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Nunu Support: Absolutely zero will stand in your path. S3






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Choose Champion Build:
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
Please Note
Though Nunu can do other things this guide will only cover nunu as a support and not as an AP carry, attack speed bruiser, jungler or anything else.
I try to explain everything since I wanted this to be in depth and not vague or brief. If it's more than you need or want to read, stick to the section you want to learn more on or just he top part before the table of contents.
I'm good but I'm not a proffessional player nor do I know everything. If you dissagree with something or find a mistake please leave a comment explaining why you dissgree so people can learn rather than just down voting.

-Amazing Sustain with

-Tanky due to large health pool and personal heal.
-Extremely versatile slow that reduces move and attack speed.
-One of the best support buffs in the game,

-Strong harrasment.
-Ult is an aoe slow and hits like a truck.
-Cool skins.
-He's riding a yeti...how awesome is that.

-Ultimate is very easy to stop, making teams with a lot of cc a nightmare.
-Learning how to position and when to use

-Can only heal self.
-Commonly picked in ranked, meaning you may not always get him when you want him.


Between his large health pool, mini sprint and personal heal he can stay out in front of his adc to soak up any damage from harrass and ganks or punish anyone who tries to go past him. His survivability also means you can often go through the lane phase without dying once, making it very hard for the enemy ADC to snowball.
When it comes to team fights nunu can be a great off tank to stay out in front of carries or even be the teams tank if your top and jungle are assassin type champions.


Passive: This is your never go oom ticket.

Q: This move heals nunu and does massive damage to minions/monsters. It gives nunu some incredible sustain.

W: This is the buff that makes your ADC take out enemy champions incredibly fast and garruntees you assists.

E:This is your slow and harrass. Slows the enemy so they cant fight back effectively or run quickly. Its an amazing way to help shut down the enemy ADC.

R: One of the hardest hitting move in the game. Its hard to land but it hits hard and is an aoe slow during the channel.
If you want to learn how to utilize all nunu's abilities read the "Tips for Improving Gameplay" section.
Masteries:
Your main tree is the Utility tree for the CDR, Gp5, item CDR, pickpocket and the sexy starting items. For second tree I like to get the base health in defense, from there you can continue on for the traditional extra armor and +30 hp or get the extra 4% CDR and improved exhaust in offense.
Why not the offensive tree?
Anything more offensive Mastery/Rune wise would be crossing over from support to more of a AP carry imo. Specing into the offenseive tree over utility would mean hitting harder and healing for more but you run into problems. You lose out on Gp5 which is painful as a support and you can run into more KS problems. Your ult will hit harder as AP but if its interupted all that extra AP/MP is just there as a small boost to ice blast damage and the CD on your ult becomes painfully long. With CDR your ult still hits hard but its up for almost every team fight and you run into less KS issues. Also while your heal is alittle weaker you can use it more often.
TLDR: AP Nunu is fun but not ideal for a support role.

Runes:
Marks:


Seals:



Glyphs:




Quints:


Sequencing:
Build One: Main, prioritizes

Build Two: Main, prioritizes

Build Three: Same gear and can use either ability priority, masteries more like the ones from s2
Build Four: Same gear and can use either ability priority, masteries go hybrid for if you're stuck as the main tank and want a big health boost.
Build One vs. Build Two
The first two builds are the same in everything except for skill sequencing. They are both my prefered support tank build. However depending on what ADC you're paired with you my prioritize leveling your attack speed buff or your harrass/debuff. Say you're playing with attack speed based champion like



These are in my opinion the two best summoner spells for support and the two you should take.




OK







Don't










The Opener First off you all ready have your




The Gp10

The Core Next items you want to get are


They will both eventually upgrade into the



The Boots After that I upgrade my boots. My personal choice is


Other Options:






Between speed 2 boots and the movement speed off


Additional Support Which items you build first depends on preference, your team comp, what other's have built, etc. I showed my personal preference in the buy order at the top, however the patch hasn't been out long and I haven't done extensive testing.



Late Late Game
If the game goes long enough you will be able to afford all these items or drop one in lue of having a slot for additional wards. This would also be the time to finally get a boot enchant, since they aren't vital to nunu, due to his high move speed. However if the game goes long enough they're deffinitely great to have.

Game Specifics & Other Auras
Keep in mind that what items you need the most depends on your team and what you're up against. Your team may want you to get the auras in a different order or the enemy team may be AD or AP heavy meaning you need to focus on MR over armor




Sight vs Vision
Sight wards are only 75g but they only see visible targets.

For example if the enemy team has a stealth champion jungling like





Where to ward during the early game/lane phase

You always want to have marker 1 warded, this is where ganks are going to come from the vast majority of the time. Marker 2 is helpful to ward if they enemy is constantly harrassing from the bushes. Marker 3 is good if the enemy jungler is counter jungling or just likes to back door gank. Also its good to keep up a ward infront of dragon as soon as people are able to start downing him.

Where to ward once the lane phase is over

Really anyplace where a there are choke points/intersections of multiple paths in the jungle. Also keeping wards in the middle of a lane once towers are gone can tell you if a group of enemies is pushing. It is very important to keep baron warded. Do not let the enemy team sneek in a baron kill because you were to cheap or lazy to go over and drop a ward on him.
It's important to note that once the lane phase is over not all the warding is on you. However it's still your responsibility to keep up most of the warding. On a good team everyone will contribute but often its just you and the jungler warding, sometimes just you. Suck it up and do what you can to clear the fog of war. It makes a big difference if you know where the entire enemy team is at all times.

More In Depth Warding (Righ click, view image to enlarge)


Oracle's Elixer:




Keeping up

Instead of hitting the same minion five times try to hit five minions one time or hit one of the bigger minions. If you're getting harrassed try hitting them with your


When to

You don't want to just randomly throw up blood boil when you feel like it or when its conveniant for you. Your ADC shouldn't have to wonder when you're going to put it up. Late game you can just keep it up non-stop but early game spamming can give you mana problems. So try to do it when you ADC is about to try and harrass, when you're trying to push a lane quickly, in a fight (duh), or downing a tower. Don't burn the mana if you're the ADC is just farming or if you don't want the lane getting pushed.

When and Where to ult
Nothing is more frustrating on Nunu than seeing your ult stoped because of CC or enemy champs simply all walking out of it. This is the most complicated part of playing Nunu and is something that will take practice.
When: If its a team fights don't just run in and ult. Make a note of what champions have CC and can stop your ult. Depending on how much CC they have try to wait til you see atleast some of it used. If they're CC heavy you're going to have a difficult time but patience is key. Worst case in waiting is you don't get to ult and the enemy team loses out on CC because they're all waiting on you. Also starting when they're cc'd by something like amumu's ult can help a lot. The more you practice the more you'll get a feel for the timing.
The amount of players around is also important. You want to deal damage to as many people as possible, however sometime you may want to secure a kill on just a carry or get the first kill in a team fight on an over extending enemy. Think about how you want to use your ult, its a powerful factor in team fights.
Where, aka positioning
Where you want to stand and position yourself depends a lot on what you're ulting for.
Offensive/Gank: You may be trying to stop an escape during a gank and want to be behind a target so they have to walk through the entire ult and take the damage to get to their tower.
Team Fight Stand in the middle of the enemy team if you can without completely over extending. This way to get out chances are they will scatter in every direction making it easier to pick them off and get kills.
Defensive/Peel Maybe you're losing a team fight and your team is trying to fall back, your ult is a slow and can be a great peel or even deterant to chasing. Put yourself in a spot so the enemy players have to walk into or through the majority of your ult if they want to chase your team.

How to get into position
Somtimes




What to Do
-Poke with

-Keep up visionary but be careful to not steal CS.
-Stay infront of your ADC if the enemy is Harrasing, you can't heal him but you can tank the damage and heal yourself.
-Bully the lane, if you wanted to sit back and not have to poke much Nunu is not the champ for you.
-Keep

-Pay attention to your ADC, keeping up

-Pay attention to when your jungler shows up for ganks, sometimes they just run in without pinging.
-Keep up your wards, tell your ADC to back off and go buy more if you run out.

What not to do
-Over extend when harrassing, know your limits.
-Ignore wards dropping off and losing map vision.
-Accidentaly KS because you just wanted to see somthing die, only take kills when it will save your ADC or the ADC can't get the kill himself.
-Forget to keep up visionary and go oom.
-Only use

-Get poked down faster than you can heal.

Champions that are mostly auto attack damage. They need attack speed and this means

Examples:



Champions with strong abilities that can harrass a lane well.
Examples:



-Keep up your wards and clear theirs, you want the element of surprise.
-Don't let your wards drop off or forget to keep up

-Keep Poking, buffing and working well with your team (esp your adc).
-Don't get caught off by yourself or miss a team fight.
-Get a feel for how fast the enemy team can kill you, so you know when to keep buffering damage and when to get out.
-You don't want to stay to long and feed or run away to soon and leave your team down a member if you can help it.
-Get good at watching enemy cc and getting off your ult.
Credits:
My insomnia for clearing the free time to make this.
jhoijhoi's guide to making a guide.
Google Images for the ward maps.
All the ADC's who contributed to my games in the screen shots.
Anyone who shares their wins.

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