooldown. Updated: Amumu tosses a sticky bandage that travels approximately 500 units in a target direction, stunning the first enemy hit for 1 second and dealing 100/150/200/250/300 (+50% ability power) magic damage. It also brings Amumu to the enemy. It costs 50/55/60/65/70 mana and has a 12/10/8/6/4-second cooldown.
Channeling increases the distance of Bandage Toss up to a total of 300%. At this amount, it has a distance of 1500 units.
W-Ability, Despair: Current: Amumu cries, using 8 mana per second to deal 10/15/20/25/30 + (1/1.25/1.5/1.75/2 (+1% ability power)% of the max health of nearby enemies) as magic damage. It has a 1-second cooldown. Updated: Amumu gains a damage-absorbing shield equal to 100/125/150/175/200 (+5% maximum health) for 5 seconds. While the shield persists, he deals 5% of the enemy's maximum health as magic damage per .5 seconds. It has a 15-second cooldown and a 50/55/60/65/70-mana cost.
Channeling increases the shield strength up to a total of 300%. At this amount, the shield equals 300/375/450/525/600 (+15% maximum health).
E-Ability, Tantrum: Current: Passively, Amumu takes 2/4/6/8/10 (+1.525% armor) (+3% bonus magic resistance) less physical damage from each basic attack.
Upon activating, he deals 75/100/125/150/175 (+50% ability power) magic damage to nearby enemies. Each basic attack received reduces Tantrum's cooldown by .5 seconds. It has a 35-mana cost and a 10/9/8/7/6-second cooldown. Updated: Amumu deals 100/150/200/250/300 (+50% ability power) magic damage to nearby enemies. It has a 50/55/60/65/70-mana cost and a 10/9/8/7/6-second cooldown.
Channeling increases the damage up to a total of 300%. At this amount, it deals 300/450/600/750/900 (+150% ability power) magic damage.
R-Ability, (Ultimate), Curse of the Sad Mummy: Current: Amumu deals 150/250/350 (+80% ability power) magic damage to all nearby enemies. In the process, it makes all affected enemies unable to move or attack for 2 seconds. It has a 150/130/110-second cooldown and a 100/150/200-mana cost. Updated: Amumu deals 150/250/350 (+80% ability power) magic damage to all nearby enemies. In the process, it stuns all affected enemies for .75 seconds. It has a 150/130/110-second cooldown and a 100/150/200-mana cost.
Channeling increases the stun duration up to a total of 300%. At this amount, it stuns for 2.25 seconds.
... That's a lot of numbers. In English, what are you saying? I kind of zoned out after the passive.
Let's review.
Passive: rework from causing enemies to take bonus true damage from magic damage taken to allowing all of Amumu's abilities to channel for extra strong effects. While channeling, he would become tougher towards turrets. While not channeling, he would become more vulnerable to them.
Q: adjust damage and decrease both range and cooldown. Channel effect would allow even greater range than currently.
W: change from toggle to a small damage-absorbing shield that lasts a little while. While it's there, have the crying effect we all know and love, but with more damage. Channel effect would strengthen the shield.
E: take basic attack effects (both damage reduction and cooldown aid) off but increase damage. Channel effect would increase the damage.
R: turn the almost stun into a full stun but lower duration. Channel effect would increase the duration.
... And how does this solve our problems? Each answer to each problem has its root in the passive rework with the other abilities being tweaked to work well with it. 1: Lack of a core concept. Now, he's the ultimate turret-diving vanguard. 2: Lack of major strengths and weaknesses. Now, channeling is everything. It gives him the turret-diving capabilities shown above and enhanced abilities. Also, if he is hit with crowd control at the wrong time, it can throw whole abilities away. This does not mean he can't do anything when met with crowd control as he can cast abilities without channeling, but if he does take the time to channel, he can greatly empower them. 3: Poor passive... Now it's reworked into something more unique to not just fit in his abilities but warp them too.