Nunu Build Guide by YoshiTheAsian
Champion Build: Nunu
| Health | 3431 |
| Health Regen | 21.45 |
| Mana | 2719 |
| Mana Regen | 15.6 |
| Armor | 232.19 |
| Magic Resist | 121.25 |
| 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 | 74.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 37.47% |
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Mastery Tree Is Outdated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
Hey! Thanks for checking out my Nunu Guide! I've played quite a bit of Nunu, and playing him Jungle Tank is what I do best with him, as his abilities are perfect for the job. This guide is not only very viable, but also solely for Jungle Tank Nunu, and nothing else. I do not include anything about laning or building AP Damage Nunu. Having said that, this build does include a lot of AP. Don't let your first glance deceive you, however, as with this build, Nunu is very tanky, and has the capability of taking a lot of hits, while dishing out that good damage as well as slows. Please take note that I'm aware of there only being 4 final items in the cheat sheet above. That's because those are the core items to the build, anything built after that should be based on the enemy team or personal preference (see Other Items section).
I've also added a GP10 section, so now you guys can't say that I don't include them in the guide :P
NOTE: Since Season 3 is coming up real soon, I'm gonna have to change this guide up quite a bit. So there's going to be a time in between the start of the season and the update of this guide where I test out different jungle routes and items and whatnot. It might take a few weeks. Just keep that in mind if you start reading this and realize that the guide is outdated haha.
This is no pro guide, nor is this a ranked guide. I'm just a player that wants to show the way I play Nunu to the community. And without further ado, let's get to it!
Pros/Cons
Pros
- Easy in the jungle. Goes through it fast, and with high health thanks to his great sustain
- Counter jungles like a boss with his
Consume.
- Effective ganks. Just run in there and slow them.
- Good poke with his
Ice Blast.
- Tanky all the way through the game; can take a lot of damage.
- Excellent ultimate that doesn't go to waste with this build.
- Great utility to the team with his slows.
Cons
- Can get focused when using his ultimate. Careful on your timing and positioning.
- Only deals a decent amount of damage. Won't be taking out whole champions with just one
Absolute Zero
Runes and Masteries
In those early levels, the
The CDR from the
The Armor from the
You might be thinking that these runes are very AP Carry oriented (save the armor). Well, that's because they are! The thing is, with the selected masteries and the build, the added bulk you would get from getting tank runes wouldn't be as helpful as getting AP, CDR, and Magic Pen.
With the added Magic Pen and AP from your runes, you can focus on a more tankier mastery page, going 0/21/9, taking 9 in the utility tree for the
I'm not gonna explain the reasoning behind each specific mastery, as I believe it's pure preference. As long as you have that added bulk from them, it's fine. If you think you want to go 0/30/0 or want 9/12/9, then by all means, do it!
Summoner Spells
Since you don't have any gap closers as
You're jungling, you take
Another good pick in place of
Great for map coverage. You can use it to get to far off skirmishes or team fights, or use it to gank an unsuspecting pushed lane. However, taking this instead of
This one's kinda meh for me personally, but I understand why some people take it. You can shut down an enemy carry during a team fight or use it to run away from bad situations. The thing is, you already have one that comes back every few seconds:
Spells Not To Get
It's just not viable on
As far as healing yourself, you have
You don't need to be dealing that much damage, so this a bad pick. Chances are your carries are taking this anyway, so you really don't need it.
Skills





This passive allows you to cast any ability for free after auto-attacking 5 times. This is what keeps your mana up and allows
This ability deals true damage to a targeted minion and heals
This ability gives an allied unit increased attack speed and movement speed for 15 seconds. When cast on an ally, it also gives
This ability hurls an ice ball at an opponent, dealing damage and slowing both their movement speed and attack speed. This is Nunu's main source of damage, and is the reason your opponents should think twice before showing their faces. Even though the
This ability slows all enemies' movement speed and attack speed around
Skill Sequence
When first starting the game, DO NOT AUTOMATICALLY CLICK ON CONSUME. If you do so, and the enemy team decides to counter jungle you, you'll be shooting yourself in the foot. Wait until about 1:30, 10 seconds before wolves spawn, before taking
Items
Boots should be your first item, as it helps you to get through the jungle easier, as well as allowing you to gank better. I take the
First Recall
Try to stay out until you get enough money to afford the
End of Early Game
These are the two items you need to be aiming for, and you should have them by the time mid game starts. Take the
Mid/Late Game
After getting your
After finishing your
Other Items
These are nice if you like the added damage. However, you are building tank, and although dealing a bit of extra damage is nice, the tenacity and magic resist you get from
If the enemy team has too many right clickers, this is a viable choice. However, taking these over
Probably the most viable option other than the more defensive shoes (
An excellent all around tank item. If your support hasn't taken this, go ahead and grab it! It's cheap and provides good bulk as well as some AD to all allies around you. Since you are a tank and you'll most likely be around your teamates for most of the game, it's obvious why this item is a good pick.
Another great item for when you need more bulk. The active slow is also great when paired with your ultimate. Please see the 'GP10 Items' section for more info.
Another good item to counter those right clickers. Building this damages anyone that tries to auto attack you, which can keep that
A good item with great stats and an excellent passive that gives you a second chance at life. Great for if you can't decide between armor or magic resist.
I like this one personally, and I usually take this one even if I don't need the added magic resist because of its offensive stats. The magic resist reduction range no longer exceeds past the range of your ultimate, so only enemies closer to you will get the magic resist reduction and take extra damage. Still a great item that gives a good amount of MR and AP.
Another excellent magic resist item. This item gives the most magic resist of any item. It also gives you added movement speed, allowing you to chase easier. However, if you want more magic resist, I'd recommend the
A great item that gives an active allowing you to better initiate as well as run away. Other than that, however, this item is kind of redundant, as
An excellent item that synergieses well with
The slow from this item might seem redundant, but in reality it isn't. The extra slow can really be noticed on your
If the enemy team has too much magic resist for your damaging abilities to be of any use, you can take this item, which allows you to bypass a whopping 40% of that magic resist. This one is purely situational, and if you don't seem to be having a problem with the damage you're dealing, you shouldn't take this.
Another purely situational item. If you don't need to build anymore bulk, and/or you're just stomping the enemy team, this is a fun item to get. Don't forget, however, that you are the tank, and the tank's job is to soak up damage that your carries shouldn't. So think twice before taking this item.
Yes, you can stack
GP10 Items
GP10 items refer to items that give you 5 gold every 10 seconds. They are seen as a necessity for supports and most junglers. I do not include GP10's in the main build, and it's the thing I get criticized the most for. And so for that reason, I have decided to include a separate section to explain my reasoning as to why I do not include these items.
This item costs 800 gold and pays for itself after 26 min 40 sec, or 13 min 20 sec if sold.
The
The reason I don't get a
If so, then buy the
This item costs 825 gold and pays for itself after 27 min 30 sec, or 13 min 45 sec if sold.
The
The
If you decide on having a this item, then build the
This item costs 765 gold and pays for itself after 25 min 30 sec, or 12 min 46 sec if sold.
Both the items that a
I'd recommend
Jungling Basics
NOTE: All maps used assume you're on the blue team.
Jungling with
Nunu is fairly easy, and I think he's one of the easiest junglers in the game. If you're reading this, there's a good chance you've noticed this as well. There's also a fair chance that you're new to jungling, because if you weren't, you probably wouldn't be reading this section xP If it turns out you're not new, then I thank you for reading this in depth into my guide ^__^ Anyway, moving on...
No matter who you're jungling, you have to gank a lot, or else there's no reason for you to exist. If you're not ganking, the game might as well be a 4v5 up until mid game. Whether you decide to start ganking at level 2, or at level 4, it doesn't matter, so long as you continue to do so once you start.
This is your main jungle route; the one you should be using for most games.
Step 1: Wolves
Start with wolves. Specifically the big one. Just auto attack it once, then
Step 2: Blue
Do not give up the first Blue to your mid laner. You need it for your first clear through of the jungle. The CDR and mana regen is kind of amazing, and you need the experience to reach level 4. You can give up Blue for the rest of the game, just not the first one. Wait until its health is at 900-ish, and then spam both your
Step 3: Wolves Again
If you didn't kill the last two wolves, now's the time to do it. Cool? Ok move on.
Step 4: Wraiths
Step 5: Golems
NOTE: while walking past Red on your way to the golems, if you haven't used your ward, ward the red bush if the enemy jungler has any potential to counter at all (eg.
Step 6: Red
Nothing much to say, just kill it fast. Don't give it up, as you need the experience to reach level 4 so you can get your
Step 7: Wraiths Again
By now the wraiths would have respawned. Same idea, consume the big one, kill off the smaller ones. You should reach level 4 right when killing the third one. Take
Another great jungle pattern. Fast too. Use this only when you know that the enemy jungler is at blue (eg.
Step 1: Wraiths
First off, try not to do this one alone. At least take your mid laner for some help just in case you get caught. Use your
Step 2: Red
Get your teamate(s) to help you out with this one so you can GTFO as quickly as possible.
Step 3: Blue
Get your mid/top laner to leash this one, and use
Step 4: Wolves
If you haven't gotten to level 3 yet, just kill these and that should get you there. Whether or not you need to do this depends on how many of your allies decided to help you counter.
I don't need a picture for this one, as it would include just a measly single arrow between wolves and blue.
Step 1: Wolves
Step 2: Blue
Being an Awesome Jungler
However you decide to jungle, always ask for protection. Getting countered will leave you behind and you won't be able to gank well. Ask your allies to check your red buff when the game starts to protect from counter junglers.
WARD IT UP. Annoy your teamates to ward up the river so that you don't get counter jungled yourself, while also getting your own wards. I'll get more in depth on this in a bit.
I stated this before, the key to being a jungler is to gank often. Your farm isn't as important as helping your teamates. However, there will be times when you've finally gotten
Ice Blast and are ready to gank, and all 3 lanes aren't ready for one. Make a note of it to your teamates, and say that you're ready to gank and ask if anyone wants to set themselves up for one. Give them tips, tell them to lay off the pushes for a bit to get their lane pushed back so that you can position yourself for a good gank. COMMUNICATE. If you don't, your team will blame you because you're the easiest target for them. It's true and you know it.
Also when killing big minion camps, make a note on what time they'll respawn. Write it down next to you on a piece of paper if you have to. It's a good way of staying on the ball and knowing when to get the buffs. The smaller ones aren't as big of a deal though. For dragon, baron, or any counter jungles, announce it on the chat so that your whole team knows.
-Red and Blue spawn at 1:55 and respawn 5 minutes after being killed.
-Dragon spawns at 2:30 and respawns 6 minutes after being killed.
-Baron spawns at 15:00 and respawns 7 minutes after being killed.
Since
Nunu has great sustain, you really won't need your buffs past your first run through the jungle, so giving them up to your team is an excellent choice, as it helps them out, and keeps you on their good side. HOWEVER. There are also plenty of reasons why you shouldn't give them up as well. If your AD carry or Solo Top aren't doing too hot, think twice before giving them red, as they might die and give it to the opponent. Same thing with Blue and Mid Lane. Also, if you feel that you're getting mana hungry a lot, then get blue a second time! That's perfectly fine. Just remember to practice keeping your mana in check so that when you get better at jungling, you can eventually start giving up that blue buff, as it can really help those other mana hungry champs.
Get Dragon Early! If your bot lane is doing well and holding their own, ask your AD carry to come help you out with it at around level 6. Ward it up for protection, and take it. Having control of Dragon from the start will help your team's gold in come by a lot, and can allow you to outplay your opponents.
Warding
You are the jungler, you're gonna be walking around the map, you might as well ward it up while you're there. Try to buy a ward or 2 when you can, and stick them out there. It just might save your team's life.
NOTE: Get your team to ward too. Nag them to ward up their lane. Make sure your support is constantly getting wards too, so that you don't have to.
Sight Ward
Cost 75 Gold. After being put down, they are visible for 1 second, and then become stealthed and give vision around them for 3 minutes. You can carry 5 in one item slot. Note that they cannot see into bushes unless they are actually inside the bush. So they are most useful when inside a bush.

Yellow
These wards go in the single bushes in the river just outside the mid lane. Great overall vision for the river. Helps stop ganks for mid lane and covers most of area where any counter jungler's will go. This should be your go-to warding area throughout the game whenever you're not really trying to ward somewhere in particular.
Blue
These go right on the curve going towards Baron or Dragon respectively. Helps stop ganks for bot and top lane and covers the rest of the area where any counter junglers will go that the yellow wards don't.
Orange
The buff wards. They let you see the buff and anyone that's taking it. Use it on your own jungle to catch any counter junglers, or use it on the enemy team's buffs to try and do some countering on your own.
Red
Your offensive wards. Use these once the game progresses. Gives great vision to see where your opponents are and what they're up to. NOTE: You can switch it up and use these exact same warding areas on your own jungle as defensive wards.
COUNTER WARDING
In order to have the advantage over the enemy, try to keep their wards suppressed by counter warding them. This job is mostly the support's job, but if you're ahead, or the support is being a jerk or something, you can do it too.
Oracle's Elixir
Costs 400 Gold. Allows you to see stealthed units until you die, including wards. This item is pricey, but in the right hands and situation, it can be worth it. Activate it in your inventory by pressing the number corresponding to its location in your inventory. If you already have 6 items, it gets activated immediately. If you have this, make regular trips past Baron and Dragon, as well as key warding points to destroy any enemy wards. Each ward gets you 25 gold, so this item can eventually pay for itself. NOTE: when you consume it, you'll have this really obvious pink eye above you, so you'll end up getting focused (which is actually kinda good since you're the tank).
Vision Ward
Cost 125 Gold. Same as a
Sight Ward, except they can also detect stealthed units within their vision. Use these directly in front of Baron and Dragon, as well as in a lane to counter the enemy's wards.
Gameplay
Once you've gone through the jungle once, you need to start ganking. Always help your team to win their lane.
Ganking > Buffs > Counter Jungling > Your Own Jungle
This is what you should aim for. Please note that you shouldn't counter jungle unless it's warded, the jungler is far away/dead, or you have a good advantage against the jungler.
Try to offer up your buffs to your teamates whenever they're up. To be honest, most of them could use it more than you could, and they'll love you for doing it. Blue is only useful for sustain on
Always go for a gank if it's there. A buff can wait if it means getting a kill or two. If your team isn't ready to gank, and you've already cleared your jungle, tell them you're ready for a gank. Go counter jungle a bit, use your wards to stay safe, and wait for an opportunity to gank a lane.
During team fights or skirmishes, always have
Late Game
Always stay with your teamates in the late game. Your team needs you to be the initiator, as well as the tank to soak up those pokes. Your carries are more important than you, so if anyone has to die, it should be you (Or the support. The support should go first. Then you next xP).
In those late levels, your ultimate won't be doing that much damage unless you decided to go a little more offensive in those last 2 item slots. Your ultimate is still a great ability though, as it slows down the enemy's attack speed and movement speed. It can also get the enemy team to focus you for a bit, wasting their CC on you and not your AD carry. Always keep those
Buy wards as much as possible until you reach all 6 items. You're second to the support when it comes to the warding job, so always keep it warded up when you can.
Always always always keep Baron warded. You need vision on it, because in those later levels, it can become super easy for any team to just go in there and take it. When taking Baron, always save both your
Summary
Nunu is an excellent tank. Nerfing those enemy carries with his
Ice Blast as well as his
Absolute Zero can really turn around a losing fight. He's an excellent chaser and can provide great utility to the team.
Again, let me state that this isn't a pro guide, it's just the way I play
Nunu. It is very viable, and I have led teams to victory using it. Please vote it up if you liked it, and if you didn't tell me why! I'm very open to criticism, and I'd like to improve this guide as time goes on.
Thank's for reading the guide, and I hope to see you on the rift.
-pokemon mastur
Updates
7/24/2012
- Made Guide
- Fixed some grammatical errors
8/16/2012
- Added
Boots of Mobility to the Other Items section
- Fixed Masteries and Cheat Sheet a little
- Plan on adding a bit more on GP10's
8/24/2012
- Got rid of the last two items on the cheat sheet to emphasize the fact that the first four final items are the core build.
9/5/2012
- Edited the information of the
Abyssal Scepter in the Other Items section due to its range getting nerfed.
9/24/2012
- Edited a few of item's descriptions
- Edited the Runes a bit
10/17/2012
- Added the GP10 Items section
- Plan on making the guide look more appealing with line dividers and section banners
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