Wild Rift: NUNU & WILLUMP Build Guide

NUNU & WILLUMP Wild Rift
A
BUFFED
73
54 934
30 Jun 2025
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift NUNU & WILLUMP, role - Mage / Tank. Use the guidelines to take your NUNU & WILLUMP Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position NUNU & WILLUMP is in the rating table, go to the - Tier List page.

attackdamage 64 (3.6) 
heal 690 (120)
healthregeneration 8 (0.7)
attackspeed 0.8 (0.015)
mana 345 (41)
mpreg 35 (0.9)
movementspeed 350 (0)
armor 40 (3.9)
magicresistance 38 (2)
criticalstrike 175 (0)


CALL OF THE FRELJORD
P

(PASSIVE) CALL OF THE FRELJORD

Gains 40% Attack Speed and 15% Movement Speed for 4 seconds upon damaging an enemy champion, large monster or structure.

A nearby allied champion with the fastest Attack Speed gains half this bonus.

Cannot trigger on the same target for 8 seconds.

CONSUME
Q

(Q) CONSUME

10/9/8/7s 60

Takes a bite out of the enemy, dealing 55 magic damage (55/110/165/220 + 65% abilitypower + 6% bonus heal) and healing for 80 (80/115/150/185 + 70% abilitypower + 12% bonus heal). The healing is increased by 50% when Nunu and Willump are below 50% Maximum Health.

Deals 350/500/650/800 true damage against minions and monsters instead.

BIGGEST SNOWBALL EVER!
W

(W) BIGGEST SNOWBALL EVER!

11s 55/60/65 /70

Willump begins rolling a snowball that increases in size and speed over 12 seconds. The snowball explodes upon colliding with enemy champions, large monsters or terrain, dealing 35 - 175 magic damage (35/48/61/74 + 30% abilitypower - 175/240/305/370 + 150% abilitypower) to enemies and knocking them airborne for 0.5 - 1.25 seconds, increasing with the size of the snowball.

Re-cast: Releases the snowball, causing it to explode on the first enemy hit.

Removes slows on cast and is immune to slows during rolling.
Deals 33.33% damage to minions and small monsters.

SNOWBALL BARRAGE
E

(E) SNOWBALL BARRAGE

12s 55/60/65/70

Channels up to 2.5 seconds, throwing snowballs that deal 10 magic damage (10/14/18/22 + 5% abilitypower) and slow by 20% for 0.5 seconds.

When the channel ends, Willump deals magic damage equal to 3% - 15% of the enemies' max Health (3 + 0.8% abilitypower - 15 + 4% abilitypower) and roots them for 0.5 - 1.5 seconds. Damage and root duration scale with number of snowball hits on the target.

Deals max 150/200/250/300 damage vs. monsters.

ABSOLUTE ZERO
R

(R) ABSOLUTE ZERO

70/65/60s 100

Gains a shield that absorbs 65 damage (65/75/85 + 180% abilitypower + 35/45/55% bonus heal) and begins channeling for up to 3 seconds.

 Nearby enemies are slowed by 50%, increasing to 95% over the duration. When the channel ends, nearby enemies take 180 - 915 magic damage (180/240/300 + 50% abilitypower - 915/1245/1575 + 275% abilitypower), increased with channel duration.

Build Counters Counter Items Tips Con Game Plan Power Spikes Jungle Path

Jungle NUNU & WILLUMP Build items and runes

The information below will help you get familiar with the game on the Jungle Line NUNU & WILLUMP. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Shimmering Spark Shimmering Spark (Burns nearby enemies). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Shimmering Spark Wild Rift
Shimmering Spark

Shimmering Spark
Burns nearby enemies

+50 Max Health

Immolate: Deals 5-10 magic damage per second to nearby enemies.

500

Core
SEARING CROWN WILD RIFT ITEM
Searing Crown

Searing Crown
Attacks and damaging abilities burn enemies

+300 Max Health
+50 Armor

Fiery Touch: After dealing damage with an attack or ability, burn target for 3 seconds, dealing 1.4% of the target’s maximum health as magic damage per second (damage reduced to 0.8% for ranged users).
Deals 150% damage to minions and monsters.
Maximum 125 damage to monsters.

2700

Searing Crown TIPS: This item is perfect for champions who want to combine high survivability with bonus health-percentage damage. It provides a substantial boost to health and armor, and its “Fiery Touch” passive burns targets on hit with attacks or abilities, dealing magic damage equal to a percentage of their maximum health. This makes it effective against tanks and high-health champions, while also speeding up waveclear and jungle clear. Ideal for tanks and bruisers who want to leave a mark in fights while staying durable.

Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.

Sunfire Aegis Wild Rift
Sunfire Aegis

Sunfire Aegis
Burns nearby emenies

+500 Max Health
+15 Ability Haste

Immolate: Deals 16-25 magic damage + 0.8% bonus HP per second to nearby enemies. Damaging champions or epic monsters with Immolate increases its damage by 11% for 5s, stacking up to 4 times.
Flametouch: At max Immolate stacks, attacks burn enemies around you for 50% of Immolate's damage over 3 seconds. Immolate deals 130% damage to monsters and 175-250% () damage to minions.

2900

Sunfire Aegis TIPS: This item is ideal for champions who need high survivability and constant close-range damage. It greatly increases your maximum health and provides ability haste, helping you stay in fights longer. The “Immolate” passive deals magic damage per second to nearby enemies, and each hit on champions or epic monsters increases its damage for a short duration, stacking up to four times. At maximum stacks, the “Flametouch” effect causes your basic attacks to burn enemies around you, dealing a portion of the zone’s damage. This makes the item a great choice for tanks and fighters who frequently find themselves in the thick of battle and want to combine defense with sustained AOE damage.

Boots/Enchant
Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.

Plated Steelcaps Wild Rift
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.

Block: Reduces physical damage taken by 7-10% ().

1350

Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.

Stoneplate Enchant Wild Rift
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 

500

Stoneplate Enchant TIPS: This enchant grants you a substantial shield based on your max health, growing stronger for each nearby enemy, and significantly reduces incoming damage while active. Perfect for tanks looking to initiate fights and absorb heavy damage in the midst of multiple foes.

Е
TIPS: Finally, for your items, you should build Searing Crown Searing Crown (Attacks and damaging abilities burn enemies) as your first item, followed by Mercury's Treads Mercury's Treads (Reduces Magic Damage) or Plated Steelcaps Plated Steelcaps (Reduces Physical Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Sunfire Aegis Sunfire Aegis (Burns nearby emenies).

Maybe now it's time to think about upgrading your boot, invest in Stoneplate Enchant Stoneplate Enchant (Gain a Shield).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
SEARING CROWN WILD RIFT ITEM
Searing Crown

Searing Crown
Attacks and damaging abilities burn enemies

+300 Max Health
+50 Armor

Fiery Touch: After dealing damage with an attack or ability, burn target for 3 seconds, dealing 1.4% of the target’s maximum health as magic damage per second (damage reduced to 0.8% for ranged users).
Deals 150% damage to minions and monsters.
Maximum 125 damage to monsters.

2700

Searing Crown TIPS: This item is perfect for champions who want to combine high survivability with bonus health-percentage damage. It provides a substantial boost to health and armor, and its “Fiery Touch” passive burns targets on hit with attacks or abilities, dealing magic damage equal to a percentage of their maximum health. This makes it effective against tanks and high-health champions, while also speeding up waveclear and jungle clear. Ideal for tanks and bruisers who want to leave a mark in fights while staying durable.

Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.

Sunfire Aegis Wild Rift
Sunfire Aegis

Sunfire Aegis
Burns nearby emenies

+500 Max Health
+15 Ability Haste

Immolate: Deals 16-25 magic damage + 0.8% bonus HP per second to nearby enemies. Damaging champions or epic monsters with Immolate increases its damage by 11% for 5s, stacking up to 4 times.
Flametouch: At max Immolate stacks, attacks burn enemies around you for 50% of Immolate's damage over 3 seconds. Immolate deals 130% damage to monsters and 175-250% () damage to minions.

2900

Sunfire Aegis TIPS: This item is ideal for champions who need high survivability and constant close-range damage. It greatly increases your maximum health and provides ability haste, helping you stay in fights longer. The “Immolate” passive deals magic damage per second to nearby enemies, and each hit on champions or epic monsters increases its damage for a short duration, stacking up to four times. At maximum stacks, the “Flametouch” effect causes your basic attacks to burn enemies around you, dealing a portion of the zone’s damage. This makes the item a great choice for tanks and fighters who frequently find themselves in the thick of battle and want to combine defense with sustained AOE damage.

Kaenic Rookern Wild Rift
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Thornmail Wild Rift
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.

Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Randuin's Omen Wild Rift
Warmog's Armor Wild Rift
Frozen Heart Wild Rift
Attack to heal from enemy Critical Strikes
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Randuin's Omen Wild Rift
Randuin's Omen

Randuin's Omen
Attack to heal from enemy Critical Strikes

+400 Max Health
+75 Armor

Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.

2800

Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.

Randuin's Omen Randuin's Omen — Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Out of combat Heath Regen
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Warmog's Armor Wild Rift
Warmog's Armor

Warmog's Armor
Out of combat Heath Regen

+700 Max Health
+200% Health Regen
+10 Ability Haste

Warmog's Heart: If you have at least 950 bonus Health, restore 4.5% Health per second if you haven't taken damage within the last 6 seconds.

2850

Warmog's Armor TIPS: This item grants a massive boost to health and greatly enhances out-of-combat regeneration, restoring 4.5% of your maximum health per second if you haven’t taken damage for 6 seconds. It also provides ability haste, allowing you to use your skills more often. This makes it an excellent late-game choice when you need high survivability and sustained healing, especially against teams and champions that deal damage over time, like Singed or Swain. It pairs exceptionally well with Spirit Visage: the healing amplification and increased regeneration from Spirit Visage stack with Warmog’s out-of-combat life regen, giving you an enormous health pool and unmatched sustain both in fights and while recovering between engagements.

Warmog's Armor Warmog's Armor — This item grants a massive boost to health and greatly enhances out-of-combat regeneration, restoring 4.5% of your maximum health per second if you haven’t taken damage for 6 seconds. It also provides ability haste, allowing you to use your skills more often. This makes it an excellent late-game choice when you need high survivability and sustained healing, especially against teams and champions that deal damage over time, like Singed or Swain. It pairs exceptionally well with Spirit Visage: the healing amplification and increased regeneration from Spirit Visage stack with Warmog’s out-of-combat life regen, giving you an enormous health pool and unmatched sustain both in fights and while recovering between engagements.
Reduces all nearby enemies Attack Speed
Amaranth's Twinguard Wild Rift
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Frozen Heart Wild Rift
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Frozen Heart Frozen Heart — This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Summoner Spells

If you want to use this NUNU & WILLUMP Jungle build, you should take Flash Flash (Teleport a short distance) and Smite Smite as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ghost Wild Rift
Ghost

Ghost

Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.

Cooldown: 90s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.


Jungle Expertise:

+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.

+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.

Restore 40 Health over 5 seconds when dealing damage to jungle monsters.

Restore 4 Mana every second while in the jungle or river.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Runes BUILD

For runes, you should pick Glacial Augment Glacial Augment (After immobilizing an enemy champion, fires a beam that reduces their Movement Speed.) as your keystone, followed by Courage of the Colossus Courage of the Colossus (Gains a shield after immobilizing an enemy champions.), Second Wind Second Wind (Heals you after taking damage.) and Overgrowth Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as Legend: Tenacity Legend: Tenacity (Gains Tenacity and Slow Resist.) in the secondary tree. Below you can see possible options for replacing runes.
Glacial Augment Wild Rift

Glacial Augment
Applies Slow

Landing an attack on an enemy champion reduces their Movement Speed by 20% for 1.5s. This effect only affects each champion up to a maximum of 1 time(s) within 10s. Immobilizing an enemy champion triggers 3 glacial rays that radiate toward you, creating a frozen region that lasts for 3s. The region slows enemies within it by (1.5% of your bonus Health + 20%). and reduces the damage that they deal by 12%. The slow effect will persist for 1.5s even after they leave the frozen region.

Cooldown: 20s

Glacial Augment
Applies Slow
After immobilizing an enemy champion, fires a beam that reduces their Movement Speed.
Courage of the Colossus Wild Rift

Courage of the Colossus
Shield

Gains a shield that absorbs up to 25-45 () + 1% of max Health for 3s when immobilizing an enemy champion.

Cooldown: 10s

Courage of the Colossus
Shield
Gains a shield after immobilizing an enemy champions.
Second Wind Wild Rift

Second Wind
Heal after taking damage

Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Second Wind
Heal after taking damage
Heals you after taking damage.
Overgrowth Wild Rift

Overgrowth
Bonus HP

When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.

Overgrowth
Bonus HP
Gains bonus scalable max Health.
Legend: Tenacity Wild Rift

Legend: Tenacity
Tenacity, Slow Resist

Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.

Legend: Tenacity
Tenacity, Slow Resist
Gains Tenacity and Slow Resist.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
CONSUME

(Q) CONSUME

10/9/8/7s 60

Takes a bite out of the enemy, dealing 55 magic damage (55/110/165/220 + 65% abilitypower + 6% bonus heal) and healing for 80 (80/115/150/185 + 70% abilitypower + 12% bonus heal). The healing is increased by 50% when Nunu and Willump are below 50% Maximum Health.

Deals 350/500/650/800 true damage against minions and monsters instead.

(Q) CONSUME
















BIGGEST SNOWBALL EVER!

(W) BIGGEST SNOWBALL EVER!

11s 55/60/65 /70

Willump begins rolling a snowball that increases in size and speed over 12 seconds. The snowball explodes upon colliding with enemy champions, large monsters or terrain, dealing 35 - 175 magic damage (35/48/61/74 + 30% abilitypower - 175/240/305/370 + 150% abilitypower) to enemies and knocking them airborne for 0.5 - 1.25 seconds, increasing with the size of the snowball.

Re-cast: Releases the snowball, causing it to explode on the first enemy hit.

Removes slows on cast and is immune to slows during rolling.
Deals 33.33% damage to minions and small monsters.

(W) BIGGEST SNOWBALL EVER!
















SNOWBALL BARRAGE

(E) SNOWBALL BARRAGE

12s 55/60/65/70

Channels up to 2.5 seconds, throwing snowballs that deal 10 magic damage (10/14/18/22 + 5% abilitypower) and slow by 20% for 0.5 seconds.

When the channel ends, Willump deals magic damage equal to 3% - 15% of the enemies' max Health (3 + 0.8% abilitypower - 15 + 4% abilitypower) and roots them for 0.5 - 1.5 seconds. Damage and root duration scale with number of snowball hits on the target.

Deals max 150/200/250/300 damage vs. monsters.

(E) SNOWBALL BARRAGE
















ABSOLUTE ZERO

(R) ABSOLUTE ZERO

70/65/60s 100

Gains a shield that absorbs 65 damage (65/75/85 + 180% abilitypower + 35/45/55% bonus heal) and begins channeling for up to 3 seconds.

 Nearby enemies are slowed by 50%, increasing to 95% over the duration. When the channel ends, nearby enemies take 180 - 915 magic damage (180/240/300 + 50% abilitypower - 915/1245/1575 + 275% abilitypower), increased with channel duration.

(R) ABSOLUTE ZERO
















Jungle NUNU & WILLUMP Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle NUNU & WILLUMP. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

NUNU & WILLUMP Wild Rift

Threats

Extreme
[6]
Major
[10]
Even
[16]
Minor
[5]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Synergies

Ideal
[10]
Strong
[11]
Ok
[12]
Low
[1]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

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Jungle NUNU & WILLUMP Counter Items

We have prepared a list of items and spells that will help counter Jungle NUNU & WILLUMP in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against NUNU & WILLUMP combo.
Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.

Spirit Visage Wild Rift
Spirit Visage

Spirit Visage
Increases healing and shielding received

+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste

Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.

2800

Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.

Force of Nature Wild Rift
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+55 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

LoL Wild Rift: Wit's End
Wit's End

Wit's End
Basic Attack deals Bonus Damage

+45% Attack Speed
+45 Magic Resistance

At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50%  Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.

2700

Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е
Quicksilver Enchant Wild Rift
Quicksilver Enchant

Quicksilver Enchant
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

800

Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.

Е
LoL Wild Rift: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Reduces Mobility

Items that can decrease NUNU & WILLUMP mobility.
Exhaust Wild Rift
Exhaust

Exhaust

Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.

Cooldown: 100s

LoL Wild Rift: Serylda's Grudge
Serylda’s Grudge

Serylda's Grudge
Armor Penetration (%) and apply slows

+40 Attack Damage
+15 Ability Haste

Last Whisper:  +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.

3100

Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.

Rylai's Crystal Scepter Wild Rift
Rylai's Crystal Scepter

Rylai's Crystal Scepter
Abilities apply slows

+300 Max Health
+65 Ability Power
+7% Magic Penetration

Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.

2700

Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.

Iceborn Gauntlet Wild Rift
Iceborn Gauntlet

Iceborn Gauntlet
Attacks create a slowing field

+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste

Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)

Damage is reduced vs structures.

3100

Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Jungle NUNU & WILLUMP Tips

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Jungle NUNU & WILLUMP Strengths and Weaknesses

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Jungle NUNU & WILLUMP Strategy and Tactics

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Jungle NUNU & WILLUMP Power Spikes

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NUNU & WILLUMP Jungle Pathing

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

three camps into gank from a Red Buff start

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

3

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

5

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

6

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

2

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

1

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
4
GANK

The Pro Nunu Jungle Path is a five camp clear which begins on the Red Brambleback, preferably with a leash from teammates to make the clear faster. At level one unlock (Q) CONSUME to clear the Red Buff and then unlock (W) BIGGEST SNOWBALL EVER! as the level two skill. Snowballing from the Red Brambleback to the Raptors camp allows Nunu to hit all of the smaller mobs and cast (Q) CONSUME on the big Raptor to clear the camp with ease. Next up do the Gromp as it will grant you level three. (E) SNOWBALL BARRAGE is unlocked at level three and now you're ready to gank. After ganking go back to the jungle to grab the Rift Scuttler, Blue Sentinel and Murk Wolves. Getting the Rift Scuttler kill as Nunu is really important because it allows the player to start using (W) BIGGEST SNOWBALL EVER! with bonus movement speed as this results in him rushing into a lane and not allowing the enemy team to react to the gank. Now you're able to gank again before recalling.

This Nunu Jungle Clear is very easy to do and even beginners will be able to pull it off.

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Build Counters Counter Items Tips Con Game Plan Power Spikes

Jungle (AP) NUNU & WILLUMP Build items and runes

The information below will help you get familiar with the game on the Jungle (AP) Line NUNU & WILLUMP. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

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Jungle (AP) NUNU & WILLUMP Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle (AP) NUNU & WILLUMP. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

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Jungle (AP) NUNU & WILLUMP Counter Items

We have prepared a list of items and spells that will help counter Jungle (AP) NUNU & WILLUMP in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

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Jungle (AP) NUNU & WILLUMP Tips

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Jungle (AP) NUNU & WILLUMP Strengths and Weaknesses

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Jungle (AP) NUNU & WILLUMP Strategy and Tactics

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Jungle (AP) NUNU & WILLUMP Power Spikes

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Wild Rift NUNU & WILLUMP Ability and Tips

CALL OF THE FRELJORDCALL OF THE FRELJORD
P
CONSUMECONSUME
Q
BIGGEST SNOWBALL EVER!BIGGEST SNOWBALL EVER!
W
SNOWBALL BARRAGESNOWBALL BARRAGE
E
ABSOLUTE ZEROABSOLUTE ZERO
R

(PASSIVE) CALL OF THE FRELJORD

CALL OF THE FRELJORD

Gains 40% Attack Speed and 15% Movement Speed for 4 seconds upon damaging an enemy champion, large monster or structure.

A nearby allied champion with the fastest Attack Speed gains half this bonus.

Cannot trigger on the same target for 8 seconds.

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Video

(Q) CONSUME

CONSUME

10/9/8/7s 60

Takes a bite out of the enemy, dealing 55 magic damage (55/110/165/220 + 65% abilitypower + 6% bonus heal) and healing for 80 (80/115/150/185 + 70% abilitypower + 12% bonus heal). The healing is increased by 50% when Nunu and Willump are below 50% Maximum Health.

Deals 350/500/650/800 true damage against minions and monsters instead.

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Video

(W) BIGGEST SNOWBALL EVER!

BIGGEST SNOWBALL EVER!

11s 55/60/65 /70

Willump begins rolling a snowball that increases in size and speed over 12 seconds. The snowball explodes upon colliding with enemy champions, large monsters or terrain, dealing 35 - 175 magic damage (35/48/61/74 + 30% abilitypower - 175/240/305/370 + 150% abilitypower) to enemies and knocking them airborne for 0.5 - 1.25 seconds, increasing with the size of the snowball.

Re-cast: Releases the snowball, causing it to explode on the first enemy hit.

Removes slows on cast and is immune to slows during rolling.
Deals 33.33% damage to minions and small monsters.

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(E) SNOWBALL BARRAGE

SNOWBALL BARRAGE

12s 55/60/65/70

Channels up to 2.5 seconds, throwing snowballs that deal 10 magic damage (10/14/18/22 + 5% abilitypower) and slow by 20% for 0.5 seconds.

When the channel ends, Willump deals magic damage equal to 3% - 15% of the enemies' max Health (3 + 0.8% abilitypower - 15 + 4% abilitypower) and roots them for 0.5 - 1.5 seconds. Damage and root duration scale with number of snowball hits on the target.

Deals max 150/200/250/300 damage vs. monsters.

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(R) ABSOLUTE ZERO

ABSOLUTE ZERO

70/65/60s 100

Gains a shield that absorbs 65 damage (65/75/85 + 180% abilitypower + 35/45/55% bonus heal) and begins channeling for up to 3 seconds.

 Nearby enemies are slowed by 50%, increasing to 95% over the duration. When the channel ends, nearby enemies take 180 - 915 magic damage (180/240/300 + 50% abilitypower - 915/1245/1575 + 275% abilitypower), increased with channel duration.

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Wild Rift NUNU & WILLUMP Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

NUNU & WILLUMP Immobilizing

Execution

W
E
R
AA
Q
AA

Use this combo to maximize your crowd control effects on the enemy.

Start with (W) BIGGEST SNOWBALL EVER! from a distance. Right as you confirm that the snowball will land, start channeling (E) SNOWBALL BARRAGE ideally from max range. If the timing is right, the enemy will be rooted immediately after the knock-up is finished. Use (R) ABSOLUTE ZERO on the rooted enemy and finish with AA, (Q) CONSUME and AA one after another.

Combo Video

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

Wild Rift NUNU & WILLUMP Video

Watch here!

Once upon a time, there was a boy who wanted to prove he was a hero by slaying a fearsome monster—only to discover that the beast, a lonely and magical yeti, merely needed a friend. Bound together by ancient power and a shared love of snowballs, Nunu and Willump now ramble wildly across the Freljord, breathing life into imagined adventures. They hope that somewhere out there, they will find Nunu's mother. If they can save her, maybe they will be heroes after all…

NUNU & WILLUMP Change history

BUFFED 12 JUN 2025 (PATCH 6.1D)

(Q) CONSUME
Damage bonus: 5% bonus Health → 6% bonus Health.
Bonus health regeneration: 11% bonus Health → 12% bonus Health.

(R) ABSOLUTE ZERO
Bonus shield value: 30/40/50% bonus Health → 35/45/55% bonus Health.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 610 → 690.
Health per level: 112 → 120.
Base Armor: 35 → 40.
Magic Resist per level: 1.6 → 2.
BUFFED 25 APR 2024 (PATCH 5.1A)

(PASSIVE) CALL OF THE FRELJORD
Attack Speed: 30% → 40%.
Movement Speed: 10% → 15%.

(Q) CONSUME
Heal: 80/115/150/185 + 70% Ability Power + 9% bonus Health → 80/115/150/185 + 70% Ability Power + 11% bonus Health.
BUFFED 22 NOV 2023 (PATCH 4.4B)

(Q) CONSUME
Cooldown: 11/10/9/8s → 10/9/8/7s.
Heal: 60/95/130/165 + 70% Ability Power + 9% bonus Health → 80/115/150/185 + 70% Ability Power + 9% bonus Health.

(R) ABSOLUTE ZERO
Minimum damage: 130/190/250 + 50% Ability Power → 180/240/300 + 50% Ability Power.
Maximum damage: 715/1045/1375 + 275% Ability Power → 915/1245/1575 + 275% Ability Power.
BUFFED 28 JUN 2023 (PATCH 4.2B)

(E) SNOWBALL BARRAGE
Base damage per snowball: 8/12/16/20 → 10/14/18/22.

(R) ABSOLUTE ZERO
Cooldown: 75/70/65s → 70/65/60s.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
BUFFED 29 MAR 2023 (PATCH 4.1A)

BASE STATS
Health per level: 105 → 112.

(Q) CONSUME
Heal bonus health ratio: 8% → 9%.
BUFFED 14 DEC 2022 (PATCH 3.5B)

(Q) CONSUME
Healing Ability Power ratio: 60% → 70%.

(E) SNOWBALL BARRAGE
Ability Power ratio per snowball: 4% → 5%.
Max snowball Ability Power ratio: 68% → 85%.

(R) ABSOLUTE ZERO
Shield Ability Power ratio: 150% → 180%.
BUFFED 25 MAY 2022 (PATCH 3.2A)

(Q) CONSUME
Cooldown:12/11/10/9s → 11/10/9/8s.
BUFFED 08 APR 2022 (PATCH 3.1A)

BASE STATS
Armor per level: 3.5 → 3.9.

(Q) CONSUME
Damage AP ratio: 50% →  65%.

(E) SNOWBALL BARRAGE
Damage per snowball: 7/10/13/16 (+3% AP) → 8/12/16/20 (+4% AP).

(R) ABSOLUTE ZERO
Minimum base damage: 125/190/255 → 130/190/250.
Maximum damage: 625/950/1275 (+250% AP) → 715/1045/1375 (+275% AP).
Maximum charge multiplier: 5 → 5.5.
NERFED 02 DEC 2021 (PATCH 2.6)

(Q) CONSUME
Cooldown: 11/10/9/8s → 12/11/10/9s.
NERFED 14 OCT 2021 (PATCH 2.5)

BASE STATS
Armor per level: 3.9 → 3.5.

(Q) CONSUME
True damage to monsters and minions: 350/560/770/980 → 350/500/650/800.
Base healing: 60/100/140/180 → 60/95/130/165.
Heal Bonus HP ratio: 9% → 8%.
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Comments (1)

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2+2+1=
  1. lucianxx36
    0
    lucianxx36 Poro 4 Nov 2023
    très bon build