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NUNU BUILD GUIDE: (S3) Nunu: King of the Jungle by TheFlea247

by TheFlea247 (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Visionary
QConsume
WBlood Boil
EIce Blast
RAbsolute Zero
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Visionary
QConsume
WBlood Boil
EIce Blast
RAbsolute Zero

Champion Matchups

Introduction

Nunu is not really a commonly picked champion for jungling these days; however, that by no means makes him a weak jungler. With this build you'll be roaming the map and doing you duties as your team's jungler with surprising effectiveness. This build is designed to work with Nunu's ability effects and natural tankiness. In addition to those, it gives Nunu a fair chunk of AP, which is greatly appreciated as all of his damaging abilities stack with it.

Masteries

Nunu's masteries in this build are the standard 9/21/0 for the tanky jungler.
The 9 in offense are simply to reduce cooldown and increase damage output.
The 21 in defense are a bit less simple than that. The defense masteries start out like most junglers: with the intent to give the champion more sustain in the jungle early game. However, the masteries selected toward the end of the tree are were it starts to be more for Nunu. Tenacious is maxed for its ability to allow Nunu to get into the engagement first while being bothered as little as possible by enemy crowd control. Juggernaut is to make Nunu more tanky and survivable for team engagements. Legendary Armor is more favored than Defender because it gives a constant bonus to defense and magic resistance that is not dependent on the amount of enemy champions present. With the amount of armor and magic resist given by this build, the bonus from the point in Legendary Armor will come roughly equal to that of one in Defender during a 4 enemy engagement.

Runes

Reds
Attack Speed reds are not only standard for junglers, but they also help to activate Nunu's passive more quickly. With Nunu's passive, every 5 auto attacks the next spell cast is free of mana cost.

Yellows
Flat Armor yellows will help keep Nunu alive in the jungle against the monsters. The longer Nunu can last, the better.

Blues
Scaling Magic Resist blues are recommended with junglers in general because they tend to not encounter a whole lot of magic damage until the point where scaling runes already surpass flat runes. These will also offer a fair amount more MR late game than their flat MR counterparts.
Flat Magic Resist blues are an option if you intend to be ganking mid lane early and frequently.

Quintessences
Movement Speed quintessences are recommended for Nunu as he does not have a gap-closing move like other junglers (Xin Zhou, Maokai, Zac, Nautilus, Jarvan IV, etc.). These will make ganking lanes a bit easier as Nunu will be able to cross distances more quickly.

Summoner Spells



Explanation:

Smite: This ability is necessary for junglers as it allows you to secure buffs, dragon, and baron when timed correctly. In the early game it also prevents you from taking unnecessary damage from red and blue buff.

Flash: This is good for escapes, jukes, offense, defense, and accidental missclicks that make you want to slam your face into your keyboard. This is the #1 recommendation.

Teleport: Teleport allows you to be anywhere. It's nice, but you have to sacrifice your super awesome flash for it. Decision's up to you, but you're on your own when you want to flash but can't.

Exhaust: I guess you could use this in conjunction with your and for a little more charge on your ult. Not recommended at all, though.

Skills

Passive: Visionary

Explanation:
Nunu's passive is really quite useful when used properly. Every five auto attacks Nunu's next ability will cost him no mana to use. This comes in handy when you are low on mana or farming and do not want to waste mana on minions/monsters. This passive is part of the reason for the attack speed runes. It also works well together with Nunu's blood boil ability, which increases Nunu's attack speed and allows you to get those 5 auto attacks that much quicker.




Q: Consume

Explanation:
Nunu commands the yeti to take a bite out of a minion or monster, dealing 500/600/700/800/900 true damage to the target and healing himself for 125/180/235/290/345 (+1).
Cost: 60 Mana
Range: 125


Nunu's consume is a must for the early game. It allows Nunu to do huge damage to jungle monsters in addition to healing him for a solid chunk as well. Mid to late game this ability allows you to have additional survivability in team fights with the (by late game) huge chunks of health you can get from using it. Consume also works on targets such as Yorick's ghouls, Annie's Tibbers, Heimer's turrets, and Malzahar's voidlings.




W: Blood Boil

Explanation:
The heat of Nunu and a target ally's blood rises, increasing Movement Speed by 8/9/10/11/12% and Attack Speed by 25/30/35/40/45% for 12 seconds.
Cost: 50 Mana
Range: 700


This is a useful ability for: activating your passive, chasing down runners, and giving your ADC more attack speed (and thus damage). If there allies within the casting range there is no reason for you to self-cast Blood Boil. When used on an allied unit/champion Blood Boil's bonus also goes to Nunu.




E: Ice Blast

Explanation:
Nunu launches a ball of ice at an enemy unit, dealing 85/130/175/225/275 (+1) magic damage and slowing their Movement Speed by 20/30/40/50/60% and Attack Speed by 25% for 3 seconds.
Cost: 75/85/95/105/115 Mana
Range: 550


Hokay, this is your main poke/ganking tool. Actualy, it's your only ability other than your ult that can injure enemy champions. As such, this will be your first maxed ability. It can be used with Blood Boil to chase down people who try to run from the mighty yeti. For example, you could use Blood Boil to get within range for Ice Blast and once that hits the enemy is simply hopeless: especially if you have a teammate there (which you will if you are ganking).




R: Absolute Zero

Explanation:
Nunu saps the area of heat, channeling up to 3 seconds, slowing surrounding enemy units' Movement Speed by 50% and Attack Speed by 25%.

Enemies caught in the area when the channel ends receive up to 625/875/1125 (+2.5) magic damage, depending on how long the spell was channeled.
Cooldown: 150 / 120 / 90seconds
Cost: 100 Mana
Range: 650


This ult... THIS ULT! Absolute Zero is your biggest help in team engagements. With the potential to deal over 1000 damage to every enemy champion at once, this ability is Nunu's most valuable. With a relatively low cooldown (especially with all the CDR this build includes), you can have Absolute Zero for almost every team fight. Now, about using it correctly. You should use Randuin's Omen BEFORE channeling this ability as activating Randuin's will cancel the channel and cause you to deal much less damage than the full channel. However, when Randuin's 35% slow is combined properly with Absolute Zero's 50% slow, NOBODY IS GOING ANYWHERE FAST. However, if enemies are about to escape the range of the ability, you can cancel the channel by issuing a move command to Nunu.

Skill Order


I go a point in for Nunu's Consume ability first because that heal/half-smite is invaluable in the early-game jungle. It will allow you to prevent your teammates from accidentally stealing the big wraith, big wolf, or any smiteless buff you try to take.


The next point goes into Nunu's blood boil because it allows you to travel between monster camps more quickly and it also allows you to activate your passive more frequently. If you intend to gank right after the first buff, put the second point into Ice Blast and the third into this.


This ability comes third so that you'll be able to start ganking as soon as you hit level 3, which should be as soon as you kill red buff camp. It is necessary for ganks as it is Nunu's low-cooldowm slow and because he does not have a gap-closing ability like other junglers. If you intend to gank after the first buff, put the second point into this.
Because Ice Blast is Nunu's ganking bread and butter, it will be the first skill maxed.

The next skill to be maxed is Nunu's Blood Boil because it assists other champions and allows you to chase people down when necessary.

Finally, Consume is maxed last because it only helps yourself and it does not damage enemy champions.


Always put a point into this when you can.

Item Builds

Opener

These are the standard jungler opening items and they are such for a reason. The machete will help you clear camps more quickly and prevent you from taking too much additional damage. For when you do take damage, the health potions have you covered.

First Back

You will have roughly enough for these two items by the time you hit level 6 and go back to base. However, if you do not have enough for both items, just get the boots and the sight wards. The boots will help you move across the map more efficiently and Nunu already has quite a bit of sustain without the spirit stone. But be sure to get the stone next time you base as it is needed for the Spirit of the Spectral Wraith, a necessary item for Nunu.

Core Items

These are the necessary items of the build and will not change (aside from the boots late game).
Boots of Mobility are a great addition to Nunu for his ganks. Because Nunu does not have any gap closing abilities, you have to be able to barrel out of the jungle at blinding speeds to catch enemy champions off guard. However, these can be switched out late game for Mercury's Treads for MR and CC reduction. They can also be traded for Ninja Tabi if the other team is going hard AD.
Randuin's Omen is a great piece of defense and health. Its passive is also good for engaging the other team as well as keeping enemies within the range of your ultimate.
Spirit of the Spectral Wraith is a great item for Nunu. It gives him AP, but more importantly it gives him more sustain with the CDR, mana regeneration, and 20% spell vamp. Imagine doing 1000 damage to all of the enemy champions and getting 20% spell vamp with it. Can you say amazing? I can't because I was too in awe of it.

Boot Upgrades

The Captain upgrade will allow your team to follow you into team fights more quickly and hopefully save you (although you're tanky as all heck and as such are hard to kill). It is recommended as starting the engagements will be Nunu's job.
The Homeguard upgrade will allow you to get right back into the action after dying or basing. This comes in handy when defending your base when it is getting pushed hard and you need to save a turret, inhibitor, or the nexus itself.
Alacrity is just movement speed. It is alright, but not the best.

into
This is a great item for supporting your team. Its aura gives an appreciated buff to your team's armor, MR, and health regeneration. However, if the support is getting it, go for Locket of the Iron Solari instead.


This is another item for helping your team out. Its active gives all allies within its range a shield, which absorbs damage that they would otherwise take to their HP. As such, it is quite useful in team fights. Get this if your support is already getting Aegis of the Legion.


This item helps both Nunu and your team. It gives AP and MR for you and an aura that debuffs enemy MR. I would recommend getting this later as there are things better to get early on.


Warmog's Armor is good for allowing Nunu to survive engaging team fights. It also gives a pretty amount of health regeneration.


Thornmail is a good defensive item if the other team is just going all out AD. This will return their own damage back to them as magic damage (which with abyssal scepter will go through their MR even better).


This item is good for defense as well, however it is more for protecting your team than yourself. It's passive aura slows down the attack speed of surrounding enemy champions by 20%, which will allow your team to survive that much longer. It is good for when the enemy team is spamming AD.


As mentioned earlier, when the age of ganks is over, you can choose to get this item to give you Tenacity and some MR--both of which will allow you to start engagements more efficiently.


Like Thornmail and Frozen heart, Ninja Tabi is for surviving heavy AD.


This item can be used to chase down stragglers if the other team is running away. thus allowing you and your team to either start a team fight on your terms or force the other team to leave 2 champions for dead.

Jungle Route

Here are some good options for Nunu's jungle route:

Blue Team (Fast top gank): Wraiths, Smiteless red, Smite blue, gank top or mid if can. If you can't gank, kill some more jungle monsters.

Blue Team (Slow top gank): Wraiths, Smite red, Wolves, Wraiths, Smite Blue, gank top or mid if can. If you can't, then go for bottom lane.

Purple Team (Fast top gank): Wolves, Smiteless Blue, Smite Red, gank top or mid if can. If you can't gank, kill some more jungle monsters.

Purple Team (Slow top gank): Wolves, Smite Blue, Wraiths, Wolves, Smite Red, gank top or mid if can. If you can't, then go for bottom lane.

To end up ganking bot lane first instead of top in any of these routes, reverse Blue/Red and Wolves/Wraiths.
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