Nunu; a Gameplay Update

Stacona··2 votes·650 views

This will be pretty light in changes, Willump will still eat things and Nunu will still throw snowballs while the ultimate being the same. Things that need changes are old time mechanics like his passive (more-so Blood Boil [W] than his passive) and Blood Boil (its a great spell for buffing up marksmen, but doesn't make sense for Nunu). Another thing I want to do is make Nunu slightly more skill required, while still having him be an easy 'pick and play' champion, this will do things like adding more decision making to his Consume [Q].

Note: Numbers are to give a better idea of what I am thinking, anything can be easily changed and/or adjusted.


Basic Attack Range: 125 units Movement: 350 units per second


Snowball Toss (Passive): Static Cooldown: 14/13/12/11/10 seconds (@levels 1/5/9/13/17); Range: 525 units Nunu gains 400 units bonus range for his next basic attack to throw a snowball to the target enemy slowing them down by 20/30/40/50/60% for 2 seconds.

Consume (Q): Cooldown: 13/12/11/10/9 seconds; Cost: 80 Mana; Range: 125 units Willump bites the target enemy minion or monster dealing 400/550/700/850/1000 true damage and healing Nunu for 80/120/160/200/240(+70%AP) health while refunding 40 Mana. Willump can bite enemy champions to deal 20% of the damage and does not refund any Mana.

Whenever Willump bites a monster he gains temporary bonuses based on what he Consumed, these bonuses stack with each other:

ROUGH ROCK CANDY: Nunu gains 10% increased size and 10% maximum health as bonus health, also restoring health equal to the amount gained. ORNERY MONSTER TAILS: Nunu's attacks and abilities deal 1% of his maximum health as bonus magic damage. SPOOKY MYSTERY MEAT: Killing a unit grants Nunu 15% bonus movement speed for 3 seconds.

Enraging Yeti (W): Cooldown: 12/11/10/9/8 seconds; Cost: 60 Mana; Range: 600 units Passive: If Nunu takes at least 10% of his maximum health within 2/3/4/5/6 seconds Willump then becomes enraged until he leaves combat. While enraged WIllump's basic attacks deal 2% of Nunu's maximum health as bonus magic damage on-hit.

Active: While Willump is enraged, Nunu can command Willump to charge in the target direction greatly knocking aside non-champion units while stopping at and knocking-back enemy champions briefly dealing 60/80/100/120/140(+35%AP) physical damage to struck enemies.

Ice Blast (E): Cooldown: 12/11/10/9/8 seconds; Cost: 70/80/90/100/110 Mana; Range: 1400 units Nunu hurls an ice ball to the target location that shatters upon impact dealing 80/120/160/200/240(+65%AP) magic damage to struck enemies and slowing down their movement speed by 30/35/40/45/50% for 3 seconds and reducing their attack speed by 25%.

Upon impact, Ice Blast reveals the struck area for 3 seconds in a larger area.

Absolute Zero (R): Cooldown: 110/100/90 seconds; Cost: 100 Mana; Range: 650 units Nunu channels for 3 seconds, slowing all nearby enemies' movement speed by 40/50/60% and attack speed by 20/25/30% as he does so. Upon completing the channel, he deals 625/875/1125(+250%AP) magic damage to all enemies in the area, reduced to 12.5% to 87.5% damage if the channel was interrupted, based on how long Nunu channeled for. Minimum damage is 78/109/140(+31.25%AP).

Moving instantly stops the channel and effect.


2 Comments

TurtleMan8781 votes

my only feedback is that the passive and the E seem kinda too similer now. maybe make the passive stronger(like 3-4 seconds late game) and change e all together

Stacona1 votes

It wasn't too do anything drastic, and the slows can be chained into each other as well, but E turned into an AoE skill shot version of what it is now and allow the option for it to be a scout tool

the big thing that needed a change was his Blood Boil, it does nothing for Nunu really and has no gameplay into it, it is just used to buff up your marksman (or Azir)-- making his E a skill shot makes it more interesting and can give it power like some vision and AoE-- passive i only changed so that in the future balancing his mana costs will be easier and can reassess at any point of "too high costs or too low costs"

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