Skills

Visionary

Consume

Blood Boil

Ice Blast

Absolute Zero

Flash

Ice Blast

Exhaust

Passive: Every seven hits, your next casted ability will be free of charge. Great passive during the laning phase, but afterwards, I tend to ignore it because mana isn't a problem. While you are harassing with Ice Blast, Visionary really sustains you in the lane. Conflictingly, I find that this passive sucks (for laning purposes) and it forces you to auto-attack minion waves.When you have Visionary up, know what the mana costs of your abilities are. Use your passive on your most expensive abilities, for example:Ice Blast a little wolf (using Visionary) and then Consume the Big Wolf (just saved you 25-40 mana).Double Visionary: "Even while you have the Visionary buff active, it still accumulates your attacks towards 7. This means if you attack exactly 13 times, you can cast for free, auto attack [once] to get the Visionary buff again, and cast again for free."I feel as if this passive is only here to fuel the ridiculously high cost of Nunu's Ice Blast.Q ability: Smite+HealHeal that keeps you full during laning phase. Consume doesn't do enough damage to kill a full life Siege Minion.Consume can be used on minions that aren’t neutral or lane minions such as: Annie’s Summon: Tibbers, Malzahar’s Summon Voidling, Teemo’s Noxious Trap, Shaco’s Jack In The Box, and Heimerdinger’s H-28G Evolution Turret, and Sight Ward.Cost: 60Range: 100Cooldown: 18(15.3 w/ 15% CDR) / 16 / 14 / 12 / 10(6 w/ 40% CDR) secTrue Damage: 500 / 600 / 700 / 800 / 900Health Restore: 125 / 180 / 235 / 290 / 345 (+1 Health per AP)W ability: BuffFor tower beating, pushing, running, chasing, traveling. When casting, always cast it on anything that moves with a green health bar, with allied AD champions as priority because it will be the same as if you casted it on yourself anyways. Prioritize casting this on AD carries, like Master Yi or Ashe. Nunu should almost always have this buff on him for more than 90% of the game.Right before leaving the spawning pad, be sure to activate the spell to save some mana as it will be recovered instantly.Cost: 50Range: 700Cooldown: 15 (9 w/ 40% CDR) secBuffAttack Speed: 25 / 35 / 45 / 55 / 65 %Movement Speed: 11 / 12.5 / 13 / 14.5 / 15 %E ability: Main AbilityUse it to harass. Use it for last hitting (preferably only when Visionary is up).Shoot it at chasers to get them off of your back, use it when chasing to get on theirs. Use this especially on enemy AD carries due to the generous 25% attack speed reduction. It is vital that you use this ability to hamper an enemy from chasing down your teammate. The slow effects on this ability lasts 4 seconds.Cost: 75 / 85 / 95 / 105 / 115Range: 550Cooldown: 6 (3.6 w/ 40% CDR) secMagic Damage: 85 / 130 / 175 / 225 / 275 (+1 Damage per AP)Movement Slow: 40 / 45 / 50 / 55 / 60 %Attack Speed Reduction:25%R ability: Ultimate.First off, this ability has the highest damage to AP ratio in the game at +2.5 Damage per AP. The trade-off to this damage is the 3 second channel before you explode. During this time, the ultimate can be negated by stuns, silences, pop-ups, tosses, knock-backs, "UNIQUE active" item abilities and anything else that will make you move (that includes Flash). While this ability is channeling, enemies within the radius are slowed. Most often, if an enemy is touching you, they can't move fast enough within 3 seconds to escape the blast, but any movement buff might get them out fast enough. It is near impossible to hit any enemy with, or any other kind of flash-like ability. If you can get off anbefore casting the ultimate or usewhile channeling if you can see they would just get out, the enemy will be slow enough to remain within the ultimate if they are at least halfway in. If an enemy is about to exit the radius before the three second channel completes, you can prematurely detonate the blast by moving from your current position or tapping on the ability again at the cost of significantly reduced damaged.The most practical way that you will utilize this ultimate is by Flashing(if you chose flash) into the middle of the enemy team and activating it after initiation and after the enemy has committed to the team fight. By then, the players who have saved their CC's for you will unleash it on your channeling ultimate. This allows your team to enter with less attention on them and more on you. If the enemy team can't stop your ultimate or doesn't focus you, they all lose a massive amount of health.You should use this ability between your teamate and their enemies when your teamate is running from them. The enemy will either turn around and hopefully be caught in the blast, freeing your carry, or they can continue their pursuit and take it to the face due to the impossibility of traveling through the 41.2% slow.The most effective/powerful use of this ability though, is to hide the ultimate by hiding in a bush so that your ultimate can't be canceled or seen by enemies. Try to have your teamates push/lure the enemy team into the bush you are hiding in. When advancing towards your bush, more often than not, enemies will not realize what is happening, remain confused, and will continue to proceed until it is too late.Cost: 150Range: 575 (Area of Effect)Cooldown: 150 / 120 / 90 (54 w/ 40% CDR) secMagic Damage: 625 / 875 / 1125 (+2.5 Damage per AP)Movement Slow: 41.2%Attack Speed Slow: 25%