Nunu rework V3.0

JarodDempsey··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

JarodDempsey1 votes

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

M00ndanc31 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

JarodDempsey1 votes

A large problem with current nunu is having an ult that is so easily interrupted. Adding this cc immunity is exactly what he needs. I dont really see this being a major issue considering that at least 4 champions have slow immunity and it can also be granted via mikaels crucible, not to mention that with the popularity of movement skills these days a 650 range ulti that takes 3 secs to charge is unsurprisingly easy to escape. I suppose after testing if it was found to be too potent then the cc blocking effect could only work for champions who are effected by frost which his ultimate could then cause after a 1 second delay.

J4 Ulted Mexico1 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.

JarodDempsey1 votes

His objective control and movement speed will be fine considering his ult will be more viable and he now has a dash with aoe damage. His clear times won't be much different assuming his passive can be tweaked well enough. 10% max hp isn't that big of a deal. An attack speed steroid isn't even that good these days. Riot has even put the effect on an item and almost no supports that can easily proc it even run it because an as steroid is only really useful to adcs who are already building as. The main thing he loses is sustain but plenty of junglers have no sustain ability and do just fine. I mean if you really want consume, I could put it on his w when cast on a monster but it won't have any interaction with the passive like it does with visionary.

rework trundle1 votes

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

JarodDempsey1 votes

I mean I suppose I could put it as a passive on his w but as a standalone skill for any role aside from jungle it's completely useless which is why I removed it. Plus it's completely unique in that it's literally a free smite which no other champion even comes close to having and really seems like a holdover from a time when riot didn't care so much about individual abilities as much as pumping out unique champions.

KelikZenair1 votes

Or Nunu can be another Kled 😀

FlameHalbrdOkido1 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?

JarodDempsey1 votes

The passive i designed facilitates both jungle and support playstyles with minimal changes to the jungle playstyle. Plus it would fit superbly with nunu since no other champion can thematically have a ranged and melee attack as directly as nunu. Sejuani comes close with bristle but she has a bola so her attacks are melee, nunu has snow balls which makes his attacks ranged. [edit: kled could facilitate the same but skarl is too scared to fight and also his ranged changes are directly built into his hp mechanics where as my proposed nunu changes would leave him with normal hp]

I think putting consume as a passive every so many basic attacks while in melee would be completely sufficient imo, in my reply to your other comment i explain how it can be put as a manually activated effect on his q which would more directly please junglers who want it kept

The yeti leap is extremely important as a jungle clear speed as well as ganks and also adds to his survivability as a support., also i think it would fit, especially thematically once willump gets massively upgraded visuals in nunus eventual rework so his legs ared basicaly stubby and made of like 3 triangles lmao.

Crippled is the name of the status that is reduced attack speed eg slows are to movement what crippled is to attack rate.

FlameHalbrdOkido1 votes

{quoted}

The passive i designed facilitates both jungle and support playstyles with minimal changes to the jungle playstyle. Plus it would fit superbly with nunu since no other champion can thematically have a ranged and melee attack as directly as nunu. Sejuani comes close with bristle but she has a bola so her attacks are melee, nunu has snow balls which makes his attacks ranged. [edit: kled could facilitate the same but skarl is too scared to fight and also his ranged changes are directly built into his hp mechanics where as my proposed nunu changes would leave him with normal hp]

ok i see how the passive works now (I see u were taking into account the other Mount champs, except u forgot Quinn and Corki)

The yeti leap is extremely important as a jungle clear speed as well as ganks and also adds to his survivability as a support., also i think it would fit, especially thematically once willump gets massively upgraded visuals in nunus eventual rework so his legs ared basicaly stubby and made of like 3 triangles lmao.

if ur arguing that yeti leap is needed for its dmg for jg clears, id say u could get more creative with a dmg dealing ability. If u say he needs the leap for his support survivability i'd also say u could get more creative with a survivability based ability.

JarodDempsey1 votes

valors bones are all hallow, he could not sustain forcible blows more than some talon slashing (which is already her q) without breaking half of his body. Corkis gyrocopter is specifically designed with a mounted gun which he already uses as his basic attacks, it in no way facilitates the possiblity of melee attacks in the way that bristle or skarl could.

the damage in the leap is equally for jungle clear but also because a damageless jump from a huge yeti wouldnt fit in what is expected in league itd be as weird as zac or aatrox not doing damage with their jumps. The primary function of the skill is mobility which not only speeds up the jungle clears but also adds survivability to supports while giving nunu a reliable method to gank as a jungle or simply engage as a support. Survivability comes from q, and damage comes from e, tilting w towards either of those would unbalance his kit and leave him without mobility. The jump as it is now serves to maintain balance while also providing the much needed mobility.

FlameHalbrdOkido1 votes

{quoted}

the damage in the leap is equally for jungle clear but also because a damageless jump from a huge yeti wouldnt fit in what is expected in league itd be as weird as zac or aatrox not doing damage with their jumps. The primary function of the skill is mobility which not only speeds up the jungle clears but also adds survivability to supports while giving nunu a reliable method to gank as a jungle or simply engage as a support. Survivability comes from q, and damage comes from e, tilting w towards either of those would unbalance his kit and leave him without mobility. The jump as it is now serves to maintain balance while also providing the much needed mobility.

I feel like jgr's having to rely on a dash to be able to gank is a crutch that LoL has been leaning on for far too long. The thing is that Nunu has survived in the jg and support w/o needing a jump so I don't think he needs one now. I like the idea of his ganks leading with E into Q, as that is more creative and more different than using a dash. If u felt like Nunu REALLY needed mobility, and I don't think he does, then i think it should done in a more creative way. I think a more support based ability would be better

FlameHalbrdOkido1 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

JarodDempsey1 votes

yeah as i mentioned underneith the link i made in your rework, i was saying it could be added in as a second skill effect in the comments below. I think it woukld fit most easily on his q since in this kit is currently only effects champions so having a different ability on any skill would most logically be put there since that 2nd ability only effects monsters anyways. This would also be most similar to current nunu and not require players to relearn how to use q for jungling....everyones happy

Diar1 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

Sageace1 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.

Sageace1 votes

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