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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
1. Worthy of disgust or hatred: Detestable
With this build, the enemy team will definitely be QQing at the end of the game. Incredible survivability
I like to take exhaust and flash. Exhaust can be used to slow a second person while I'm bombarding one with iceball, whether I'm chasing or being chased, but it can also be used in an alternative way. With the cripple mastery, I am able to reduce the magic resistance of someone in my doom circle when I'm ult'ing. It isn't much, but if I cast it at the end it not only leaves them slowed (Rylai's will slow 15% if you actually have the time to build it), but also with reduced magic resistance and armor to kill off the last bit of hp.
Taking flash is obvious; use it to jump into the center of a fray to maximize the damage of your ult or as a last desperate attempt to escape while all your abilities and exhaust are on cool-down (with the rune and item build, this should not happen very often).
Other spells that work well are clarity and ghost, but I won't describe them here.
If you have just started, get Cripple on the offensive tree and then focus on the defense tree. If you take ghost, you can get Haste as well. As soon as you reach lvl 9 however, go for Archaic Knowledge. Your iceball damage at the beginning of the game will terrify anyone you lane against and the 15% will always help you throughout the whole game.
I left this section unedited for a reason. I pick my skills based on what my team or I need most at the moment. I do follow some rules, such as prioritizing ice ball and ult at levels 6,11,16, but I also make sure to put at least 1 point of Blood boil before level 6, and at least two points of consume after getting my ult. Whether you focus blood boil or consume as a secondary depends on your situation. If you continue to lane or jungling, get points into consume. If you are ganking or need to escape often, get more points into blood boil. Personally, I keep both rather even throughout the game.
My runes are focused on being good early game; your items will outshine of them at endgame. The cool-down runes are not much of a priority since they are very expensive and the endgame items will get you to 40% anyways. Most important is the magic penetration since it will make your iceball take down the health of most squishy characters to 3/4th at level 1.
Start with amp tomb and a mana pot. Once you get 2090g, go back and get catalyst to max out your laning potential and kage's pick to generate extra gold over time. Once you generate 2445 gold, you can choose to go back and get fiendish codex and mercury treads, or hold it out for 700 gold and get your first piece of armor, chain vest. From there complete each item as you please. You can finish deathfire early if you want the extra space, but you'll miss out on kage's gold generating.
I'm not going to defend my choice of items, nor give a reasoning for taking them since they are rather self explanatory. I get enough AP and CD reduction to get the job done with my skills and enough health, armor, and magic resistance to survive.
There are plenty of guides that tell you how to play Nunu. This guide is mainly just a way for me to collect my thoughts while possibly inspiring someone else to alter their idea of an ideal build. If you read through this, I salute you. Now go play, I think maintenance is finally done.