In the recognized fighting version of League of Legends, the early rhythm in the pub game can be said to determine the direction of the game to a large extent. If your team can establish enough advantages 20 minutes or even 15 minutes ago, such as taking a tower, getting a few more dragons, controlling the Rift Herald or having a very fat teammate (Dad), then the probability of winning this game is Very big.
Recently, some rhythm heroes, such as Talon and Spider, have become many people's high-scoring heroes. However, these heroes require a lot of time to improve their proficiency in order to achieve the effect of stably carrying high scores, so many water friends said that sometimes It feels very difficult to get points.
Recently, when the editor was in the high-scoring passerby game of OB Chinese server and Korean server, I discovered that there is a hero with a very high appearance rate, and a very outstanding winning rate and KDA. That is Happy Yasuo Snowman, which is our protagonist of this issue - Ball Man Nu. Nu.
First put a set of data on opgg:
It can be seen that in the jungle position, Nunu's winning rate has always been in the top ten, and the winning rate has also been stable at around 52%. In these two versions, it has even reached the top five. It can be said that Nunu has always been in the top ten. There is a dark horse that attracts attention.
In terms of the total winning rate in platinum and diamond games, Nunu's winning rate also broke into the top five. The winning rate of nearly 54% and the terrifying KDA of 3.31 further prove that Nunu, a hero, is favored by people with high scores. Then let me analyze the specific reasons and Nunu’s play style.
Let’s talk about the hero’s ideas first. Because of Nunu’s W knock-up, E’s deceleration and imprisonment mechanism, this hero has a very high gank success rate. Nunu's main style of play in the early stage is to help his teammates build advantages while not lagging behind in level and economy. Including helping teammates to get heads, vanguards, dragons and towers. Because Nunu is still positioned as a tank hero, in the mid-to-late stage team fights, there will be no embarrassing situation where teammates do not receive enough damage and cannot complete the harvest.
Two sets of runes are popular in Nunu, the predator with precision and the mainstream resolute plus sorcery. Resolute plus sorcery is recommended here.
On the one hand, Nunu's W and E skills can trigger Aftershocks, and coupled with the Q skills and the additional damage of Red Punishment and A, there is unlikely to be insufficient damage; and aftershocks are adjusted together, they will be more effective in mid-to-late team battles. Nunu's double resistance easily reaches 200, and his tankiness is even higher.
The secondary system is paired with agility and river walking, mainly to improve Nunu's mobility in the early stage, so as to gank and run the map more efficiently.
Nunu's passive is to provide attack speed and movement speed buffs to himself and an ally when dealing damage to enemy heroes, large monsters and defense towers, which is equivalent to the old version of the W skill. Passive still has a good effect in farming and small-scale team battles.
In terms of skill points, there is no suspense about the main Q and deputy E. The Q skill is Nunu's main brushing and damage skill. The real damage attached to the Q skill is extremely beneficial to the battle between the Baron and the dragon.
W The biggest snowball in history is a special mechanism in League of Legends. It is enough to point out something in the early stage and roll the snowball to gank and hit people. It should be noted that the starting distance of W must be properly controlled. If it is too close, it will not be able to hit anyone. If it is too far, the casting may end early, and the snowball will roll away on its own, which will be embarrassing.
The E skill is Nunu's main retention skill when ganking. Sometimes the snowball may not be able to push people, but when Nunu is close, Nunu can chase the enemy and use E to slow down. After slowing down for three steps, he can also imprison the enemy. Trigger aftershocks.
The ultimate move is still the old version of the ultimate move. It slows down AOE damage in a range, and can also provide a good shield when casting, so you don't have to worry too much about being killed when you use it in place.
The recommended builds here are Red Retribution Enchanted Slag and Dead Man's Plate. The passive of Dead Man's Plate fits Nunu's W skill very well, allowing Nunu to push snowballs very quickly.
The third item depends on the situation. If you have a lot of AD critical hits, you can use a blue shield or anti-armor. If you have a lot of AP, you can use a green armor or an adaptive helmet.
Let me talk about the equipment that the editor prefers to use is the Gargoyle Plate Armor. When fighting in a team, roll a snowball into the enemy camp. Once in, trigger the aftershock and activate the Gargoyle and then use the ultimate move. Basically, you can stand in it and fight in a team fight. You won't die in the end. In general, apart from the first two pieces of equipment, Nunu's equipment is still very flexible.
Nunu's basic process when ganking is to push the snowball to get close. The snowball itself is very flexible, unlike Sion's turning, which is a bit cumbersome, so the hit rate is still very high.
It doesn't matter if the opponent shifts or moves to avoid. We can put on red punishment to chase A, and use the E skill to slow down. After 3 stages of deceleration, we will imprison the opponent to trigger aftershocks; during this period, in conjunction with the damage of teammates, the enemy hero's The survival rate can be said to be not great.
It should be noted that when Nunu is ganking, it is best to ensure that your teammates can make up for the damage. For example, if we have a hero like a big tree on the top lane, it is enough to make a false eye for him in the grass to prevent the enemy jungler from ganking.
When the red side starts the game, they can choose to open red and hit the second level or hit the road. When we learn Q at the first level and W at the second level, we can push the snowball directly from the river; most heroes at the first level will not use the displacement skill, so it will be very difficult for the enemy's single-line heroes not to dodge. Hard to run away.
It should be noted that there is no need to flash to get kills when you are not sure of the kill. The main purpose is to flash the opponent to facilitate subsequent ganks.
If we choose to gank on the road, after the enemy jungler finishes the first buff, there is a high probability that he will go to our lower half to counter the jungle; therefore, we need to let the middle lane ward the river in the lower half of the X area at 1 minute and 20 seconds. , so as to know the opponent's movements. In this way, if the enemy enters our lower half, we can get the information and choose to enter the enemy's upper half to complete the field change.
If we choose to gank in the middle, after the gank is completed, we can directly enter the lower half of our jungle area and start farming.
In the same way, if we start on the blue side, our bottom lane support has control and preferably hard control. For example, in the case of heroes such as Braum or Thresh, we can directly choose level 2 gank bottom lane. At the same time, we also need to let our middle lane be an eye in the upper half of the river for 1 minute and 20 seconds to know the enemy jungler's movements.
In general, Nunu still needs to consider the enemy and friendly lineups when ganking at level 2, and try to choose the weaker hero of the opponent. Go gank along the path where our hero does the most damage in the early stage. This will help him get at least one flash, which will make it easier for teammates to snowball and even complete a solo kill online.
It should be noted that if the first wave of level 2 captures does not result in kills, do not rush to organize the next wave of ganks at this time; because the enemy jungler has been farming and developing at this time, if your second wave of ganks does not If successful, it will create an embarrassing situation where the enemy jungler is level 4 and we are level 2.
At this time, you should choose to brush several groups of wild monsters to reach level 3, or after level 4, seize the gap where the opponent does not flash and push the snowball from the river to catch people, and cooperate with the snowball that reaches 500 movement speed by walking on the river, plus adding We have the E skill to retain people, and this wave of gank will most likely result in a kill.
You can judge the subsequent gank ideas based on your own experience. What needs to be mentioned is that Nunu is a hero with strong anti-crouching ability. When you feel that your top or bottom lane is pushing the lane too deep, or pressing the lane for a long time, and When the opposite jungler doesn't appear for a long time, you can choose to squat in the grass with one hand. If counter-crouched, Nunu can choose to take the dragon or the tower after cooperating with his teammates to complete the kill, leading to a big rhythm.
Nunu is a hero who is very efficient in ganking, but we cannot put down our own development and try to gank with only one and a half of our jungle areas containing wild monsters at most. If there are wild monsters in the upper and lower zones and we still choose to gank, regardless of whether the gank is successful or not, the wild monsters will most likely be countered.
At this time, a stunted Nunu is a walking ATM, because it can only push the snowball in without taking any damage, so its own development is also the key to winning the game.
The editor's suggestion is to go straight to the Stone Man or Three Wolves when you leave home, so that you can brush all the way to F6, and then go to the river to control crabs or do vision. With this jungle route, teammates can quickly support them if they are ganked.
As a map-control jungler, we need to help our teammates have better vision. It is recommended to have 2 real eyes on the body at all times to facilitate river eyes or offensive and defensive eyes.
When the opposite jungler is ganking, if we are too far away to provide timely support, we can choose to steal a vanguard or dragon to stop the loss. In the mid-to-late stage team battles, Nunu is very strong in both forehand and backhand. You can directly use W to rush into the crowd. Don't be afraid of death when being attacked by the opponent, because Nunu's Tandu after triggering the aftershock is actually very impressive. Your The survival time can give your backline enough time to output.
As a hero with four stages of control (W knocking up, E slowing down and imprisoning, and R's AOE slowing down), Nunu can provide sufficient control and tanking in both early gank efficiency and mid- to late-game team battles. Spend.
The only thing Nunu needs proficiency is the release of the W skill. During the casting process of W, Nunu can complete a relatively large turn. Coupled with his high movement speed, it is difficult for the enemy to avoid without displacement. .
Other skill mechanisms are easy to understand and operate. The key to this hero's points is awareness and rhythm control. If you have a duo partner, you can let him play a rhythm hero, such as Talon or Jinx, so that you can focus on helping him open up the situation, and then let him carry in the mid-to-late game.
The editor has already used this routine with a brother who plays Talon and won a series of wins. In the current version, if the rhythm of the middle and jungle is good, it is still very easy to score. Finally, I wish everyone to improve their scores like drinking water and jump to 3 levels in a row! (If you have any suggestions or ideas, please send them to the comment area to communicate with me!)