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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
Hello everybody, and welcome to another of my mobafire guides - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)
Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^
Oh, and if you play on West, just add me.. My ingame name is Kadunz - See you ingame! ^^
Oh, and before you start reading on - I would like to say this thing, which you should always remember:
Don’t just play 100% like I say in this guide, adapt to nunu, find YOUR playstyle, and what you think is best for him! ;)
Future Updates:
In-depth on each build
A Nunu Spotlight
Green = Positive that this will be done in a near future.
Orange = Not sure when it will be done, but it will come at some point!
Red = May not come at all, but i hope i'll be able to make it.
When to use which builds
Build One Build one is the standard quick ![]() ![]() ![]() |
Build Two Build two is the solo top build, which gives you some great overall stats, but you're starting boots + 3 potions which leads to a slower ![]() |
Build Three This is the mid build, gives you you some quicker damage and sustain and are for a great mid to "early late" since you only get one ![]() |
Pros and Cons of different Builds
Pros Build one
- Does decent damage - Quite Tanky - Great sustain |
Pros Build Two
- Quite Tanky - Does decent damage - Hard to outlane |
Pros Build Three
- Great damage - Still tanky - Hard to outlane |
Cons Build one
- Can't 1v1 - Easy harrashed - Only decent damage - Melee |
Cons Build Two
- Melee - Only decent damage |
Cons Build Three
- Not that tanky - Very mana hungry - Harrashed by ranged |
![]() Flash ![]() ![]() ![]() ![]() Exhaust Many people may disagree with me on this one and think he can benefits more from another spell, i cant see that, with the ![]()
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Marks of Choice

Greater Mark of insight
Provides you with the necessary amount of spell penetration to do some nasty damage

Greater Mark of Resilience
These marks are often used against high damage physical attackers like



Seals of Choice
Greater Seal of Vitality
Gives you some health pr. level with start you to benefits you more when you reach lvl 6 than falt health, and it gives you an nice health bonus since you're still an off-tank

Greater Seal of resilience
These are for the same reasons as

Greater Seal of Replenishment
Nunu are very mana hungry and these runes can help you with your early game if you need to keep the pressure early on, but they slowly falls off and your


Glyph of Choice

Greater Glyph of Celerity
This is one of the best runes for you, it provides you with CDR each lvl and allows you to throw lots of

Greater Glyph of Replenishment
Nunu are very mana hungry and these runes can help you with your early game if you need to keep the pressure early on, but they slowly falls off and your



Greater Glyph of Potency
Some great ability power to boost your overall damage and help you a little bit in lane, but falls off later on

Greater Glyph of warding
If you as a mid champ are against a really high early damage enemy, you might want to get some magic resist to survive the laning phase or even get a


Quintessence of Choice

Greater Quintessence of insight
Another spell penetration rune, with allows you to do the most damage as possible, most of the solo tops goes with a lot of magic resist

Greater Quintessence of Resilience
Some defensive runes which help at solo top, but do no take these and Greater Mark of Resillience

Greater Quintessence of potency
Some great early ability power to boost the damage of your

The 09/21/00 build:
This is currently my main masteries because i really like being tanky and still do damage, but if you don't pick either exhaust or ghost feel free to change the point in Summoner's Wraith and put in it

The 09/00/21 build:
This a more "magic" based build where you go for buffs to yourself etc. more exp and gold, if you know you will be underfarmed and forced out of lane, this can really help, since you doesn't need that much exp to get level and you will get some gold all time
The 21/09/00 build:
This is the super aggresive build, which i often never go with, but if you're facing really squshy people this can be a great setup + it adds some survival and ekstra start HP
[cetner]
When to max what
[/center]You should always start by maxing out your E which are your

Now, when to max Q (

Then, when to max W (



Passive: Every seven hits, your next casted ability will be free of charge. Great passive during the laning phase, but afterwards, I tend to ignore it because mana isn't a problem. While you are harassing with Ice Blast, Visionary really sustains you in the lane. Conflictingly, I find that this passive sucks (for laning purposes) and it forces you to auto-attack minion waves.
When you have Visionary up, know what the mana costs of your abilities are. Use your passive on your most expensive abilities, for example:
Ice Blast a little wolf (using Visionary) and then Consume the Big Wolf (just saved you 25-40 mana).
Double Visionary: "Even while you have the Visionary buff active, it still accumulates your attacks towards 7. This means if you attack exactly 13 times, you can cast for free, auto attack [once] to get the Visionary buff again, and cast again for free."
I feel as if this passive is only here to fuel the ridiculously high cost of Nunu's Ice Blast.

Q ability: Smite+Heal
Heal that keeps you full during laning phase. Consume doesn't do enough damage to kill a full life Siege Minion.
Consume can be used on minions that aren’t neutral or lane minions such as: Annie’s Summon: Tibbers, Malzahar’s Summon Voidling, Teemo’s Noxious Trap, Shaco’s Jack In The Box, and Heimerdinger’s H-28G Evolution Turret, and Sight Ward.
Cost: 60
Range: 100
Cooldown: 18(15.3 w/ 15% CDR) / 16 / 14 / 12 / 10(6 w/ 40% CDR) sec
True Damage: 500 / 600 / 700 / 800 / 900
Health Restore: 125 / 180 / 235 / 290 / 345 (+1 Health per AP)

W ability: Buff
For tower beating, pushing, running, chasing, traveling. When casting, always cast it on anything that moves with a green health bar, with allied AD champions as priority because it will be the same as if you casted it on yourself anyways. Prioritize casting this on AD carries, like Master Yi or Ashe. Nunu should almost always have this buff on him for more than 90% of the game.
Right before leaving the spawning pad, be sure to activate the spell to save some mana as it will be recovered instantly.
Cost: 50
Range: 700
Cooldown: 15 (9 w/ 40% CDR) sec
Buff
Attack Speed: 25 / 35 / 45 / 55 / 65 %
Movement Speed: 11 / 12.5 / 13 / 14.5 / 15 %

E ability: Main Ability
Use it to harass. Use it for last hitting (preferably only when Visionary is up).
Shoot it at chasers to get them off of your back, use it when chasing to get on theirs. Use this especially on enemy AD carries due to the generous 25% attack speed reduction. It is vital that you use this ability to hamper an enemy from chasing down your teammate. The slow effects on this ability lasts 4 seconds.
Cost: 75 / 85 / 95 / 105 / 115
Range: 550
Cooldown: 6 (3.6 w/ 40% CDR) sec
Magic Damage: 85 / 130 / 175 / 225 / 275 (+1 Damage per AP)
Movement Slow: 40 / 45 / 50 / 55 / 60 %
Attack Speed Reduction:25%

R ability: Ultimate.
First off, this ability has the highest damage to AP ratio in the game at +2.5 Damage per AP. The trade-off to this damage is the 3 second channel before you explode. During this time, the ultimate can be negated by stuns, silences, pop-ups, tosses, knock-backs, "UNIQUE active" item abilities and anything else that will make you move (that includes Flash). While this ability is channeling, enemies within the radius are slowed. Most often, if an enemy is touching you, they can't move fast enough within 3 seconds to escape the blast, but any movement buff might get them out fast enough. It is near impossible to hit any enemy with



The most practical way that you will utilize this ultimate is by Flashing(if you chose flash) into the middle of the enemy team and activating it after initiation and after the enemy has committed to the team fight. By then, the players who have saved their CC's for you will unleash it on your channeling ultimate. This allows your team to enter with less attention on them and more on you. If the enemy team can't stop your ultimate or doesn't focus you, they all lose a massive amount of health.
You should use this ability between your teamate and their enemies when your teamate is running from them. The enemy will either turn around and hopefully be caught in the blast, freeing your carry, or they can continue their pursuit and take it to the face due to the impossibility of traveling through the 41.2% slow.
The most effective/powerful use of this ability though, is to hide the ultimate by hiding in a bush so that your ultimate can't be canceled or seen by enemies. Try to have your teamates push/lure the enemy team into the bush you are hiding in. When advancing towards your bush, more often than not, enemies will not realize what is happening, remain confused, and will continue to proceed until it is too late.
Cost: 150
Range: 575 (Area of Effect)
Cooldown: 150 / 120 / 90 (54 w/ 40% CDR) sec
Magic Damage: 625 / 875 / 1125 (+2.5 Damage per AP)
Movement Slow: 41.2%
Attack Speed Slow: 25%
Starting items
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Nunu are actually a decent choice as a solo top candidate, first of all they don't expect it and second his snowball deals tons of damage against squishy targets like

How to play him as solo top
If you decided to go with nunu as a solo top candidate you'll have to farm a lot (less roaming(running around on the map)therefore i would properly go with



You should be focusing on last hitting all the time and if the enemy is ranged try to stay in bushes and only come out of for last hit, but if the enemy is melee always harass him with a single

If you started



If you did the original start you want to go back a bit earlier than 1.400 g (around 1000g) since you'll need to have your catalyst to be able to stay in lane all the time.



The great thing about






If you're winning lane hard you can even go take their wraiths and


Added Philosopher's Stone and

***************13-09-11*************
Added



Added Will of the Ancient, and added flash option under mastery
***************10-10-11**************
Fixed few spelling mistakes
Added logo's to Pros and Cons
***************13-11-11**************
Fixed

Fixed spelling mistake under Pros and Cons
***************16-11-11**************
New Mastery added due to patch
***************24-12-11**************
Edited the old masteries to give me some more survivability
***************20-01-12**************
Edited masteries to fit my playstyle more
Added more to the thanks section
Reached number 3 of the nunu guides on mobafire
Edited Laning Phase
***************31-1-12****************
Changed ghost to flash
***************03-04-12***************
Remade my guide
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