Nunu rework V3.0
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:
- Both the jungle and support playstyles are preserved (exception: consume).
- Nunu now has a mobility skill as well as hard cc.
- His ult isn't so easy to break.
Notes&Questions:
- 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.
- Nunu is currently a Warden, this new kit would likely change his subclass to Vanguard though he will have elements of both.
- 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 :)
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