Could we talk about Nunu?
I don't know much because I've never played him but from what I can tell by playing against him, this champion is insanely strong. This is what I see after a game against Nunu mid:
- Laning against him is worse than Vladimir, his Q gives him as much if not more heal than
and can be used against anything that is not a champion, meaning, any damage you deal to him will erased with one or two Qs. It also means he and his jungler can easily secure any major camp (Herald, Drakes, Baron) because this deals an high amount of true damage to monsters. - AP Nunu just obliterates/chunks anyone with his snowball which is on a 2 second cooldown and also slows you to a crawl. There is no use running from this guy, he can and will spam E to kill you.
- His ultimate is huge for teamfights. All he has to do is press R to: slow the entire enemy team, likely force a retreat/disengage, cause enemy to panic, and if they still continue to fight inside that circle, he releases to deal massive AoE damage. That thing can easily do over a thousand points of damage depending on how long it was channeling.
- In the duration of Nunu's R, if the enemy disengages, that gives Nunu's team easy, free opportunites to attack with no return damage. The slow will also prevent anyone from getting away either because his team's CC or damage. The only drawback I can see to this ability is that he cannot move during the channel but that doesn't matter anyways because in the next 3 seconds, he will delete your entire team.
- You'd think that maybe a ranged champion would make Nunu suffer? Wrong. He killed our ADC with a SINGLE snowball and the times
wasn't up for him? 2 snowballs. ADC couldn't even escape because the slow and Nunu's movespeed. Chasing down a Lucian was no problem for him, he just went right on spamming E, slowing, dealing high damage, and laughing off any damage with a single Q on a nearby camp or creep.
Some changes I'd like on him are:
- Passive - Unchanged
- Q - Healing reduced off minions from 50 / 100 / 150 / 200 / 250 / 300 (+ 75% AP) > 50 / 90 / 140 / 190 / 240 / 300 (+ 70% AP) - no changes if used on monsters
- W - Bonus ability power from 40% > 30%
- E - Cooldown from 6 / 5.5 / 5 / 4.5 / 4 > 7 / 6.5 / 6 / 5.5 / 5 Magic damage from 80 / 120 / 160 / 200 / 240 / 280 (+ 90% AP) > 80 / 120 / 160 / 200 / 240 / 280 (+ 80% AP) Slow duration from 2 seconds > 1.5 seconds
- R - 625 / 875 / 1125 / 1375 (+ 250% AP) > 625 / 870 / 1115 / 1360 (+ 225% AP)