Nunu Build Guide by Drakinite
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
| Health | 4091 |
| Health Regen | 21.45 |
| Mana | 2419 |
| Mana Regen | 47.29 |
| Armor | 174.5 |
| Magic Resist | 186.25 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 112.8 |
| Attack Speed | 0.738 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 272.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 55% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello, and welcome to my Solo-Top
Nunu guide. I got inspiration for this guide by watching (and being shut down by) a solo-top Nunu that used a build similar to this one. After tweaking it a little I came up with my own version that has won me many solo-top matchups and usually the games as well.
Nothing dominates a team more than a Nunu that gets fed in a solo lane. Left with his own farm and exp advantage, Nunu can easily get fed early and then start snowballing HARD.
So without much further ado, I present my way of freezing up Solo-Top with:
Nunu, The Yeti Rider
7/1/2012 *update* BIG NUNU BUFFS INC, WHOOOOOO!
These buffs will allow our big furry friend to Jungle much better than he can currently, so when the next patch comes out I will make a whole other section where I describe how to Jungle with
Nunu. Stay tuned!
:3
A Quick Note
I like to Color Code things to highlight important things, organize terms into categories, and also just to make this guide fun to look at :D
So these are what my Color Codes mean:
Light Blue: I use this color to highlight terms related to AP casters (mana, ability power, CD reduction, etc)
Orange: I use orange to highlight things like Armor, Magic Resist, Crowd Control; tanky type things.
Yellow: I use yellow to highlight important things you should pay attention to, or to stress a point.
Red: I use red to highlight VERY important things, things related to the color red, or things I rage about, lol
Green: I use green to highlight things like HP, things related to Jungling, or things associated with the color green.
Pros & Cons
No champ is perfect, and not many are truly OP so every champ will have their ups and downs. To the best of my knowledge these are Nunu's.
*Pros*
-High AP ratios on his spells
-INCREDIBLE damage potential with
Absolute Zero.
-Great mobility with
Blood Boil
-Very hard to gank, even if overextended (to a point of course)
-Great team asset: Using your spells correctly can and will win you team fights
-Outstanding lane sustain (one of the best imo)
-Great versatility: can be the Team's Main Tank or AP caster
*Cons*
-Focused EXTREMELY hard: Expect all Crowd Control to be aimed at you
-Easy to mess up ultimate because of ^^
-Low farming capabilities
-No real escape mechanism
Masteries
Well, I feel like Masteries really shouldn't have to be explained because you can read them to find out why I picked them..... but w/e I'd feel bad if I didn't ^__^
*Feel free to skip this section if you don't need to read the reasoning behind my choice of Masteries*
So for anyone who doesn't know which Masteries to pick, or for some reason don't know what the Masteries do, I'll explain them:
So in the first tier in the Offense tree, I pick
In the Defense Tree I pick
In the Utility Tree I pick
Summoner Spells
The summoner spells I choose to use with my Solo-Top
Nunu are
Teleport and
Heal.
: I choose
Teleport because it's a handy spell for any Solo-Top. You can recall, gank another lane, and get back to your own lane in seconds! Also this can save a turret that's in danger of being destroyed. I mean let's face it, nobody has PERFECT map awareness. Every once and a while some wily enemy will push a lane under your team's noses and try to take down your turret. This spell ensures that at least the chance of that happening is quite lowered. Also this can be useful for getting to a far-away teamfight instantly. I love this spell a lot!
: I choose
Heal in order to make you practically un-gankable, and to enable some crazy turret dives. Enemy Jungler coming after you? Pop
Blood Boil and
Ice Blast them. Still not enough and they might kill you?
Heal +
Consume
Nuff said.
This spell can be used to make turret dives, that you wouldn't normally be able to do, possible. On the reverse side this can make someone who turret dived you look like an idiot when you heal up, and pop your ultimate. I've seriously been ganked, and came away with double kills multiple times because of this spell, never underestimate it. (Plus sometimes it makes the dumber enemies rage xD What's more fun than trolling idiots? :D )
*Optional Summoner Spells*
: Ignite Is useful against some self-regenerating Solo-tops such as
: Flash is awesome too, don't get me wrong! It's an unparalleled escape mechanism on Runes
These are the Runes I use, and in this section I'll explain why I picked these specifically:
Marks
Builds 1 & 2:
Build 3:
Seals
Builds 1 & 2: greater seal of replenishment - I have reverted my decision to use
Build 3:
Glyphs
Build 1 & 2:
Build 3:
Quintessences
Builds 1 & 2:
Remember- each point of AP = +1 dmg on
Build 3:
Nunu's Spells
: This passive is made for Solo-Top. This basically means that every 5 last hits on minions gives you 1 free spell cast, which is fantastic! Try to be careful not to waste this on a
Blood Boil, as that is your cheapest spell. Try to use your passive only for
Ice Blast, as free harass is always great! Plus
Ice Blast is your most expensive spell mana-wise; not counting
Absolute Zero because thats not spammable.
: This spell is awesome! It is what gives
Nunu such great lane sustain. Once you get a large sum of AP it is one of the highest healing spells in game (save
Heal, but hey, we have that too ^__^). This spell can save you from dying with some quick thinking; just
Consume the nearest minion or champion-placed object (Shacos boxes, Heimerdinger's Turrets, Annies Tibbers, etc) for a big heal and high-tail it out! This can also be useful for securing/stealing Baron, Dragon, or Blue buff. It's cooldown is pretty high early on, so try to save it for when you need it. I max this spell second.
: This spell is very valuable to have on your team for multiple reasons; It can help you destroy a tower quicker (even quicker if there is a team-mate helping you), it can help you and a team-mate to escape/chase an enemy, and it can help boost your AD Carry's DPS significantly. 65% is a HUGE number, and your carry will really feel the effects. Also a neat little trick I've learned is to use it on an allied siege minion in order to push a lane really fast, or take down a tower if your solo-pushing. I max this spell third.
: This spell is really cool. (seewutIdidthere?) All lame puns aside this spell is fantastic for both offensive and defensive purposes. It scales 100% with AP, wow! It slows attack speed by 25%, awesome! It slows movement speed by 60% for 4 seconds.... 0__o
One of the longest slows in game, if not the longest. Use this to take huge chunks out of your Solo-Top opponent's HP. Use it in team-fights on the most dangerous enemy AD Carry to lower their DPS. Use it on fleeing enemies to chase them down and put a hurtin' on em! All in all an amazing spell and I max this first by lvl 9.
: Words cannot describe the awesomeness of this spell. It is the highest damage dealing spell in game by FAR. Not only is the base power 1125 at rank 3, it scales 250% with AP!!!!!!!!!!! OMG xD
The only problem is getting a full channel off, which is pretty difficult (unless your hiding in a bush >:D). This is why enemies will jump at the occasion to CC you.
So in order to combat that, you must exercise caution when using this. High Crowd Control Tanky Champions like
Alistar,
Blitzcrank,
Rammus,
Nautilus etc will shut down your ultimate as quickly as they can, trust me.
>__>
Since
Absolute Zero is so powerful, and the CD is so long, it really matters how carefully you plan out using it. You NEVER want to use it right at the start of the fight; try to wait until you see that all of the enemies Crowd Control has been blown and then start channeling. Since you should have pretty high HP and
Heal, it should be ok if you take a bit of damage first. Just don't start channeling with, like, less than 100 HP left, you'll just waste it.
Items
Depending on whether your the team's Main Tank, AP carry, or a mix of both, your build should adjust accordingly. Not every game will you get fed and buy all damage items, sometimes you must sacrifice being a carry in order to be a tank. But considering
Nunu has very high AP ratios, you only need a little AP to do good damage.
In the 3 builds shown above, the starting items are the same; all the other items are situational. I'll explain the reasoning behind the starting items I choose, and the situational items below.
: I start with this because it gives me all I need in one neat, little, cheap package; AP, Mana Regen, and HP.
: The next time you return to base, pick up these and if you can another Ok, now for your next purchase you have some choices:
: Merc Treads- These are the boots I usually wind up with, because
: Sorc Shoes- Get these if for some odd reason the enemies aren't focusing you very much, and you want your spells to hit harder.
: CD Boots- Get these if you love spamming spells, want to be able to use your ultimate sooner, or just don't feel the need for the other boots. I almost never get these, but they are a viable option nonetheless.
: This should be your first big item purchase after the 2nd stage boots. It gives you everything this guide focuses on; AP and Survive-Ability. Also the passive is INCREDIBLE for the laning phase; this along with After this point in your build your item purchases will become situational based off of what is going on in that particular game.
*Situational Items*
: Yes, I moved this item to the situational items list. That's because if your the teams Main Tank you should focus more on survive-ability, rather than damage. If your not the tank, and you find yourself pretty fed after purchasing your
: This is a great item that fits in with any
: Get this if you are literally getting hit by E.V.E.R.Y - S.I.N.G.L.E Crowd Control spell the opponents have, which sadly does happen often :( . This helps to ensure you can get a clean
: A good item to pick up if your Tanking for your team, and your support isn't getting this. The stats may seem kinda low, but the aura really helps the team out, and its does give you +30 armor, and +39 Magic resist. Don't underestimate this item.
: Get this if you are having problems with an enemy AD Carry. This along with the attack speed debuff from
: Get this if you want more AP and Magic Resist. The passive is also good for dealing huge damage to squishes, and will benefit the other members of your team who deal magic damage.
: Get this if your the Team's Main Tank and you need a lot of Magic Resist. The Movement-Speed enables you to move around the map quicker, and the Health Regen lets you eat the DPS of the enemy carries like a BAWUS and live to tell about it.
: Get this item if you want to have CRAZY mana regen, a decent amount of MR, and a good amount of AP. The on kill/assist effect is AWESOME for team-fights, and I simply just love this item xD.
: Get this as a final item if your opponents are stacking Magic Resist against you, and you don't need to be really Tanky.Builds
Build #1: This build is a mix of Tankiness, with a good amount of AP also. This is what I wind up using in most of my games that can go either way, and you have a Main Tank already that can initiate for you. Your pretty tanky and hard to kill, while also able to put out some big numbers with
Ice Blast and
Absolute Zero. A pretty balanced set-up.
Build #2: This build is all out offensive. ONLY use this build if you already have a good amount of kills by the time you purchase
Rod of Ages, and the rest of your team is doing well also. Make sure you have a strong tank too, your pretty squishy with this build. Your damage output will be astronomical if your doing well and keeping
Mejai's Soulstealer stacks high, but if you get caught out of position or your ganked, your going down pretty quickly. A good build for games where your getting super-fed, but not a build to use in a close game.
Build #3: This build is for when your the teams Main Tank. Note that before finishing
Rod of Ages, its good to buy
Glacial Shroud in order to start getting tanky early on. We still finish
Rod of Ages though, because you still need some damage and sustain from
Consume. The AP from RoA and Rylai's is sufficient, so the rest of the items focus on Tankiness.
Solo-Top Matchups
Ok, in this section I'm going to describe how
Nunu fares against some Solo-Top opponents that I have faced. This is a work in progress and I'll add a part to it every time I face somebody that isn't in here yet. I rate the difficulty of the Match-Up on a scale from 1(easiest) - 5(hardest).
Jayce: This guy is a little difficult to deal with, but with good timing on
Consume and
Ice Blast, you can zone him and out-heal his damage, which will most likely be his
To the Skies! / Shock Blast which he uses in conjunction with
Thundering Blow / Acceleration Gate. The long distance version does a good amount of damage, so avoiding it is key. The melee range version is a gap closer + a slow, so don't get near him if you have low HP. Just keep shooting
Ice Blast and use
Consume to effectively ignore his poking. He has no sustain from his abilities, so you can out-lane him. Avoid fighting him at lvl 2, because he can effectively use 4 abilities. If he chooses his Q & E and he has
Ignite that's probably a kill early on. You beat him at later lvls though, so just farm up, and harass him constantly.
3/5
Irelia: Normally this chick gives me some major problems in Solo-Top, but against
Nunu,
Irelia has a tough time. She doesn't have an instant heal like
Consume, and
Ice Blast does more damage than she can heal with
Hiten Style. Keep hitting her with
Ice Blast, and stay out of her range and you should do fine and get a few kills. Using your ultimate is tricky though, when she has lower HP than you do, she'll stun you and interrupt your ultimate, and she can also
Bladesurge out of it's range if there are creeps or other players around. She's also deceptively strong at low HP due to her true damage and life steal from her ultimate. But she has no real ranged counter harass to your
Ice Blast, so you should win the lane. 2/5
Pantheon: This match-up isn't too hard, because he lacks any sustain at all, and your
Ice Blast counters the passive of
Heartseeker Strike. I noticed that he CAN out DPS you early game, so watch out for that; especially if he is packing
Ignite or
Exhaust (running them both is not uncommon for a
Pantheon). Also be careful about using your ult, he can just use his also, and dodge yours. Overall though, he just simply isn't able to stay in lane as long as
Nunu, and he falls off very hard past about lvl 8, while you continue to get stronger. 2/5
Ryze: This guy can spam spells at you waaaaay faster than you can
Ice Blast him, so don't expect to out DPS him. His sustain isn't that good considering all his spells involve damage with little to no utility, so basically farm safely and play the waiting game. Eventually you'll force him out by default, because you have a way to heal yourself (
Consume) and he doesn't. I didn't manage to get any kills from him, but the
Ryze I faced was also very defensive. So if I face a more aggressive
Ryze I'll update this. Also like
Talon, NEVER tower-dive
Ryze, he will
Rune Prison you, and you'll die :/ 2/5
Shen: Omg, this guy is so annoying! His
Vorpal Blade range has very similar range to your
Ice Blast, so expect to take some damage when you go in to harass him. His sustain is also very good, because he has unlimited energy, and he only has to auto-attack things affected by his Q to regain HP. Also his taunt ensures that 1v1 you wont ever get to use your ultimate, so don't even bother. His passive does a surprising amount of damage, so don't be lulled into thinking that hes harmless, he can kill you if your not careful. I say just stick to farming, and try to time your
Ice Blast and use it only after
Shen uses his
Vorpal Blade on minions to reduce counter-harass. 4/5
Talon: This guy is scary! His ranged silence,
Cutthroat has a larger range than your
Ice Blast, as well as
Rake, so safe harass isn't really an option. Basically use
Ice Blast whenever your passive is up, expect to take some damage, and then
Consume to heal up. Make him go OOM by constantly trying to harass you, and then heal up afterwards. But don't get too low on HP, his burst post lvl 6 is crazy. Plus the silence will always catch you off guard since it's so sudden, and he'll interrupt your ultimate whenever you use it. Basically play it safe, expect to take some damage, but you out sustain him, so you should win the lane. Ask for ganks frequently and you should be fine. *Note* Don't EVER Tower-Dive him, especially if he has
Ignite. I tried this and wound up silenced, ignited, and dead within seconds, and couldn't do a thing to him. Bad idea! 3/5
Teemo: This lane is very easy, after like lvl 3, you can out heal any damage he can do to you with
Consume, and
Ice Blast will rip him apart, and counter
Toxic Shot. Not very much to explain, you basically beat him in every way, so expect to get fed and get a lot of free farm ^__^ ! 1/5
Vladimir: I used to rate big ol
Vladimir a 1/5, but since then I've faced others in solo-top, and I've lost badly to some, been even with some and dominated some. Honestly, it's all about who's jungler can put the most pressure on top lane early. You out sustain him early game because
Transfusion has a long CD and his other spells cost HP, but on the other hand he has no mana and he can out DPS you. My advice to you is be VERY smart about using
Ignite, don't try to 1v1 him after lvl 5, and ask your jungler to gank frequently. Varies
Yorick: Ugh, playing against
Yorick in a solo lane is really tough as
Nunu. I'd personally just pick a different solo-top if you know your going up against him, but if your playing normals and cant predict your opponent, just play it safe and hope for the best. You can't out damage him, you can't out sustain him, but you CAN last longer mana-wise. Until he builds
Tear of the Goddess. Then he pretty much beats you in all aspects. Hopefully you have a good jungler who can help you out, but otherwise turret-hug pretty much :/
Wait it out until late-game, your way more useful late game than
Yorick is, so try your best not to feed him early on, farm up, and try to gank other lanes a lot to get your team members fed. 5/5
Summary
So basically you want to have a dominating early game, shut down your Solo-Top opponent, farm up, then start helping your team win fights. Do this by, you know, using
Ice Blast when your passive is up, keeping on top of your HP with
Consume, last-hitting minions, etc.
Nunu is a really fun Champion to play and get fed with, especially with a lot of AP, which is the staple of this build along with a solid Tank-Like base.
Now get out there and start throwing some snowballs soldier!!
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup EUW June
Registration Open
|
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (22)




