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Build Guide by Karvitch

Nunu Tank/AP splash

By Karvitch | Updated on March 22, 2011

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Array ( [display_name] => [champion_id] => 12 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 1 [1] => 3 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 1 [client_id] => 3 [display_name] => Exhaust [url] => exhaust [description] => Exhausts target enemy champion, reducing their damage dealt by 40% and movement speed by 30% for 2.5 seconds. [icon] => Spell_SummonerExhaust.png [level] => 4 [cooldown] => 210 [range] => 650 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 6 [last_comment_ts] => 2011-09-23 06:20:03 ) [1] => Array ( [summoner_spell_id] => 3 [client_id] => 7 [display_name] => Heal [url] => heal [description] => Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor) by 90-345 health, and gives affected champions +30% movement speed for 1 seconds. Heal is 50% less effective on allies previously healed with another Summoner Spell Heal within the past 35 seconds. 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For Nunu, nothing was better than journeying from village to village, hearing his mother sing of ancient heroes. With music and dance, the Notai brought one last celebration to everyone they met, as each winter’s chill set in. Riding the wave of frost spilling from Anivia’s wings, his heart beating the rhythm of a jubilant song, Nunu’s world was full of possibility. On his fifth nameday, Layka gave Nunu a special gift: a flute, so he could learn to play her melodies himself. In the safety of their cart, the two bundled together and followed the knotted string that served as Layka’s heart-song, recording everywhere they’d been together, as the years came and went. When the caravan was attacked by raiders, Nunu was separated from his mother. Dragged to safety by a band of Frostguard, the surviving Notai children were taken to a village near their towering citadel. Nunu was left to wonder what happened to Layka, waiting to hear her songs on the wind. Snow fell. Weeks passed. Nunu missed his mother desperately, but the Frostguard assured him no child could safely search for her. They weren’t even impressed when he showed them the flute he now called Svellsongur—the name of a mighty blade existing only in his imagination. Nunu spent more and more time alone, escaping into his mother’s songs—the legends and heroes of old. He yearned to be one of these heroes, a warrior like the Frostguard, who could have saved his mother. He even met their leader, Lissandra, who asked countless questions about his mother’s stories, always seeking information about one particular song. No one believed Nunu could be a hero, not even the other Notai children, who teased him for his flute when they now had daggers. But Nunu knew the songs in his heart, and one night, he realized how he could prove himself and earn the Frostguard’s help to find his mother. From Lissandra, he’d learned of a fierce monster that killed all who sought its power, thwarting the Frostguard who were sent each year, never to return. There was a song that Nunu’s mother sang… could it be the one Lissandra would always ask about? Suddenly, Nunu understood. Lissandra wanted to know about the yeti. Nunu could name the beast. It would answer his challenge, and feel the wrath of Svellsongur! Using his flute to tame a herd of elkyr, Nunu snuck out into the snow. One lonely child traveled to face a monster, finally living out a legend that not even he could imagine. An ancient and noble race that once ruled over the mountains of the Freljord, the yeti civilization was destroyed in a cataclysm of ice. Forced to watch his brethren descending into savagery after being stripped of their magic, one yeti swore to protect what remained of their power—a gem that swirled with the frozen dreams of any mortal mind nearby. As the last magical yeti, the guardian was also shaped by perception. Though he had been chosen to safeguard the magic until it would be needed again, he could find no worthy vessel. The men who intruded upon his ruined home had only malice in their hearts… and so a monster greeted them with fang and claw. But the guardian knew he was forgetting something. His name… and the names of those he had loved... Once, there had been song. That all changed when a young boy stumbled into the ruins. After centuries of unbroken vigil, the monster was prepared to end the boy’s life, snarling as he sensed the human approach. Unexpectedly, the gem brought forth images of heroes slaying dragons and beheading ancient serpents from the boy’s mind. The child roared, drawing his flute like a fearsome sword. But the blow never came, for even as the boy saw visions of heroes swirling around him, he realized the deeper truths of the songs his mother sang… When he looked at the guardian, he didn’t see a monster. He saw someone who needed a friend. Still enraged, the yeti did not expect the first snowball to the face. Or the second. Snowball fight! In anger, then shock, then joy, the guardian joined in, shaped not by fear, but by a child’s imagination. He was growing furrier and friendlier. His growl was becoming a laugh. Until the beast accidentally broke the boy’s flute. As the child began to cry, the guardian felt a kindred grief take shape around the gem. For centuries, he had looked into it and seen the end of his people—the threat they had buried, betrayal by the blind one—and now, instead, he saw a caravan burning. He heard a voice on the wind. He sensed something else within the boy, something he had never felt from a human, not even the three sisters who had come to him long ago. It was love, fighting back despair. In that moment, the guardian knew the Freljord’s only hope lay in the power already within this child. The magic he’d been guarding was a tool; what truly mattered was the heart that would shape it. With a gesture, the magic passed from the gem into the boy, giving him the ability to make his imagination real. To repair his flute, freezing it in dreams that hardened into True Ice. To imagine a best friend named “Willump.” Escaping into the Freljordian plains, Nunu’s heart and Willump’s strength now enable the pair to do what they never could alone: to have an adventure! Following the songs of Nunu’s mother, they snowball wildly from one place to the next, holding onto the hope that she is still out there, somewhere. But Willump knows that with magic and dreams come responsibility. One day the games will end, as the dark ice at the heart of the Freljord thaws, and thaws… [spotlight_embed_url] => [role] => Support [defense_rating] => 6 [magic_rating] => 7 [attack_rating] => 4 [difficulty_rating] => 4 [damage_rating] => 1 [mobility_rating] => 1 [cc_rating] => 2 [toughness_rating] => 3 [utility_rating] => 2 [health] => 535 [health_increase] => 108 [mana] => 284 [mana_increase] => 42 [movement_speed] => 345 [armor] => 23 [armor_increase] => 3.5 [magic_resistance] => 32.1 [magic_resistance_increase] => 0 [attack_damage] => 59 [attack_damage_increase] => 3.45 [critical_strike] => 2 [critical_strike_increase] => 0.3 [health_regeneration] => 5 [health_regeneration_increase] => 0.16 [mana_regeneration] => 7.4 [mana_regeneration_increase] => 0.06 [attack_range] => 125 [attack_speed] => 0.625 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 0.738 [health_18] => 1980 [mana_18] => 998 [movement_speed_18] => 345 [armor_18] => 82.5 [magic_resistance_18] => 53.4 [attack_damage_18] => 127 [critical_strike_18] => 0 [health_regeneration_18] => 18.6 [mana_regeneration_18] => 15.9 [attack_range_18] => 125 [tip_playing_as] => [tip_playing_against] => [client_id] => 20 [riot_points] => 260 [influence_points] => 450 [icon] => /content/champion/312e302e302e37302d3230.jpg [is_published] => 1 [is_deprecated] => 0 [is_deleted] => 0 [is_buildable] => 1 [is_free] => 0 [views] => 20845 [view_count] => 5012396 [comments] => 5 [comment_count] => 5 [votes] => 8 [vote_count] => 11 [community_tier_list_vote_count] => 551 [community_tier_list_score] => 0.580036 [community_tier_list_rank] => 3 [score] => 11 [lastpost_ts] => 2010-12-27 08:36:16 [last_comment_ts] => 2010-12-18 17:35:23 [critical_strike_chance] => 0 [critical_strike_chance_18] => 0 [preferred_skin] => 314 [create_ts] => 2018-08-29 00:00:00 ) [skin] => [abilities] => Array ( [0] => Array ( [ability_id] => 895 [champion_id] => 12 [display_name] => Call of the Freljord [unranked_description] => Damaging enemy champions, large monsters, or structures increases the attack and movement speed of Willump and a nearby ally for a few seconds (prioritizing the ally with the highest attack speed). While Willump hears the Call of the Freljord, his basic attacks cleave the immediate area for a portion of the damage. [ranked_description] => Nunu's and Willump's next instance of damage dealt to an enemy champion, large monster or structure grants both Willump and the nearest allied champion Call of the Freljord for 4 seconds, prioritizing the ally with highest attack speed. Call of the Freljord: Targets gain 20% bonus attack speed and 10% bonus movement speed. Willump's basic attacks additionally deal 30% AD Attack damage bonus physical damage against the main target and to enemies around himself. Nunu and Willump cannot trigger Call of the Freljord from the same enemy again for a time. Successive triggers of Call of the Freljord will stack with duration, up to 40 seconds, after which the duration will be refreshed. [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [1] => Array ( [ability_id] => 58 [champion_id] => 12 [display_name] => Consume [unranked_description] => Willump takes a bite of a target enemy, dealing damage and healing himself, increased by 50% when below 50% of maximum health. Against champions, deals magic damage, and against minions and monsters deals true damage. [ranked_description] => Willump takes a bite of a target enemy. Against non-champions, he deals {340/500/660/820/980} true damage and heals himself by {75/110/145/180/215} {0.7} (+ 10% bonus health), increased by 50% when below 50% of maximum health. Against champions, Consume deals {60/100/140/180/220} {0.5} (+ 5% bonus health) magic damage, and heals Nunu & Willump by {60/96/132/168/204} {0.56} (+ 8% bonus health). [description] => The Yeti takes a bite out of target minion, dealing heavy damage to it and restoring his own health. [icon] => /content/spell/312e302e302e37302d32302d3 [cooldown_rank_1] => 12 [cooldown_rank_2] => 11 [cooldown_rank_3] => 10 [cooldown_rank_4] => 9 [cooldown_rank_5] => 8 [cooldown] => 35 [cost_rank_1] => 60 [cost_rank_2] => 60 [cost_rank_3] => 60 [cost_rank_4] => 60 [cost_rank_5] => 60 [cost_type] => mana [attack_range] => 230 [range_rank_1] => 125 [range_rank_2] => 125 [range_rank_3] => 125 [range_rank_4] => 125 [range_rank_5] => 125 [keybind] => Q [video_url] => [display_order] => 1 [range_type] => ranged [target_type] => unit [comment_count] => 5 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-11-23 10:15:44 ) [2] => Array ( [ability_id] => 896 [champion_id] => 12 [display_name] => Biggest Snowball Ever! [unranked_description] => Willump starts rolling a snowball that grows in size and speed. Crashing the snowball into a wall, enemy champion, or large monster damages and knocks up nearby enemies. Reactivating the ability sends the snowball forward in straight line, damaging and knocking up minions in addition to champions and monsters. [ranked_description] => Nunu conjures a snowball that Willump begins rolling with increasing movement speed in the target direction for up to 10 seconds, increasing its size over 5 seconds. The duo is immune to slows during the charge. The trajectory can be adjusted over the duration at a highly reduced capacity that increases while turning in the same direction, resetting when changing direction. The snowball will hit enemies it passes through, and explodes upon colliding with an enemy champion, large monster or terrain, hitting enemies within range of the explosion. Enemies hit take up to {180/225/270/315/360} {1.5} magic damage, and are knocked up. The damage and knockup increase based on charge time. After 10 seconds, upon re-activation or if the duo are interrupted, they will let loose the snowball, sending it rolling forward for an additional 1-3 (based on charge time) seconds during which it will not grow any larger. [description] => [icon] => [cooldown_rank_1] => 14 [cooldown_rank_2] => 14 [cooldown_rank_3] => 14 [cooldown_rank_4] => 14 [cooldown_rank_5] => 14 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 55 [cost_rank_3] => 60 [cost_rank_4] => 65 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [3] => Array ( [ability_id] => 897 [champion_id] => 12 [display_name] => Snowball Barrage [unranked_description] => Nunu rapidly flings up to three volleys of snowballs for a few seconds, damaging champions and monsters and marking them Snowbound. Enemies hit by all three snowballs in a volley are briefly slowed. When Snowball Barrage ends, all Snowbound enemies near Nunu & Willump are briefly rooted. [ranked_description] => Nunu throws a volley of 3 snowballs in the target direction over 0.4 seconds, each snowball shattering upon hitting an enemy, dealing {16/24/32/40/48} {0.06} magic damage to enemies in a cone. Enemies hit 3 times are slowed by 50% for 1 second. Champions and large monsters hit once are also Snowbound for 4 seconds, resetting on each hit. Damage per volley: {48/72/96/120/144} {0.18} Total damage: {144/216/288/360/432} {0.54} Snowball Barrage can be re-activated up to 2 times at no cost for 3 seconds. An enemy cannot be slowed more than once. After 3 seconds, it is Willump's Turn. Willump's Turn: Willump roots Snowbound enemies around him for 0.5-1.5 (based on level) seconds, dealing {20/30/40/50/60} {0.8} magic damage. [description] => [icon] => [cooldown_rank_1] => 14 [cooldown_rank_2] => 14 [cooldown_rank_3] => 14 [cooldown_rank_4] => 14 [cooldown_rank_5] => 14 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 55 [cost_rank_3] => 60 [cost_rank_4] => 65 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 690 [range_rank_2] => 690 [range_rank_3] => 690 [range_rank_4] => 690 [range_rank_5] => 690 [keybind] => E [video_url] => [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [4] => Array ( [ability_id] => 61 [champion_id] => 12 [display_name] => Absolute Zero [unranked_description] => Nunu & Willump sap heat from the area around them for up to 3 seconds, gaining a shield and slowing all nearby enemies. Enemies caught in the area when the channel ends are dealt massive damage. [ranked_description] => Nunu & Willump sap heat from the area around them for up to 3 seconds. Moving ends Absolute Zero's effects immediately, and the area is invisible if the duo is not revealed. The duo gains a shield for {65/75/85} (+ {30/40/50}% bonus health) while channeling that refreshes each second, and enemies within the frosted area are slowed by 50-95% (based on channel time). Enemies caught in the frozen area when the channel ends or is interrupted take up to {625/950/1275} {2.5} magic damage (based on channel time). [description] => Nunu begins to sap the area of heat, gradually slowing all nearby enemies. When the ability ends, he deals massive damage to all enemies caught in the area. [icon] => /content/spell/312e302e302e37302d32302d3 [cooldown_rank_1] => 110 [cooldown_rank_2] => 100 [cooldown_rank_3] => 90 [cooldown_rank_4] => 90 [cooldown_rank_5] => 90 [cooldown] => 150 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 575 [range_rank_1] => 575 [range_rank_2] => 575 [range_rank_3] => 575 [range_rank_4] => 575 [range_rank_5] => 575 [keybind] => R [video_url] => [display_order] => 4 [range_type] => ranged [target_type] => self [comment_count] => 24 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2017-03-03 15:42:55 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 20 [mobafire_id] => 12 [name] => Nunu [url] => nunu [free_to_play] => 0 ) [lane] => Jungle [laneAlt] => Jungle Role [rank] => 3 [rankings] => 94 [rankingsCount] => 51 [winRate] => 54 ) ) ) 1


LoL Summoner Spell: Exhaust


LoL Summoner Spell: Heal


LeagueSpy Logo
Jungle Role
Ranked #3 in
Jungle Role
Win 54%
Get More Stats


This is my First Build on here so please forgive the lack of Images/symbols etc.

Nunu was the first Character i unlocked and since then I've grown a tendency to take him over "better" Champions. I'm still fairly new to the game but hear me out.

I've missed the Rune Part of this build since they are still new to me and I am not sure how to work them :) again another Newb factor. (edit: Runes have been added)
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With the Masteries, Stack as many as you can into Utility, trying to get down to the bottom of the tree. I'd concentrate more on the experience and mana side of this tree, trying to maximise the speed on my levelling up. Ability Cooldown reductions is always nice as well.

I'm not yet able to actually unlock the entire tree yet but obviously someone who can would benefit from this.
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For the Runes I have gone for Greater Seal of Potency for Ability Power, Vitality for Health, Glyph's of Force for Ability power and Quints for Ability Power also.
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Ok, I know I'll probably cop a bit of flack for the items I've chosen but I found them effetive for the most part.
- I start off with Cloth Armour to just reduce their damage early on, & buy a couple of Health Pots and a Mana Pot just to stay out there as long as possible.
-Straight onto a Ninja Tabi to get the armour up and get movement faster too.
-As soon as I can I but a Kindlegem to increase HP and start on CDR.
- This is where i start to deviate from what Others I've seen do. I head for a Sunfire Cape to increase HP and Armour Further. With its Passive Ability I find it a good item for killing minoins for the gold and also annoying combat champions to close to me.
- Next on the Shopping list is Sherulya's Reverie for a bit of Health & Mana Regen while increasing CDR.
- I usually then go for a Thornmail, Increasing Armour further while Damaging them back while they are trying to attack me. (The amount of Times I've got Tryndamere with this, I've lost count)

After these 4 Main Items is where I change from Game to Game, I'll usually try to get a Lich Bane to Increase AP and Mana, Usually Combined with a Nashor's Tooth or Void Staff. If I'm on the Defencsive and there is a bit of Magic on the Opposition I'll swap out the Void Staff for a Force of Nature or a Banshee's Veil to increase Magic Resistance - Usually when that Happens my team is getting hammered Left, Right & Centre.
Sometimes Stark's Fevor is Thrown into the mix for a bit of Life Steal and Staying Power for a bit of fun.
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Skill Sequence

What can I say - Ice Blast, Ice Blast, Ice Blast (with Consume on the side). I'll usually only go for Blood boil when I need to unless I'm playing a supporting role to a better player, I'll then swap that for Consume.
I'll upgrade Ice Blast at every possible point. This is because with the CDR i try to be able to hit them again before the last one wears off. As soon as i catch them they won't get away. Usually combine it with Absolute Zero for devastating effects.
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Summoner Spells

Again, these are different to what I've seen around.

Exhaust - Awesome for Nunu so he can stop anyone trying to get away from the AOE of Absolute Zero, also allows him to catch up with Victims for Ice balst Attacks.

Heal - To me, invaluable. The amount of time this has saved me skin for a few seconds to get a consume in or deal the last bit of Damage to a champion trying to Gank me.

Other Spells i use are Ghost to escape/catch Champions and Teleport (since I haven't unlocked Flash yet)
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Play Style

Early game you should be trying to assist as much as possible. I've noticed the best results in a lane when with an assassin type Champion (Twisted Fate, Master Yi etc). You may get a couple of deaths early on but this is ok if your laning partner does his job and land the kills you died for.

Mid game is where Nunu starts to wind up, if farming minions right you should be nearly finished the sunfire cape or Thornmail. Time to start drawing the attention of some of the other players. I've been in a few situations where I've had 4 of the opponants on me trying to get the gank. This is good if your teamates are on the ball to come in and finish the fight. I'll then turn around and Absolute Zero and knock a fair chunk of health for the assists.

Late game try to finish off your items and go nuts.
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Nunu is Simple to play and found that this build (although a rough one) really brought out the best in him.

Some of my better games have been around the 11/2/18 mark with 250 minoins slain

That's Basically it for me. Obviously feel free to comment and Leave Critics. I'll take all in my stride and try to improve my Build.


League of Legends Build Guide Author Karvitch
Karvitch Guide

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Nunu Tank/AP splash