[Rework Concept] Nunu
Even though
is one of the stronger junglers at the moment, he still is on the list of champions getting a rework. So I thought up a small rework to alter some of his spells and give him some interesting ways to play while still being a sticky champion, with crowd control, tankiness, an a bit of utility. This rework concept plays around the idea of using both
& Willump while adjusting his power around his kit. Please I would like positive feedback and your thoughts an appropriate comments.
Passive: Insurmountable
Nunu and Willump coordinate their attacks from afar and at close range for bonus effects on their basic attacks an abilities. Switching between attack ranges resets his auto attack.
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Willump's base attack range is 150, beyond that Nunu will fire snow flurries from his sling shot to a range of up to 400. The difference in their attacks are that Willump's basic attack will do 40 / 60 / 80 / 100 (+20% AP) (+1.5% Maximum Health) bonus magic damage on the first target he hits (cooldown 10 seconds).
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While Nunu's auto attacks will apply a stacking slow of 10% for his first three auto attacks on champions (cooldown 8 seconds per charge). Additionally Nunu's slowing basic attacks will move the pair closer as he shoots to whoever has the most stacks applied, but only if they have 3 or more stacks.
I created this passive with the idea of making them more of a duo than two separate entities, this will tie into their kit. Also this passive makes up for the changes I've done where Blood Boil and Visionary used to be.
Q: Consume
True Damage to Champions: 30 / 60 / 90 / 120 / 150 (+20% AP) (10% bonus health)
True Damage to Minions & Monsters: 340 / 500 / 660 / 820 / 980
Self-Heal: 50 / 100 / 150 / 200 / 250 (+ 75% AP)
Mana Cost: 60
Cooldown: 14 / 13 / 12 / 11 / 10
Range: 125
Active: Nunu signals Willump to take a bite out of the target enemy minion or monster, dealing them true damage and healing himself. Willump can bite enemy champions after they have been primed by three of Nunu's slowing basic attack stacks for lesser true damage and half the health return.
Casting Consume on a large monster grants
a Well Fed stack, granting him 10 out-of-combat bonus movement speed, 2% maximum health, and increased size, stacking up to 5 times for a maximum 50 out-of-combat bonus movement speed and 10% maximum health. Casting Consume on an enemy champion removes these stacks an adds a Blood Boil buff that reduces the cooldown of Willump's bonus magic damage passive by .5 seconds per basic attack.
*Stack Duration: 50 / 55 / 60 / 65 / 70
I wanted to tie in the new passive with
's Consume. Of course this gives him another damage ability, so I made it pretty weak. Especially considering this spell is primarily used to secure camps and objectives. Also this adds complexity to counter jungling. If you want to secure the enemy camp and keep your Well Fed stacks then you can't attack the enemy with consume.
W: Rime Reforged
Damage Reduction: 11 / 12 / 13 / 14 / 15%
Bonus Movement Speed: 11 / 12 / 13 / 14 / 15%
Mana Cost: 60
Cooldown: 15 Seconds
Active: Willump cools himself to the point that he is coated with frost while the ground below his feet begins to freeze allowing him to skate and travel at much faster speeds for 6 seconds. Colliding into terrain will end this effect early.
*If
is Blood Boiled then he also gains 2 / 4 / 6 / 8 / 10% attack speed based on this spell's level and the Blood Boil effect dissipates at the end of the spell duration.
I changed Blood Boil into a spell more suited with getting to the middle of a fight and being able to channel his ult. This also adds to his sticky nature an allows for more fighting potential. Also he'll be more reliant on his slows since this ability will only last for 6 seconds vs old Blood Boil's 12 seconds.
E: Ice Ball / Ice Blast
Magic Damage: 80 / 120 / 160 / 200 / 240 (+90% AP)
Additional Magic Damage per stack: 10 / 15 / 20
Mana Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Range: 550
Active: Nunu flings an ice ball at the target enemy, dealing them magic damage, crippling them by 15%, and slowing for 1.5 seconds. If the target has been hit by at least 3 Nunu's slowing auto attacks an a recent ice ball then Willump will throw an ice blast at the enemy, dealing additional magic damage based on the number of slowing stacks applied, crippling them by 25%, and slowing for 2 seconds.
- Nunu's regular ice balls will count as a slowing stack for his Q:Consume
This spell also ties in with the passive an allows you to consume enemies faster. There's now a bonus damage component to bring back the Visionary damage with the difference in an Ice Ball vs an Ice Blast. This also allows enemies to duel
better since he won't cripple them for the amount he normally does without Ice Blast.
R: Absolute Zero Magic Damage: 625 / 875 / 1125 / 1375 (+ 250% AP)
Minimum Interrupted Magic Damage: 78.1 / 109.4 / 140.6 / 171.9 (+ 31.25% AP)
Shattered Magic Damage: 20 / 40 / 60
Mana Cost: 100
Cooldown: 110 / 100 / 90 Seconds
Effect Radius: 650
Active:
channels for 3 seconds, slowing by 50% - 95% (based on channel time) and crippling by 25% all nearby enemies. Moving ends Absolute Zero's effects immediately. If the channel is fully completed, the enemies and neutral monsters in the area will be placed with a thin ice debuff for 8 secs. Thin ice targets attacked with spells will shatter and take additional magic damage while decreasing their armor by 5% for 3 seconds.
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).
I added an extra component to Absolute Zero for the sake of peeling for the team. Not many channels complete anyways without people burning flash. But if you're unfortunate enough to get the debuff then you'll be easy picking for the Marksman or Mage.
My final thoughts are with this rework he can still jungle, support, and top. He's more of a juggernaut of sorts now, with his auto attacks also feeling a bit more weighted / powerful. He is still simple to play but his spells rely on certain combinations to optimize his damage output. He can still counter jungle, but he gives enemies more ways to play around him without him just being healthy in your jungle while stealing your buff, then committing to kill you. An as a support he doesn't directly buff his allies anymore but he still focuses on debuffing the enemy carries to allow your team to capitalize on their weakened state. The numbers on this rework may be off or not the best as I'm not to good at judging the ratios. But they are fairly similar to his current stats, but you can disregard them if they are too skewed.
*Side note: The ratios and cooldowns are almost exactly the same as his live version. There are some differences like a higher cooldown on Q by 2 seconds, 2% more movement speed on his W vs his live version, significantly lower attack speed, and 10 mana increase on his W. For the most part I tried to keep him fair, with equal trade offs since he has more to use around his kit, and more damaging effects an abilities.
My other rework ideas for another champion:
Zilean: https://boards.na.leagueoflegends.com/en/c/champions-skins/EOfdjgJO-rework-concept-zilean