CHAMPIONSNunu
Nunu
CHAMPION · JUNGLE

Nunu

Verified across 3 sourcesLast updated · 2026-05-26
jungleS5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
Like the re- All of these champions are really good and definitely playable, but there's some champions that are a little better. So, I have decided to include an S plus tier list or an S plus tier and then of course I have god tier. So, after further testing, I'm very confident that Nunu is one of the best champions in the game and definitely one of the best junglers in the game. He's extremely tanky, does way too much damage, clears the jungle way too fast, while also being this reliable frontline for your team and giving a lot of utility to through his passive especially for your ADC. So, I after like analyzing and thinking over and being surprised that not more people play Nunu, I've decided that I'm putting Nunu in the god tier and of course he's joined by the newest champion, Taliyah.
royal · patch 7.1e · (02:03)
Open questions (5)
  1. 01Optimal clear path
  2. 02Snowball-Q mastery for ganks
  3. 03Build path (full tank vs hybrid?)
  4. 04~~Rune setup~~ — answered alongside builds above (2026-05-26)
  5. 05When to ult for Smite contests
02

Tier history

5 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdeviljungleS++12026-05-19
7.1eroyaljungleGOD+22026-05-17
7.1ditzstu4rtjungleS·2026-05-08
7.1droyaljungleS·2026-05-08
7.1hellsdeviljungleS·2026-05-08
03

Builds

2 sources + cross-source synthesis
Jungler.GGaggregator statspatch 7.1d
WR50.91%PR1.50%BR0.04%
Items (in order)
Searing Crown
Searing CrownAttacks 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 gold
Mercury's Treads
Mercury's TreadsReduces Magic Damage
  • +200 Max Health
  • +50% Health Regen
  • +20 Magic Resistance
  • +45 Move Speed.
900 gold
Thornmail
ThornmailReflects damage and reduces enemy healing
  • +200 Max Health
  • +75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.

Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

2700 gold
Hollow Radiance
Hollow RadianceDeals damage in an area
  • +400 Max Health
  • +40 Magic Resistance
  • +15 Ability Haste

Immolate: While in combat, deal magic damage equal to 20–30 plus 1% of bonus per second for 5 second(s) to nearby enemies. Deals 125% damage against monsters and 200% damage against minions.

Desolate: Killing a neutral monster or an enemy deals magic damage equal to 30 plus 2% of bonus in an area around them.

2800 gold
Kaenic Rookern
Kaenic RookernGains 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 gold
Force of Nature
Force of NatureStacking Magic Resist and Move Speed
  • +350 Max Health
  • +60 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 gold
Runes
Ice Overlord
KeystoneIce Overlord
Ice OverlordKeystone

Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3s and slowing enemies inside by (20% + 1.5% Bonus Health). The slow lingers on enemies for 1.5s after they've left the ice zone. Gain a protective layer of ice around yourself, increasing your Armor and Magic Resistance by 35+80% Bonus Armor and Magic Resistance. After a delay of 2.5s, the ice explodes, dealing 25-125 + 5% Bonus Health magic damage around you.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Courage of the Colossus
Courage of the ColossusMinor · Resolve

Gains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Unshakeable
UnshakeableMinor · Resolve

Gain 4% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 3% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

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.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

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

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Perseverance
PerseveranceMinor · Resolve

Gain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Hextech Flashtraption
Hextech FlashtraptionMinor · Sorcery

Replaces this item with Hex Flash when Flash is still on cooldown. You can blink to a new location after channeling for 2 seconds. When channeled for less than 1s, you will dash the distance as if you channeled for 1s. (25 seconds of cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Legend: Tenacity
Legend: TenacityMinor · Precision

Gain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QE
Spells
FlashFlashGhostGhost

Source: [[Sources/web-pages/2026-05-26-junglergg-nunu-build-7.1d|Jungler.GG]] · sampling: mid-to-high-elo ranked games.

WR Metaaggregator statspatch 7.1e
WR55.20%PR1.89%BR0.45%
Items (in order)
Searing Crown
Searing CrownAttacks 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 gold
Mercury's Treads
Mercury's TreadsReduces Magic Damage
  • +200 Max Health
  • +50% Health Regen
  • +20 Magic Resistance
  • +45 Move Speed.
900 gold
Thornmail
ThornmailReflects damage and reduces enemy healing
  • +200 Max Health
  • +75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.

Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

2700 gold
SE
Stoneplate EnchantShield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 15% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500 gold
Hollow Radiance
Hollow RadianceDeals damage in an area
  • +400 Max Health
  • +40 Magic Resistance
  • +15 Ability Haste

Immolate: While in combat, deal magic damage equal to 20–30 plus 1% of bonus per second for 5 second(s) to nearby enemies. Deals 125% damage against monsters and 200% damage against minions.

Desolate: Killing a neutral monster or an enemy deals magic damage equal to 30 plus 2% of bonus in an area around them.

2800 gold
Dead Man's Plate
Dead Man's PlateIncreases Movement Speed
  • +350 Max Health
  • +70 Armor

Relentless: +5% Move Speed.

Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.

Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.

2800 gold
Runes
Ice Overlord
KeystoneIce Overlord
Ice OverlordKeystone

Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3s and slowing enemies inside by (20% + 1.5% Bonus Health). The slow lingers on enemies for 1.5s after they've left the ice zone. Gain a protective layer of ice around yourself, increasing your Armor and Magic Resistance by 35+80% Bonus Armor and Magic Resistance. After a delay of 2.5s, the ice explodes, dealing 25-125 + 5% Bonus Health magic damage around you.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Courage of the Colossus
Courage of the ColossusMinor · Resolve

Gains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

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.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

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

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashSmiteSmite

Source: [[Sources/web-pages/2026-05-26-wrmeta-nunu-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Plated Steelcaps instead of Mercury's Treads — depending on the situation
  • Kaenic Rookern — when enemy team has heavy AP damage
  • Force of Nature — magic-damage-heavy enemy teams
  • Frozen Heart — against high attack-speed enemies
  • Randuin's Omen — against crit-heavy builds

Counters / threats: Jax, Kayn, Kindred, Lee Sin, Nidalee, Mordekaiser, Rumble

Build divergence notescross-source synthesis

Consensus across both aggregators

  • Keystone: Ice Overlord
  • Core items: Searing Crown, Mercury's Treads, Thornmail, Hollow Radiance — four of six match
  • Skill order: Q-max is shared; secondary differs (Jungler.GG lists R prioritised next, WR Meta lists E > W)
  • Spells: differ — Jungler.GG Flash + Ghost; WR Meta Flash + Smite

Where the aggregators diverge

  • Item differences: Jungler.GG closes with Kaenic Rookern + Force of Nature (full MR stack). WR Meta swaps in Stoneplate Enchant + Dead Man's Plate (boot enchant + movement-speed bruiser tank).
  • Summoner spells: Jungler.GG's Flash + Ghost reads like a top/baron-style Nunu setup; WR Meta's Flash + Smite is the canonical jungle pair. Worth interrogating whether the Jungler.GG page tracks a different role despite the slug.
  • Late-game flex: WR Meta enumerates an explicit situational pool (Plated Steelcaps, Kaenic Rookern, Force of Nature, Frozen Heart, Randuin's Omen with conditions); Jungler.GG publishes one canonical build.
04

Commentary

verbatim creator quotes
royalhand-written· Patch 7.1d analysis (Royal)
patch 7.1d

Scope: This section reflects state as-of patch 7.1d per Royal. May be outdated for later patches — see top-level Tier history. "I think Nunu in this current meta is insanely strong. Even though he's a tank jungler, which usually tank junglers are a little weaker, he still clears the jungle really, really fast and just provides so much value overall. So I definitely want to highlight Nunu." — [[Sources/videos/2026-05-04-royal-tier-list-7.1d|Royal, 7.1d tier list]] (02:54) Why he's S in 7.1d (tank-jungler exception): Royal frames Nunu as the exception to the "tank junglers are weaker" rule because his fast clear keeps him on tempo with full-clear scaling junglers, and his utility/value overall makes up for the lower direct kill pressure.

itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Jungle "And as long as you can move around your ultimate and do quite a bit of damage, then you'll be completely fine. And Noo-Noo as well, one of the other tanks with Ramis and Amumu, which got b who got benefited with ice overlord, you can invade enemy jungles. You can use your first ability, use your smite, you can take jungle camps underneath enemy champions noses and there's nothing they can really do about it." (28:08)

itzstu4rtauto· Jungle
patch 7.1b·jungle

And as long as you can move around your ultimate and do quite a bit of damage, then you'll be completely fine. And Noo-Noo as well, one of the other tanks with Ramis and Amumu, which got b who got benefited with ice overlord, you can invade enemy jungles. You can use your first ability, use your smite, you can take jungle camps underneath enemy champions noses and there's nothing they can really do about it.(28:08)

royalauto· Auto-extracted commentary (Royal, 7.1e)
patch 7.1e

Generated by /wr-extract from Royal's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (Royal) sections above. Jungle "Like the re- All of these champions are really good and definitely playable, but there's some champions that are a little better. So, I have decided to include an S plus tier list or an S plus tier and then of course I have god tier. So, after further testing, I'm very confident that Nunu is one of the best champions in the game and definitely one of the best junglers in the game. He's extremely tanky, does way too much damage, clears the jungle way too fast, while also being this reliable frontline for your team and giving a lot of utility to through his passive especially for your ADC. So, I after like analyzing and thinking over and being surprised that not more people play Nunu, I've decided that I'm putting Nunu in the god tier and of course he's joined by the newest champion, Taliyah." (02:03)

royalauto· Jungle
patch 7.1e·jungle

Like the re- All of these champions are really good and definitely playable, but there's some champions that are a little better. So, I have decided to include an S plus tier list or an S plus tier and then of course I have god tier. So, after further testing, I'm very confident that Nunu is one of the best champions in the game and definitely one of the best junglers in the game. He's extremely tanky, does way too much damage, clears the jungle way too fast, while also being this reliable frontline for your team and giving a lot of utility to through his passive especially for your ADC. So, I after like analyzing and thinking over and being surprised that not more people play Nunu, I've decided that I'm putting Nunu in the god tier and of course he's joined by the newest champion, Taliyah.(02:03)

hellsdevilauto· Auto-extracted commentary (hellsdevil, 7.1e)
patch 7.1e

Generated by /wr-extract from hellsdevil's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (hellsdevil) sections above. Jungle "You need to learn how to play Talon if you play jungle. Master Yi, Noo-Noo is surprisingly strong in the jungle. Very annoying tank with all the burning items." (10:48)

hellsdevilauto· Jungle
patch 7.1e·jungle

You need to learn how to play Talon if you play jungle. Master Yi, Noo-Noo is surprisingly strong in the jungle. Very annoying tank with all the burning items.(10:48)

06

Patch notes

mentions of Nunu

No patch-note mentions parsed yet.