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/!\ This article is a work in progress (due to changes in latest patch) /!\

Nunu jungle guide

This is a guide for a character in League of Legends. This guide is up to 5.12.


Nunu the Yeti Rider.

Nunu is specialized in counter jungling (denying enemy's jungle). He can also be played as a support. This guide will put the focus on a tanky counter jungling Nunu.

PROS/CONS

Pros

  • Counter jungler.
  • Good sustain.
  • Many ways to build him according to the situation.

Cons

  • Average cleaning speed at start.
  • His conception doesn't serve a specific purpose (He was created for the release of League of Legends).

Summoner spells

  • Flash: As a jungler Flash provides many situation to escape easily. nunu won't use it often to go in or maybe to ult (can be wasted by a cc).
  • Smite: The mandatory spell for jungler. Smite mechanics were reworked not long ago. It's now benefic to smite right away on neutrals monsters because it's providing instant buffs as follows:
  • Gromp: Gift of the Toadstool poisons enemies when they are attacking you (creeps, neutrals and champions) dealing DOT as follows: 10+(5% bonus hps) magic damage over 3 seconds. It doesn't refresh.
  • Crimson Raptor: Razor Sharp provides free true sight for 90 seconds. It fades rapidly once a ward is spotted. Checking the brush is still mandatory (The true sight icon will pop above your head without revealing the ward until you go in. It will just indicate a ward's presence in the brush).
  • Ancient Krug (minor golems): Gift of the heavy Hands provides a 1 second stun against creeps and neutrals every 6 hits. It lasts 90 seconds. There is now some routes starting by this camp depending on champions (mostly ad and as champs; WW, Pantheon etc…)
  • Greater Murk Wolf: Smiting the main wolf will release a living ward going to the crossroads of this side of the jungle. The ward will chase every enemy penetrating the jungle and will go back to its initial position when one leaves. It lasts 95 seconds. It can't be attacked. It is useful to prevent counterjungling.
  • Blue Sentinel: Smiting it restores mana over 2 seconds for 25% of your max mana. Note: this bonus is different from the one received by killing Blue Sentinel (mana regen + CDR).
  • Red Brambleback: Will restore 20% of your max health instantly upon smiting. Note: this bonus is different from the one received by killing Red Brambleback (DOT + slow).

Skills

  • Visionary (passive): Every 5 auto attacks Nunu can cast his next spell for free.

It will provide you more sustain. You usually don't build around mana and mana regen so much.

  • Consume (Q): Nunu “eats” a minion or a monster dealing true damages as follows: (400/550/700/850/1000 True damages). It heals nunu as follows: (70/115/160/205/250 +75% AP). It also applies buff to Nunu depending on the target he eats with duration as follow: (120/150/180/210/240).
  • Rough Rock Candy: From Golems. Nunu gains r10% maximum health and 10% size.
  • Spooky Mystery Meat: From Animals or Undead (raptors and wolves). Nunu gains 15% movement speed for 3seconds when he kills a unit.
  • Ornery Monster Tails: From other monsters such as Gromp, Ancient Krug, Dragon and Nashor. Nunu deals 1% of his maximum health as bonus magical damages.
    Range: 125 Cooldown: (13/12/11/10/9). Cost: 60 mana.

A unique skill! A smite that applies buffs and provides healing. The more you are used to counter jungling the more you should level it first. More early levels in it mean more buff's duration and less time spent on a particular spot. Ok it's not Nunu who eats things but Willump; the yeti he is riding. As this guide will revolve around tanking the most important camp to clean are golems. 10% max hp will provide at least +500hp at max level.

  • Blood Boil (W): Nunu buffs an ally or himself gaining bonus movement speed as follows: (8/9/10/11/12% bonus MS).It also applies a bonus attack speed as follows: (25/30/35/40/45% bonus AS).Nunu gains effects in any case. Range: 700. Cooldown: 15. Cost: 50 mana.

Always cast this on an ally if he's around as you will also gain the bonuses. This skill will synergize a bit with your passive but nunu has a bad initial AS. I tried to build related to this skill long ago and it was almost viable. Now it's not.

  • Ice Blast (E): Nunu throws an ice ball at targeted enemy dealing magical damages as follows: (85/130/175/225/275 +100% AP). It also applies a movement speed reduction on the target for 3 seconds as follows: (20/30/40/50/60% slow) Range: 550. Cooldown: 6. Cost: (75/85/95/105/115 mana).

This is your main skill. The AP ratio is great as is its slow. This combined with an Iceborn Gauntlet will result in a perma slow on your target.

  • Absolute Zero (R) (Ultimate): Nunu casts a big AOE around him for 3 seconds that will deal magical damages when it bursts as follows: (625/875/1125 +250% AP). If this skill is interrupted before its end it will damages between 12.5% 87.5% of its maximal damages. From: (78.125/109.375/140.625 +31.25% AP) to (546.875/.765.625/984.375 +218.75% AP). The sooner it gets interrupted the lower the damages. It also applies a 25% attack speed reduction and a 50% movement speed reduction to any enemy in its zone. Range: 650 Cooldown: (110/100/90). Cost: 100 mana.

So it's channeling and it can be interrupted as any skill that channels. If enemies are running away from it before the end of the cast they won't take any damage! So you will have to interrupt yourself by right clicking to move often. If you cast it in a bush and if enemies are within its AOE but without sight on you they will see no animation showing you're channeling. They will only feel the movement speed reduction.

Skill sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x y x x x
W y x x x x x
E x x x x x
R x x x

First levels will always be Q+E and usually Q again at level 3 then W. level 3-4 Q and W can be swapped if you see an early gank opportunity. After this level Q>E>W.

Masteries

There is many ways to build Nunu. The current build focuses on tankiness. As Nunu deals raw and a good chunk of flat damage in the jungle he doesn't need much built damage. After the early stage of the game you will witness that nunu only has 2 skills to damage the enemy directly. So building him as a tank will have more impact on the game.

  • On the defensive tress the same for the jungle plus the armor and max hp that help to tank/sustain.
  • On the utility tree you are looking for Runic affinity.

Runes

The rune page is set as follows:

  • X9 Attack Speed (marks): It synergizes with your passive. You can also take hybrid penetration.
  • x9 Flat armor (seals): For more sustain in the jungle from start.
  • X9 Magic resistance per level (glyphs): The usual. You can add/tweak with CDR too
  • X3 Flat AP (quintessences): You can tweak it with bonus MS too and HP.

Build

This build will work all around but you can really weight toward tanking or even more damages on Nunu.

  • You start with hunter's machete + 2 HP pots. It's your standard start as a jungler.
  • On your first trip back (450+325 golds) you buy Ranger's Trailblazer + boots.
  • The case for sightstone (800g). It will be efficient in premade games and can be almost useless in solo queue. Map control is the key in the game but until you are medium ELO (above gold3) your mates won't really notice. They won't take the opportunities (solo champ in river) and won't really defend your jungle if place the wards defesively and they will barely not move from their lane. Until you are proven wrong assume that you always are counter-jungling solo.
  • On your next trip back you complete Ranger's Trailblazer with Bami's Cinder into Ranger's Trailblazer - Cinderhulk (1000g+400g for recipe).
  • Righteous Glory even if it was nerfed in 5.13 is still mandatory for Nunu (2500 golds total). Start it with Crystalline bracer (600g).
  • From here the build will be done according to enemy team strengths: Tabi ninja against heavy ad (675g from boots), Mercury shoes against heave ap/cc (875g from boots).
  • Then the options are: Spirit visage (2750g) it was pumped in latest patch (all healing increased by 20%). Locket of the Iron Solari (2800g) against heavy AOE team. Randuin's Omen (2850g) against heavy AD.
  • As a final item Liandry's Torment (3000g) can make its way through.

Jungle Route

There is different starts dependin on your starting's side and your agressiveness. The basic start for both sides is to begin with Gromp with the help of your mates. Smite it right away then then AA + one Q to regen to full hp. If your base is at the upper right corner. you should be level 2 and full hp (help from adc+supp). If your base is at the lower left corner you should be arount 75-80% hp once you finish gromp (help from top usually leaving before the camp is cleaned). Then go to Blue golem. engage it with E followed be some AA and Q depending on your life. RIght away if you are on the bot side, after losing som health if you are top. Then you can go to wolves or skip it and go to wraiths (raptors).

General guidelines

Most of your damage will come from your E. Nunu isn't the perfect duelist but he is anoying poking with is E (samages + slow). Harass your enemy and if he don't give up his position you may finish him. Most of the time you counter jungle taking buffs and then you run away You can really do it when the enemies' jungler his doing his camp. You don' t want to spend much time dueling in the enemy's jungle as other lanes will back him up pretty fast in a decent match.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends


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