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Spells:
Heal
Teleport
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
Runes are fun. Clearly. So, to make sure that you realize this, I wrote this section. WARNING: THAT'S NOT ACTUALLY WHY I WROTE IT. Feel free to change the runes around to fit your style of play. Honestly, runes aren't that big a deal, unless you're going to be putting Attack Damage and Armor Penetration on Nunu. Don't do that. Please.
These items are pretty flexible, especially Void Staff and the second Rabadon's Deathcap. Other than that, I would try to stick to the build, because it gives lots and lots of health and tons of AP. If they don't have a tank, I might even recommend subbing out Void Staff for a 3rd Rabadon's, because all of your abilities stack really well with AP (100% for Q and E, and 250% for R). If you want more tankiness, try subbing out the Void Staff for Force of Nature or Thornmail. Honestly, after the core build (Sorceror's Shoes, Rod of Ages, and Rabadon's Deathcap), start to experiment with items, and don't be afraid to build situationally.
This skill sequence is pretty standard, maxing your main source of damage by level 9, and your support ability by level 13. An early point in Consume is good for sustainability, and after that one point, max it last. Unless you're playing support/tank, I wouldn't recommend maxing Blood Boil first.
Feel free to take whatever you want. I prefer these for sustain and mobility, but there are other good choices.
Clarity: good if you aren't adept at hitting off your basic attacks, or you're worried about being suppressed in your lane.
Flash: the good ol' escape tool, if you're worried about getting ganked.
Ghost: since Nunu is so slow, this can be highly useful for mobility.
Other than these, I wouldn't recommend anything else. Exhaust isn't useful because of your E, and Ignite isn't useful since, once again, they shouldn't be getting away because of that slow. These choices are good for support, sustainability, and can really help in a teamfight.
Clarity: good if you aren't adept at hitting off your basic attacks, or you're worried about being suppressed in your lane.
Flash: the good ol' escape tool, if you're worried about getting ganked.
Ghost: since Nunu is so slow, this can be highly useful for mobility.
Other than these, I wouldn't recommend anything else. Exhaust isn't useful because of your E, and Ignite isn't useful since, once again, they shouldn't be getting away because of that slow. These choices are good for support, sustainability, and can really help in a teamfight.
Team fighting is a huge part of the game, and something you should be prepared for. When you teamfight, the absolute necessity is to run in and pop your R. This puts their team at an enormous disadvantage, since they probably won't have thought much about positioning when they get trapped in a storm of ice and damage. Other than that, just use your E to make sure nobody gets out alive and support your carry with your W. If you do that successfully, you shouldn't have anything to worry about.
Another important part of teamwork is pushing. Pushing is, well, how the game is won, to a large extent. Because of Blood Boil, which at level 1 gives an amazing 35% Attack Speed increase with a low cooldown, Nunu can be paired really well with a good pusher, such as Twisted Fate. Blood Boil can make just Nunu, an AP tank-mage, a feared backdoorer late game. Whenever you're pushing, make sure to pop Blood Boil on your AD pusher or carry.
Blood Boil, Nunu's main support skill, is also incredible when ganking. If you have a jungler, use Blood Boil on them the moment they come out of the bush for ganks. This practically garauntees kills, and can even be helpful when they start to run, given its movement speed increase as well.
Keep Blood Boil in mind whenever working with a teammate, as it can be the key to success.
Another important part of teamwork is pushing. Pushing is, well, how the game is won, to a large extent. Because of Blood Boil, which at level 1 gives an amazing 35% Attack Speed increase with a low cooldown, Nunu can be paired really well with a good pusher, such as Twisted Fate. Blood Boil can make just Nunu, an AP tank-mage, a feared backdoorer late game. Whenever you're pushing, make sure to pop Blood Boil on your AD pusher or carry.
Blood Boil, Nunu's main support skill, is also incredible when ganking. If you have a jungler, use Blood Boil on them the moment they come out of the bush for ganks. This practically garauntees kills, and can even be helpful when they start to run, given its movement speed increase as well.
Keep Blood Boil in mind whenever working with a teammate, as it can be the key to success.
One of the things that this build values over others, I believe, is Nunu's natural tankiness. Since Nunu gets a good amount of health just from leveling up, and even more from Rod of Ages, you barely need any other health items, and really, the only one to consider is Rylai's Crystal Scepter. This build maximizes the potential for damage, while also keeping you a great backup tank and a teamfighter to be feared.
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