Nunu rework V3.0

JarodDempsey·7/13/2017, 4:00:50 AM·1 votes·1,059 views

passive: Yeti Rider: Base attack range: 500 When Nunu is within 150 units of target enemy his attacks become melee and he gains 25/35/45% attack speed, increasing at levels 11 and 16.

Skills are as follows:

Q: Frost: range 650. Cooldown: 13/12/11/10/9. Root target enemy champion for .6/.8/1/1.2/1.4 seconds, the root is fragile and can be broken by using a movement ability (dash/blink/jump/tp). If frost is used on a champion effected by a slow, frost's duration is increased by .2/.3/.4/.5/.6 seconds and also applies grounded to the target.

W: Yeti leap: Effect radius 150. Cooldown: 14/13/12/11/10. Willump leaps to target location within a range of 550 units dealing magic damage equal to 60 / 105 / 150 / 195 / 240 (+ 40% AP)

e: Ice Blast: range 900, ice core width 45, snow width 100. Cooldown unchanged. Nunu throws an ice ball shrouded with snow in a target direction that that explodes if it hits an enemy. The target hit by the ice core will take (e damage unchanged). Snow falls behind the icy core and in a radius of 150 units around the explosion, the snow lasts for 3 seconds and slows enemy movement speed by 30/35/40/45/50% decaying over 2 seconds.

R: Absolute Zero: range 650. Cooldown unchanged. Willump protects Nunu from cc while Nunu channels for 3 seconds, slowing by 50% - 95% (based on channel time) after 1 second and crippling by 25% all nearby enemies while in the area and after leaving the area while Nunu is still channeling. Moving ends Absolute Zero's effects immediately. Enemies that are slowed cannot best Willump's defense and are unable to interrupt the channel except by killing Willump and Nunu. Upon completing the channel or if interrupted, Nunu deals magic damage to all enemies in the area -- reduced to 12.5% - 87.5% (based on channel time). (major points: Damage unchanged, slow starts after 1 second and Willump protects Nunu from cc by slowed enemies).

Additional changes: (to make up for loss of visionary) base mana regen changed to 8.5 from 7.44 base mana regen growth per level changed to .6 from .5

Takeaways:

  1. Both the jungle and support playstyles are preserved (exception: consume).
  2. Nunu now has a mobility skill as well as hard cc.
  3. His ult isn't so easy to break.

Notes&Questions:

  1. Will lacking consume be a significant detriment to jungle Nunu and or change his playstyle too significantly? If so, any suggestions to add it or some version of it? I thought about maybe adding some kind of passive on hit effect to jungle camps/epic monsters on his w but couldn't fit it in thematically.
  2. Nunu is currently a Warden, this new kit would likely change his subclass to Vanguard though he will have elements of both.
  3. This will make his position rather similar to fiddlestick's though he will trade sustained damage for cc. I would place him in the middle of a Fiddle/Leona spectrum when considering laning/teamfights.

Let me know what you guys think :)

18 Comments

JarodDempsey7/13/2017, 6:31:37 AM1 votes

I added some spaces for skills to break up the big blocks of text

M00ndanc37/13/2017, 7:12:31 AM1 votes

i like the new kit idea but the ult is just a buffed version of his current one since it does the same damage and has a harsher slow and cant be interupted unless you kill him. which means if hes full health he can just item 3800 into your team and then ult gicing him cc imunty and a huge high damage ult as well as forcing the enemy team to decide between fighting him and try to kill him before it procs while his team is beating on them or to try and run whil his team is beating on them in a huge loose loose situation

J4 Ulted Mexico7/13/2017, 9:22:03 AM1 votes

Yeah just remove what makes Nunu even relevant to the game, his Q. Without it he loses his objective control, sustain, better clear times, free movement speed, up to 10% max hp everything that makes him viable. This would end nunu jungle and probably support since he can no longer give his adc an attack speed steroid. I imagine him turning into top laner whose only objective is to ult during a teamfight.

rework trundle7/13/2017, 7:03:40 PM1 votes

I don't think you can take his Q smite like that.

KelikZenair7/13/2017, 9:33:56 PM1 votes

Or Nunu can be another Kled 😀

FlameHalbrdOkido1/6/2018, 7:28:48 AM1 votes

I don't see why u decided to put a jump dash in the kit, I think the passive could also be better, I mean it's not really support or jg based so i think u could put consume in there somewhere like every 4th melee AS, the best thing about the passive is the fact that it shows the teamwork, but since Nunu has 3 of the 4 abilities u might as well put consume in the passive. Look u can debate on why jg Nunu won't be 2 hurt by this kit, but more people will see it as a more support based Nunu, rather than a jg/support Nunu. I think u need to figure out what their primary role is 1st and go from there.

But 2 b honest I think u need 2 get rid of that Yeti LEAP, yeah it might go with the ult but it just doesn't feel right it doesn't feel like it fits in

Additionally don't u can put 2 abilities in one, and have a range condition that changes it's effect like Talon's Q. U could put Ice Blast and consume on E, and have CC'D targets do something extra when consumed like have their armor reduced, or be disarmed

Also what's it mean to b crippled?

FlameHalbrdOkido1/6/2018, 7:34:19 PM1 votes

It doesn't seems like ur rework took what Nunu players want into consideration, to Nunu players having that second smite some where on a basic ability is VERY important 2 them. U can't just change that sort of core thing even with good reason, that's what made other reworks very unpopular, I suggest u study the reworks that became a success

Diar3/23/2018, 8:46:30 PM1 votes

his Q should be the same. i would expect this to be a mini rework since not all his abilities are changed

and if this is made tell riot to do something with nunu bot. skin idea is great but in game suckssssss

Sageace3/25/2018, 4:27:02 AM1 votes

Innate : I don't like the idea of swapping between melee and range on an with a condition as simple as that, because there can be way too much going on in teamfights, creating complications you don't wish happened, like when you needed range but you are too close that you are forced to melee? Not fun. Q - I'm curious why this? What's the theme here? Some extra CC? W - I disagree with a leap, it just doesn't seem like a yeti thing to do. E - Basically the same thing, unless you "made" it a skill shot, because I "missed" you mentioning that... R - Hell no to CC immunity. It will make Willump way to0 difficult to deal with.