Nunu Rework Concept
I was told to move this to Gameplay from Concepts & Creations.
##Passive - Growth Spurt Nunu starts the game with Consume and one point. He cannot put any points into Consume. Instead, he can give up to 5 points to Willump. For each point given, Nunu gains increased Health, Health Regen, Movement Speed, Resistances, and Size. Additionally, if Willump has at least one point Nunu's basic attacks deal 4 (+2 per level) bonus physical damage on hit.
- Health: +2/4/6/8/10% Health
- Health Regen: +25/50/75/100/125% base Health Regen
- Movement Speed: +10/15/20/25/30
- Resistances: +3/6/9/12/15% Armor and Magic Resistance
##Q - Consume Nunu deals 390 -- 1000 true damage (based on level) to a target enemy minion, monster or plant and restores Health equal to 40 (+0.4 Ability Power) +8% missing Health. Each time Nunu consumes a large monster, large minion or plant he gains 5 (+1 per minute) bonus experience (once per target) and restores twice as much Health. He can only gain a limited amount of experience this way:
- Cooldown: 14 seconds
- Cost: 40 +10% of current Mana
- Range: 125
##W - Blood Boil
Passive: After 5 basic attacks Nunu ignores the Mana Cost of his next ability. Active: Nunu grants himself and a target ally bonus Movement and Attack Speed for 8 seconds. If he chooses another allied champion, Nunu only gains reduced Attack Speed himself. Whenever one kills a unit, the other gains 1 Gold.
- Attack Speed: 26/32/38/44/50% bonus Attack Speed
- Reduced Attack Speed: 50 -- 100% of the original value based on level
- Movement Speed: +30
- Movement Speed Ratio: 0.03 Ability Power
- Range: 700
- Cooldown: 14/13.5/13/12.5/12 seconds
- Cost: 50 Mana
##E - Ice Blast Passive: When Nunu damages an enemy with a spell he slows their Attack Speed for 2 seconds. Nunu throws a chunk of ice at a target enemy, dealing magic damage and applying a decaying slow for 2 seconds.
Nunu can target towers with Ice Blast to deal 40% damage and apply a stack of Ice (that lasts 10 seconds). At three stacks, stuns the tower for 2 seconds (120 second static cooldown on the tower during which it can't be targeted by Ice Blast).
- Damage: 70/105/140/175/210 + 6% current Health magic damage (current Health damage doesn't apply to structures).
- Damage Ratio: 0.8 Ability Power
- Slow: 60% decaying to 20/25/30/35/40% over 2 seconds
- Attack Speed Slow: 19% (+1% per level)
- Range: 600
- Cost: 70/75/80/85/90 Mana
- Cooldown: 6/5.5/5/4.5/4 seconds
##R - Absolute Zero Nunu channels for up to 2.5 seconds, dealing magic damage to nearby enemies based on their current Health and applying an increasing slow. If he has channeled for at least 1.5 seconds and the channel is interrupted, he deals magic damage to all nearby enemies and applies the current slow for another 1/1.25/1.5 second(s). If he completes the channel, he stuns nearby enemies instead.
If the channel is interrupted before 1.5 seconds 20% of the cooldown is refunded. Absolute Zero grows in size based on Nunu's size (at the start of the channel).
- Damage over time: 1.5/2/2.5% of enemies current Health as magic damage every half-second
- Slow: 50 - 95% over the duration
- Damage: 300/450/600 magic damage
- Damage ratio: 1.5 Ability Power
- Cooldown: 120/110/100 seconds
- Cost: 100 Mana
- Base Range: 625
Nunu isn't necessarily a weak champion. He has plenty of strengths. The problem is his strengths have problems of their own: His slow is essentially a perma slow and the main source of his damage. His Attack Speed slow is too negligible to be a reason to pick him. His Consume gives him too much free sustain in lane and not enough sustain in the jungle, and barely any sustain later in the game. It's also great for securing objectives, but if he ranks up his Consume first he has to sacrifice his other strengths in return, making him somewhat useless in fights. His ult loses a lot of damage if he ends it prematurely (even if he ends it at 2.99 seconds), but because of the increased mobility in League he almost always has to end it early. And it doesn't do enough damage on Support Nunu and can be canceled much too easily to be relevant as a Tank ability in most fights.
All of these changes aim to fix those weaknesses for all Nunus: Support, Jungle, and Lane.
First of all, Consume is now free at level 1. Its damage scales with Nunu's level and deals just as much true damage as Smite (with a small animation delay). This means Jungle Nunu has a free Smite in his kit, but he can't necessarily use it to secure Dragon. Instead, he can use it to save his smite for Dragon. It also gives him a minuscule amount of bonus experience, which either makes sure he doesn't fall behind level-wise and keeps his Smite damage relevant, or gives him a small lead over his competitor's Smite damage. Either way, objective control is still a strength of Nunu's kit, but with less feast or famine than before.
Nunu's heal has then been adjusted to restore Health based on his missing Health, which has widely been regarded as a much more healthy way of healing. It has also been nerfed against melee and caster minions and small monsters, restoring only 40 (+0.4 Ability Power) +8% missing Health in order to make sure enemies have a trading chance against him in between cannon minion waves. Similarly, his Ice Blast damage has been reduced by up to 20 and 0.1 Ability Power. That damage has been shifted to his basic attacks with Growth Spurt. Instead of having the heal increase with Nunu's level, I opted for missing Health because it is widely considered a healthier mechanic and has a similar strength on Support Nunu (even if he is a few levels behind) as he builds a lot of Health. Also, a portion of the heal is shifted from Consume to Growth's Spurts bonus Health Regen and should help Nunu sustain himself more consistently in between fights and when his Consume is on cooldown.
The bonus Health and out of combat Movement Speed has been shifted from Consume to Growth Spurt (partially to help out Support Nunu who can't eat monsters as often, partially to shift some strength from Consume to Nunu as a Tank). Because Ice Blast's slow was nerfed to make it less toxic, I made the Movement Speed weaker but consistent, making Nunu fast in combat as well. However, the concept of Nunu having to run around eating things to grow stronger is very engaging so I added bonus experience gain to Consume to emulate that. The bonus experience is gated to 380 (the amount required for level 2) and split among plants, minions, and monsters to make sure all Nunus have to eat a variety of things. The experience increases over time for balance reasons.
I changed Ice Blast's slow to be decaying (which is less tilting) and increased it to 60% when it first lands. I also reduced its damage by a little and reduced the Attack Speed slow pre level 6. In exchange, I increased its range by 50. This is mainly meant to help out Support Nunu again. The extra range and stronger slow should help give him more of a presence in lane. In the Top Lane, the extra range might make Nunus use Ice Blast from longer away which gives his opponent more time to position himself to minimize the threat of the slow. If it is used in farming range the buff is obsolete and the other nerfs should eradicate his unhealthy playstyle (ignore the enemy, heal up with Q, poke with E every few seconds, use slow and W to win trades favorably). I shifted the damage to his basic attacks via Growth Spurt and Blood Boil instead. Blood Boil's duration was also reduced and its cooldown increased to make sure it is used for trades. In the Bot Lane, it gives a little bit of gold while it is active. In the Top Lane, it might make the fine lord's levies less demanding?
Ice Blast can now be used against towers for 40% damage. After hitting a tower with three Ice Blasts it is stunned for 1 second but can't be targeted afterwards. I added this to give Nunu another, whole new strength where he had none before. I don't think cleaning up Nunu's kit, making his current abilities healthy, balanced, and effective is enough to make him a champion who can contest other, currently popular Supports. What this change does is cement objective control as one of the clear strengths of Nunu's kit. His Consume and Blood Boil help with taking Dragon and Baron quickly. His Ice Blast and Blood Boil help with taking towers quickly. However, this effect has been added in a way that is still supposed to be a Tank ability. Nunu can only deal up to 120% of Ice Blast's damage to a tower in one push, which needn't be that much compared to a Mage Support. He also has to sacrifice three Ice Blasts that aren't directed at enemies during this time. Instead, Nunu can also stack up two stacks of Ice on a tower while sieging and then have his team engage and stun the tower. It gives him another strength as a diving Tank.
Lastly, Nunu's ult was changed to be less feast or famine as well. By adding damage over time during the channel based on enemies' current Health (without any ratios) we can make sure his ult is still a threat to enemies, even on Support Nunu which often isn't the case. The slow simply isn't enough, and the rank 1, half-channel, disrupted damage definitely isn't enough. The damage over time against enemies has been partially subtracted from the end of channel damage, which is now consistent after 1.5 seconds and should deal about half of his current ult's damage aside from the Ability Power scaling. However, I didn't want to wholly remove his full channel disruption fantasy, so I added a slow and a stun. Mage Nunu can still sit in a brush and surprise enemies for tons of damage. He will deal less damage than before, but he will also stun his enemies, making them unable to fight back and giving him free reign to attack them with Lich Bane and throw some Ice Blasts at them. It also makes him somewhat more viable in team fights. If Nunu's ult is interrupted before 1.5 seconds its cooldown is partially refunded but deals no end of channel damage. Nunu's ult is also a little bit smaller now, but increases with his size at the start of the channel. I have no way of giving numbers for this, but I do believe it would help make Tank Nunu more of a disruptive force during team fights, utility-wise if not damage-wise.
P.s.: the bonus damage on hit from Growth Spurt and the attack speed slow from Ice Blast don't affect structures.