Ideas for Nunu Rework
**Overview: ** Was just brainstorming about how a potential Nunu rework could look (class cancelled today, killing time.) and ended up re-doing the the whole kit. Not a total overhaul, but just implementing mechanics that I think could make him more interesting and modernized. Most skills play the same. My goals for this were to:
1. Keep and encourage Nunu's identity as a counter jungler. 2. Provide a strategic niche. Give Nunu a reason to be picked over other junglers. 3. Give Nunu something to do in late game team fights. 4. Add a higher skill ceiling, while skill keeping the skill floor low, to better differentiate player mastery levels. Note: All the X's are just placeholders for where numbers would go. The important part is what the abilities actually do, and numbers for things like damage and scaling can be balanced for later.
Now lets begin with the passive.
Context: Nunu’s current passive is boring. Useful, but boring. Some of Nunu’s power budget is locked up in this passive, and if that’s the case then Nunu should just be given a new passive, and have his mana cost lowered appropriately. The new passive stacks permanently reward Nunu for controlling epic monsters, and invading the enemy jungle. The problem with the old buffs which were previously on his Q, was that it forced you to revisit the late game jungle when you really needed to be with your teammates. The 100 stacks activate early, allowing Nunu to escape out of the enemy jungle quickly when he steals an enemy large monster. Around the 2nd clear, it also gives Nunu the familiar movement speed in the jungle that he is used to getting from his old blood boil (changed further below). Later, it gives him the mobility in team fights to apply his empowered auto attacks. 200 Stacks gives Nunu increased size, allowing him to body block for his teammates. The increased auto attack range also allows him ease of use when applying his empowered auto attacks. 300 stacks give Nunu something to do in team fights. Using his empowered auto slow, and E slow, Nunu can try to lock down a mobile target for his teammates. 400 Stacks allows Nunu to be tankier, and utilize his increased size. How risky you play will determine how quickly you gain stacks, and help separate Nunu players of different skill levels. Are you good at counter jungling? Are you good at smite + Q stealing epic monsters? Do you understand jungle paths? This new stack system rewards Nunu for playing smart and aggressively.
New Passive - Consume: You can stack “Munch” stacks by killing large monsters or minions, up to 400 stacks. • +10 Stacks for Large Monsters and Minions. • +20 Stacks for Large Enemy Monsters. • +30 Stacks for Epic Monsters. Every 100 stacks, Nunu permanently gains stat and/or buff. • 100 Stacks: Takedowns of champions or large monsters grant Nunu a burst of X% Bonus Movement Speed that decays over x Seconds. • 200 Stacks: Nunu gains X% increased size, and X auto attack range. • 300 Stacks: After an ability, Nunu’s next auto attack within X seconds will deal X (based on level) of the target's max health as magic damage and slow the enemy by X for X seconds. • 400 Stacks: While Blood Boiled, upon taking X – X damage (based on Level), Nunu regenerates X – X % missing health (based on level) over X seconds.
Q Context: Nunu needs a reason to be picked over other junglers. Currently, Nunu has an identity for counter jungling, but this alone isn’t enough to give him a relevant place in the game. In order to clear the jungle quickly, Nunu needs to max Q for the true damage, but this means that his ganks are lackluster. Also, if he maxes Q, he lacks anything to do in mid-game team fights because Q can’t be used on champions. Nunu can max E instead, but this takes away from his Q smiting ability since the damage scales with rank. Come late game, Nunu doesn’t have much to do in team fights besides throw snowballs. That's why, Consume can now be used on champions! It does different damage to champions than minions however. This has the added benefit of giving Nunu the chance of applying his 300 passive stack buff on champions more often.
Q – Consume:
• Range: 125 -> 225 Allows for ease of use, similar to Eve E-Ravage range.
• True Damage: 400/550/700/850/1000 Now scales with champion level, just like smite, going from 390-1000. This gives Nunu a strategic niche as the only jungler (outside of Cho’Gath’s Ult) that can always compete for smites, even if he doesn’t level Q.
• New Active: Nunu can command Willump to bite an enemy target, dealing damage. If the target is a champion, Nunu will deal x/x/x/x/x (+X AP) as magic damage. If the target was a minion or monster, Nunu deals smite level true damage instead, and heals for x/x/x/x/x (+X% per x bonus health)
W - Context: Old blood boil had the problem of lasting too long, being rather uninteresting as a pure stat boost, and with enough cooldown, could become a permanent buff which eliminated decision making. This new buff is much more powerful, and benefits both AP and AD champs (instead of the usual AD only buffs), but at the cost “fatiguing” your ally. Thematically, Blood Boil enrages your ally so much, that they can’t be buffed by it again for a fixed period of time. This means Nunu players will have to be strategic about WHO and WHEN they buff, because you won’t be able to buff the same ally multiple times in the same team fight. This decision making will help separate Nunu’s of different skill levels.
W - Blood Boil • New Active: Nunu grants himself and a target ally x/x/x/x/x% bonus damage for 5 seconds. For these 5 seconds, the ally will gain all the bonuses that Nunu currently receives from his Consume Passive for the duration; however, after the buff ends, the ally is marked as “fatigued”, and can’t be buffed by Blood Boil again for 60 seconds (Static Cooldown).
E - Context: One of the most frustrating things about Nunu is his ability to permanently slow a target once he gets to a certain CDR. The down time between slows isn’t enough, and can leave targets without a mobility ability feeling oppressed. Now that Ice blast is a skill shot, opponents will get the opportunity to dodge ice blast so that they feel they have some chance to get away from Nunu. The snowball will also stop on the second target it hits, which means there is potential to block the ability, but a skillful Nunu should still be able to hit his desired target. Making the ability a skill shot gives more counter play, and provides an additional way for Nunu players of differently levels to showcase their skill.
E- Ice Blast
• Now a skill shot!
• Range: Increased from 550 to X
• Missile Speed: Increased slightly from~~ X~~ to X
• Cooldown: Increase to X seconds (probably not more than 6?)
• New Active: Nunu throws an ice ball at a target enemy, dealing magic damage and slowing their attack speed by X% and their movement speed for 2 seconds. Ice ball will stop on the second target hit.
R - Context: Absolute Zero is already a good ability, and doesn’t need much to be changed. The one change is that if Nunu is in Fog of War and he channels Absolute Zero, the enemy will now be able to see the particles, but still not see Nunu. This is similar to how Aurelion Sol’s passive interacts with Fog of War. This does decrease the power of the ult, but it’s necessary for counter play and to bring Nunu’s new power budget in line.
R – Absolute Zero • New effect: Absolute Zero’s channel particles will now be visible from Fog of War.
So ya. That's it. I spent more time on this than I had intended, but it was fun at least. Anyone that read all that, thanks, and comment on it if you'd like. What you liked, what you didn't like, etc.