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Nunu & Willump

Champion guide

Patch 26.16

Nunu & Willump

The Yeti Rider

  • Support
  • Jungle
  • Mana

One Consume at the right second and the dragon changes hands. Nunu doesn't win the jungle through duels, he wins it by taking what the other team thought was already theirs.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
533+96
HP regen (per 5s)
7.85+0.8
Mana
255+42
Mana regen (per 5s)
7.1+0.5
Attack damage
54.51+3.45
Attack speed
0.625+2.25 %
Armor
24+3.5
Magic resist
31.25+1.25
Attack range
125
Move speed
350

Abilities

Nunu & Willump, Visionary

Passive

Visionary

Nunu can cast a spell for free after 5 attacks.

  • Nunu & Willump Q, ConsumeQ

    Consume

    5 ranks
    Cooldown
    17/15/13/11/9 s
    Cost
    60 Mana
    Range
    125
    Healing
    90/130/170/210/250 (+75 % AP)
    Damage
    500/625/750/875/1,000

    Commands the yeti to bite out of a minion or monster, dealing 500/625/750/875/1,000 true damage to the target and healing himself for 90/130/170/210/250 (+75 % AP). Nunu gains bonuses for 120/150/180/210/240 seconds based on what he consumed. Wolves or Reptiles: Your attacks and spells deal an additional 1% of your maximum health as magic damage. Golems: 10% increased Size and Maximum Health. Wraiths: Killing a unit grants 15% Movement Speed for 3 seconds.

  • Nunu & Willump W, Blood BoilW

    Blood Boil

    5 ranks
    Cooldown
    15 s
    Cost
    50 Mana
    Range
    700

    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. Nunu may target themself.

  • Nunu & Willump E, Ice BlastE

    Ice Blast

    5 ranks
    Cooldown
    6 s
    Cost
    75/85/95/105/115 Mana
    Range
    550
    Damage
    85/130/175/225/275 (+100 % AP)

    Nunu launches a ball of ice at an enemy unit, dealing 85/130/175/225/275 (+100 % AP) magic damage and Slowing their Movement Speed by 20/30/40/50/60% and Attack Speed by 25% for 3 seconds.

  • Nunu & Willump R, Absolute ZeroR

    Absolute Zero

    3 ranks
    Cooldown
    110/100/90 s
    Cost
    100 Mana
    Range
    650
    Damage
    625/875/1,125 (+250 % AP)

    Nunu saps the area of heat, channeling up to 3 seconds, enemies within the zone are Slowed by 50% and their Attack Speed reduced by 25%. Enemies caught in the area when the channel ends receive up to 625/875/1,125 (+250 % AP) magic damage, depending on how long the spell was channeled.

In short

Nunu is an objective and utility jungler. Consume devours a minion or a monster for heavy damage and returns health, which gives him a clear with no attrition and, more importantly, an unofficial second Smite on dragon and Baron. Ice Blast hits at range and slows hard, so his ganks land even against an opponent who saw him coming.

Blood Boil targets an ally as well as himself and turns a carry who is already ahead into an unsolvable problem. On the other side of the ledger, he has almost no damage of his own outside his ultimate and loses most of the jungle duels on this roster. He's a champion who plays for other people. If you want a personal kill count, look elsewhere.

Strengths and weaknesses

Objective control is his whole argument. Between Smite and Consume you can steal a dragon with a margin nobody else has, and force the enemy team to never start an objective without vision on you. Add a fast, potion-free camp clear, high base movement speed, and a slow that makes every gank connect.

The problem is everything else. He doesn't win an honest jungle duel, he has no real lockdown, and Absolute Zero is a stationary channel that the first stun in the game cancels. Ice Blast burns mana quickly if you treat it as a poke tool. And an enemy team that keeps vision in your jungle sharply reduces how much you can actually steal from them.

Laning phase

Your first jungle pass should be a full one. Consume returns enough health to chain camps without going home, so don't waste that time. Aim for an early back for your jungle item, then set river vision before you even think about a gank.

When you do gank, come from the side where the slow hurts most, which means from behind or across the flank, never straight down the river. Fire Ice Blast the moment your target commits to a minion, not before, because slow them early and they simply walk out. And lean on the Visionary passive, which makes an ability free after a run of attacks, so you don't arrive in a lane with an empty mana bar.

Power spikes

The first real spike is Absolute Zero, less for the damage than for what it forces. The slow applied during the channel shuts down an entire retreat even if you get interrupted. A Nunu who fires his ultimate into a jungle skirmish often changes the result while dealing nothing at all.

After that you scale through utility items, not ratios. Rylai's Crystal Scepter makes every hit permanent, Spirit of the Ancient Golem covers his early fragility. Your real spike, though, is the first contested dragon: that's where you convert the kit into a team advantage, and an enemy team that loses two objectives to you stops daring to start them at all.

Teamfights and positioning

Blood Boil is your most important decision in any fight. Put it on whichever carry has the most items, right at the opening, and recast it the second it comes back. It isn't glamorous, it's what wins you games: a carry with surplus attack and movement speed survives a whole fight.

Spend Ice Blast on whoever is trying to reach that carry, not on whoever is lowest. As for Absolute Zero, forget the fantasy of detonating it in the middle of five people. Cast it from behind a wall, out of a brush, or immediately after your team lands a lockdown. Even cancelled, the slow it applies while channelling is worth the mana.