Amumu, the Sad Mummy
Like a few other tanks within League's original roster, Amumu's status as a walking Ult has, unfortunately, stood the test of time. I attempted to bury that with my initial Amumu redesign by making it a bit harder for Amumu to close the gap and adding more counterplay to his Ult, in exchange for more sticking power fitting for the clingy li'l cadaver.
He was still missing something that made him exciting, though - a unique something-or-other that made him stand out within the now 150+ character roster. Every champion needs a tailor-made tool that plays a large role in shaping their distinct path of mastery and strategic niche, and Amumu is no different!
The sad mummy's eternal quest to cure his loneliness continues on with these new changes, retaining his need to get near enemies and stick to them as long as possible. Now, however, even more of his up-front power has been shifted around to allow him to turn the enemy team into mummies - mummies who can't help but stop hitting Amumu's teammates to give him a quick hug.
Aside from some power shifts and a more noticeable Cursed Touch, Amumu's abilities are largely unchanged. His Ult retains the ability to keep enemy teams grouped up, but is now more like Veigar's original Event Horizon cage to keep that sort of interesting enemy-containing ability in the game.
All values in blue are meant to give a general idea of the ability's properties, and are subject to change.
Recommended Positions: Jungle
Innate: Cursed Touch
Amumu's basic attacks apply a Curse for X seconds. Enemies that remain Cursed for X seconds are Mummified for X seconds, receiving X% bonus true damage from all incoming pre-mitigation magic damage and becoming disarmed and silenced for the duration.
Damage from Amumu's abilities refresh the Curse's duration, and enemies that recover from Mummification reset the Curse's progress.
Q: Bandage Toss
Amumu tosses a bandage in the target direction, dealing X/X/X/X/X + (X% AP) magic damage to the first enemy it hits. If the bandage hits a champion or monster, they will become tethered to Amumu for X seconds or until the target breaks the tether by moving out of range.
While the tether persists, the target's movement speed and attack speed are reduced by X/X/X/X/X%, and Amumu will pull himself X units towards them every X seconds. If Amumu reaches the target, he will stick to them for X seconds, becoming disarmed and doubling [Q]'s movement speed and attack speed reduction for the duration.
[Q] can be re-activated to break the tether early.
TOGGLE: Amumu cries a continuous pool of tears, dealing X/X/X/X/X + X/X/X/XX% + (X% per 100 AP)% of the target's health as magic damage every X seconds.
E: Mummy's Grasp
PASSIVE: Amumu takes X/X/X/X/X + (X% bonus armor) + (X% bonus MR) reduced post-mitigation damage from each instance of physical damage.
ACTIVE: Amumu unravels into a flurry of bandages, dealing X/X/X/X/X + (X% AP) magic damage to nearby enemies and pulling them X units towards him.
Tantrum's cooldown is reduced by X seconds every time Amumu is hit by a basic attack, up to X times every X seconds.
R: Tomb of the Sad Mummy
PASSIVE: Whenever an enemy is Mummified, they are additionally charmed for X/X/X seconds. Charmed enemies that come within X units of Amumu will stop to hug him, healing him for X/X/X + (X% AP) to X/X/X + (X% AP) (based on missing health).
ACTIVE: Amumu creates a cursed ring around his current location that persists for X seconds, accelerating the rate at which enemies within it become Mummified by X/X/X%. Enemies that attempt to leave the ring are knocked down and slowed by X/X/X% for X seconds, and Mummified enemies are instead stunned.