(Innate): After 5 autoattacks, Nunu's next spell will have no mana cost.
Tips :Mana mana!
Thanks to his passive, Nunu can cast spells for free during the lane phase. It is important to note which are his most expensive spells.
Generally, you want to use the passive on an Ice Blast at maximum, or on your ultimate since these two spells cost more than the others.
Note that for support it will be more difficult to get your passive since you will need to tap 5 times on a sbire, a champion or an opposing ward.
(Active): Nunu's Yeti takes a bite out of target enemy minion or neutral monster, dealing true damage to it and restoring Nunu's health.
Tips :Dinner time!
Not easy to feed a Yéti with the inflation!
A spell that lets Nunu recover his life points during the lane phase to be able to hold up against damages in a trade.
However this spell will not be very useful at the beginning of the party. On the other hand, at the end you will have the chance to steal buffs thansk to the ability's physical damages on the sbires.
We will therefore usually take it after level 8, sometimes even later.
Note : Consume can also allos you to eat certain enemy items Heimerdinger's Turret or Shaco's boxes.
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
True Damage: 500 / 600 / 700 / 800 / 900
Health Restored: 125 / 180 / 235 / 290 / 345 (+1.0 per ability power
(Active): Invigorates an allied unit by heating their blood, increasing their attack speed and movement speed for 15 seconds. If cast on an ally, Nunu also gains the effect of Blood Boil.
Tips :Nunu, the living syringe!
Dat steroid!
Nunu's Blood Boil is his main spell as a support. It lets him considerably improve the speed attack and speed move of AD carry.
With the recovery time reduction, you can buff two targets at the same time. While waiting to get to this stage you can buff your carry all the time.
In lategame, you should concentrate on buffing your AD carry before anything else... then another champion, depending on the attack speed, like a solo top or a jungler.
Attack Speed: 25 / 35 / 45 / 55 / 65 %
Movement Speed: 11 / 12 / 13 / 14 / 15 %
(Active): Nunu throws a ball of ice at an enemy unit, dealing magic damage and slowing their movement speed by a percentage and attack speed by 25% for 3 seconds.
Tips :Buffs and debuffs!
Some ice with your aperitif?
Nunu's Ice Blast lets him follow targets over long distances thanks to the slowdown.
With the recovery time reduction, you can practically slow your opponent down permanently. This allows you to catch almost any champion in the game over long distances since you will have the Blood Boil increase you speed move.
Also the spell allows you to reduce the speed attack of the champion you are targeting. You can therefore greatly reduce the advantage of the AD carry if you touch him with an Ice Blast.
Be aware of how much mana it is costing you for this spell which requires you to use your passive, to avoid the risk of being quickly finished off!
Cost: 75 / 85 / 95 / 105 / 115 mana
Magic Damage: 85 / 130 / 175 / 225 / 275 (+1.0 per ability power)
Slow: 20 / 30 / 40 / 50 / 60 %
(Active): Nunu starts channeling and begins to sap a large area around him of heat, slowing all nearby enemies movement speed by 50% and attack speed by 25%. After channeling for 3 seconds, he deals massive damage to all enemies caught in the area. It can be canceled early for less damage.
Tips :The support that hurts!
ABSOLUTE ZERO!
The Absolute Zero is a very interesting spell for a support. It is very useful and has some good damages. First of all, remember the ultimate. It allows you to slow down the speed move and the speed attack of opponents in a very large zone. At the end of the incantation or if he is interrupted, Nunu inflicts a lot of magic damages on any champions still present in the zone.
As for its use, you can cast this spell while being hidden in the bush so as to not be visible to enemies. Otherwise you can also use the ultimate if your opponents try to catch you or your AD. At this moment, they will have the choice of staying and taking the enormous damages from the ultimate, or leaving and abandoning the trade, which risks exposing them to more damages.
In lategame, think of using it in the middle of a Team Fight to be able to slow the whole opposing team. The use of your ultimate in teamfight is very important. Well placed, it can change the course of the combat in your favour.
Cooldown: 150 / 120 / 90 seconds
Magic Damage: 625 / 875 / 1125 (+2.5 per ability power)
Pros
Additional smite on his Q to help secure barons or drakes
Has an AS and MS buff he can give to his carry which makes them stronger
He has one of the best single target slows in the game
His slow also reduces enemy attack speed
His ultimate cannot be seen if channelled from a bush so can create a suprise
Ultimate has a slow on it so is great to zone people in team fights
Cons
Has no form of escape such as a jump
Can have mana issues early if maxing E
His early game isn't as strong as that of someone like Leona or Sona
Ultimate can often be canceled before its full channel