Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
THIS GUIDE IS A WIP. IT IS NOWHERE NEAR COMPLETE. IT IS CURRENTLY ON STANDBY. WILL UPDATE THIS GUIDE WHEN I HAVE SUFFICIENT TIME
I will add a dominion section as well as a tankier build.
Hey fellow LoL players! This is my first guide and covers a more obscure play-style of



Pros
-Got better with S3!
-Is always viable, no matter the stage of the game.
-Minion true nuke
Consume with a base + 1:1 heal off of AP!
-Insane ultimate ability
Absolute Zero , max of 1125 base damage plus 2.5 magic damage per AP!
-You can take a step while channeling Ult to deal a lesser degree of damage sooner.
-
Ice Blast with
Blood Boil is a fantastic chasing tool set
-Great early game passive
Visionary , allows you to give every blue buff after the 1st one away.
Cons
-An interrupted ult does nothing whereas a canceled one does damage.
-Relies on your team for ganks early since he only has 1 reliable nuke.
-No natural escape mechanism besides a movement speed steroid.
-Got better with S3!
-Is always viable, no matter the stage of the game.
-Minion true nuke

-Insane ultimate ability

-You can take a step while channeling Ult to deal a lesser degree of damage sooner.
-


-Great early game passive

Cons
-An interrupted ult does nothing whereas a canceled one does damage.
-Relies on your team for ganks early since he only has 1 reliable nuke.
-No natural escape mechanism besides a movement speed steroid.
Great spells
- Take this, free 10g on cast, down 1st blue in 4 seconds as well as the ability to steal/secure enemy buffs, dragon and baron.
- Pretty much a must-have. Great escape and causes mass confusion if you use flash and your ult in conjunction.
Decent spells
- A great spell, but the CD is long and the animation is visible to enemies, not really worth having unless you like to be everywhere at once.
- As a jungle without hard CC this is a great spell to have, but I normally skip it because Nunu slows stack with Rylai's.
- Decent if you slow them, overtake them then make them stand in your ult, also decent for escape, but your
Blood Boil acts as a soft ghost on a short CD
Bad spells
- You are the jungle, then again, Nunu's Q is a smite.
- You can already heal yourself.
- You are not the support, a ward will suffice.
- Your passive should save you mana in the jungle.
- Not really needed, only fools focus you anyway.
- Nunu doesn't die. Don't be bad.


Decent spells




Bad spells






Due to time restraints I am using old rune names, I will update them in the future, you all should still know what they are.
Quints
I take
Greater Quintessence of Ability Power or
Greater Quintessence of Gold, using
Greater Quintessence of Magic Penetration or
Greater Quintessence of Health are also solid picks.
Marks
These are pretty much personal preference. I like
Greater Mark of Attack Speed in the jungle, it synergizes well with your passive. If you want to eek out a little more damage, take
Greater Mark of Magic Penetration.
Seals
Greater Seal of Armor
Take flat armor armor, you need it.
Glyphs
I take
Greater Glyph of Magic Resist or using the scaling
Greater Glyph of Scaling Magic Resist, personal preference here.
Quints
I take




Marks
These are pretty much personal preference. I like


Seals

Take flat armor armor, you need it.
Glyphs
I take


This guide is focused on being a s hearty AP jungle. It is not meant to be a substitute for a true tank because I like to do damage, his ratios make him do LOTS or damage, with blue buff, you are spamming
Ice Blast. Your job is to be annoying, chase the fleeing and feed your carries while not dying. My build focuses on that.
Item Rundown
Mercury Treads- Because CC makes the game.
Rod of Ages- A spectacular item, provides great sustain while leveling and caps out with respectable stats, most importantly health. 1st core item.
Rylai's Crystal Scepter- Though people bicker about slows stacking, the simple fact is, they do. It is not additive, there is an equation and a rule set to it, but item slows and spell slows stack. It also gives more HP. 2nd core item.
Abyssal Mask- I love this item, it lowers their MR while increasing yours. Great item, makes you a little more tanky.
Zhonya's Hourglass- Also another one of my favorites, again, makes you tanky with a great amount of AP and a fantastic on-use that puts you into stasis for 2 seconds.
Rabadon's Deathcap- Take this is your team has a support that is already dropping wards.
Void Staff- I don't ever take it, but if the enemy is building tons of MR and you aren't dying, you should consider it.
Guardian Angel- If you are dying, please use consume on CD and consider this.
Liandry's Torment- This item nearly made me wet myself on the spot. The DoT does double damage because Nunu's snow balls slow!
Twin Shadows This item has some innate tankiness, is build from a Kage's so it can pay for part of itself and has slow 2 people from super long ranges. I love this item.
Banner of Command Enemy at baron? You just derping around or your team is holding their own in a fight? Plop this bad boy down and
Blood Boil the promoted minion and you have a BAMF pushing machine! (Note that you do not actually plop it into the ground, you are not Jarvan.)

Item Rundown
Mercury Treads- Because CC makes the game.











Skill sequence is pretty much common sense, you take your
Consume at level 1, then max out
Ice Blast by level 9. Take
Absolute Zero at 6, 11 and 16. Then prioritize
Consume over
Blood Boil unless your sustain is fine.





This section will have basic info and some of the nitty-grittys about his kit.
Passive
After 5 autoattacks, Nunu's next spell will have no mana cost.
This ability allows you to spend almost no mana in the jungle as long as you have some patience, if you have blue, this passive sucks. But it also allows you to give the blue buff to others.
Q
(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.
Cost: 60 / 60 / 60 / 60/ 60 Cooldown: 16 / 14 / 12 / 10 / 8 seconds Health Restored: 125 / 180 / 235 / 290 / 345 (+1.0 per ability power)
I love this ability, it is a great sustain tool that serves as a heal and true nuke. This is what lets you keep your health topped off for those level 2 ganks as well as healing you for nearly 900 late game.
W
(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. Cost: 50 mana
Attack Speed: 25 / 35 / 45 / 55 / 65 % Movement Speed: 11 / 12 / 13 / 14 / 15 %
Another great move in his kit, this makes him decent at punching down towers, give it to your carry and they will benefit. The sweet thing is, no matter who you use it on, it gives you the bonus too. Its the gift that keeps on giving!
E
(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 4 seconds.
Cooldown: 6 seconds 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 %
This is your bread and butter. Fling it at their squishy every time you get the chance, it hurts and slows. Guess what? Since it is a spell, it stacks with the slow from
Rylai's Crystal Scepter Sadly the combo doesn't slow as much as you think it would, but it is still substantial. With the CDR from blue buff, you can potentially keep the enemy perma-slowed. Take that Ashe!
R
(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. Cost: 150 mana Cooldown: 150 / 120 / 90 seconds
Magic Damage: 625 / 875 / 1125 (+2.5 per ability power)
Ahh, the pièce de résistance. Possibly the most devastating spell in the game, capable of getting penta-kills on its own. Though this spell takes gut reaction to use right. It is better to cancel the spell mid-cast for some effect that you being CCed and it fizzle out, doing absolutely nothing. It has a built in slow of 50% as well as an attack speed reduction of 25%. So you get a mass exhaust followed up by a 2000~ damage AoE nuke.
Passive

This ability allows you to spend almost no mana in the jungle as long as you have some patience, if you have blue, this passive sucks. But it also allows you to give the blue buff to others.
Q

Cost: 60 / 60 / 60 / 60/ 60 Cooldown: 16 / 14 / 12 / 10 / 8 seconds Health Restored: 125 / 180 / 235 / 290 / 345 (+1.0 per ability power)
I love this ability, it is a great sustain tool that serves as a heal and true nuke. This is what lets you keep your health topped off for those level 2 ganks as well as healing you for nearly 900 late game.
W

Attack Speed: 25 / 35 / 45 / 55 / 65 % Movement Speed: 11 / 12 / 13 / 14 / 15 %
Another great move in his kit, this makes him decent at punching down towers, give it to your carry and they will benefit. The sweet thing is, no matter who you use it on, it gives you the bonus too. Its the gift that keeps on giving!
E

Cooldown: 6 seconds 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 %
This is your bread and butter. Fling it at their squishy every time you get the chance, it hurts and slows. Guess what? Since it is a spell, it stacks with the slow from

R

Magic Damage: 625 / 875 / 1125 (+2.5 per ability power)
Ahh, the pièce de résistance. Possibly the most devastating spell in the game, capable of getting penta-kills on its own. Though this spell takes gut reaction to use right. It is better to cancel the spell mid-cast for some effect that you being CCed and it fizzle out, doing absolutely nothing. It has a built in slow of 50% as well as an attack speed reduction of 25%. So you get a mass exhaust followed up by a 2000~ damage AoE nuke.

This is clearly an extreme example, but that is one good way to use his ultimate, it also shows the sheer power of it is used correctly. The enemy Nunu also wastes their ult.
Nunu is great at chasing people down and chucking snow balls at them, you will probably need your team to help you out with the kill though.
Nunu should NOT be used against a CC heavy team
In general, I avoid playing
Nunu & Willump if the enemy has:
Cho'Gath-He has 2 disrupts that will screw you over if you try to ult.
Kassadin- Not only can he warp out of your ult, he can silence it too.
Janna- Her ult is obnoxious.
Alistar- I won't even bother explaining.
Vayne - Not only can she tumble out of your ult, she can pin you too a wall and unleash a barrage of shots with bonus true damage. She sucks.
Anyone else with a short CD reliable disable.
Nunu is good against
Tryndamere- As long as you have the AP you can out-sustain him and zone him hard, you kind of need too, if he gets farm, you lose your edge.
Kog'Maw- He just DIES, make sure you can survive his passive though.
People that have trouble running away and people with weak early games.
In general, I avoid playing






Anyone else with a short CD reliable disable.
Nunu is good against


People that have trouble running away and people with weak early games.
You must be logged in to comment. Please login or register.