[Champion Rework] Amumu, the Sad Mummy

TheHappyReaperz··2 votes·503 views

P: Despair Range: 300

Passively, every 9/6/3 seconds, Amumu cries out dealing 15 - 65 + (0.50 AP) magic damage in an AOE. The damage is further increased by 40/50/60% of the pre-mitigation damage Amumu took before the skill activates. The current bonus damage is displayed as a buff to Amumu, and the bonus damage resets, every time this skill procs.

EX: If a level 1 Amumu, with no AP, took 300 damage, during the 9 second charge up of Despair, he would deal 135 magic damage in an AOE, once it procs.

Q: Bandage Toss Range: 1100 CD: 16/14/12/10/8 Mana Cost: 80/90/100/110/120

Actively, Amumu throws a bandage out in a line, dealing 80/130/180/230/280 + (0.70 AP) magic damage, and stunning the unit struck, for one second. Amumu is pulled to the struck unit's location.

W: Cursed Touch CD: 20/18/16/14/12 Mana Cost: 80

Passively, Amumu's auto-attacks Curse enemies, for three seconds, making them take 4/6/8/10/12% bonus true damage from all of the pre-mitigation magic damage they take.

Actively, Amumu surrounds himself with dark energy, for the next 2/2/3/3/4. While in this state, he Curses all enemies who damage him, for three seconds. Amumu also gains 20% movement speed for the duration and 10% physical damage reduction.

E: Tantrum Range: 350 CD: 10/9/8/7/6 Mana Cost: 35

Passively, the CD of this ability is reduced by 0.5 seconds for each auto-attack that hits Amumu, increased to a 1 second CD reduction, if Cursed Touch is active.

Actively, Amumu targets a 30 degree cone in front of him, dealing 70/90/110/130/150 + (0.70 AP), and knocks back small monsters and minions. Champions, as well as large and epic monsters are slowed by 20/25/30/35/40%.

R: Curse of the Sad Mummy Range: 550 CD: 150/130/110 Mana Cost: 100/150/200

Actively, Amumu deals 120/220/320 + (0.90 AP) magic damage, in an AOE. All enemy units struck are Entangled for 1.5/2/2.5 seconds.

Thoughts?

11 Comments

Chembaron Yamada2 votes

Seems too strong to me. You are just shoving more power into him instead of trying to shift power around, I don't think the power budget would work out like that.

Especially the Passive.... He is dealing AoE damage every 3 seconds and this gets enhanced by 60% pre-mitigation damage on a tank. I think the damage he would deal would be way too high, especially since you plan to give him more CC.

E: 6 seconds cooldown, can get reduced to 3,6 seconds with 40% CDR and then it can get reduced even further by getting auto attacked. I get that it fits thematically because it is a tantrum, but that would make this skill spammable way too much, especially since you want to add hard CC to it.

TheHappyReaperz1 votes

His E doesn't have any hard CC on it. Its more like Sej W, where it knocks back minions and monsters, but not champions.

Chembaron Yamada1 votes

Ah, sorry, seems I didn't catch that last sentence of the E ability. ^^ Still think you have to reduce some power here though, he is dealing too much damage with the only requirement of standing next to his enemy.

TheHappyReaperz1 votes

I shaved some damage of off his other abilities, but I can see what you mean. Do you think the passive is just bad and needs replacement, it works, but should be locked behind a condition, not on a timer, or do you think the damage should be switched to post-mitigation?

Chembaron Yamada1 votes

Definitely not post-mitigation, it is right that you did it, keeping in mind that he is supposed to be a tank. Making his damage scale with post-mitigated damage taken would be counter intuitive, since building tank would reduce his damage.

I think it can work, would go for a condition (this is a bit hard, what kind of condition could it be?) or simply tuning down the numbers. It isn't a bad idea, I like it.

Mig891 votes

I think the changes are pretty solid and would make him viable in all ELOs. Number adjustments are easier than changing the skills around which I think OP did a good job of. I do think the passive damage might be too high but that could be fixed with the proc timer or just reducing the damage a bit. The tantram changes are nice and Ive always thought changing it to have a bit of cc is nice and a slow is definitely the best way to go about this on champs. Thematically, knocking back monsters and minions is cool since Id imagine them being shocked by the tantrum.

HenzoAF1 votes

You kept his main problem, his Ultimate. :/

TheHappyReaperz1 votes

His ultimate is such a signature part of his kit though. I ran through a few trials of switching his ult around, but I could think of anything that was as good.

HenzoAF1 votes

Galio's Ultimate was a signature one too, but riot had a bad time balancing it, so they completely changed it.

Friendly Ram1 votes

I don't think mumu needs any changes right now but there are some interesting ideas.

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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