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Nunu & Willump Build Guide by ZealotRush

There's A Nunu In That Bush: A Jungler's Guide

There's A Nunu In That Bush: A Jungler's Guide

Updated on February 25, 2012
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League of Legends Build Guide Author ZealotRush Build Guide By ZealotRush 12 1 87,459 Views 31 Comments
12 1 87,459 Views 31 Comments League of Legends Build Guide Author ZealotRush Nunu & Willump Build Guide By ZealotRush Updated on February 25, 2012
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Introduction

Hello everyone! This is a comprehensive guide for a very interesting offtank nuke jungle nunu. What i mean by this is that this build is very geared towards two aspects of nunu's playstyle.

1) His ability to kite and survive a wide range of situations based on a good amout of health and Consume.
2) Absolute Zero
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Pros / Cons

Pros:
- Very strong jungle
- Easy farming
- Great ganking potential
- Has both a speed up and a slow
- Excellent kite

Cons:
- Difficult to deal a lot of damage without landing Absolute Zero
- Only one damage dealing ability
- Absolute Zero can be easily disrupted
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Skills / Applications


*Application* This is nunu's passive. It is the only reason his normal attack is useful so don't forget to use it quite often to maximize the amount of free spells u can dish out.


*Application* This is arguably nunu's most important ability. It is very easy to survive the jungle using this ability as it works somewhat like a second Smite, only it heals you. It is also useful in keeping up health while kiting around or baiting.


*Application* This ability is great for a good number or reasons. It is good in teamfights if you use it to support your teams carry or to grab a quick kill or assist. It is good for getting out of sticky situations seeing as it makes you a good bit faster, this in combination with Ice Blast is great for escaping and kiting.


*Application* This is nunu's only damage dealing basic ability. It has a very low c/d and is especially good at harass. If the enemy however has a Banshee's Veil, then unless you are ready to go for the kill dont waste your time harassing. This ability also makes nunu especially good at chasing. If used in combination with Blood Boil you become very difficult to escape from.


*Application* Nunu's ultimate is in my opinion of of the most powerful nukes in the game. The only problem is it is extremely difficult to use properly if the enemy has alot of cc because most types of cc will disrupt the charge and your damage will be severly reduced. The trick with it is that you have to be tricky. The most effective way to do this is to kite around the bushes. I cannot tell you how many times nunu has allowed me to pick up kills due to other people's stupidity. If you run around their minions like you are kiting them use Consume keep health while you kite around until they have exhausted their cc. From there run into a bush and c if they follow you, if they are stupid and ill bet you they will be, activate Absolute Zero right before they enter the bush. They wont realize whats going on in time to escape unless they happen to have Flash. Creativity is key with nunu's ultimate. Another good idea with how to land Absolute Zero is to displace yourself in a bush near a few enemies. Allow them to know of your presence with a quick run out of the bush Ice Blast then run back into the bush harass. If on the very likely chance they come at you do the very same and activate Absolute Zero once they r in range and before they enter the bush. In certain situations this strategy can make you victorious in 1v3 situations and more! Sometimes it is also good to break Absolute Zero early by moving or activating the ability again as a finisher to get a kill from someone you just cant seem to reach or that Ice Blast failed to finish. This works especially well if used with Flash
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Creeping / Jungling

Start with a Ruby Crystal and Consume at Blue Golem, Wolves, Wraiths, Lizard Elder, and Double Golem. And at that point you can gank or keep triangling around from Double golem to wraiths to wolves, and if you killed blue first he will spawn shortly after the 7 min mark. But the goal should be lvl 6 at 7 mins.
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Kiting, Consuming, and Everything You Need To Know To Yeti Around

Okay, this is the fun part! Here we will discuss how to really annoy the enemy team by simply yetiing around.So what you wanna do is pretty much trick the enemy team into chasing you around, there are various ways to do this. You can trick the enemy team into thinking your stupid, you can simply harass them with Ice Blast then run up and hit them once and run back, the choice is yours but you want them targeting you! but this creates a serious problem. How are you supposed to stay alive if your constantly maintaining the enemy team's focus. Elementary my dear Watson! Simply run in circles around the minions and Consume as needed. Consume heals for a whole lot, especially mid-late game. Keep in mind this strategy only works when fighting with team mates in a team fight or 2v2 and so on. Just like with working with Absolute Zero you want to get as creative as you possibly know how.
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Skill Sequence

Jungle Phase: up to level 6

> > >

The Rest Of The Game

> > >
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Runes

Marks: by getting 9 Greater Mark of Magic Penetration you have a little bit of spell pen. that will later stack with a Void Staff and if you so choose Sorcerer's Shoes

Seals: the extra armor you get from 9 Greater Seal of Armor is good for surviving early game ganks and for smoother jung sting.

Glyphs: the ability power you get from having 9 Greater Glyph of Ability Power makes for easy jungling and has synergy with this rune pages marks. This synergy will allow for easy survivability early game with Consume.


Quints: Getting 9 Quintessence of Ability Power will give you early ability power for making jungling smoother, this also compliments this rune pages glyphs. This synergy will allow for easy survivability early game with Consume.
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Masteries

I like to do a 0/21/9 making sure to take Juggernaut in the defensive tree, and Runic Affinity in the utility tree. so long as those two masteries are prioritized the rest is very susceptible to change.
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Items

I would like everyone to know that these items explained and addressed are all susceptible to change at the player's will. I would also, however, like to recommend that you keep what i perceive to be the core items of the build: Rod of Ages, Void Staff, and Rylai's Crystal Scepter.

Rod of Ages this item is amazing for any and all tanky AP champions. It has everything Nunu & Willump needs: Health, Mana, and Ability Power. While over time all three of these things increase. Getting this item first has strong benefits to both his defensive and offensive capabilities for most of the game.

Sorcerer's Shoes the spell pen. granted from these boots will help Nunu & Willump deal a good bit more damage with both Ice Blast and Absolute Zero, this will also stack with the spell pen. given from Greater Quintessence of Magic Penetration

Giant's Belt This item should be built into Rylai's Crystal Scepter after Void Staff, but by getting this item early it grants more health and sustainability which will allow for Nunu & Willump to be more annoying to the enemy team and not have to play so carefully.

Void Staff This item is very important, it gives Nunu & Willump a great bit more survivability with Consume as well as the ability to hit that much harder with both Absolute Zero and Ice Blast!

Rylai's Crystal Scepter the slow you get from this item is ridiculous you get a 35% slow added to Ice Blast which is a damage dealing slow already, it also gives a 15% slow increase to Absolute Zero and 15% may not be a lot but it does make it just that much harder for people to escape. It is actually notice a pretty significant change when done, try it and see. The health also helps keep Nunu & Willump as a very annoying force throughout the game.

Guardian Angel this item is rather enjoyable because at about this point you should have a good bit of health already so it really adds to your durability to almost a tank level. The aura is also useful when kiting at low health and allows for more aggressive game play.

Rabadon's Deathcap This item is a fantastic end game item for Nunu & Willump just because of the large amount of AP that it grants and it's 30% increase to AP as well. It works well end game because it gives him just that one last huge boost. This item is in no way necessary but it works very well.
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Summoner Spells

Suggested:

Flash: this spell is great with Nunu & Willump because it compliments his natural tendencies. It makes it much easier for him to escape sticky situations, catch people that seem just out of reach, or if timed correctly land a very sneaky Absolute Zero

Smite: Well this is a jungle guide... Also alongside Consume it allows you to clear the jungle in record time!

Good:

Ghost If Flash just is not your style.

Surge The attack speed granted will allow you to take advantage of Visionary as well as allow you to hit harder with Absolute Zero and Ice Blast. This wouldn't be my first choice but i can see how it would work.

Heal can be used for more aggressive game play as well as getting those sneaky kills or helping you survive an early counter jungle or a gank gone wrong, though this spell is less important because of Consume but still viable.

Ignite This can be used to keep people from escaping your wrath.

Exhaust There is nothing scarier than a gank oriented jungler, jumping out of a bush and exhausting the target to death.

Cleanse If you choose not to take Mercury's Tread then this can be a useful tool for dealing with crowd control.

Bad:

Clarity I don't really see this being useful simply because your the jungler so you've got the blue buff, ontop of that you get a good bit of mana with Rod of Ages also free spells with Visionary

Revive never get this spell unless you are Karthus

Promote To be honest i can see how this would work as a laner because you can Blood Boil it and eat towers, but as a jungler there are better spells.

Clairvoyance this spell is more for supports and champions whose range out ranges their line of sight.
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