See Nunu's counters
Patch 26.18jungle

Nunu & Willump Jungle Build & Guide — Patch 26.18

Nunu

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Tank / Engage
Patch
26.18

Core Abilities

Call of the Freljord
Nunu and a nearby ally gain attack speed and movement speed; Willump's basic attacks splash damage around the target. Buff yourself or your laner before a fight.
Consume
Consume
Willump bites a minion, monster, or champion. Heals you and deals true damage to large monsters — the single best objective steal tool in the game (Drake, Baron, Herald).
Biggest Snowball Ever!
Biggest Snowball Ever!
Willump rolls a snowball that grows as it travels. Hold it to extend the path; release into an enemy to knock them up. Your primary engage and the longest-range gank tool you have.
Snowball Barrage
Snowball Barrage
Nunu throws snowballs in a cone; champions or large monsters hit by enough snowballs are rooted (cannot move). Use it to lock a target down after W lands, and to slow enemies while you clear camps.
Absolute Zero
Absolute Zero
Channel for up to 3 seconds, then explode in a huge AOE for massive magic damage that scales with channel time. Slows enemies inside it — this is your teamfight finisher.

Skill Order

1
E
2
W
3
Q
4
E
5
E
6
R
7
E
8
W
9
E
10
W
11
R
12
W
13
W
14
Q
15
Q
16
R
17
Q
18
Q

Primary Combo

WERQ

Core Items

Mosstomper Seedling
Liandry's Torment
Mercury's Treads
Riftmaker
Rabadon's Deathcap

Situational Items

Abyssal Mask
Abyssal Mask
when 3+ enemies deal magic damage: the AOE Magic Resist shred amplifies every spell from your AP teammates while you sit on the front line
Sunfire Aegis
Sunfire Aegis
vs melee bruiser-heavy teams (Sett, Darius, Olaf): the burn aura ticks on top of E and the bonus armor hardens you against frontline focus
Zhonya's Hourglass
Zhonya's Hourglass
vs burst comps that focus you during R channel (Zed, LeBlanc, Syndra): stasis buys time for your team to follow up
Warmog's Armor
Warmog's Armor
vs heavy poke comps (Xerath, Ziggs, Senna): regenerates massive HP out of combat so chip damage resets between fights

Runes

Primary · Resolve
Aftershock
KeystoneAftershock
Font of Life
Font of Life
Conditioning
Conditioning
Revitalize
Revitalize
Secondary · Sorcery
Transcendence
Transcendence
Scorch
Scorch
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Resolve primary: Aftershock procs on W knock-up and E root, granting bonus resists for 2.5s during R channel. Font of Life heals you and the lowest-health nearby ally each time you impair movement, Conditioning scales late, Revitalize boosts your Q heal.

Why secondary

Sorcery secondary: Transcendence adds ability haste (lower cooldowns on all spells) so you press R one more time per teamfight rotation. Scorch chips low-HP targets between fights — useful for the W poke gank pattern.

When to switch secondary

If the enemy team has 2+ tanks scaling on resists, swap Sorcery for Domination with Cheap Shot (true damage on rooted or slowed targets — your E and R apply both) and Treasure Hunter (extra gold per unique takedown) to fund Liandry's faster.

Win Condition

Steal every Drake and Baron with Consume plus Smite, then turn that objective lead into Absolute Zero teamfights at 3 items. Your job is to make the enemy jungler feel useless every time a neutral objective spawns.

Weakness

R is a channel — any hard CC interrupts it. If the enemy team has a single-target lock (Pantheon Q stun, Rell W, Nautilus Q hook) and saves it for you, your teamfight contribution collapses to W engage only.

Overview

Nunu & Willump is the simplest objective-control jungler in the game: roll a giant snowball into the back line, throw smaller ones to lock the target down, then channel a screen-wide blizzard. The kit has one signature trick — Consume (Q) deals true damage to large monsters, so Nunu smite-steals Drake, Rift Herald, and Baron from outside enemy vision. Every Nunu game is decided on those objective spawns: Drake, Rift Herald and Baron.

The trade-off: Absolute Zero (R) is a 3-second channel, and channels die to one point-and-click stun. If the enemy has even one hard CC saved for your ult, your teamfight damage collapses to W knock-up plus E root. Game plan: clear, hit 6, then translate every objective spawn into a steal or contest.

Recommended Build

Starting items: Mosstomper Seedling Mosstomper Seedling (450g) + 1 Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. Mosstomper Seedling is the durability jungle starter: bonus damage on monsters, and a shield once it is fully grown, out of combat and after each large monster you kill. The Refillable Potion is a healing item that refills for free at base, so once you own it you don't pay gold for chip damage from jungle camps (the neutral monster groups you farm).

Core items (in order):

  1. Mosstomper Seedling Mosstomper Seedling — pet companion (auto-evolves around minute 3-4 once it has earned enough XP). Fully grown it gives a shield while you are out of combat and again after every large monster you kill. Pick this over the AP/AD pets because Nunu wants to survive long enough to channel R.
  2. Liandry's Torment Liandry's Torment — your first finished item every game. The %max-HP burn stacks with R's channel, melting tanks. Without Liandry's, Absolute Zero does poke damage; with it, the same channel deletes 40% of a tank's HP.
  3. Mercury's Treads Mercury's Treads — default boots. They grant tenacity (a stat that shortens stuns and slows on you), critical for a channel ultimate. Swap to Plated Steelcaps Plated Steelcaps only into 3+ AD threats with no real CC chain.
  4. Riftmaker Riftmaker — omnivamp (you heal off all damage you deal) plus a passive that converts damage to true damage after 3 seconds in combat. The 3-second timer matches R's channel length, so Absolute Zero explodes with full true damage online.
  5. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling multiplier. With Liandry's + Riftmaker online, Deathcap pushes the R explosion from "team-shifting" to "unsurvivable for any squishy who did not Flash out".

Situational items:

  • Abyssal Mask Abyssal Mask — when 3+ enemies deal magic damage. It reduces magic resist on enemies near you, so every spell your AP teammates land hits harder. Pair it with your front-line presence: you are always at the center of the fight.
  • Sunfire Aegis Sunfire Aegis — vs melee bruiser-heavy teams (Sett, Darius, Olaf). The burn aura ticks on top of your E snowballs and the bonus armor hardens you against frontline focus.
  • Zhonya's Hourglass Zhonya's Hourglass — vs burst comps that focus you during the R channel (Zed, LeBlanc, Syndra). Stasis (a 2.5s window where you cannot be damaged or take actions) buys time for your team to follow up, and stasis does not cancel an R channel that you started a beat earlier.
  • Warmog's Armor Warmog's Armor — vs heavy poke comps (Xerath, Ziggs, Senna). Warmog's passive regenerates a huge chunk of HP out of combat, so the chip damage you take walking up to a fight resets to full before you commit.

Boots: Mercury's Treads Mercury's Treads is the default — tenacity protects your channel. Plated Steelcaps only into AD-heavy comps with no major CC.

Skill order: Max E first (clear speed and main DPS, locks targets for R), W second (longer-range engage threat), Q last (the heal scales fine without points until 14+). Take a point in R at levels 6, 11, 16.

Runes: Primary Resolve with Aftershock (gives you bonus armor and magic resist for 2.5 seconds the moment you land W knock-up or E root — exactly the window when you channel R), Font of Life (each time you impair an enemy's movement, you and the lowest-health ally nearby heal), Conditioning (extra resists after minute 12), Revitalize (boosts your Q heal and any shield on you). Secondary Sorcery with Transcendence (extra ability haste — a stat that lowers all your spell cooldowns) and Scorch (small magic damage chip on the first basic ability hitting an enemy every 10 seconds, useful for the W poke gank pattern).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Nunu beats

  • Immobile rocket-launcher ADC

    Jinx has zero dashes and Flame Chompers! can be walked around by a rolling Biggest Snowball Ever! arriving from fog. The W knock-up breaks her Switcheroo! auto rhythm, and Snowball Barrage roots her in place long enough for the whole Absolute Zero channel to land on her.

    Jinx
  • Long-range trap marksman

    Caitlyn has no dash beyond 90 Caliber Net's short knockback and cannot leave a Biggest Snowball Ever! path once it commits from a brushed angle. Snowball Barrage roots her even inside her own Yordle Snap Trap zone, holding her for the full Absolute Zero channel.

    Caitlyn
  • Souls-stacking support marksman

    Senna's Curse of the Black Mist mist is broken by W's incoming projectile, and Last Embrace root cannot fire mid-Biggest Snowball Ever! travel. Absolute Zero's channel damage shreds her low base HP, so a single uninterrupted ult is usually enough to remove her from the fight.

    Senna
  • Frontline devour tank without objective steal

    Tahm Kench has no ranged smite tool — Consume's true damage on Drake and Baron steals every neutral he tries to contest with basic Smite. Devour can save one ally from Absolute Zero, but the damage is already ticking on everyone else by the time he spits that ally back out.

    Tahm Kench
  • Frontline melee bruiser without ranged tools

    Sett has no ranged poke or smite booster — Consume true damage on objectives steals every Drake and Baron from outside his The Show Stopper grab range. Knuckle Down needs him to land basic attacks, and every Biggest Snowball Ever! knock-up takes that rhythm away from him.

    Sett

Champions that beat Nunu

  • Long-range stun-spear support

    Pantheon's Comet Spear stuns through Absolute Zero from 1200 units, cancelling the channel from outside Nunu's W range. Aegis Assault blocks Snowball Barrage projectiles in a wall, and Grand Starfall then closes the map on you, turning the failed channel into a lost fight.

    Pantheon
  • Single-target hook tank support

    Nautilus's Dredge Line hooks Nunu mid-Absolute Zero channel, dragging him out of position and cancelling the AoE. Depth Charge is a guided stun that travels through terrain, so channelling behind a wall does not protect the ult either.

    Nautilus
  • Knock-up engage cavalry support

    Rell's Ferromancy: Crash Down stuns on landing inside Nunu's R channel position, cancelling Absolute Zero outright. Shattering Strike pulls her allies back in and clears the Snowball Barrage root off all of them at once.

    Rell
  • Early-invade gap-close jungler

    Lee Sin's Sonic Wave into Resonating Strike Q-recast gap-closes onto Nunu during his slow first clear, and Tempest into Cripple all-in beats him before Biggest Snowball Ever! is online.

    Lee Sin
  • Burst stun jungler with dual form

    Elise's Cocoon stun cancels Absolute Zero from 1100 units, and Rappel descend from invisibility positions her behind Nunu's channel angle. Spider Form's pounce closes the gap while his clear is still slow, so she picks the fight on her terms every time.

    Elise

Key matchups

  • Lee Sin / Elise: Early-game invade junglers. Track them with vision wards (placed items that reveal a small map area for ~90 seconds) on raptors and your red buff (camps in your own jungle). Avoid 1v1 fights pre-3. Do raptors → red → blue → Scuttle (the river crab that grants vision when killed), then play for objectives.
  • Master Yi / Karthus: Scaling junglers. Force fights and objectives (Drake, Rift Herald, Baron) before minute 18. Every Drake your team takes via Q steal is one Yi or Karthus doesn't scale into. R is also one of the few things that locks down Yi during Alpha Strike's untargetable window — wait for it, then channel through it.
  • Hecarim / Volibear: Engage mirror. Whoever lands the first hard CC wins the fight. Save W for after their initial commit (Hecarim Devastating Charge or Volibear E slow) so your knock-up chains on top of their CC. Aftershock procs on top.
  • Maokai / Sejuani: Tank junglers with their own AOE engage. Whoever lands R first wins the fight, but Sejuani Glacial Prison and Maokai R both interrupt your channel from range. Use W to push their tank off your channel position: they cannot interrupt what they cannot reach.
  • Kha'Zix / Rengar: Assassins who burst your back line. Body-block for your carries (stand between the assassin and your damage dealer to soak the hits) and channel R on top of your own carry — Absolute Zero deters them from committing into a 4-target AOE.

Power spikes & win conditions

  • Level 3: With E, W, and Q all unlocked, your gank threat (a surprise attack on a lane from the jungle) is real. Hold W for 1 second to size it up, release into an immobile lane opponent. The knock-up plus E root chain is usually a kill when the ally in that lane is already ahead.
  • Level 6: First Absolute Zero. The biggest spike Nunu has. Find an objective within 30 seconds — Drake or contested Scuttle — and channel R from a fog of war angle. Your team commits when they see the channel start.
  • Liandry's Torment Liandry's Torment completion (~ minute 12-14): Your R goes from poke to real threat. Drake fights with R ticking on a stacked enemy team are unwinnable for them.
  • 3-item spike (~ minute 22-26): Liandry's + Riftmaker + Deathcap online. R cooldown is short enough that you can teamfight twice per Baron timer. Force every objective before scaling carries (Vayne, Kassadin, Kayle) take over.

Common mistakes

  • Pressing R from the wrong distance. Absolute Zero is centred on Nunu himself. Start the channel 200 units short of the enemy and most of them are standing outside the blast. Walk in with your front line on top of the enemy team, then channel — the channel zones them from approaching you.
  • Q-stealing the wrong objective. Consume's true damage is huge on Baron, Drake, and Rift Herald, but it's your only single-target damage tool. Save Q for the steal window (~10% monster HP). Don't burn it on small camps before a Drake spawn.
  • Channeling R into known interrupts. If the enemy has a saved Pantheon Q, Nautilus Q hook, or Rell W, do not channel from open ground. Walk into a wall or behind your tank line first — a body block forces them to commit Flash to land the CC.
  • Forgetting to size W before engage. Biggest Snowball Ever! starts small. Release it straight away and the knock-up lasts the minimum. Hold 1-2 seconds in fog — the snowball doubles in size and the knock-up jumps from 0.5s to 1.5s.
  • Skipping objective trade for a single kill. A 1v1 gank gives 300 gold; a clean Q steal on Drake gives 1000+ gold plus the dragon stack. Objectives over kills, every time.

Advanced tip

Practice the Flash + R combo on a target dummy. Start the R channel from outside enemy vision (behind a wall or in fog), then Flash into the middle of their grouped back line at the 2-second mark. Flash does not interrupt your own channel, so you appear inside their team with a fully-grown blizzard about to explode. The enemy team has 0.5 seconds to react: eat the full AOE, or burn every escape Summoner Spell and Flash on the panic. Either way you win the next fight, because their cooldowns are gone. This is the play that turns Nunu from a champion who throws snowballs across the river into one that decides games at the top of the ladder.

Past patches

No previous versions available.

Related jungle guides