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Nunu on the Treeline
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Intoduction and Why to Play Nunu
* Please note that this is my first guide, and any and all constructive criticism is appreciated.
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.
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?
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.
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.
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.
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.
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
Increased Health Regen
Increased Mana Regen
Increased Attack Speed
20% Bonus CDR
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.