Nunu (CHAMPION REWORK IDEA)

LeifTheExplorer·6/22/2016, 1:39:59 PM·4 votes·1,629 views

Nunu has been labeled for a champion rework, and I'd like to put in my two cents.

**So why does Nunu need a rework? **

  • First off, his kit is extremely outdated. It just needs QoL changes in order to feel fresh.

  • Second, his damage is extremely gimmicky and inconsistent. His damage relies on the ability to blood boil the ADC, and if the ADC isn't present, he does no damage.

  • Third, his ability to be a tank, which is his main role, is very sub par. His ability to peel is extremely dependent on the enemy team, and he basically works as an aggro magnet, which is extremely inconsistent.

So here's my idea for a new kit. I will discuss my decisions after presenting these ideas.

Skills: Passive: Well-Fed Nunu's yeti Willump is always hungry, and enjoys eating monsters. Nunu gains buffs for 180 seconds based on monsters he consumes. (+2% increased size for each active Well-Fed buff.)

Gromp & Krugs: Basic attacks deal 15/30/45/50 magic damage over 3 seconds on-hit. Wolves & Raptors: +7.5/10/12.5/15% movement speed when visible to enemy champions. Bramblebacks & Golems: Increases all healing and mana regeneration received by 12/14/16/18%. Dragons, Baron, & Rift Herald: +15/20/25/30% Attack Speed. Rift Scuttler: Basic attacks lower the armor of the target unit by 10/15/20/25% for 2 seconds.

Q- Consume Active: Nunu commands Willump to eat a target enemy minion or monster, dealing true damage and healing himself. If the target unit is killed, half of the mana cost is refunded. Spell Type: Targeted Range: 175 (Melee Range) Damage: 400/550/700/850/1000 Heal: 100/130/170/200/230 (+50% AP) Cooldown: 14/13/12/11/10 seconds Mana Cost: 60

W – Angry Whump Passive: Enemy Champions, minons, and monsters that deal damage to Nunu are marked with Animosity for 4 seconds. Subsequent attacks from the marked unit refresh the duration of the mark. Active: Nunu leaps to a nearby unit marked with Animosity, dealing physical damage and grounding them for 2 seconds. If there are no nearby units marked with Animosity, this ability cannot be cast. (Deals 150% Damage to Minons and Monsters)

Spell Type: Dash Leap Range: 500 Damage: 80/100/120/140/160 (+15% of target's current health) Cooldown: 12 seconds Mana Cost: 25

E- Snowball Lob Passive: This ability stores charges charges periodically, up to a maximum of two charges. Active: Nunu hurls a snowball, dealing magic damage to the first unit hit and slowing them by 45% for 2 seconds.

Spell Type: Skill Shot Range: 600 Damage: 150/165/180/195/210 (+90% AP) Magic Damage Recharge Time: 10/9/8/7/6 seconds (Can be modified by cooldown reduction) Mana Cost: 35/40/45/50/55

R- Gobble Up Active: Willump lets out an angry roar, resetting the cooldown of his Q, and for the next 10 seconds, his auto-attacks do bonus physical damage and apply 1 stack of Gobble for 2 seconds. (Subsequent attacks refresh the duration of all stacks.) If the target has 3 stacks, Nunu's Q can now target that unit. (Nunu's Q deals 50% reduced damage to enemy champions.)

Bonus Damage: +25/50/75 (+50% AP) physical damage Cooldown: 80/70/60 seconds Mana Cost: 100

DISCUSSION: So what is the main purpose of this new kit? The main purpose of the new kit is a focus on being a Tank/Fighter with strong jungling and objective control.

Passive:

  • The new passive is a renewed version of his old Q passive. His old passive seemed extremely useful and useless at the same time. However, the old passive on his Q was extremely useful, but it was hard to keep track of stacks. This passive emphasizes Nunu's jungle playstyle, encouraging eating as many different monsters as possible. These passive buffs from different monsters tend to compliment the buffs given by the monsters when smited. These buffs stack, similar to the new dragons. I feel like this new passive would definitely better define his role as a jungler.

Q:

  • Very similar to his old Q, but more is added too it with his other abilities, making it useful after the laning phase. This ability is the reason Nunu has strong clears and objective control, and is core to who Nunu is in my opinion, so taking it away would take away what we want to focus on in this rework.

W:

  • Nunu's old W was one of his major problems, because it only gave stats. It was either really good, or really bad. This new one gives Nunu some conditional mobility and lockdown. It is a very good initiation ability, but it is limited, as he can only use it on people who have recently attacked him. This abiliy definitely compliments the theme of an easily angered Yeti, who you don't want to mess with.

E:

  • Similar to his old E, but made to fit the current meta. The charge system provides better short chase potential, and lowers the constant spammable toxicity of the old E.

R:

  • Nunu's old R was basically an aggro magnet, and was next to useless when chasing with a few exceptions. This one removes the AoE in exchange for frightening single target damage, becoming a force to be reckoned with if not dealt with. This one rewards good positioning in order to land 3 auto-attacks on the enemy of choice, allowing you to use your Q on them for reduced true damage. (If you did the math, Q would deal 200/275/350/425/500 true damage, and that's nothing to laugh at.) This would be Nunu's new form of damage in a team fight, allowing him to duel to an extent and hold his own.

What would I build on new Nunu? Old Nunu would build full tank, as he did no damage in his kit, and it seemed silly to try to build anything with damage on Nunu.

New Nunu would open up some options. New Nunu would need to auto attack often in fights in order to get access to his ultimate, so I think tank items that help with stickyness would be extremely good on him.

New Nunu Core Items (IMO) item 1401 item 3800 item 3006 item 3022

What Runes And Masteries? As an tank jungler, I feel like Armor Seals/Quints are a must, along with Attack Speed Reds. Blues are open, but I'd run CDR/Level as a personal preference. Blues are flexible.

I feel masteries are pretty flexible, as long as you have Runic Armor and Strengh of the Ages.

CONCLUSION: What are your thought's on this rework? Please let me know. Would you try out this new Nunu?

13 Comments

Friendly Ram6/22/2016, 1:48:27 PM2 votes

Think if we changed the w the old ult could actually work.

RookPusher6/22/2016, 1:45:35 PM1 votes

I have to read this late, but just one point of correction - his mastery has him as a support, not a tank. Thanks for looking at the yeti though. I love him, but he only has two interactive abilities with enemy champs, and one is heavily negated.

rocketpenguinz6/22/2016, 2:08:23 PM1 votes

The Q seems kinda insane... its basically another smite making it really really really easy to take dragon or baron

Tamur6/22/2016, 3:25:27 PM1 votes

Passive this should remain part of Consume. Either add this to Consume or make Consume his passive. Maybe evrey x AA he takes a bite out minion or monster

Q if you made Consume his passive I would make this Angry Whulmp and if you leave Consume make Angry Whulmp passive

W and E should be keeped as they are currently.

Ult my only real problem with Nunu is Absolute Zero. The fact it takes so long to charge up and about 90% of the rest champion have either a way to stop you from charging it up or a way stop the damage all together. But on the same token your suggestion isn't that great of an improvement either.

Talll6/22/2016, 5:27:06 PM1 votes

first thing; his e slows enemies attack speed currently; idk if you forgot to add that or just didn't but i think it should be kept.

second thing i think the idea is great except for the fact that this is entirely made for him as a jungler. I think you should go back and try to balance him between support and jungle so he's good in both roles. My suggestion for this is to go back and make an entire kit for him as a support; and then see how you can merge that idea with this one.

PokladnicaZla6/23/2016, 8:33:11 PM1 votes

His passive isn't a passive,but a passive effect on his Q. You turned him into more of a fighter(with the mixed damage) than a tank.