How to play Nunu & Willump — Wild Rift guide, combos & tips
Nunu & Willump is a tanky jungler in Wild Rift built around a giant rolling snowball instead of raw damage numbers. Willump's bite (Consume) shreds jungle camps with true damage for some of the fastest, safest clears in the game, while the W into E into R combo turns a single engage into a multi-second lockdown of knockups, roots, and slows. Damage output is modest on its own, but few champions bring this much sustained crowd control and durability to a fight.
Strengths
- Consume's true damage against monsters makes jungle clears and objective takes fast and low-risk compared to most tanks.
- The W into R combo chains a knockup into a heavy slow and a huge magic nuke, wrecking a grouped enemy team's positioning in one push.
- Call of the Freljord's free attack speed and move speed after damaging an enemy champion, big monster, or structure lets Nunu & Willump snowball skirmishes and stick to targets it shouldn't normally catch.
- Naturally tanky stats mean it can engage, soak damage, and threaten picks repeatedly without needing to fully commit or trade back.
Weaknesses
- Personal damage output is low, so Nunu & Willump wins fights through crowd control and teammates' follow-up rather than by out-trading anyone alone.
- Biggest Snowball Ever! needs time to grow; a knockup, silence, or kill on Nunu before it detonates wastes the entire combo.
- Absolute Zero is a long channel that can be interrupted, dodged, or simply walked out of if it's thrown out without setup.
- Weak in extended 1v1s against skirmish-focused junglers early, since Q and E alone deal little damage before the ultimate is online.
Combos
- W -> E -> R: roll the grown snowball onto them for a knockup, root them with Snowball Barrage as they land, then channel Absolute Zero while they're still locked down for a near-guaranteed pick.
- W (fully grown) -> R: send the boulder into the front line for a wide knockup, then immediately follow with Absolute Zero to slow and nuke everyone it displaced.
- Q on cooldown while jungling: fire off Consume on every camp it's up for, since the true damage barely matters in a duel but wins the clear-speed race.
- R to open, E to clean up: channel Absolute Zero first in a skirmish to lock the group down, then root any survivors with Snowball Barrage as the shield and slow fade.
Skill order: W > E > Q
Early game
Path the jungle using Consume's true damage for quick, healthy clears, and pre-roll the snowball in brush near likely gank routes so it already has size by the time it reaches a lane. Look for ganks once the boulder has grown some; a fresh snowball barely knocks anyone up, so timing the gank around a bigger W (or simply waiting for level 5) lands far harder than forcing it at level 2. Contest scuttle crab and early objectives aggressively, since Consume's monster damage wins most 2v2s for vision and tempo at almost no risk.
Mid & late game — teamfighting
From the mid game on, Nunu & Willump wants to start fights on its own terms: get the snowball rolling before the fight breaks out, then commit W into the grouped enemy team followed immediately by Absolute Zero so the channel lands on enemies who are already knocked up and can't walk out of it. Target the enemy's clustered priority threats rather than chasing whoever is easiest to reach, since the ultimate's value comes from hitting several people at once, not from solo-killing one. Stay on the front line soaking damage and threatening the follow-up engage even after the combo is spent; a tanky Nunu & Willump forces bad trades just by standing in the way.
Pro tips
- Never dump the snowball early just because it's off cooldown; a fully grown boulder deals far more damage and knocks up for far longer than a fresh one, so patience before engaging pays for itself.
- Save Consume's heal for when you're below 50% health, where the healing jumps by 50 percent; spending it purely for poke wastes its best property.
- Bait out enemy dashes, blinks, or hard CC before committing Absolute Zero. It's a 3 second channel, and anyone who still has mobility left will simply walk out before the damage lands.