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Nunu & Willump Build Guide by SnowballBarrage

Jungle {S11} Snowball's Master 1.7+ Million Points Nunu Guide

Jungle {S11} Snowball's Master 1.7+ Million Points Nunu Guide

Updated on October 8, 2021
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League of Legends Build Guide Author SnowballBarrage Build Guide By SnowballBarrage 383 58 300,048 Views 23 Comments
383 58 300,048 Views 23 Comments League of Legends Build Guide Author SnowballBarrage Nunu & Willump Build Guide By SnowballBarrage Updated on October 8, 2021
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Runes: Standard

1 2 3 4
Phase Rush
Nimbus Cloak

Legend: Tenacity

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash


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Jungle Role
Ranked #9 in
Jungle Role
Win 54%
Get More Stats
Jungle Role Ranked #9 in
Jungle Role
Win 54%
More Nunu & Willump Runes

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

{S11} Snowball's Master 1.7+ Million Points Nunu Guide

By SnowballBarrage
Enjoy the Guide?

I'm happy that I could help you become a better Nunu player. I am a Twitch Streamer currently on my quest to Twitch Partner. I would really appreciate it if you would join me on my journey!

I am Snowball Barrage. You may recognize me from the YouTube channel Synapse here and there, or have just seen me on the rift. I am a Masters Nunu & Willump. This page is an in depth guide on how to play Nunu like a Masters jungler, including what items to build and when, counters and how to play relevant matchups, and runes or pathing as well.

My Twitch stream will also be embedded into my guide, so if you have any questions that aren’t answered here, feel free to ask me in my Twitch chat

🡆 Hard to kill
🡆 Heals a lot
🡆 S tier ganking
🡆 Rarely lose a smite-off
🡆 Reliable CC/peel
🡆 High burst damage
🡆 No DPS(Damage per Second)
🡆 No dashes or immediate mobility
🡆 Heavy reliance on teammates
🡆 Ult easily canceled
🡆 Average Clear Speed

This rune set is the most standard and reliable pretty much any match. You use tenacity into high CC team comps, and Triumph along with it because it’s safe to have. Phase rush is also necessary to use against Olaf, Trundle, Nocturne and Udyr.
Hyper Agro
This rune set is a very aggressive style, only ever to be used if the enemy team is very immobile and are easily ganked. You can use Ultimate Hunter instead of Ravenous Hunter if the enemy team is able to cancel your R with their basic abilities (If their Q W E abilities have hard cc or displacement)

The only time you ever want to take Aftershock over Phase Rush is if the enemy jungler is either Elise, or Evelynn. The reason being is because these two champions have some of the top burst damage combos and if they manage to land combos on you, you’d survive. Without Aftershock, you would be melted.
Anti Burst + CC
This is the same scenario as in you only use this page into Evelynn/Elise, but with Tenacity is only if you’re against a team with a lot of CC.

This is the standard build you can go every match if you’re below High Platinum rank.

If the enemy has a lot of AP damage skillshots:

For the Magic Resist and the speed that can help you dodge abilities.

Force of Nature and Gargoyle’s Stoneplate also synergize with Nunu & Willump very well. You typically only build Bramble Vest or Thornmail (Anti Heal) if the enemy team has a lot of healing, but nowadays so many champs have healing to the point where you end up building this item every match. Make sure to prioritize Bramble Vest after your Sunfire Aegis and Boots, then finish the Thornmail lastly as your 6th item.

If the enemy team has healing, build Bramble Vest after Sunfire Aegis and Boots, but only finish the full Thornmail as your last item. If the enemy team has no healing at all, go Warmog’s Armor instead.

This Build is strictly for going against full AP team comps, if there is only 1 AD character on the enemy team, you should build Gargoyle’s Stoneplate instead of Warmog’s Armor.

Many of these items are situational, but if you want to go for a supportive playstyle these are what you want to build. Unfortunately, this style of build is only successful in high elo (D2+).


If your team only has AD damage potential, Nunu & Willump are able to dish out some serious AP damage. Dark Seal into Mejai’s on tank nunu is very good because you are hard to kill because you’re a tank, and you still have crazy AP ratios.

Unless you are getting invaded, you always want to start on red buff.
The passive slow with the red buff auto attacks are very helpful during your ganks.

🡆 🡆 🡆 🡆

Start Q and clear Red Buff, Level W and roll to Raptors, roll your snowball from the exit of the jungle to the Wolf camp, then roll to blue buff after. After clearing blue, look to grab the scuttle crab on the side you finished blue. After clearing scuttle (Consume + Smite) stand on top of the speed boost ring and look to gank either lane next to you.

🡆 🡆

If you want to path to the red buff side of the map, this is the proper path: Start Q and clear Red Buff, Level W and roll to Krugs, Q+Smite Krugs, and once they’re finished roll to your Raptors and clear those. Once you’re level 3, you have a little bit of time before scuttle spawns. So you can look to gank either lane next to you, and if neither are gankable, try to set up a counter-gank. I’ll explain how to know if you should do this in the next section.
The way a Jungler knows if a lane is gankable is through 4 main factors.

1. Is the enemy mobile?

2. Does your teammate have good follow up in their kit?

3. Is the lane pushed towards you or the enemy?

4. Do you know where the enemy’s teammates are?

The more mobile the enemy is, the harder to gank.

The better follow up your teammate has, the easier to gank. (Any type of CC or burst damage)

If the lane is pushed towards the enemy, the lane is generally ungankable. If the lane is pushed towards your teammate, the lane is generally gankable. There are some exceptions to these rules though.

If an enemy is by their turret, they are susceptible to a tower dive. However, they are only vulnerable to this strategy if they are low on mana, behind in levels (compared to your laner) or if you have an extra teammate with you.

If the lane is pushed towards your teammate but there is a large crowd of enemy minions built up, this lane is typically ungankable. This rule applies to early game (levels 1-6) and also varies depending on the matchup of each laner. Try to follow this rule until you understand matchups more.

Counter-Ganking is as simple as it sounds. If your teammates lane seems gankable, you could shadow the lane and wait for the enemy jungler. Like any other, there are issues with this strategy. You could sit in your teammates lane doing nothing to potentially waste a lot of time for nothing. Setting up a counter gank is a high risk, high reward strategy. Doing this is fully rewarded once you learn how to start tracking the enemy jungler. Once you learn how to do this, you will have more justified, educated guesses based on your knowledge of timing and pathing.
League of Legends Build Guide Author SnowballBarrage
SnowballBarrage Nunu & Willump Guide
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{S11} Snowball's Master 1.7+ Million Points Nunu Guide

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