Nunu & Willump
Build Guide by SnowballBarrage
{S12} Snowball's GrandMaster Nunu Guide (2mil+ Points)
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Runes: Standard
1
2
3
4
5
6
Sorcery
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
VS KITING/NON BURTSY
Chilling Smite
Flash
Items
Ability Order Abilities
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kayn
Red Kayn is a great counter to any tank. High sustain, can interrupt your R with his knock up, hard to pin down, and can threaten objective steals. Great clear speed as well.
Ryze
YOU CAN COMBINE YOUR R'S AND GIVE THE ENEMY A SURPRISE!
Ideal
Strong
Ok
Low
None
Ryze
YOU CAN COMBINE YOUR R'S AND GIVE THE ENEMY A SURPRISE!
Champion Build Guide
Enjoying my Guide?
I'm happy that I am helping you become a better Nunu & Willump player. I am the rank 1 AP Nunu NA, and I am a Twitch Streamer currently on a mission to Twitch Partner. I would really appreciate it if you could join me on my journey!
I'm happy that I am helping you become a better Nunu & Willump player. I am the rank 1 AP Nunu NA, and I am a Twitch Streamer currently on a mission to Twitch Partner. I would really appreciate it if you could 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 GrandMasters ![]() 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 |
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PRO’S 🡆 Hard to kill 🡆 Heal a lot 🡆 S tier ganking 🡆 Rarely lose a smite-off 🡆 Reliable CC/peel 🡆 High burst damage |
Con’s: 🡆 No DPS(Damage per Second) 🡆 No dashes or immediate mobility 🡆 Heavy reliance on teammates 🡆 Ult easily canceled 🡆 Average Clear Speed |
Standard
This rune set is the most standard pretty much any match. You use tenacity into high CC team comps, and Triumph along with it because it’s great 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) |
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Anti-Burst
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. |
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STANDARD 12.9
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 ![]() ![]() ![]() ![]() ![]() |
VS ALL AD TEAMS
If the enemy team has healing, build
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VS ALL AP TEAMS
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.
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UTILITY BUILD
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+).
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FULL AP JUNGLE
Going Full AP on Nunu is my personal favorite build in the game. However while it is the most fun, it is also the hardest build. Nunu & Willump are a player friendly champ because they are forgiving to play (you can make a lot of mistakes) but going full AP takes that aspect away. Go this build if your team needs AP.
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GANKING 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 CCs 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 |
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. |
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