All Guides Nunu Guides Ha-ha-ha-ha-ha-ha. A tank Nunu jungle guide.
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Nunu Statistics for Schneimerdinger

Author's performance with Nunu compared to the ranked average.

Value
Average
Games Played
26
3
Win %
31
43
Kills
3.2
3.4
Assists
10.3
10.0
Deaths
5.9
5.8
KA:D Ratio
2.3
2.3
Gold Earned
10.7K
9.9K
Creep Score
45.9
125.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png is obvious. Combined with your consume.png you should have no trouble outsmiting everything.


4.png is required because aside from MS you have no mobility. Use it to engage, escape, whatever floats your boat.

New Runes Back to Top

Masteries Back to Top

Finally, a Keystone that truly fits the Yeti.


Cunning Tree-12 points:


-Savagery: I take this to clear camps faster. You rely solely on single target damage in the jungle, and this mastery improves said single target damage.


-Runic Affinity:
I mainly take it because the other two masteries are just plain bad for you. You do not need the bonus sustain(your Q deals with that). Maybe an argument could be made for Assassin if you want to fight the enemy jungler, but it's generally not worth it. You're better off taking the bonus buff duration for the CDR(blue) or the bonus damage and CC(red).


-Meditation: Really good to have. Having bonus mana sustain is great for Nunu, especially in the later stages of the game, where you often cannot make good use of your passive.


-Dangerous Game: All sustain is good sustain.


Resolve Tree-18 points:

-Unyielding: Give me ALL the resistances.


-Explorer: More MS for faster roaming and counterjungling. Also the other masteries just aren't(as) good.


-Runic Armor: Bonus regeneration, that means: Extra heal from Q and smite, higher regeneration(especially from Warmogs) and SV synergy. Way better than 50 bonus HP.


-Fearless: A quite powerful resistance boost to start up fights. Really kicks in late game.


-Swiftness: Nunu has very low in-combat mobility. You need to be able to stick to people, and this mastery allows you to do a better job at it.


-Stoneborn Pact: This mastery is amazing. Free HP bonus and a really powerful heal effect. You have lots of slows(spammable E and your ult for AoE procs) and therefore an easy time making good use of this. Also your ADC will love you, trust me.

Abilities Back to Top

Q
W
E
Q
Q
R
E
E
E
E
R
Q
Q
W
W
R
W
W
Passive
Q
1
4
5
12
13
W
2
14
15
17
18
E
3
7
8
9
10
R
6
11
16

Always start with Q. It's simply the strongest ability for you at level 1. I don't think that you need a big explanation for that.

Get W at level 2. The bonus AS and MS help you getting to the enemy buff(and clearing it) faster.


At level 3 I usually get a point into E as this is the moment where i start to look for early (counter)ganks. If you have no ganking opportunities go for another point into Q.


I usually put 3 points into Q, followed by an E max, maxing my Q afterwards. I personally play a gank heavy playstyle(where this gives a good balance between clear speed and ganking power), but if you want to focus more on counterjungling or clearing in general, max your Q first.

W works well even at one point. Max this last, as leveling it does not give that much of a power increase. Also your other abilities really need every point they can get.

Ult whenever possible, no explanation needed.

Items Back to Top

Starting Items

    Machete is WAY better than Talisman as your start item. You mainly clear with auto attacks, and your passive deals with mana sustain.
    Get these early.
    Really good for counterjungling and a high amount of map presence. You're basically Sonic when combining these with your W and the MS mastery.

Core Items

    Your average full build. 40% CDR, well-rounded resistances and sustain, Heart aura(so damn good), and a Hydra for late game splitpushing(in case you need to)
    Obvious choices for vision contesting. You have the Tracker's Knife, which deals with creating vision. Use these to remove the enemies' vision.
    By far the best Elixir for Nunu. More size, Tenacity, Slow reduction and even the MS boosting trail. Just really good all around

Situational Items

    Zz'Rot is quite self explanatory, isn't it?
    Okay, hear me out on this one. Ardent Censer's effect actually procs when an ally gets healed by Stoneborn Pact. Nice pickup if 1) you're not the only tank on your team and 2) you have (preferably multiple) champions utilize AA's.
    You can get this item early if you want to replace early tankiness with much higher clear speed. Not neccessary, but definetly worth considering.
    I don't really use these, but you can use them if the enemy team is either very AD/AP heavy or has a lot of disruptive CC.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

Clear Route Back to Top

Q:What is the optimal clear path?

A: Try to scout where the enemy starts. If the enemy starts at red you start at your own red, if they start at blue, you start at your blue. Save your smite! After clearing your first camp put a point into your W and go straight for the enemy buff that they haven't taken. Take it down with your Q and Smite(Use Smite during the Q animation to get the damage instances as close to each other as you can, in order to minimize the chance of the enemy taking it, should they come for you). 


Ask your team to ward your own untaken buff. If the enemy did not take it, go and clear it. This leaves your enemy with only one buff. Just clear the camps in the area and start looking for ganks.


If the enemy decided to go for your second buff, start clearing their jungle. You clear quite fast.

Imporant note: Avoid the chicken camp(you know what I am talking about), it will make your early game miserable. Even with Smite and Q you're lucky if you get out with about 50% HP.


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