Nunu Build Guide
Nunu: The AP Junglerwritten by ShadowReign757
Table of Contents
|Pros / Cons||4|
|Bonus Tips and Trivia||16|
NOTE: This build is originally from Mobafire.com and is the number 1 jungling build. It is the number 2 build overall.
Hello and welcome to my Nunu build. This is an AP jungling build, which is probably the best way to play him in my opinion, due to his amazing damage as an AP carry, and also his Consume spell, his passive, and Ice Blast are great for jungling. Please be sure to rate and comment, and be sure to address any problems you have so I can help. Please test this build at least once before voting.
Visionary (Innate): After 7 attacks, Nunu's next spell has no cost.
Thanks to Blood Boil, this charges pretty quickly and saves you plenty of mana. Great passive.
Consume (Active): The Yeti takes a bite out of target enemy minion, dealing heavy damage to it and restoring his own health.
Cost: 60 Mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
True Damage: 500 / 600 / 700 / 800 / 900
Health Restored: 125 / 180 / 235 / 290 / 345 (+1 per ability power)
This is the skill that makes Nunu one of the best junglers, and the heal is also uber smexy.
Blood Boil (Active): Invigorates an allied unit by heating their blood, increasing their attack speed and movement speed for 15 seconds. If cast on an ally, Nunu also gains the effect of Bloodboil.
Cooldown: 15 seconds
Cost: 50 Mana
Attack Speed: 25 / 35 / 45 / 55 / 65 %
Movement Speed: 11 / 12.5 / 13 / 14.5 / 16 %
This is your other main jungling skill, and also the sill that will secure a large portion of your ganks.
Ice Blast (Active): Nunu throws a ball of ice at an enemy unit, dealing magic damage and slowing their movement speed by a percentage and attack speed by 25% for 4 seconds.
Cooldown: 6 seconds
Cost: 75 / 85 / 95 / 105 / 115 Mana
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 85 / 130 / 175 / 225 / 275 (+1 per ability power)
This is your main harass, your CC, and other than your ult, the only damage skill (to champions anyway) you have. But it gets on a fairly low CD, and is reliable to get kills.
Absolute Zero (Active): Nunu begins to sap the area of heat, slowing all nearby enemies movement speed by 41.2% and attack speed by 25%. After 3 seconds, he deals massive damage to all enemies caught in the area. Can be cancelled for less damage.
Cost: 150 Mana
Area of Effect: 550
Cooldown: 150 / 120 / 90 seconds
Magic Damage: 625 / 875 / 1125 (+2.5 per ability power)
Your ult, your massive AoE nuke, and your second form of CC. This is one of the few ultimates in the game that can literally be a game changer. But you are VERY vulnerable to CC while using it, but hopefully Banshee's Veil will allow you to channel it for the full duration.
Fun Fact: It has the highest AP ratio in the game
Stats at 18:
Health: 2381 at 18 (545 + 108/level)
Mana: 969 at 18 (255 + 42/level)
Armor: 79.5 at 18 (20 + 3.5/level)
Magic Resist: 30
Critical Chance: 7.4% at 18 (2.3% + 0.3%/level)
Health Per 5 Sec: 21.45 at 18 (7.85 + 0.8/level)
Mana Per 5 Sec: 9.5 at 18 (4.4 + 0.3/level)
Stats with the items I choose:
Health Per 5 Sec: 21
Mana Per 5 Sec: 20
Magic Resist: 80
Attack Damage: 112
Crit Chance: 7.4%
Crit Damage: 200%
Attack Range: 100
Movement Speed: 385
Ability Power: 405
Attack Speed: 0%
Life Steal: 0%
Armor Penetration: 0
Magic Penetration: 48.55
Cooldown Reduction: 20.9%
Gold Per 10 Sec: 0
Reduced Death Time: 10%
These stats were copied from my build on Mobafire, and may be wrong. The AP is wrong, as the % boost wasn't calculated by the Mobafire database.
Pros / Cons
+Consume and Smite are the perfect combo
+Has a slow
+You eat squishies alive
-After you use Absolute Zero your only good damage source is Ice Blast
-Banshees Veil or Sivir's Spell Shield block your damage source significantly
-Cleanse or Flash gets people out of your Ult relatively easy
-Your Ult can be canceled by a stun, snare, taunt, and other disables
-Tanks who stack Magic Resist are a pain
As you can see, Nunu is not hard to counter, but only the tank will really be trying to counter you (Even though others may grab a Force of Nature or something). Most squishies and carries will continue their regular build, so only the tank should really be giving you much trouble (Of course you can't forget about really tough DPS champs like Mundo, Olaf, or Sion).
Greater Mark of Insight - Provides some magic penetration for more damage.
Greater Seal of Clarity - Some MP5 to assist with any mana problems when you don't have blue buff
Greater Glyph of Focus - Some CDR for your consume
Greater Quintessence of Fortitude - These are NECESSARY for starting on blue buff, and the boost is good for other things as well.
I follow a 9/0/21 mastery build.
[mastery=good hands] 3/3: I take this over Perseverance because it is more useful.
Perseverance 1/3: The reason I take Good Hands over this is because 4% bonus regen is nothing. Even if you have 200 regen per 5 seconds, you only get a bonus 8, and we don't get anywhere near that.
[mastery=awareness] 4/4: Gives you the EXP boost you need to keep up with your teammates in levels.
Meditation 3/3: Gives you some regen that goes well with your MP5 seals.
[mastery=utility mastery] 2/2: Gives you a nice boost to your buff duration.
[mastery=quickness] 3/3: Provides a nice boost to your movement speed.
[mastery=blink of an eye] 1/1: Some nice CDR on your Flash.
Intelligence 3/3: Some necessary CDR so you can use consume faster.
[mastery=presence of the master] 1/1: Reduces the cooldown on your summoner spells even more.
[mastery=archmage's savvy] 3/3: A nice boost to your AP.
[mastery=plentiful bounty] 1/1: Some nice CDR for Smite, and the gold boost is also nice.
Sorcery 4/4: Some more CDR for Consume.
[mastery=archaic knowledge] 1/1: Some nice magic penetration.
Cloth Armor - This is very useful for any jungler, and helps with blue buff.
Health Potion - Pretty obvious. You can take a minimal of 3 of these, but I usually grab 4.
Ionian Boots of Lucidity - Some early CDR to use Consume faster for slightly easier jungling.
Rod of Ages - Gives you some health, mana, and Ability Power, plus it gives you more over time.
Banshee's Veil - Great to prevent slows and other types of CC, and harmful spells in general. Also necessary to channel your ult as long as possible.
Void Staff - Magic Penetration is nice and some good Ability Power also.
Guardian Angel - Some MR and armor, plus the awesome passive.
Rabadon's Deathcap - This is an all around good item for any AP champ, and gives you plenty of AP.
Lich Bane - The passive is great, plus all the bonuses such as the Ability Power you get from it.
Archangel's Staff - Gives you some good Ability Power, and the passive of Tear of the Goddess. I don't use this because you should have plenty of mana from Banshee's Veil and Rod of Ages.
Abyssal Scepter - Magic Resistance and Ability Power. Plus it basically gives you 20 Magic Penetration, only in aura form
Mejai's Soulstealer - Great item if you are doing really good and feel you can hold the stacks. If you can you get some nice cooldown reduction.
Deathfire Grasp - Nice cooldown reduction and Ability Power, plus a nice passive.
Will of the Ancients - This is a good support item for other AP casters on your team and good for you also.
Sorcerer's Shoes - Gives you the movement speed and some very helpful Magic Penetration.
Mercury's Treads - Keeps you from being CC'd too hard.
Rylai's Crystal Scepter - http://eu.leagueoflegends.com/board/showthread.php?t=228 Yes this DOES stack with Ice Blast, and it is very effective. Bonus health, nice AP, and a slow that stacks with your Ice Blast. I don't get it though, because the slow from your Ice Blast should be enough.
[item=morello's evil tome] - Good AP and MP5. Also good for CDR. A very nice addition to the game in my opinion, and also good on Nunu.
Zhonya's Hourglass - A very nice 100 AP and gives you the amazing passive and 50 armor.
You may have noticed that I put basically every AP item there is on this list, that is because there aren't many items that are bad on Nunu.
So your core is:
Ionian Boots of Lucidity
Rod of Ages
The rest is pretty situational, and you get to decide where you want to go with it. I just listed the items that I find myself using a lot.
2. Blood Boil
4. Ice Blast
5. Ice Blast
6. Absolute Zero
7. Blood Boil
8. Blood Boil
9. Ice Blast
10. Ice Blast
11. Absolute Zero
12. Ice Blast
13. Blood Boil
14. Blood Boil
16. Absolute Zero
The reason I chose to use this skill sequence is because you only need 2 ranks in consume to successfully jungle, and then I max Ice Blast and Blood Boil at pretty much the same rate, as they both help a ton when ganking. Of course, I grab Absolute Zero every time I can.
Smite: Pretty obvious why you would take this. Seriously, Consume + Smite at level one is 945 damage to blue buff or golems. That is awesome. But Nunu is still an effective jungler without Smite, so feel free to replace it.
Flash: Can get you in to use your Ult, or get you out after. Great spell.
Heal: Can save you many times and helps if you are new to jungling.
Exhaust: Can keep people from escaping your ultimate and you already have 2 slows, add exhaust and it's hard to escape you.
Cleanse: Gets you out of bad situations where their team has a lot of CC.
Spells I don't recommend:
Ghost: You have Blood Boil, you should be able to chase/escape without this.
Ignite: Your burst is so huge, they shouldn't get away. And if they do live, you have Blood Boil to chase them and Ice Blast to keep them slowed.
Clairvoyance: Let the support take this one, you need Flash to get in a teamfight, and you have Smite for fast jungling, so you don't have room for it anyways.
Clarity: You have plenty of mana regen, and should have blue buff almost all of the time.
Teleport: Can be useful for pushing, but not too much else.
[spell=rally]: The effect isn't worth the cooldown on it. And it's more of an AD carry/support spell.
[spell=fortify]: Leave this to tanks and supports.
Thanks to Consume, Nunu is easily the easiest jungler in the game (Did I mention that it's easy?). The way I like to use goes like this:
IMPORTANT: You NEED to have AT LEAST all of the quints and glyphs, or you will die on blue buff. I'm pretty sure the CDR from my chosen masteries is also necessary.
Go to Blue Buff. Once it spawns and no one is ganking you, Consume then Smite it (I use these two as soon as the fight starts). Use a health potion right off the bat so you have good regen throughout the fight. This fight can come down to you having very low health (like around 20 health left) before you are able to consume for the killing blow, so this may take practice. You will most likely need to use another potion to deal with the remaining lizards.
Next for the wolves. Simply Consume the big wolf and auto-attack the rest, using consume to keep your health up.
Now go to the Wraith camp. Consume the purple one and, like all the other camps, just auto-attack while using consume.
Now for Red Buff. Simply use strategy from blue buff to kill him. This fight can also be a pretty close call, so using a potion is recommended here..
Next run to the Double Golem camp. Consume one and then auto-attack and consume to finish them off.
Once that is done, the wolves will have either respawned or are close to respawning, so run to their camp. Kill the wolves using the strategy above.
Recall and buy your Madred's Razors, you will have to wait for 15-20 gold, but it's worth it.
Now for Dragon. Note that before you decide to kill Dragon, you should probably check all lanes to see if a gank opportunity has arisen, or if a lane needs to be covered while your teammate goes back to base. Before you kill Dragon, make sure you have Blue Buff, and make sure you have full health and mana as well. I killed dragon at level 9, although you can also do it earlier depending on how much help you get. When I did this, I ran in and used the Consume and Smite combo, and kept Blood Boil on at all times while using Consume and using Ice Blast. I had my Ionian Boots of Lucidity, so the CDR may have led to faster Consumes and helped me do it.
As I said before, clearing the jungle only requires a minimal of 3 potions, so if you feel confident, grab 3 and save yourself some money.
In Team Fights team work is key to winning, so make sure your team has some sort of plan. Once the tank initiates, run in and use your ult. Most will turn and run, but by being slowed they are going to be barraged by attacks from your team. Once the ult goes off, Ice Blast the squishiest member of the enemy team. Always be sure to keep Blood Boil size on your hardest melee carry, and if an ally is dying and trying to escape, Ice Blast the person chasing, then use Blood Boil on your ally so he/she can escape. Your burst will have hopefully injured them nicely and made them retreat, and also hopefully picked up a few kills. As Nunu you are likely get more assists than kills.
Grab your Cloth Armor and run straight to blue buff. Once you are sure no one is ganking you, follow the guide given in the Jungling section.
Start your ganking and be aware for ganks, as this is where they are the most common. Ganking is as easy as using Blood Boil on your ally then using Ice Blast to keep the enemy slowed for your ally to beat on them. If you want the kill really bad, or there are multiple targets and you want both dead, then use your ult to help get the kill(s). Also now is the time to ward Dragon and even Baron later on.
Team Fight time. Your ult is the game changer in team fights, and your job is to deal nice damage with Ice Blast, while keeping Blood Boil on your carries. Baron should be warded ALWAYS, and should be done by your team at some point. Fighting 1v1 with someone isn't the best idea with Nunu, so try to stick with a reliable damage dealer. If the situation appears where you are stuck in 1v1, don't worry. You are a durable damage dealer with a nice escape mechanism via Blood Boil. Hopefully you have most of your build. The game doesn't usually last too much longer, win or lose. But if it happens to, and you complete your build, well, the enemies better have a lot of MR.
This build is an effective jungle build (For me anyways) that I enjoy and have had success with and I hope you had success with it also. Anything in this build that may be similar to some other build is completely coincidental, as I have not looked at any other jungle Nunu builds.
Thanks for reading, be sure to comment and rate.
Bonus Tips and Trivia
- Consume allows Nunu to stay in a lane against ranged opponents, especially against Heimerdinger's turrets which can be destroyed with a single Consume. It also allows Nunu to be a very effective jungler due to its healing and true damage.
- You can use Consume to heal yourself if a fight is not going your way, or to heal some Health if you are trying to escape from an enemy. It can often help you avoid death if you Consume a unit while retreating.
- Due to the high slow and long duration of the slow from Ice Blast, it is often a good idea to get at least one rank early game to help get kills.
- You can choose to interrupt Absolute Zero early for partial damage if an opponent is about to run out of range.
- Ice Blast before Absolute Zero with a Rylai's Crystal Scepter or summoner skill Exhaust can lead to a very devastating combo.
- Absolute Zero can be canceled by crowd control such as a stun/silence/taunt/etc. Be wary of the enemy champions around you.
- Absolute Zero has one of the largest ability power ratios in the game (x2.5) - thus making him a very sturdy caster. Stacking up on ability power will greatly increase its damage. Use him in collaboration with Anivia to dominate AoE damage in a lane.
- Utilizing Visionary can enable Nunu to constantly harass with Ice Blast and heal with Consume. Blood Boil can also be utilized to trigger Visionary more often, especially if laning with a friendly ranged hero like Ashe or Tristana.
- Nunu's Absolute Zero is most effective when it is used alongside other ultimates such as [icon=curse of the sad mummy size=25]Curse of the Sad Mummy, [icon=grand skyfall size=25]Grand Skyfall and [icon=idol of durand size=25]Idol Of Durand.
- Nunu can be built as either ability power, tank or a DPS. It is recommended to not have mix of all three.
- Consume allows Nunu to be an effective jungler at level 1.
- If Absolute Zero is used while in the cover of the brush, no enemies outside of the brush will be able to see the ground animation, making a nice surprise burst.
- By combining a caster Nunu with a spell vamp item like Will of the Ancients Nunu can become impressively resilient, healing over a hundred hp from a single Ice Blast and potentially fully healing with Absolute Zero if enough enemies are caught in its area of effect.
- Spell Vamp also works quite effectively with Consume, getting the heal from Consume and the spell vamp heal for doing 500-900 true damage to the minion.
- With defensive masteries, runes and a Rod of Ages Nunu can be a teams tank without any tank items thanks to his high hp gain.
- A Banshee's Veil is a must have item for Nunu when channeling his ultimate to avoid sudden stuns or silences.
- Nunu is the name of one of the developer's dogs. He also uses it as a pet name for his wife.
- Nunu's joke is a reference to Theodore Roosevelt's famous quote, "Speak softly and carry a big stick."
- Nunu's taunt is a reference to "The Hulk."
- In thermodynamics, "absolute zero" refers to a state where the temperature of a system is at the lowest possible limit: approximately -459.67 degrees Fahrenheit, -273.15 degrees Celsius, or zero Kelvin.
- Nunu's dance is a reference to Michael Jackson's famous Moon Walk.
- Nunu was designed by Guinsoo.
- The Yeti's name is Willump.
*Very special thanks to the hard workers at the League of Legends Wiki for providing this great information on such an amazing champion.*
Submitted by ShadowReign757
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