Wild Rift Guides

Nunu & Willump Jungle Wild Rift Guide

Who counters Nunu & Willump in Wild Rift? The toughest Nunu & Willump jungle counters are Olaf, Fiddlesticks, and Evelynn. Full Nunu & Willump Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Nunu and Willump clear the jungle by eating it. Consume bites a chunk out of any large monster, healing a lot and clearing camps faster than almost anything in the game, so your first lap ends with a head start nobody else has. Biggest Snowball Ever! builds into a rolling tackle that knocks up whatever it hits, Snowball Barrage hails down snowballs that slow and then root, and Absolute Zero is a channeled blizzard that slows everyone in reach before detonating. The plan is simple: build the snowball, gather speed, and crash it into a lane. You win by being everywhere first. Clear speed becomes tempo, tempo becomes ganks and objectives, and the bite that heals off camps also rips chunks off dragon and Baron, so you bully every pit. You are not a duelist: you show up before fights are fair, land the knockup, and stall the enemy team inside a blizzard while your carries do the damage. The catch is that everything strong about you is loud. The snowball ramp is visible from across the screen, the blizzard channel dies to any stun, knockup, or silence, and your early damage is mediocre until you have some health and resists. Pick this champion to set the pace of the map and start fights, not to win the lonely duel at scuttle.

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.

Build Snapshot

Rune Setup

Summoner Spells

Nunu & Willump Jungle Counters

Who counters Nunu & Willump Jungle in Wild Rift (WR)? These champions beat Nunu & Willump in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Olaf: Olaf's true damage shreds your health stack and his crowd-control-immune ultimate ignores the Blizzard slow entirely, so he just walks through your kit and out-duels you.
  • Fiddlesticks: Fiddlesticks punishes the big health bar you stack: his drain and burst are magic that scales off your size, his fear strands you while it ticks, and his ambush ultimate chunks you before the bite heals it back.
  • Evelynn: Evelynn ignores your bulk by bursting it with magic once her charm holds you, and her camouflage means the fight starts before you can ever land the knockup.

Champions Nunu & Willump Is Strong Against

Nunu & Willump's best matchups in Wild Rift. Nunu & Willump holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Wukong: Wukong's dash-and-burst combo cannot drop your health bar, your bite heals through the trade, and his clone trick does nothing against a point-blank knockup that answers his engage.
  • Warwick: Warwick's pickoff hangs on his suppress leap, and your knockup snaps him out of the air before it lands, while your health bar outlasts what his drain can chew through.
  • Viego: Viego lives on resets, and a tanky yeti never hands him the kill that refreshes his kit: your knockup breaks his combo and your health bar outlasts his burst and passive healing.

Early Game

Your first clear is the whole point of the kit. Start at a camp the bite hits hard, roll through your jungle faster than anyone can match, and end the lap ahead on timing. Take scuttle on the way, which brings you to level five and Absolute Zero. That spare time is your gank: while the enemy jungler is still clearing, you can be in a lane winding up a snowball, then be back on your camps as they respawn. Contest scuttle when a teammate is nearby, but do not brawl on raw stats, because your damage is thin right now and a strong dueler wins that fight. Use the early game to set up rather than to fight: charge a snowball through brush, knock a laner into your ally, and turn your clear advantage into a map lead rather than a coin flip in the river.

Mid Game

Six minutes brings both objectives and your bite secures and bullies dragon harder than almost any jungler, so this is the one case where playing for dragon over Herald is usually right: you can take it fast, contest it on smite, and soul is a realistic plan when you keep winning the pit. 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.

Late Game

Late game you are the one who starts and slows down teamfights, and your bite finishes Baron faster than the enemy dares contest. Use that to force objectives on your terms: ward deep, threaten a snowball pick on anyone who steps wide, and take Baron quickly when the enemy commits elsewhere. Your job is to be the front of every fight and the slow nobody escapes, so flank with the snowball and save the ultimate for when bodies are packed together. With two or three resist items you become a near-unkillable initiator. An alive Nunu dictates where every fight happens; a dead one hands the enemy a free objective.

Teamfights

Your teamfight is engage and area control. Roll a snowball into the densest part of their formation for the knockup, then drop Absolute Zero 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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