Perhaps one of the oddest champions in the League of Legends is the yordle known as Amumu. His life before joining the League remains unknown... especially to Amumu. All he remembers is that he woke up alone inside a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he could not feel his heart beat. Furthermore, he felt a deep sadness that he could not entirely explain; he knew he missed his parents, though he could not remember who they were. Dropping to his knees, Amumu wept into his bandages. No matter what he did, it seemed he could never stop his tears or sadness. Eventually he stood up, determined to wander the world to discover his past. Amumu traveled all across southern Valoran - a feat that is not easily dismissed.
While Amumu still hasn't learned much about his past, he has learned a great deal about who he has become. He is most assuredly undead, though he harbors none of the evil characteristics typical of undead beings. He also seems to keep trouble at arm's length; Amumu was able to traverse all of Southern Valoran without so much as a single bad thing happening to him. He was just sad, and the people and beings he encountered eventually shared his sadness. Ultimately, he made his way north across the Great Barrier to the Institute of War, the home of the League. Amumu's story was compelling to the summoners he met there, and they invited him to take part in a League Judgment. His success within the League as a champion has given Amumu something he desired: a home. With his present (un)life secured, he now hopes the friends he has made will help him discover his past.
''Things are bad when Amumu is crying, but they're much worse when he's angry.'' -- EzrealAmumu
- PL 10
Strength 6, Stamina 0, Agility 2, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 2Advantages
Beginner's Luck, Power AttackSkills
Close Combat (Bandage Toss) 2 (+8), Intimidation 2 (+4), Stealth 4 (+6)PowersCursed Touch
. . Linked to Melee Attack: Weaken 4
(Linked; Affects: Will, Resisted by: Will, DC 14)Despair
. . Despair Damage: Burst Area Damage 1
(Linked; DC 16; Burst Area (30 feet radius sphere), Increased Duration 2 (sustained))
. . Sapping Will to Live: Burst Area Weaken 4
(Linked; Affects: Toughness, Resisted by: Will, DC 14; Burst Area (30 feet radius sphere), Increased Duration 2 (sustained); Custom 2 (Only Weakens 1 point per succesful attack))The Mummy Attacks!!!
. . Bandage Toss
. . . . Bandage Slam: Strength-based Damage 6
(Linked; DC 27)
. . . . Bandage Swing: Movement 1
(Linked; Swinging; Feature (Does not move if Attack roll misses); Quirk (Must use Swinging Charge to Attack))
. . Curse of the Sad Mummy
. . . . Bandage Tangle: Burst Area Affliction 10
(Linked; 1st degree: Hindered, Dazed, 2nd degree: Immobile, Stunned, Resisted by: Will, DC 20; Burst Area 2 (60 feet radius sphere), Extra Condition, Alternate Resistance (Dodge); Limited Degree, Tiring)
. . . . Curse Damage: Burst Area Damage 8
(Linked; DC 23; Burst Area (30 feet radius sphere))
. . Tantrum: Strength-based Burst Area Damage 4
(DC 25; Burst Area (30 feet radius sphere) [6 extra ranks])Undead Resilience
. . Immunity: Immunity 31
(Aging, Fortitude Effects)
. . Protection: Protection 12
(+12 Toughness; Impervious [2 ranks only])
. . Tatntrum Rage!: Impervious Toughness 10
(Custom (Starts at zero; Increases 2 ranks per Tantrum))Offense
Bandage Slam: Strength-based Damage 6, +8 (DC 27)
Bandage Tangle: Burst Area Affliction 10 (DC Dog/Will 20)
Curse Damage: Burst Area Damage 8 (DC 23)
Despair Damage: Burst Area Damage 1 (DC 16)
Grab, +6 (DC Spec 16)
Linked to Melee Attack: Weaken 4, +6 (DC Will 14)
Sapping Will to Live: Burst Area Weaken 4 (DC Will 14)
Tantrum: Strength-based Burst Area Damage 4 (DC 25)
Throw, +0 (DC 21)
Unarmed, +6 (DC 21)Complications
Identity: Rather than hide his identity, Amumu hopes to discover his, so this is a Motivation.
Power Loss: Amumu, despite his undead ways, is still vulnerable to Sensory attacks and other effects that affect most Champs. If Dazzled, he gets a hero point.Languages
Dodge 4, Parry 8, Fortitude Immune, Toughness 12, Will 10Power Points
Abilities 24 + Powers 104 + Advantages 2 + Skills 4 (8 ranks) + Defenses 14 = 148
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Amumu is great! He's not my favorite character, he's not even my favorite tank, but all of his powers focus on squeezing right into the middle of the action and letting loose, and I really enjoy that. He's like the Hulk in toddler form, and since I decided to strip out all of his Selective AoEs, he's practically a force of nature!
On the other hand, his powers were harder to figure out than I thought. I went back to rearrange and rebalance things a few times, and could probably keep doing it, but I figured he was at least good enough to post now and I could make adjustments later.
Rather than basing him off an archetype like the last two, I attempted to make Amumu out of whole cloth (no pun intended) with just a sprinkling of zombie. His abilities are quite low for a tank, since most of his oomph is in his powers. After long deliberation I decided that I would keep his Fortitude Immunity, even though LoL Champs are all subject to things like blinding and other Fort-style attacks, and just made it a Complication.
Being a standard Video Game Amnesiac, I've also kept his skills and advantages limited, although I always feel bad about making unskilled immortals, so I also gave him Beginner's Luck, another staple of VGAs. Power Attack as his sole combat Advantage also feels a bit naked, but helps since I made his Str relatively low for a serious melee tank. He's just a little Yordle, after all.
Cursed Touch is his Passive, a Will-resisted Will draining Aura, which means this damage is on top of what he does just by punching. Combining this with Despair is a wicked combo.
Despair is a Sustained Close Range AoE (in-game you literally toggled it on and off, although it could use up all your mana) designed to pick away at enemy Champions health by tiny increments, but continuously. Unfortunately Weaken only drains up to its max rank. I decided to custom modify it to only allow one point of drain for every attack, effectively the minimal effect, and made it worth -2/rank much like Limited to One Degree for Affliction, to which Weaken is similar. The Sustained modifier keeps the Weaken from fading.
The Mummy Attacks!!! I put Amumu's 3 instant attacks in one array, and I couldn't resist using this name.
Oh, Bandage Toss! All of his powers were tricky, but this one I had trouble just figuring the mechanics, because it seems like a ranged attack, but when he hits he's immediately pulled into his target, and if he misses, he doesn't move. I finally decided to just make it a Feature that he rolls the attack as melee and doesn't move if he misses the attack roll, but has to attack as a Charge (-2 strike) for a Quirk, so on a successful attack he swings in and slams into the target. This also has the option to make it a Slam Attack and get some bonus PL-breaking damage.
It still needs work. I may make it a Ranged attack that does Melee damage, but I'd have to retool Amumu quite a bit, although to be fair I sucked at aiming the Bandage Toss in-game. There's also an "always works" Stun component, but I figured the huge damage would cover it, although I do have a lot of room in the array, thanks to . . .
CotSM came out pretty good. Once I took out Selective I decided to make the AoE extra large with a second rank, so he just blankets the place with bandagery! It is his Ultimate, though, and therefore I made it Tiring so as not to use it too often. Just for the heck of it, I also made a LoL-based Snare as opposed to the standard MnM one, so instead of knocking out defenses, it actually takes away actions, so tangled targets could still Dodge as per normal but can't move or attack until they resist out.
Tantrum is a fun one! The damage itself is pretty vanilla, save that it's Burst Area and Str-based (with extra ranks to cover all Str), but the interesting part is that it's "linked" to Impervious Toughness outside the array. Amumu's base Toughness is 12 with only 2 Imperv, but every use of Tantrum increases it by 2 to a maximum of +10, or the full 12. I wanted to make it higher so that he could Bandage Slam and be effectively Immune to his own Slam damage (which I may add separately anyway) but that would have lowered his defenses or broken PL10.
Definitely still a work in progress. Feedback is welcome. EDIT 27/02/2011 I took Saltcrow's suggestion and changed Cursed Touch from a Reaction Damage Aura to a linked attack. With the saved points I increased the damage component of CotSM.