Nunu Mini-Rework
The main problem with this stupid, yet lovable yeti is the fact that, whenever he is good, he is abused to hell in Top Lane. Why? Manaless sustain and poke. All there is to it. He makes laning terrible to live through by ignoring anything you send at him. Let's be honest here, however. The place we all want Nunu to stay in is the Jungle. His kit is so attracted to the Jungle it is just begging to go there. So, I made a little mini-rework to make Nunu an amazing little bugger at Jungling and SUCK at laning because everyone hates him when he doesnt bring Smite to the Rift.
Base Stats Base Health- 598 (+90 per level) -> 600 (+100 per level)
As one of the less PvP oriented champions in League of Legends, it never made sense to me that Nunu didn't have some of the highest health per level gains in the game. While this rework will probably help his PvP a little, I still feel that some kind of buff to his base health is in order.
NEW Passive- Thick Fur Innate: Nunu's yeti, Willump, is resistant to the cold due to a thick coat of fur, causing him to naturally gain 15/20/25/30% slow resist and 10/15/20/25 Tenacity. Willump's thick fur is not only used for keeping him resistant to the cold, however. His thick fur also makes him resistant to the dangerous wild life of the north, causing Willump to take 20/25/30/35% reduced damage from non-champions, halved in effectiveness against epic monsters and structures to 10/12.5/15/17.5%.
Nunu's old passive was core to his abuse in the lanes and was rarely needed in the Jungle due to the amount of mana regeneration provided in the Jungle through Blue Buff and items. Removing that old passive is the first step to making a better Nunu. This new passive makes Nunu a much more resilient fighter that can shrug off crowd control due to the natural strength of his yeti, making ganks easier for him. The damage reductions against monsters also makes Nunu much harder to counter jungle since he will hardly ever be low due to monsters. This allows him to perform better if invaded early on.
Ability 1- Consume Active: Nunu commands his yeti, Willump, to take a bite out of the target enemy minion or monster, dealing them
400/550/700/850/1000450 (+40 per level) true damage, healing himself for70/115/160/205/250 (+75% AP)**75 (+10 per level) (+50-75% AP(depending on level))**and granting himself a bonus depending on which monster he damaged. These different bonuses stack with each other: ROUGH ROCK CANDY: Nunu gains10%**5/7.5/10/12.5/15%**increased size and10%6/9/12/15/18% maximum health as bonus health, also restoring health equal to the amount gained. ORNERY MONSTER TAILS: Nunu's attacks and abilities deal1%0.5/1/1.5/2/2.5% of his maximum health as bonus magic damage. SPOOKY MYSTERY MEAT: Killing a unit grants Nunu15%9/13/17/21/25% bonus movement speed for 3 seconds. Cost:60 mana55/60/65/70/75 mana Cool Down:13/12/11/10/9 seconds10/9.5/9/8.5/8 seconds Bonus Duration:120 / 150 / 180 / 210 / 240240 seconds
Consume is currently a decently more complex than when first looked at, this complexity mainly coming from the monster buffs attached to it. By shifting the Consume true damage and heal to being per level based, Nunu's cheese in lane can no longer be manually increased. Now, instead, he will be leveling the ability in order to increase the effectiveness of his monster buffs as well as slightly lowering the cool down of the ability. This will also allow him to level Ice Blast first instead of having to level Consume a bit so his Consume can outsmite Smite until Level 18, then becoming a tie. With this, Consume will now be better than Smite by a small amount at every level, but Nunu can no longer make it "outsmite" Smite by an extremely large amount at Level 9, now simply having a small advantage at all times. I knew this would affect Nunu's overall clear time slightly, so I reduced the cool down on earlier ranks to slightly compensate. I also made the Bonus Buff Duration a flat amount at all ranks. It was really annoying to eat a monster just to level up and then have been able to have the bonus last for a huge 30 more seconds if you had just killed something else first.
Ability 2- Blood Boil Active: Nunu grants the target ally
and himself bonus attack speed and movement speedall of Nunu's bonus monster buffs from Consume for half effectiveness and half the Tenacity of Thick Fur for126/7.5/9/10.5/12 seconds. Cost:50 mana40/45/50/55/60 mana Cool Down: 15 seconds Range: 700
This buff was previously either majority of the time dismissed or just made it really hard for the enemy team to catch up to a fleeing Nunu and his allies. Now, Nunu can transfer his monster buffs to his allies, allowing whoever he wants to become really buffed up for a little bit with in-combat stats if Nunu has previously enjoyed a nice meal from all corners of the Jungle. Even if Nunu doesn't have any buffs from monsters, he will still be granting his ally some Tenacity from his new passive, Thick Fur.
Ability 3- Ice Blast Active: Nunu throws a ball of ice at the target enemy, dealing them
80/120/160/200/240 (+90% AP)30/45/60/75/90 (+35% AP) magic damage, slowing their attack speed by 25% and their movement speed by 40/45/50/55/60% for21 seconds. Enemies hit are knocked down, stopping any dashes they were performing immediately. This ability can hold up to three charges at a time. Cost:70/75/80/85/90 mana25/28/31/34/37 mana Cool Down:6/5.5/5/4.5/4 seconds1 second Recharge Time: 5/4.5/4/3.5/3 seconds Range: 550 Projectile Speed increased by ~75%
Currently, Ice Blast is Nunu's current ganking tool. Currently, however, it does a poor job. It also doesn't serve Nunu very well as an in-combat offensive tool. With this change, the damage is divided into three snowballs, but the damage and slow duration in one flurry of snowballs is increased. This allows Nunu to gank much more effectively. Also, the projectile speed of Ice Blast was laughable, traveling often times slow enough to where an enemy could see Nunu coming and be able to dash away and then walk for about a second before the Ice Blast Nunu used would catch up to them, unlike most other targeted spells. Another important thing to note is Ice Blast now knocks down dashes, similar to Veigar's cage. This allows Nunu to much more effectively peel for his carries and gank uber mobile enemies. However, this can be hard to do since Nunu has to hit them with the projectile while they are mid-dash, meaning he has to time it correctly. This, of course, cannot stop the usual unstoppable dashes of Malphite, Nocturne, Vi, etc..
Ultimate- Absolute Zero Active: Nunu channels for 3 seconds, slowing all nearby enemies' movement speed by 50% and attack speed by 25% as he does so. Upon completing the channel, he deals magic damage to all enemies in the area, reduced to
12.5 - 87.5%25-75% damage if the channel was interrupted, based on how long Nunu channeled. Cost: 100 mana Cool Down: 110/100/90 seconds Range:650675
This spell ahem ultimate is, currently, extremely unreliable. While it's insane damage must be compensated somehow, increasing the bare minimum and then trading some of the almost maximum the spell can do seems fair to me. Increasing the range slightly also means that extremely long range carries can no longer almost completely ignore this spell when fighting Nunu, a previously very annoying occurrence.
That's my little rework for the boy named Nunu and his yeti named Willump. Makes him a good bit less annoying in lane and moves him further into the Jungle. Thoughts and opinions on this little mini-rework? Nunu is currently in a tough spot this meta I feel and could use some help.