Nunu & Willump

Nunu & Willump Jungle Build 16.11

Nunu & Willump Jungle build in patch 16.11 has a 38.5% win rate over 39 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Nunu & Willump Roles
Patch: 16.11
39 Matches
Win Rate: 38.46% / Pick Rate: 4.23%
Gustwalker Hatchling
Liandry's Torment
Liandry's Torment
Boots
Amplifying Tome
Dark Seal
Amplifying Tome
Flash
Smite

Nunu & Willump Build Guide & Strategy (Patch 16.11)

About Nunu & Willump

Nunu & Willump are a gank-heavy tank duo who create early pressure through fast pathing, massive snowball engage, objective control, and disruptive crowd control in close quarters. They excel at forcing the map to react, but their threat drops sharply when engages are seen early or when they arrive without enough follow-up damage behind them.

Nunu & Willump Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. The item supports defensive lane plans where you expect to take physical poke, minion-supported trades, or sustained harassment from auto attacks. It fits champions who want to blunt early AD pressure, farm more safely, and reach later spikes without bleeding too much health. The item supports spell-reliant laning where small AP gains improve how often your abilities matter in trades and minion control. It fits mages and AP users who want early pressure or cleaner farming without needing to commit to a large component immediately. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Cloth Armor is an early armor component meant to reduce incoming physical damage from basic attacks and AD-heavy trading. It is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits. Amplifying Tome is the basic ability power component for champions who want an inexpensive increase to spell impact. It is mainly bought to make poke, waveclear, and burst more threatening while keeping AP build paths flexible. Doran's Ring is an AP starter built to smooth out early spell usage while still giving meaningful lane presence. It is mainly for mages and AP users who want better early trading, wave interaction, and resource comfort in lane. Dark Seal is a snowball-oriented AP starter or early pickup that rewards staying alive and staying involved in successful fights. It is mainly for champions who expect to build momentum through lane pressure, roams, or skirmishes and want that success to compound.

Nunu & Willump Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Cloth Armor is strong because it directly targets one of the most common early damage patterns, making physical trades noticeably less punishing. It is especially valuable into marksmen, fighters, or lanes where repeated auto attacks matter more than occasional burst from other damage types. Amplifying Tome is efficient because it gives direct AP at a low price, making it easy to convert a small recall into sharper damage or utility scaling. It also builds into many mage and support items, which keeps future decisions open while still giving immediate value. Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Dark Seal is attractive because it can become far more rewarding than a normal low-cost AP buy when your early game goes well. It also suits champions that influence fights through picks, river skirmishes, or support-style participation, since assists help it scale without needing solo kills every time. Gustwalker Hatchling stands out because movement changes how a jungler influences the map, from faster rotations to more reliable lane entry paths. It is especially useful for champions that thrive on repeated activity, countergank timing, or weaving rapidly between farm and pressure. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Plated Steelcaps are strong because they answer one of the most common and persistent damage patterns in the game: sustained physical chip from attacks. They are especially useful into double-AD pressure, ranged harass lanes, or late-game carries that would otherwise shred you through repeated autos. Bramble Vest is useful because it gives a very practical early response to lanes where physical damage and sustain are both part of the problem. It is especially good against champions that want to chip you down and heal it back, since it makes those short trades much less one-sided. Rabadon's Deathcap is prized because few purchases change AP damage output as dramatically once a champion already has supporting items in place. It is especially strong on picks with high ability ratios, where one completed slot can transform poke, burst, and zone control all at once. Hextech Rocketbelt is valuable because it solves a practical problem many AP divers have: their damage is good, but getting into range is unreliable without help. It is especially strong on champions whose full combo becomes threatening the moment they cross a small gap, since the item turns near-misses into actual all-in chances. Spellslinger's Shoes are valuable because they turn the boot slot into a meaningful offensive choice for AP champions instead of only a positioning tool. They are especially strong on mages that create advantages through repeated poke, burst follow-up, or zone control, since the upgrade helps translate spell uptime into real threat. Spectre's Cowl is valuable because it makes ongoing magic pressure far less suffocating, especially in lanes where every small spell hit threatens to force a bad recall. It is particularly useful for frontliners that need to walk up eventually, since the item helps them survive the approach phase before a real fight even starts. Dead Man's Plate is valuable because movement speed on a durable champion changes how reliably they can start skirmishes, cover flanks, and punish poor positioning. It is especially useful in games where the enemy backline is hard to pin down, since better approach speed often matters more than another purely static armor purchase. Stormsurge is attractive because it reinforces the exact moment burst AP champions care about most: the first successful contact with a vulnerable target. It is especially useful when fights are decided by catching or chunking a carry early, since the item makes those brief windows far more punishing. Liandry's Torment is valuable because it gives AP champions a better way to stay threatening against healthier targets and long front-to-back fights. It is especially strong on picks that can keep reapplying damage, since the item rewards constant spell presence instead of asking for one perfect combo.

Best Nunu & Willump Runes & Spells

Relentless Hunter is a tempo rune focused on moving between fights faster rather than hitting harder once a fight starts. Its main purpose is to convert map movement into better roams, quicker setup, and more frequent arrival at skirmishes or objectives. Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Cheap Shot adds a small but repeatable burst of true damage when the user damages an impaired target. Its purpose is to convert crowd control, slows, or displacement into a cleaner damage spike during short trades and pick attempts. Dark Harvest is a scaling burst rune that feeds on damaged targets and becomes more threatening as takedowns and soul collection build up. It is mainly used to turn low-health access into heavier execution damage later in the game. Sixth Sense is an information rune designed to reduce uncertainty around vision and hidden pressure. Its purpose is to help a player approach contested areas, lane traps, and rotation paths with better awareness than they would have through standard map reading alone. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Axiom Arcanist is a spell-focused rune built around making ultimate casts more threatening and more central to a champion’s identity. It is mainly taken by champions whose biggest fight swing comes when their ultimate lands cleanly and needs to hit with maximum payoff. Phase Rush is a mobility rune built to swing spacing after a quick burst of interaction. It is mainly used by champions that want to trigger movement immediately after hitting a short combo so they can chase, disengage, or reposition before the opponent can answer cleanly. Waterwalking is a river-skirmish rune that gives extra power where early rotations and neutral objective fights most often happen. Its purpose is to make movement through river more rewarding so roaming, contesting, and collapse timing become sharper. Celerity is a movement-scaling rune designed to make speed boosts more meaningful and a champion’s overall mobility profile more impactful. Its main purpose is to turn existing movement tools into better spacing, better chase, and smoother repositioning across the map and in fights. Hextech Flashtraption is a setup rune that turns missing Flash into a new source of creative repositioning and engage threat. It is mainly used to manufacture angles from fog, brushes, and terrain when a champion wants to start fights unexpectedly rather than walk in openly. Triple Tonic is a staged utility rune that delivers multiple timed consumable spikes instead of one constant stat line. Its purpose is to give a player several distinct moments of extra help across lane and transition phases, rewarding planning around when each tonic matters most. Conditioning is a delayed durability rune that sacrifices early help in exchange for stronger defensive stats later on. Its main purpose is to give tanks, bruisers, and scaling frontliners a sturdier midgame and teamfight foundation once laning stops being the only thing that matters. Aftershock is an engage rune that turns landing immobilizing crowd control into a brief defensive spike and a stronger immediate fight swing. It is mainly chosen by champions that start combat by locking someone down and then have to survive the return focus in the middle of the enemy team. Revitalize is a sustain amplifier that increases the value of healing and shielding, especially in moments where survival is under real pressure. Its purpose is to make restorative effects swing fights harder rather than merely delay defeat. Font of Life is a team-oriented utility rune that marks impaired enemies so allied follow-up gains extra sustain value. Its main purpose is to make crowd control and slows contribute not just to access, but to longer winning trades for the whole team. Legend: Haste is a scaling rune that gradually improves basic ability access as the game unfolds. Its purpose is to help ability-reliant champions cycle through their core tools more often, making skirmish patterns and repeated spell usage smoother over time. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.

How to Play Nunu & Willump (Early, Mid & Late Game)

Nunu & Willump Laning Phase (Early Game)

In the early game as Nunu & Willump in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Liandry's Torment as quickly as possible to establish a lane advantage and create opening opportunities.

Nunu & Willump Mid Game Strategy

During the mid game, utilize your 1 item power spikes to control lane transitions and objective contested zones. As Jungle Nunu & Willump, your roaming potential and skirmishing power are at their peak.

Nunu & Willump Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Nunu & Willump, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Nunu & Willump Mechanics & Gameplay Tips

Good Nunu players path their Biggest Snowball Ever! through vision gaps and terrain so enemies react late, combine Snowball Barrage and root timing cleanly after impact, and use Absolute Zero as a zoning weapon as often as a damage spell. Bad Nunu play starts snowballs from obvious angles, releases the ultimate where everyone can simply walk away, or burns Consume without understanding whether the fight or objective is the real priority.