Nunu Rework
Going to be as fair as possible here:
~ Give Nunu 4 abilities, an ultimate, and a passive; instead of 2.5 passives, one ability, and an ultimate ~ Have him as a good introductory support-jungler that new players can get into, but also give him more gameplay tricks which should be solved with giving him more interesting abilities ~ Perhaps tone back Nunu's obnoxious levels a tad, or a lot, Nunu, Bunu, Willump will still all be there and lovable (not sure if you can love Willump though since he is a yeti, but I digress) ~ Move Consume to his passive, still with a cooldown, and Willump automatically chomps down on a nearby minion or monster when they are below the true damage health threshold - makes it easy for new players to secure objectives teaching them the importance of lasting hitting those dragons and barons and still give advanced players Smite+Consume secure comboes. Red buff and blue buff will have an exception of Willump will consume those monsters as long as they are OUTSIDE of the health threshold execution so Nunu can still donate red and blue over if it is a part of Nunu's jungle, but the enemy jungle Willump will wait until the red/blue is at the execution threshold ~ With Consume moved to the passive Nunu gains two new abilities, one of which will have an essence of Blood Boil with it (as in enchants Nunu and an ally, but something that feels more impactful rather than an aura/passive stat-boost) ~ E+R are in pretty decent spots, Absolute Zero just needs clarity improvements i.e. no invisible ultimates because Nunu was invisible, if the enemy can vision of the area then the entire ultimate can be seen - should be used as a counter engage / peeling ultimate anyways as a support-jungler
Nunu = the rider Willump = the yeti
Consume (Passive): Cooldown: 10 seconds; Range: 125 units
Willump chows down and finishes off nearby minions and monsters that are below 400 - 1000 health [based on level] and healing Nunu for 80 - 250(+75%AP) health. If the monster is either Blue Sentinel or Red Brambleback and it is in your jungle then Willump chows down on it whenever he feels like it, unless it will execute the monster.Willump will prioritize epic monsters and then large monsters if multiple options happen to be nearby.
Enraged Yeti (Q): Cooldown: 15/14/13/12/11 seconds; Cost: 50 Mana; Range: 800 units Willump becomes very angry for the next 2.5 seconds doubling his movement speed and attack speed to attack the closest enemy. During this time Nunu cannot control Willump, but he can freely cast his other abilities.
Nearby allies have their blood boiled gaining 30/45/60/75/90% bonus attack speed for 5 seconds upon the initial cast.
Icy Ground (W): Cooldown: 14/13/12/11/10 seconds; Cost: 50/60/70/80/90 Mana; Range: 750 units Passive: Nunu gains 10/12/14/16/18% bonus out of combat movement speed. Nunu leaves behind an icy trail behind him for 1.5 seconds which causes allies on it to gain 10/12/14/16/18% bonus movement speed.
Active: Nunu freezes the ground in the target direction dealing 80/110/140/170/200(+60%AP) magic damage to struck enemies and causing them to receive -15/20/25/30/35% Tenacity, the ground stays frozen for 5 seconds. Willump and allies move 10/12/14/16/18% faster while on this ground.
Ice Blast (E): Cooldown: 6/5.5/5/4.5/4 seconds; Cost: 40/50/60/70/80 Mana; Range: 600 units Passive: Willump's attacks on-hit restore 8/10/12/14/16 mana against slowed enemies.
Active: Nunu throws a snowball to the target enemy slowing it down by 40/50/60/70/80% and reducing its attack speed by 25% for 2 seconds. While slowed the target takes 20/25/30/35/40(+20%AP) bonus magic damage on-hit, bonus damage doubled from Willump.
Absolute Zero (R): Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 650 units Willump remains in place and Nunu channels for up to 3 seconds removing all heat from the area around them slowing enemies down by 30/40/50% which increases to 99% over the first 1.5 seconds and reducing their attack speed by 25%. Moving or the enemy disrupting this channel will end the effect early.
Absolute Zero deals a maximum of 600/900/1200(+250%AP) magic damage with a minimum of 80/110/140(+30%AP) magic damage.