[英雄] Nunu Jungle Guide by TheOddOne
看到有人問就順便翻這篇,solomid的nunu推薦教學
http://www.solomid.net/guides.php?g=6
(有影片可以看)
符文:
紫:物穿
紅:8攻速+1物穿
黃:固定護甲
藍:成長魔防
Explanation:
For Nunu, I like to run my generic jungle page which I basically use for half
my junglers. Now people might ask why I don't just run magic penetration,
it's because unless you get sorc boots or additional magic penetration or
reduction, it becomes highly irrelevant past early game as just having a flat
10 magic pen is fairly useless damagewise later. I run armor pen and attack
speed to help clear the jungle faster which is important for counter jungling.
我對Nunu的符文配置就跟其他一半的jungle一樣
會有人問為啥不裝魔穿,因為除非你也出了魔穿鞋或是有其他的魔穿來源
早期遊戲一過,你的10點魔穿基本上就無用了
而用物穿和攻速可以江更快甚至去偷江人家
Why 12 armor pen? It mostly has to do with the fact that several of the
neutral camps have a armor rating of 12 or less. The small golems have
exactly 12, the wolves and small lizards are under 12 as well. The larger
neutrals have 24 armor and the dragon has 21 but because I'm going for speed,
I'd rather just use smite and consume on the larger camps and have a quicker
auto attack phase on the small camps. The seals and glyphs I have are for
Nunu's mid-late game where he is forced to become an off tank or risk dying
instantly because his durability is awful late game compared to other
junglers. I take flat armor because it's very useful early game against
neutrals,towers and enemy junglers and scaling magic resistance because magic
resistance tends to be not as useful early game.
為何是12點物穿?因為大部分的jungle怪就是有12點或以下的護甲,
小golem就有12大隻的有24點龍有21點,
但是我就是要速度,當我要打大的我會用smite和Q
所以我寧可打小的時候快點解決
而黃藍的選擇
是因為nunu中後期是要被迫成為副坦的,而跟其他jungler比起來他實在蠻脆的
黃護甲可以早期有效抵抗jungle怪,塔,敵jungler
藍成長魔防是因為魔防在早期時通常都不太需要
天賦:(1/8/21)
左:點smite
中:護甲魔防都3,回血2
右:第一層兩個點2,經驗滿,buff和回魔滿,加錢,跑速2,flash滿,CDR滿,最底層
Explanation:
I run these masteries because Utility is simply too strong if your champion
is allowed to run it for a jungler as it gives increased buff duration, much
lower cooldowns on summoners and exp/cdr/regen bonuses. I put 1 into the
smite mastery for extra gold and cooldown (stacking with my utility master)
and 8 into defensive for extra durability in the jungle and mid-late game. I
also put one point into greed rather than quickness as that 3 movespeed isn't
as effective on Nunu who tends to run past the 410 movespeed mark, (so it's
less than 1% increase) and greed is nice for extra gold which could
eventually amount to something stronger than most masteries.
我這樣點因為通用超強對一個jungler來說好處實在太多
點smite是因為有額外錢以及冷卻(和通用相配)
8點防禦是因為要讓jungle和遊戲中後期更持久
我把通用的移動速度挪去點錢是因為Nunu已經有加速所以那點跑速影響不大
而錢隨著遊戲增長將會有很大的效益,最後會比大多數天賦還強
召喚者技能:
smite+flash
Explanation:
Smite for obvious reasons and Flash because it is a much more useful tool on
Nunu who already has one of the highest movement speeds in the game when he
is constantly bloodboiled. It's highly likely if he can't outrun it with
bloodboil, ghost probably won't make a difference. It's also far more useful
to have flash when counter jungler to jump over to say baron/dragon side to
escape rather than risk going through the exits which could be blocked by the
enemy laners. Also flash slows/ult are extremely helpful if a carry is being
chased as you can instantly save them by flash ulting someone to slow them
down.
Smite不需多談,而Flash因為對nunu來說他已經有常駐高速度而不需要ghost
如果當你在W狀態還是跑不掉,那麼就算開了ghost也不會有什麼差
而有flash你在龍和baron和偷jungle的時候都非常有用
搭配E和R也是可攻可守
技能:
QWE然後Q然後就R>E>Q>W
Explanation:
The above route is not set in stone, sometimes if I see a game has minimal
ganks going on, I tend to max consume early to have superior dragon control
as I don't expect to gank lanes that are shoved or have champions like
Trist/Corki. But the above route allows me to have a fairly good consume
(level 2 gives a nice cd drop as well as a high % increase on the heal/dmg
unlike the later levels) when combined with CDR and allows my ganks to be
stronger because Iceball is slowing and hurting more. I max bloodboil last as
the benefits of the later levels are extremely low compared to the first
level, and the other skills are far more useful to roam with.
技能點法並不一定是固定的
當我看到遊戲沒什麼gank的時候我會先Q因為這樣控龍很強
在看到推線推很大時或是對方是trist/corki我不會去gank
上述點法可以讓我有不錯的Q(lv2比起後面等級有不錯的CD還有傷害/治療成長)
搭配CDR我的gank也很強因為E更緩更痛
而W最後是因為他的成長效益實在非常低,其他技能在roam時更有用
裝備:
起手:鞋水眼
Explanation:
Note that if you do go boots first, you MUST have your team help out with the
blue by either pulling it or doing additional damage to it as you'll simply
lose far too much health/time otherwise. The one pot will allow you to
continue counter jungler when you're tanking the small golems, as they'll
probably take 300 or so life out of Nunu. The early ward allows easy
surveillance of the enemy lizard or blue to allow your CVer to CV other
things.
如果你起手鞋,那麼就一定需要隊友的幫忙來起手藍
不然你會損失太多的HP和時間
水可以幫助你在打golem時還可以對抗對方偷偷過來的jungler
小golem大概會讓你損失300左右的HP
而起手眼可以讓你輕易監視對方的紅藍,那麼隊上就可以用CV照其他地方
核心裝備:CDR鞋,女妖
Explanation:
I think Ionia boots are a steal for Nunu as it gives him much needed CDR and
merc treads won't be that useful as he's only worried about being disabled
during channeling rather than how long it is. Though be very careful not to
get caught while roaming as without Mercs, Nunu can easily be locked down for
a quick kill if enough disables are piled on him. I tend to get banshees
right after as it gives him needed MR and the spell block which is very
effective with his channeling ultimate as it could make or break his ultimate
from going off.
The start of my build usually rarely varies (though sometimes I get spirit
visage in place of a early banshees) as there isn't much else that is this
strong early.
我認為CDR鞋對nunu來說太棒了因為他很需要CDR
魔抗鞋就不太需要因為nunu只擔心被斷法而不是擔心被控場多久
但是如此一來你在roam的時候就要非常小心,因為幾個控場就可以輕易殺掉nunu
接著女妖可以給予足夠魔防還有多少避免R的時候被斷
我的起手很少有變化(有時候先SV於女妖),因為早期來說這樣最強
對AP:SV,Abyssal Scepter,帽子
對AD:冰心,40%魔穿,帽子
Explanation:
You can either break off and go the spiritvisage/abyssal/DeathCap Route or
follow the Frozen Heart/VoidStaff/deathcap route. Obviously the Frozen heart
route should be followed if the enemy's real damage is coming from physical
and the other route for a more magic based team.
Notice I dont go much further in items as you SHOULD be warding/oracle buying
constantly as you'll be the one controlling the map for your team and it's
difficult to roam when the enemy is warding. If you need more items, either
stack AP or get a Randuins to help your team further.
不一定真的要走那一條路線,但是顯然像是如果對方主要傷害是AD那麼就要出冰心
注意我並沒有更深入探討裝備,因為你應該總是持續地買眼和先知來控制地圖
如果對方插眼了,你就很難roam
如果你真的需要更多裝備,那麼就疊AP或是出Omen來幫助隊伍
Q: Consume
Takes a bite out of target minion, dealing 500/600/700/800/900 true damage
and restoring 125/180/235/290/345 (+1) health.
Cost 60/60/60/60/60 Mana
Range 100
Explanation:
Despite it's seemingly useless appearance, this spell basically makes or
breaks Nunu counter jungling due to the fact that it's stronger than almost
any nuke in the game and it's instant and heals you. Leveling this will make
the cooldown shorter while adding damage and adding more heal which makes it
extremely potent with 40% CDR as dragon or normal buffs can be taken out very
quickly with little or no help. One should note however, this spell has a
significant casttime despite not being channeling and only does HALF damage
to Baron despite being true damage. Using this to lasthit with smite will
often secure any buff in the game (but be wary of the cast time) but the
downside is to avoid knockups/silence/stuns as unlike Smite, this will be
affected.
雖然這技能表面看起來很用,但是他讓nunu在偷jungle或是反jungle時非常有用
因為他幾乎比其他技能還要強並且補血是瞬間的
升級會讓他CD更短,額外傷害,額外治療
當有40%CDR的時候可以讓你非常快速甚至不需要幫忙的吃龍
需要注意的是他有一段明顯的施法時間即使它不是引導型法術
並且只對baron造成一半傷害即使他是真實傷害
Q和smite搭配可以確保你的buff不會被偷(小心施法時間)
也要小心擊飛/沉默/擊昏的影響,畢竟不是smite
W: Blood Boil
Increases an allied unit's attack speed by 25/35/45/55/65% and movement speed
by 11/12.5/13/14.5/15% for 15 seconds. Nunu also gains the effects of
Bloodboil if casted on an allied unit.
Cost 50/50/50/50/50 Mana
Range 700
Explanation:
This in combination with Ice Blast is the big reason why Nunu is such a great
roamer. Unless you are somehow hurting for mana, this spell should almost
always be on, as it's cooldown is low enough to permanently have it on Nunu
and make him walk around the map at high speeds all the time. Sometimes it's
good to keep it up if you're about to do a gank and instantly bloodboil your
ally (no cast animation/time on this) instead of use it on yourself prior to
the gank as your ally won't benefit from it. Use this often when you can
afford it as it'll allow Nunu's jungling to be faster and make his passive
proc faster due to it's increased attack speed. A ranged carry with this on
will be very nice as it gives the valued movespeed buff as well as an attack
speed buff.
W和E搭配是讓nunu強大roamer的關鍵,除非你有法力問題不然這法術應該永遠常駐
因為他的CD比持續時間還短所以你可以利用它快速穿梭各地
有時你要gank時也可以先保留,衝上去再幫你的隊友上(不需施法動作和時間)
如果你自己先用了那麼隊友就沒法享受了
當你可以承受消耗時就要盡量用,這會讓你jungle更快,被動也觸發更快
一個遠距carry非常愛它因為雙速buff
E: Ice Blast
Nunu throws a ball of ice at an enemy unit, dealing 85/130/175/225/275 (+1)
magic damage and slowing their movement speed by 40/45/50/55/60% and attack
speed by 25% for 4 seconds.
Cost 75/85/95/105/115 Mana
Range 550
Explanation:
Despite it's seemingly weak stats/range etc, it is a very strong roam spell.
When combined with CDR, it can basically perma slow someone to a halt and
force teams to stop roaming solo as Nunu will likely outrun anything,
including a ghosted enemy when he applies this over and over. Because my
build doesn't go full AP or magic pen, it's damage later will be minimal at
best and this'll mostly annoy anyone diving your carry or the enemy carry
themselves as it also slows attack speed and makes them easy pickings because
they're super slow. However note the extremely slow projectile speed, making
it very easy to flash/valkyrie/etc away, stalling it's effect until the
projectile finally reaches them. So often, you'll want to be in the path of
their escape when using this or else they could basically be at their tower
when the projectile reaches them in a gank.
雖然表面上看起來數值和範圍實在不怎麼樣,但他是十分強的roam法術
搭配CDR時可以永久緩人,這會讓對方停止roaming和solo因為Nunu可以輕易追上任何人
即使他有ghost也是
因為我的買裝不走全AP和魔穿,早期傷害不會大,但是可以煩死任何想dive你carry的人
同時也可以去煩對方的carry因為他同時也降了攻速,同時也容易被殺因為被緩了
但是要注意他的投射速度非常慢,讓別人很容易就flash或是類似技能逃走
當他被擊中的時候他也可能已經跑到地球對面了
所以你最好是從他們的逃走路徑打
R: Absolute Zero
While channeling for 3 seconds, slows nearby enemy units' attack speed and
movement speed. After channeling, enemies caught in the area are dealt
625/875/1125 (+2.5) magic damage.
Cost 150/150/150 Mana
Range 550
Explanation:
This is an extremely hard skill to pull off, but because of it's high base
damage, it makes tank Nunu able to do damage despite stacking tank items and
such. However, when combined with his Iceblast, it gets extremely annoying to
champions who dive the enemy carry as they're forced to walk through your
absolute zero or blow their disable on you which is good for your team as
it'll be less pressure on your carry who should be kiting them to oblivion.
This is also extremely potent in ganks/counter ganks as you can ult from the
brush and they don't actually see the spell being cast (though they should
notice their extremely slow movespeed) and will have a hard time stopping it
unless they have an area of effect disable to blindly rush the brush to stop
Nunu. While canceling before it ends greatly reduces the damage, unless you
expect the enemy to be pushed back in or walk in, it's highly recommended you
cancel the channeling if everyone is about to leave it.
這是個非常困難完整施放的法術
但是因為它的基傷非常地高,即使你走坦路線也是可以造成很大傷害
和E的搭配也可以讓對方覺得非常煩
當對方要dive時他們必須要走過你的路徑或是強迫他們把控場放在你身上
這會很大地降低你的隊友壓力
這招也可以用來在草叢偷gank或jungle因為他們看不到你的施法線(但是他們會被緩)
就算查覺了他們也得慢慢地走進草叢阻止你除非有範圍控場
這招在完全施法前停止會降低非常大的傷害
所以除非你的範圍內要沒人了,不然就不要輕易停止
但該放手的時候也要放
Introduction
Nunu is a very under appreciated character and is often ridiculed as being
too weak or requires buffs. However, not only have I proven otherwise by
posting winning records in high ELO solo queue, when CLG bans junglers
against my team, Nunu is one of the two banned with Rammus despite the fact
others like warwick are still in the pool. I consider him to have one of the
strongest early games out of all the junglers (up there with Rammus and Olaf)
and I think has the best roam/map control in the game due to his insane speed
and CC to quickly cross the map and perma slow anyone who tries to walk
around alone.
Nunu是個不討喜的角色而且常被哭弱要buff
但是現在我貼了我在高ELO solo queue裡面的好成績
CLG在ban的時候也和Rammus同樣是常客(甚至高於WW)
這些都證明他是最強的早期jungle之一(跟Rammus和Olaf一樣)
他同時也是最棒的roamer和地圖控制者
因為有瘋狂的速度以及控場技,他可以快速穿梭地圖並且永遠緩住一人
Counter Jungling
Having a clairvoyance is extremely helpful if you suspect the enemy is smart
enough to change his route or has played a counter jungle Nunu. Simply having
the knowledge of where he is attempting to go is very helpful as the enemy
will waste time if you manage to predict where he is going. Likewise, if the
enemy has a CV and your team doesn't, you're in an extremely bad spot if they
manage to hit a CV on you and you lack wards on the map to know for sure
where the enemy is. If you are caught by a CV in the enemy territory, ALWAYS
keep an eye on how the lanes are doing on each of your sides, if one or more
of the enemy leaves the lane, you must inform your laners of this and prepare
an escape route as it's likely you'll be in a 1v2 situation for a few seconds
which could make you lose the 2v2 when your ally does come.
如果你預期敵人非常聰明會改變jungle路徑或是對方玩偷jungle的nunu
那麼有CV是非常有幫助的
因為只要你能猜到他的路線,就可以浪費他的時間
相對的要是對方隊五有CV你的沒有,那麼你就慘了
特別是你還沒有眼來預知對方會從哪裡出現
如果你在對方領地jungle然後被CV抓包,那麼就密切注意四周線上動靜
如果對方離開了,那你趕快跟你們線上打招呼然後確保逃跑路線
因為你很可能需要先1v2一段時間直到隊友趕來
Roaming/Warding
While roaming was touched fairly nicely in the video, I didn't get the chance
to mention the importance of warding/oracle on Nunu. Simply put, if you think
there's a chance the enemy is using wards (just check their items from time
to time), a oracle is a very nice investment as it could stop the enemy
laners from farming as well as they could and could net easy buffs/dragons as
they have no clue where you could be. Likewise for wards, it allows your team
to make more riskier plays/farm than the enemy because they know they should
be safe. This also forces the enemy jungler/roamers to play far more cautious
and do far more ganks as they realize they're seen from miles away. For ward
spots, often one at dragon, maybe 1 at one of their key buffs (so the cv can
be used on the other one) and 1 for the top to prevent ganks should be
sufficient. Though sometimes I can afford more wards and double up the ones
on the top side to cover both entrances to the top river/enemy jungle which
is great for baron control and allies who shove to the enemy tower.
因為影片進行的很順利,我無法找機會說明插眼和先知對nunu的重要性
簡單地說,假如你預期對方已經插眼了(持續檢查對方物品欄)
那麼買先知可以讓對方無法在農的很爽也無法吃龍和buff因為他們不知道你在哪
眼也是同樣地,只要有眼你的隊伍就可以進行比較有風險的農和buff和龍
因為有眼監視對方的動向並且知道自己是安全的
至於要插哪裡,龍一個,每個對方buff各一個(這樣你們CV可以用在其他地方)
還有一個在上路避免gank,這樣應該就夠了
如果我還有閒錢,那麼可以再多一個控管上路的兩個出入口
這樣對方可以安全推塔以及baron
Teamfights
This wasn't touched much on the video, but roughly you get 2 choices in
teamfights:
Protect your carry by 'peeling' off the enemy divers with slows or try to do
as much disruption to the enemy carries as possible. Often it's a bad idea to
run right for the carry if he has people 'peeling' for him as you won't get
your ult off if theres a disabler sitting by them, but it's very easy to spam
iceblasts upon the enemy carry just to make him easier pickings for your
divers. Do note that it's highly likely your AD/AP carries are doing
significantly more damage than you and you should be making sure they're not
running the entire fight due to enemy divers. This is probably Nunu's biggest
weakness as he is horrible late game in terms of raw damage as he doesn't
have much magic penetration and if he goes full AP, he tends to get murdered
by the enemy carry as he doesn't have durability skills like Rammus or Olaf
which help reduce damage.
影片沒有解釋很多團戰部分,但大致來說你有兩個選擇
保護你的carry,纏住對方有slow的人,盡可能干擾對方carry
如果對方carry有人保護,那麼直接衝過去就是個壞主意,因為會被控場而沒法好好地R
但是持續丟E在對方carry就很容易,這樣可以讓他比較容易被幹掉
要注意隊上的AD/AP carry非常有可能比你打出更多更多的傷害
所以你必須確保他們不會被對方追著跑而沒法輸出
這可能是nunu最大弱點,因為後期他沒有足夠的魔穿和AP輸出
就算你出全AP,也有無法像Rammus和Olaf有自保技或減少傷害的持久問題
==============================================================================
個人感想:
很強,使用也容易,使用難度不在機體本身而是在大局觀,所以可以玩這隻來培養
早期Q配上smite還有本身的體質在jungle界是最強大的
而且因為ER的AP成長頗高,所以有出AP傷害也不算太小(後期就略)
然而拯救世界就不用想了,如果對隊友沒信心,那就別選為妙
以450IP的價錢很超值,很適合練習,jungle tank也是常常可以補齊隊伍需要的角色
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05/17 14:29, , 18F
05/17 14:29, 18F
→
05/17 14:31, , 19F
05/17 14:31, 19F
推
05/17 15:28, , 20F
05/17 15:28, 20F
推
05/17 15:42, , 21F
05/17 15:42, 21F
推
05/17 16:44, , 22F
05/17 16:44, 22F
推
05/17 17:25, , 23F
05/17 17:25, 23F
推
05/18 02:06, , 24F
05/18 02:06, 24F
推
05/18 22:19, , 25F
05/18 22:19, 25F
推
05/19 17:07, , 26F
05/19 17:07, 26F
→
05/19 17:07, , 27F
05/19 17:07, 27F
→
05/19 17:08, , 28F
05/19 17:08, 28F
→
05/19 17:08, , 29F
05/19 17:08, 29F
※ 編輯: wake01 來自: 118.168.26.153 (08/05 13:39)
※ 編輯: wake01 來自: 118.168.26.153 (08/05 13:39)
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