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Spells:
Flash
Smite
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
1) His ability to kite and survive a wide range of situations based on a good amout of health and

2)

Pros:
- Very strong jungle
- Easy farming
- Great ganking potential
- Has both a speed up and a slow
- Excellent kite
Cons:
- Difficult to deal a lot of damage without landing
Absolute Zero
- Only one damage dealing ability
-
Absolute Zero can be easily disrupted
- Very strong jungle
- Easy farming
- Great ganking potential
- Has both a speed up and a slow
- Excellent kite
Cons:
- Difficult to deal a lot of damage without landing

- Only one damage dealing ability
-


*Application* This is nunu's passive. It is the only reason his normal attack is useful so don't forget to use it quite often to maximize the amount of free spells u can dish out.

*Application* This is arguably nunu's most important ability. It is very easy to survive the jungle using this ability as it works somewhat like a second


*Application* This ability is great for a good number or reasons. It is good in teamfights if you use it to support your teams carry or to grab a quick kill or assist. It is good for getting out of sticky situations seeing as it makes you a good bit faster, this in combination with


*Application* This is nunu's only damage dealing basic ability. It has a very low c/d and is especially good at harass. If the enemy however has a



*Application* Nunu's ultimate is in my opinion of of the most powerful nukes in the game. The only problem is it is extremely difficult to use properly if the enemy has alot of cc because most types of cc will disrupt the charge and your damage will be severly reduced. The trick with it is that you have to be tricky. The most effective way to do this is to kite around the bushes. I cannot tell you how many times nunu has allowed me to pick up kills due to other people's stupidity. If you run around their minions like you are kiting them use









Start with a
Ruby Crystal and
Consume at Blue Golem, Wolves, Wraiths, Lizard Elder, and Double Golem. And at that point you can gank or keep triangling around from Double golem to wraiths to wolves, and if you killed blue first he will spawn shortly after the 7 min mark. But the goal should be lvl 6 at 7 mins.


Okay, this is the fun part! Here we will discuss how to really annoy the enemy team by simply yetiing around.So what you wanna do is pretty much trick the enemy team into chasing you around, there are various ways to do this. You can trick the enemy team into thinking your stupid, you can simply harass them with
Ice Blast then run up and hit them once and run back, the choice is yours but you want them targeting you! but this creates a serious problem. How are you supposed to stay alive if your constantly maintaining the enemy team's focus. Elementary my dear Watson! Simply run in circles around the minions and
Consume as needed.
Consume heals for a whole lot, especially mid-late game. Keep in mind this strategy only works when fighting with team mates in a team fight or 2v2 and so on. Just like with working with
Absolute Zero you want to get as creative as you possibly know how.




Marks: by getting 9
Greater Mark of Magic Penetration you have a little bit of spell pen. that will later stack with a
Void Staff and if you so choose
Sorcerer's Shoes
Seals: the extra armor you get from 9
Greater Seal of Armor is good for surviving early game ganks and for smoother jung sting.
Glyphs: the ability power you get from having 9
Greater Glyph of Ability Power makes for easy jungling and has synergy with this rune pages marks. This synergy will allow for easy survivability early game with
Consume.
Quints: Getting 9
Quintessence of Ability Power will give you early ability power for making jungling smoother, this also compliments this rune pages glyphs. This synergy will allow for easy survivability early game with
Consume.



Seals: the extra armor you get from 9

Glyphs: the ability power you get from having 9


Quints: Getting 9


I like to do a 0/21/9 making sure to take
Juggernaut
in the defensive tree, and
Runic Affinity
in the utility tree. so long as those two masteries are prioritized the rest is very susceptible to change.


I would like everyone to know that these items explained and addressed are all susceptible to change at the player's will. I would also, however, like to recommend that you keep what i perceive to be the core items of the build:
Rod of Ages,
Void Staff, and
Rylai's Crystal Scepter.
Rod of Ages this item is amazing for any and all tanky AP champions. It has everything
Nunu & Willump needs: Health, Mana, and Ability Power. While over time all three of these things increase. Getting this item first has strong benefits to both his defensive and offensive capabilities for most of the game.
Sorcerer's Shoes the spell pen. granted from these boots will help
Nunu & Willump deal a good bit more damage with both
Ice Blast and
Absolute Zero, this will also stack with the spell pen. given from
Greater Quintessence of Magic Penetration
Giant's Belt This item should be built into
Rylai's Crystal Scepter after
Void Staff, but by getting this item early it grants more health and sustainability which will allow for
Nunu & Willump to be more annoying to the enemy team and not have to play so carefully.
Void Staff This item is very important, it gives
Nunu & Willump a great bit more survivability with
Consume as well as the ability to hit that much harder with both
Absolute Zero and
Ice Blast!
Rylai's Crystal Scepter the slow you get from this item is ridiculous you get a 35% slow added to
Ice Blast which is a damage dealing slow already, it also gives a 15% slow increase to
Absolute Zero and 15% may not be a lot but it does make it just that much harder for people to escape. It is actually notice a pretty significant change when done, try it and see. The health also helps keep
Nunu & Willump as a very annoying force throughout the game.
Guardian Angel this item is rather enjoyable because at about this point you should have a good bit of health already so it really adds to your durability to almost a tank level. The aura is also useful when kiting at low health and allows for more aggressive game play.
Rabadon's Deathcap This item is a fantastic end game item for
Nunu & Willump just because of the large amount of AP that it grants and it's 30% increase to AP as well. It works well end game because it gives him just that one last huge boost. This item is in no way necessary but it works very well.


























Suggested:
Flash: this spell is great with
Nunu & Willump because it compliments his natural tendencies. It makes it much easier for him to escape sticky situations, catch people that seem just out of reach, or if timed correctly land a very sneaky
Absolute Zero
Smite: Well this is a jungle guide... Also alongside
Consume it allows you to clear the jungle in record time!
Good:
Ghost If
Flash just is not your style.
Surge The attack speed granted will allow you to take advantage of
Visionary as well as allow you to hit harder with
Absolute Zero and
Ice Blast. This wouldn't be my first choice but i can see how it would work.
Heal can be used for more aggressive game play as well as getting those sneaky kills or helping you survive an early counter jungle or a gank gone wrong, though this spell is less important because of
Consume but still viable.
Ignite This can be used to keep people from escaping your wrath.
Exhaust There is nothing scarier than a gank oriented jungler, jumping out of a bush and exhausting the target to death.
Cleanse If you choose not to take Mercury's Tread then this can be a useful tool for dealing with crowd control.
Bad:
Clarity I don't really see this being useful simply because your the jungler so you've got the blue buff, ontop of that you get a good bit of mana with
Rod of Ages also free spells with
Visionary
Revive never get this spell unless you are
Karthus
Promote To be honest i can see how this would work as a laner because you can
Blood Boil it and eat towers, but as a jungler there are better spells.
Clairvoyance this spell is more for supports and champions whose range out ranges their line of sight.





Good:











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