Nunu & Willump Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Nunu & Willump Jungle

Nunu & Willump Jungle Guide

Updated for Patch 7.3E
S Tier

Nunu & Willump Jungle Wild Rift overview and best build snapshot

How to play

  • Look for early snowball ganks Hold your 2nd ability to start rolling a snowball before entering the lane. Steer it into the enemy to knock them up.

  • Use your bite with Smite on objectives Use your 1st ability and Smite together when a dragon or Baron is low on health to help secure it.

  • Use your ultimate where enemies must stay close Hold your ultimate after an enemy is knocked up or rooted so they stay inside its slowing area. Release it to deal damage before they escape.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Fastest jungle clear and top objective control, since the bite that heals off camps also chunks dragon and Baron.
  • A roaming threat with a built-in knockup engage and a full-team slowing ultimate, starting fights wherever he chooses.
  • Tanky and self-sustaining: he eats camps to heal and becomes very hard to kill with a couple of resist items.

Weaknesses

  • Telegraphed and interruptible: the snowball ramp is obvious and the blizzard channel dies to a single point of crowd control.
  • Weak raw damage in the early 1v1, so a real predator beats him before his tankiness and ultimate come online.
  • He relies on his team to convert, since the knockup and slow set up kills he rarely closes alone.
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Nunu & Willump Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Nunu & Willump Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Health provides a larger safety margin while Nunu cycles Consume (1st) during clears and prepares a snowball gank.

BOOTS

Armored Advance

Armor and health, which let him survive long enough to finish the channels his kit is built around.

CORE BUILD

Sunfire Aegis

Sunfire adds steady area damage while Nunu stays beside camps or channels Absolute Zero (Ult) near enemies. Choose it for Health, Armor, and proximity damage rather than a mandatory jungle-clear purchase.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so his bite and blizzard keep it on a group.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also helps him reach the position his ultimate needs.

Frozen Heart

Build this when the enemy team has a lot of attack speed dependent champions. Their attacks cannot interrupt Absolute Zero (Ult), but slowing them down means fewer of them land before it goes off.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. His ultimate keeps him there for three seconds.

SITUATIONAL ITEMS

Randuin's Omen

Build this when the enemy team has multiple crit champions. Randuin's gives Nunu the durability to keep channeling Absolute Zero (Ult) while a marksman is free to attack him.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Tenacity does not save the channel, since any disrupting crowd control cancels it outright, but shorter lockdown means he spends less of the fight unable to start it.

Dead Man's Plate

Momentum builds while his snowball rolls, which suits a champion whose engage is a long approach at speed.

Abyssal Mask

Increases magic damage taken by enemies near him by 12%, which works because his snowball and ultimate cluster them together.

RUNES

KEYSTONE

Ice Overlord

His W (2nd) knocks up and his E (3rd) roots, so the zone lands on the group he has already gathered.

PRIMARY

Courage of the Colossus

His knock-up triggers the shield as he enters the fight, helping him survive the focus that follows.

Bone Plating

His ultimate is a long channel, and this keeps him alive through the damage thrown to stop it.

Overgrowth

Permanent health from camps suits a jungler whose job is surviving a three second channel in the middle of a fight.

SECONDARY

Transcendence

Ability haste means more bites and more snowballs, which is his clear speed and his engage frequency.

SITUATIONAL RUNES

Legend: Haste

Take this over Transcendence for extended objective fights against teams that stay in range. More frequent Consume (1st) and Snowball Barrage (3rd) casts help Nunu sustain through the brawl and threaten another root.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his ultimate is how he lands the full channel on a team that would have walked out of it.

Smite

Smite

You are playing Jungle, you always take Smite. Consume (1st) plus Smite is one of the strongest objective-secure combinations in the game; cast both together so opponents cannot react between the two damage instances. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Nunu & Willump Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Nunu & Willump Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Nunu & Willump Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Nunu & Willump Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Route Consume (1st) through the large monster in each camp and use its healing to leave the jungle ready to gank. Nunu can roll Biggest Snowball Ever! (2nd) into a lane after only a few camps when the wave is extended or an ally has crowd control, then return to the remaining route without losing much health. When every lane is neutral, keep clearing and use the earlier river arrival instead of forcing a snowball the enemy can simply sidestep. Your early value is setup rather than raw dueling. Charge the snowball through fog, steer it along the target's escape line, then layer Snowball Barrage (3rd) while your ally deals the damage. Contest scuttle with lane support and combine Consume (1st) with Smite when it matters; do not turn a champion built for ganks and secure into a stationary duel against an early fighter.

Mid / Late Game

Levels 9+
Consume (1st) plus Smite makes Nunu unusually strong at starting, threatening, and securing early objectives. Contest freely when your team is ahead. When the game is even, still lean dragon, and take Herald only when your team can actually use the tower it buys. Between objectives, take a dragon then immediately look for the next gank while the enemy resets. A long snowball roll out of fog onto a mid laner or marksman creates the pick that wins the next objective fight before it starts. Use Consume (1st) and Smite as an objective-secure combination, but start Baron only after tracking the enemy jungler and the lanes that can collapse. Threaten Biggest Snowball Ever! (2nd) from a side route and steer it toward a target your team can reach. Save Absolute Zero (Ult) for a choke, a layered engage, or a peel situation where enemies cannot simply leave the channel. Build enough durability to frontline, then disengage when the secure tools are unavailable instead of dying before the next objective attempt.

Teamfights

5v5 Combat
Your teamfight is engage and area control. Roll a snowball into the densest part of their formation for the knockup, then drop Absolute Zero (Ult) on the pile so the whole enemy team crawls through the slow while your damage dealers work. The snowball's ramp means you want to start it from a flank or from fog, not from a spot they can sidestep, and the blizzard should land where it catches two or three enemies rather than chasing one. Protect the channel: it is a long cast and a single stun ends it, so commit once their key crowd control is spent or your team stands between you and the danger. Done right, you are the wall their backline cannot walk through.
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