Nunu Rework Concept (No Numbers Yet, up for suggestions)
[zombie-nunu-hearts]
Welcome to my extremely experimental and opinion based rework of Nunu the "God of the Counter Jungle"
Passive: A Creep a Day, Keeps the Cold Away
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Nunu no longer uses Mana, but instead collects two different things from Jungle creeps, and one from normal creeps. Whenever successfully taking the final bite out of any creep Nunu gains 1 of 5 stacks of his new "Hunger Bar", the Hunger Bar then applies on champions bonus damage based on Nunu's level and Health in some fashion preferably stronger in the early game than it is in the late game. This ability would incline Nunu to successfully counter jungle, while also giving his opponents a chance to counter him by properly timing smites and making pushes to defend there objectives while his Hunger Bar is empty.
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Another thing that is gained from killing jungle creeps is "Salvaged Goods", as everyone knows Freljordians are reckless sometimes and many of there old equipment pieces could be in the hands of wild animals stalking the wastes. These don't serve any purpose until you hit at least 6, but preferably farming properly enables you to successfully farm these, large creeps grant 3 "Salvaged Goods" and small creeps grant 1 "salvaged good" (Of course, this is something that could be adjusted based on how fast riot wants Nunu to be able to buy an upgrade for his ult)
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Your ultimate is upgraded as follows in a similar fashion to gangplank, but with Nunu's custom abilities tied to the Ult. 1. Ally Blood Boil: Nunu's ult now replaces the old W of Nunu's, allies within your sphere while charging will be given a small AS and AD buff for several seconds after detonation of ultimate, thus allowing Nunu to buff his teammates even if his ult misses or fails to successfully do any real damage. 2. Harsh Survival Tactics Manual: Nunu charges for the same amount of time, but being stunned while charging his ult will trigger the ult, and continue to apply the slow if the enemy is moving away from him until what was supposed to be the end of the detonation. Nunu also removes the stuns and debuffs currently on him and gains a small movement speed boost. 3. Snowsplosion: Nunu's ult does a small amount of "Sunfire-Esque" damage while charging and does slightly more damage overall at the peak of the explosion.
Q Consume
- Nunu's consume on a shorter cooldown than it currently is (as long as he chewing on jungle creeps), but doesn't give extra affects to anything but his E from now on. Q will always guarantee Salvaged Goods, but unless it's a last hit it will not give a charge of "Hunger." Chewing on a minion in general will buff your defensive stats and heal a little more altogether rather than giving you a random buff based on the large minion you eat.
Passive: Nunu does slightly more damage to creeps, scaling off small AP%.
W Yeti's can fly?
- Nunu's new W is an escape tool first, and a initiation tool second. Willump, after a delay (Can be stunned) will leap a good distance away from his current position. However, a slow is applied at the location in which Willump has jumped from and a small AS buff is applied to Nunu at the landing zone for 2
3 seconds. Landing in a bush halves the timer but in general it's a long cooldown (Theoretically 30 seconds, and 1012 seconds on landing)
Passive: Nunu passively buffs his allies Mr and Armor based on level.
E Ice Blast (3 Charge Ammo System)
- Nunu's E has been designed into a skillshot in order to give it more depth and damage, and to fix the problem that is obviously present in his first two abilities (Low Overall Damage). Nunu throws a snowball forward, doing AP/Health damage to his target, and slowing them in some very weak fashion. They now give a debuff known as "Frosted" that only does something after the second snowball has landed. Each successive throw is a shorter distance, in order to bring forth the concept of proper chasing when you're winning, and proper disengage when losing. The second successive snowball while the passive "Frosted 1" is applied applies slightly more damage to the opponent. The third successive snowball while the passive "Frosted 2" is applied applies a ministun to his opponent, preferably an extremely short .25~.75 mini stun one that simply gives you that one extra "Hunger" hit that wins you the trade. The snowballs take about 4~8 seconds to reload is what I was thinking.
R Absolute Zero
- Nunu's ult is very similar to what it was originally, obviously have a vicious slow and a massive pay off to charging, but initially does less damage and gets stronger as you properly get ahead of your opponent, and purchase teamfight abilities from the shop like Gangplank.
Final Notes I'd really like some feedback, especially proper numbers. I'm new to this trying to create and rework champs for fun, I know a ton of work goes into proper balancing so I'm open to any criticism ^_^ When I use to play Nunu I use to think of him as this champion who is supposed to mess with your enemy, but doesn't necessarily kill them. He doesn't counter jungle like Lee, Trundle, or Kindred. He counter jungles to steal your farm and make you useless, but I personally feel it'd be more healthy to have him steal a bit less from his opponent, and add a bit more to his teamfight
EDIT: MADE SOME EDITS FOR CLARITY