Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account


MOBAFire's final Season 13 Mini Guide Contest is here! Create or update guides for the 30 featured champions and compete for up to $200 in prizes! 🏆
Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

Nunu & Willump Build Guide by trininja

Tank Nunu on the Treeline

Tank Nunu on the Treeline

Updated on June 25, 2015
New Guide
Vote Vote
League of Legends Build Guide Author trininja Build Guide By trininja 35,849 Views 0 Comments
35,849 Views 0 Comments League of Legends Build Guide Author trininja Nunu & Willump Build Guide By trininja Updated on June 25, 2015
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Intoduction and Why to Play Nunu

Hello, and thank you for coming to my Nunu & Willump guide* for The Twisted Treeline! Whether you are arranging a ranked 3v3 team, or just playing Treeline solo for fun, Nunu & Willump is a great pick. He has a hard time carrying, but can make plays happen with his immense CC and chasing potential. He is also an excellent objective taker/controller. Vilemaw comes with ease, and you can rush around to the altars, jungle camps, and the lanes very quickly. Great for early invades and counter-jungling, Nunu & Willump is almost never a bad pick.

* Please note that this is my first guide, and any and all constructive criticism is appreciated.
Back to Top


I take 6 attack speed marks on Nunu to make his clears a bit easier, and decreasing the amount of time it takes to charge up his passive, Visionary. I don't take 9 most of the time, however, because I feel that 10% bonus attack speed is enough and that a bit of armor from the 3 armor marks will help more.

I take 9 flat armor seals for the same reason as I take armor marks: for the early clears. 9 armor doesn't seem like a lot, but it helps a lot.

I take 9 flat magic resist glyphs because I feel that since we don't build a ton of magic resist, especially early, this bonus helps, especially when performing an early gank on a mage or AP assassin.

I take flat AP quints because they give Nunu a nice bit of AP without building any AP items. You can also take scaling AP quints for more mid and late game power, but it's all down to personal preference.
Back to Top


So, I took a weird page, and I know that, but I just don't feel that for this build we need a of AP, and the only beneficial things in the other trees (Offensive and Utility) would be the CDR in the Offensive Tree and the Movement Speed in the Utility Tree. However, since we can start with boots of speed, we don't really need the bonus movement speed. But, since we aren't running any CDR runes, the 4 points into Sorcery really comes in handy when you have your Consume up faster on your early clears, and you have your Absolute Zero up faster post-6.
Back to Top


So, we start with a Hunter's Machete and Boots. Hunter's Machete is a must for junglers, and Boots are nice for getting around the jungle and for early ganks.
On your first back, you should be able to buy at least a Stalker's Blade, and maybe a Ruby Crystal.
For your boots, don't stress them too much. Most of the time I get Mercury's Treads, because most teams do have a good bit of CC. If you are going against a team with a lot of mobility however, you may want to get Boots of Swiftness, simply because then you can stick to them, keeping them CC'd while your team catches up to you and your super-slow opponents.
When deciding whether to get Randuin's Omen or Spirit Visage, look at the enemy team, and ask yourself these questions:
    Who is the strongest person on their team, and are they AD or AP?
    What is the majority of their team? (2 or up)
    Do I need more CC or more healing?
The 1st and 2nd questions will most likely determine which you get first, but if you are really ahead, you may look to the third question. If you are having a hard time keeping up with the enemy team, the Randuin's Omen active may help. If you are low a frequently and having to recall a lot, get a Spirit Visage. The passive will increase your Q's heal by 20%, which will help you sustain in the jungle and during/after fights.
I really like Rylai's Crystal Scepter]], because it gives you everything a Nunu & Willump could want. Want some health? Here's 400. Want AP? Here's 100. CC? Got that too. It is simply an amazing item, and I would always get it.
Now we get to the final items. Abyssal Mask or Moonflair Spellblade? Now, Moonflair Spellblade gives tenacity, just like Mercury's Treads. Now if you bought Mercury's Treads, this doesn't mean you cant get a Moonflair Spellblade. Just swap your Mercury's Treads for Boots of Swiftness, and you're good. Abyssal Mask is kind of a situational item, because it's passive is the main reason you would buy it. Only get this if your AP is carrying, or if both of your laners are AP.
For situational items, we have Warmog's Armor, Banshee's Veil, and Iceborn Gauntlet. Warmog's Armor is a great item. It gives a lot of health and great sustain in between fights, which is great on Nunu & Willump (This is similar to Spirit Visage). I don't get it all to often though, due to the fact that it doesn't give any armor, magic resist, or AP, which I do like to have. Banshee's Veil is eh, and I'd only get it if the enemy has a combo-reliant caster, such as LeBlanc. Iceborn Gauntlet is a good item, but I don't have much experience with it. Try it out, and see how you like it.
Back to Top

Skill Sequence

Max Q, Consume, first, always. It gives great clear speed, and when maxed, is essentially a second smite, but with a much lower cooldown.
You can max W, Blood Boil, or E, Ice Blast second, depending on your personal preference. I like to max E, Ice Blast, second, so I get stronger CC, but if you max W, Blood Boil, second, you get crazy attack speed and movement speed to help engage, chase, or retreat.
And, as always, level your ultimate, Absolute Zero whenever possible.
Back to Top

Summoner Spells

Smite is a given for all junglers, even Nunu & Willump, who basically has a built in smite ( Consume).
For your second spell, you can take either Flash or Ghost. Flash is nice, because you can get over walls, dodge important skillshots (i.e. Ashe arrow, Jinx Rocket, Ez Ult, ect.), or engage with a nice Flash + Absolute Zero combo. Ghost is a more diverse spell, however, allowing you to run away, engage, or chase. When combined with Blood Boil, you will outrun anyone (Minus that full movement speed Rammus). As with a lot of things in this guide, it's all down to personal preference.
Back to Top

General Knowledge of The Twisted Treeline

Jungle route: Wraiths (Use a Health Potion), Wolves (Use Smite), Check enemy jungle / Invade, capture your Altar, Gank, then Recall .
About Altars: As a jungler on the twisted treeline, there isn't a dragon that you have to take, but instead, altars you must control. The altars unlock at 3 minutes into the game. Each team has an altar on their respective side of the map. When you control an altar or both altars, your WHOLE TEAM gets a buff* for AS LONG AS YOU CONTROL THE ALTAR(s). As such, you should always be in control of at least one altar. Only go for the enemy's altar if you have killed their jungler, 2 members of their team, you have heavy lane pressure in BOTH LANES, or, if they don't have a jungler, instead of an invade, you can go in as soon as the altars unlock and take their altar, then run back to your side and take your own altar, giving your team a huge advantage.
    *Altar Buffs:
    0 Altars Controlled: Bonus Mana Regen
    1 Altar Controlled: Bonus Mana Regen, 3 bonus gold per kill
    2 Altars Controlled: Bonus Mana Regen, 3 bonus gold per kill, 10% bonus AD, 10% bonus AP
About the Vilemaw: The Vilemaw is an Epic monster located above the middle of top lane on the twisted treeline. It's power is in between that of the Dragon and the Baron from the Rift, leaning more towards the Baron side. When slain, the Vilwmaw gives a buff to all LIVING members of the team. This buff gives:
    Increased Health Regen
    Increased Mana Regen
    Increased Attack Speed
    20% Bonus CDR
As good as this buff is, it is risky to take the Vilemaw. While you can solo it easily around level 16, I would recommend pushing out top first, then taking a teammate to Vilemaw for the faster clear and overall safety in numbers.
One thing that I have learned over the games on the Treeline I have played is the importance of objectives. This is how I see it:

Early Game: Tower > Altar

Mid Game: Tower > Altar > Vilemaw

Late Game: Tower > Vilemaw > Altar

This is a VERY general list, and in some cases this may be inaccurate, but for the most part, this is a fair guideline to follow for most situations.
Back to Top


Thank you for reading my Nunu & Willump guide for The Twisted Treeline! I hope I helped in one way or another, whether it be regarding Nunu & Willump himself or The Twisted Treeline in general! Please note that I am in no way, shape, or form, a professional, and feel free to edit to your own preferences. Please leave a comment telling me how I did, how I can make this better, and other tips, strategies, item builds, or anything else, and I will look into them! Thanks again, and have fun as Nunu & Willump, the Yeti Rider, on The Twisted Treeline.
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide