

Nunu & Willump
The Yeti Rider
How this differs from the live game
- Blood Boil (W) grants attack and movement speed
- Ice Blast (E) a single point and click snowball
- Consume (Q) can't target champions but gain buffs based on whats eaten
- Visionary (P) every 5 basic attacks the next spell costs no mana -...
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Magic penetration marks increase Ice Blast and Absolute Zero damage, which are the spells that actually threaten champions. Armor seals are for jungle camps, MR glyphs keep ganks safer, and movement speed quints fit Nunu's counter-jungle and Blood Boil map-pressure style.
This is a legal 0/21/9 jungle tank page: Defense carries the early clear and front-line durability, while Utility reaches Runic Affinity with 8 points spent above it. Biscuiteer is dropped so the page is exactly 30 points.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 1, 4, 5, 7, 9.
- Blood Boil (W) takes points at levels 3, 14, 15, 17, 18.
- Ice Blast (E) takes points at levels 2, 8, 10, 12, 13.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Max Consume first for faster clears, safer counter-jungling, and stronger objective control; Ice Blast is maxed second for gank damage and the point-and-click slow. Early W at level 3 gives Blood Boil for ganks and buffing the carry.
Alternative — Some games put extra early points into Blood Boil after rank 3 Consume when hard-playing around a fed auto-attacking carry, but Q into E was the standard jungle order.
Why these items
Openingsall within the 475 starting gold
Machete 5-pot start — Default jungle start; it gives the cleanest first clear and enough health buffer to invade or contest early camps.
Machete ward start — Use when you expect an early invade, want to protect your second buff, or plan a level 2 counter-jungle route.
Corein buy order
1Spirit of the Ancient Golem2,000gSpirit of the Ancient Golem gives jungle damage, health, sustain, cooldown reduction, and Tenacity in one efficient tank slot.
2Boots of Mobility1,000gBoots of Mobility amplify Nunu's Season 3 strength: fast counter-jungling, lane pressure, and repeated Blood Boil ganks.
3Runic Bulwark2,950gRunic Bulwark was a defining Season 3 team aura item and fits Nunu's job of grouping around carries and objectives.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mobility Boots when enemy physical damage and basic attacks are the main threat.

Mercury's Treads1,200gUse Mercury's Treads only if you are not finishing Spirit of the Ancient Golem or desperately need early Tenacity before the jungle item is complete.

Frozen Heart2,900gFrozen Heart is strong into double-AD or attack-speed-heavy teams when your team does not already need another armor aura item first.

Mikael's Crucible2,500gMikael's Crucible is worth buying when one allied carry is being locked down and cleansing them matters more than your own durability.

Oracle's Elixir400gOracle's Elixir was a common Season 3 jungle purchase when sweeping wards before dragon, Baron, or lane ganks was more valuable than another component.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Ice Blast and Absolute Zero, which both deal magic damage and scale directly with AP. This page gives up the ordinary jungle Nunu safety of attack speed, movement speed, and defensive glyphs so your early clears and invades are less forgiving.
This is 21/0/9 for AP burst: Sorcery, Arcane Knowledge, Mental Force, Archmage, and Executioner all push Ice Blast and Absolute Zero damage, with Runic Affinity for Season 3 jungle buff uptime. Compared to ordinary tank jungle Nunu, it gives up Defense-tree durability and monster mitigation.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 1, 8, 10, 12, 13.
- Blood Boil (W) takes points at levels 3, 14, 15, 17, 18.
- Ice Blast (E) takes points at levels 2, 4, 5, 7, 9.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Start Q for the first camp, take E at level 2 for ganks, then max E first because the AP ratio and base damage are the point of the build. Q is maxed second for sustain and objective control, with W left for utility after one early point.
Alternative — Max Q before E only when you are playing a low-fight control jungle game centered on counter-jungling, dragon, and Baron security rather than early lane pressure.
Why these items
Openingsall within the 475 starting gold
Machete sustain start — Default jungle start: Hunter's Machete plus five Health Potions gives the safest first clear before Spirit Stone.
Machete ward start — Use when you expect an invade or need to protect a vulnerable buff; the ward costs two potions, so your leash and route need to be clean.
Corein buy order
1Spirit of the Spectral Wraith2,000gSpirit of the Spectral Wraith is the AP jungle item: AP, spell vamp, mana regen, CDR, faster Smite, and Butcher all match AP Nunu's clear and skirmish plan.
2Sorcerer's Shoes1,100gSorcerer's Shoes make Ice Blast and Absolute Zero hit harder during the mid-game gank window.
3Deathfire Grasp3,100gDeathfire Grasp adds heavy AP, CDR, and a burst amplifier before Ice Blast and Absolute Zero.
4Rabadon's Deathcap3,300gRabadon's Deathcap turns the build from utility AP into real one-shot threat because Nunu has huge AP ratios.
Situationalonly when the game asks for it

Rylai's Crystal Scepter2,900gBuy Rylai's when you need health and stickiness for repeated Ice Blast chases instead of pure burst.

Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP teams or when you can stand near targets during Absolute Zero.

Spirit Visage2,750gBuy Spirit Visage when magic damage is the problem and you still need stronger Consume and spell-vamp healing.

Mercury's Treads1,200gTake Mercury's Treads over Sorcerer's Shoes when crowd control will stop every Absolute Zero channel.

Zhonya's Hourglass3,260gKeep Zhonya's as a core finisher in dive-heavy games because it lets AP Nunu survive after committing for a channel or DFG burst.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Ice Blast, Nunu's reliable support poke and peel spell, which deals magic damage with a 100% AP ratio. Armor seals and MR glyphs cover bot-lane trades, while gold quints fit the Season 3 support economy.
This is a legal 0/9/21 support page: 9 defense points for lane durability, then deep utility for gold generation, summoner/item cooldowns, movement, and Pickpocket melee support income.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 3, 14, 15, 17, 18.
- Blood Boil (W) takes points at levels 2, 8, 10, 12, 13.
- Ice Blast (E) takes points at levels 1, 4, 5, 7, 9.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Max E first for point-and-click lane control, take early W to empower your marksman, and keep one early Q for sustain and neutral-objective help. W is maxed second because Blood Boil is the reason support Nunu was picked with attack-speed carries.
Alternative — Max W before E when paired with a hypercarry lane that only needs you to survive and buff them, especially with Kog'Maw, Vayne, or Caitlyn-style lanes.
Why these items
Openingsall within the 475 starting gold
Faerie Charm ward start — Default Season 3 support opening: mana regen plus three wards gives lane coverage and starts toward Philosopher's Stone.
Rejuvenation Bead ward start — Use into heavy poke lanes where health regen matters more than early mana regen.
Explorer vision start — Use when early brush or river control is critical and you want one pink ward immediately.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone fixes Nunu's mana sustain and gives essential gold income for a low-farm support.
2Ruby Sightstone1,700gRuby Sightstone supplies repeatable warding and enough health to stand forward for Ice Blast and Absolute Zero threat.
3Shurelya's Reverie2,100gShurelya's Reverie turns Nunu's engage, disengage, and Blood Boil speed plan into a teamwide movement tool.
Situationalonly when the game asks for it

Randuin's Omen3,125gBuy Randuin's Omen when the enemy team is built around auto-attack carries or dive champions you must slow.

Twin Shadows1,900gBuy Twin Shadows when your team needs catch tools, scouting, or help starting fights before objectives.

Frozen Heart2,900gBuy Frozen Heart against double physical damage or attack-speed-heavy teams when you can afford a selfish armor aura item.

Aegis of the Legion2,150gStop at Aegis of the Legion if gold is tight but your team still needs the defensive aura early.

Zhonya's Hourglass3,260gBuy Zhonya's Hourglass only in AP-heavy games where you are channeling Absolute Zero in the middle of fights and need stasis to survive.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Magic penetration marks are for Ice Blast and Absolute Zero, since both deal magic damage and Ice Blast is the lane spell you repeatedly trade with. Armor seals handle top lane autos, flat MR glyphs cover AP tops and jungle pressure, and movement speed quints help Nunu stick for E/R spacing and escape after trades.
Use 21/9/0 with 21 in Offense because top Nunu's lane pressure comes from AP-scaling Ice Blast and magic damage burst, then 9 in Defense for basic durability. Arcane Knowledge, Archmage, and Executioner are the key offensive payoffs.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 2, 8, 10, 12, 13.
- Blood Boil (W) takes points at levels 4, 14, 15, 17, 18.
- Ice Blast (E) takes points at levels 1, 3, 5, 7, 9.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Max E first for the point-click damage and slow that makes top Nunu oppressive in short trades, then Q for sustain and safer farming. Take one early W at level 4 for mobility and attack-speed utility, but leave it for last.
Alternative — Max Q second as shown is the normal top-lane sustain order; W second only makes sense in a low-threat lane where your main job is buffing a fed auto-attacker in early skirmishes.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into lanes where you can trade with Ice Blast and last-hit often enough to use the mana return.
Crystalline Flask start — Best into poke or attrition lanes where repeated health and mana refills matter more than early AP.
Doran's Shield start — Use into auto-attack bruisers or ranged tops where reducing repeated basic-attack damage keeps you in lane.
Corein buy order
1Rod of Ages2,800gRod of Ages gives the health, mana, and AP Nunu wants early, and it rewards being completed quickly.
2Sorcerer's Shoes1,100gSorcerer's Shoes amplify Ice Blast harass and Absolute Zero damage.
3Liandry's Torment2,900gLiandry's Torment adds health, magic penetration, and strong damage on slowed targets from Ice Blast and Absolute Zero.
4Zhonya's Hourglass3,260gZhonya's Hourglass gives armor for top lane and lets Nunu survive after channeling or baiting with Absolute Zero.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Sorcerer's Shoes against heavy physical lanes or multiple auto-attack carries.

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes when crowd control or double AP threat would stop you from entering fights.

Frozen Heart2,900gBuy Frozen Heart against attack-speed reliant teams; its armor, mana, cooldown reduction, and aura all fit Nunu.

Randuin's Omen3,125gBuy Randuin's Omen when the enemy marksman or bruisers are the main problem and you need an active slow for teamfights.

Void Staff2,295gBuy Void Staff when enemies stack magic resist and your Ice Blast/Absolute Zero damage is being blunted.

Banshee's Veil2,750gBuy Banshee's Veil when one engage spell or pick tool keeps interrupting your fight entry or ultimate setup.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Ice Blast and Absolute Zero, both of which deal magic damage and scale directly with AP. The AP glyphs and quints make the burst plan real, but this costs the ordinary tank/Nunu page's magic resist, movement speed, and jungle/support durability.
This is 21/0/9: deep offense for AP, magic penetration, damage amplification, and Executioner, then utility for mana, summoner cooldowns, and Runic Affinity because Season 3 mid laners take blue buff. Compared to ordinary Nunu, it gives up defensive mastery bulk and jungle/support utility to maximize E and R damage.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 2, 8, 10, 12, 13.
- Blood Boil (W) takes points at levels 4, 14, 15, 17, 18.
- Ice Blast (E) takes points at levels 1, 3, 5, 7, 9.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Max E first because Ice Blast is the AP lane spell: it is targeted, trades safely, and has a 100% AP ratio. Q is maxed second for lane sustain and objective control, while W is left for utility after one early point.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default mid start when you expect to trade with Ice Blast and last-hit normally; the AP, health, mana regen, and kill mana all support the lane plan.
Flask sustain start — Use into poke or lanes where you will be forced to spend mana and health just to reach farm and Consume targets.
Boots and potions start — Use against skillshot-heavy or gank-threat lanes where dodging and spacing matter more than early AP.
Corein buy order
1Rod of Ages2,800gRod of Ages gives AP, health, and mana early enough to stack, letting AP Nunu survive long enough to channel Absolute Zero.
2Sorcerer's Shoes1,100gSorcerer's Shoes amplify Ice Blast and Absolute Zero with flat magic penetration.
3Deathfire Grasp3,100gDeathfire Grasp adds heavy AP, cooldown reduction, and an active that makes the follow-up Ice Blast and Absolute Zero burst much more threatening.
4Rabadon's Deathcap3,300gRabadon's Deathcap converts the build from poke into real AP burst by multiplying every point of ability power.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter when the enemy mid or jungle is magic-heavy and fights happen close enough for the MR-reduction aura to help your ultimate.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need more health and extra sticking power for repeated Ice Blasts and ultimate setup.

Morellonomicon2,200gBuy Morellonomicon when you need grievous wounds against healing and want a cheaper CDR/AP mana item.

Banshee's Veil2,750gBuy Banshee's Veil when a single spell reliably cancels your engage or prevents Absolute Zero from ever channeling.

Quicksilver Sash1,550gBuy Quicksilver Sash against suppressions or pick CC that Cleanse is not enough to cover.
One build, written by a player. Newest first.
Write a Nunu & Willump buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x5Seal of Health RegenerationSeal
x4Seal of Mana RegenerationSeal
x6Glyph of Ability PowerGlyph
x3Glyph of Cooldown ReductionGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +22.20
- Magic Penetration +9.00
- Health Regen +2.50 / 5s
- Mana Regen +1.60 / 5s
- Cooldown Reduction +2.40%
Regeneration seals so the lane is free, magic penetration and ability power everywhere else.
9/21/0. The damage is on the items; the points buy the health bar that gets you into range.
Skill order
ultimate at 6, 11 and 16Visionary
- Consume (Q) takes points at levels 1, 4, 5, 7, 9.
- Blood Boil (W) takes points at levels 3, 14, 15, 17, 18.
- Ice Blast (E) takes points at levels 2, 8, 10, 12, 13.
- Absolute Zero (R) takes points at levels 6, 11, 16.
Q for the sustain, E for the damage. W is one point until it is not.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — The default. Consume covers the health, so the ring covers the mana.
Boots and potions — Into a ranged lane you have to walk at.
Corein buy order
1Morellonomicon2,200gAbility power, cooldown reduction and the mana to keep casting.
2Void Staff2,295gBought early here, because Ice Blast is one big hit and penetration doubles it.
3Rabadon's Deathcap3,300gAfter the flat ability power, never before — it multiplies what is already there.
Situationalonly when the game asks for it

Liandry's Torment2,900gAgainst health stackers — the burn scales with what they built.
Notes
the author's own wordsAP Nunu, played as a bomb.
with six items behind it takes most of a squishy health bar in one cast, and
means you never lose the lane getting there.
is still the reason you get picked — the build does not change what your ultimate is for.
Build by phd in drinking, transcribed from the League Classic Wiki archive.
Abilities
per rankVisionary
Nunu can cast a spell for free after 5 attacks.
Consume5 ranks
Nunu commands the yeti to take a bite out of a target minion or monster, dealing heavy damage to it and healing himself.
- Healing
- 90 / 130 / 170 / 210 / 250 + 75% AP
- Cooldown
- 17 / 15 / 13 / 11 / 9s
- Cost
- 60 Mana
- Range
- 125
Blood Boil5 ranks
Nunu invigorates himself and an allied unit by heating their blood, increasing their Movement and Attack Speeds.
- Cooldown
- 15s
- Cost
- 50 Mana
- Range
- 700
Ice Blast5 ranks
Nunu launches a ball of ice at an enemy unit, dealing damage and temporarily slowing their Movement and Attack Speeds.
- Damage
- 85 / 130 / 175 / 225 / 275 + 100% AP
- Cooldown
- 6s
- Cost
- 75 / 85 / 95 / 105 / 115 Mana
- Range
- 550
Absolute Zero3 ranks
Nunu begins to sap the area of heat, slowing all nearby enemies. When the spell ends, he deals massive damage to all enemies caught in the area.
- Damage
- 625 / 875 / 1125 + 250% AP
- Cooldown
- 110 / 100 / 90s
- Cost
- 100 Mana
- Range
- 650
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins a clean duel because Charm and Spirit Rush keep Nunu from ever getting a full Absolute Zero while her repeated spells outpace Consume healing.
Watch for Charm: it stops your channel or catches you before you can walk into Ice Blast range.
How to beat
Hold just outside Charm range and make her spend it before you commit with Blood Boil. If Charm misses and Spirit Rush is down or partly spent, Ice Blast her immediately and channel Absolute Zero where she has to dash through the slow to escape.
Later Ahri is still better in side-lane picks, but Nunu is much stronger grouped around objectives. Stand near your carry, use Ice Blast to cut her follow-up after Spirit Rush, and save Absolute Zero for zones she must cross rather than trying to solo-kill her.
- Do not channel Absolute Zero while Charm is available.
- Ice Blast after she uses a Spirit Rush charge, not before, so the slow taxes the remaining dashes.
- Consume nearby jungle camps between trades; Ahri cannot match that sustain in neutral ground.

AkaliEven
Nunu can kite and slow Akali, but if she sticks through Ice Blast with Shadow Dance charges she can chew through him before Consume matters.
Watch for Twilight Shroud: it denies target access for Ice Blast and lets Akali wait out your slow window.
How to beat
Do not stand inside Shroud trading blind; back out of it and force Akali to spend Shadow Dance to re-enter the fight. Ice Blast after she commits a dash, then channel Absolute Zero only when she has already used Shroud or has to leave it to finish you.
Later Akali is the scarier side-lane killer, while Nunu scales better as a peel and objective tank. Group with carries, keep Ice Blast for her first dash, and make her fight through slows instead of chasing her into fog.
- If she marks you with Mark of the Assassin, step back before the second hit lands.
- Absolute Zero is much better after Twilight Shroud expires than during it.
- Use Consume on nearby monsters to reset the trade after she spends Shadow Dance charges.

AlistarEven
Neither champion kills the other quickly, and Alistar can interrupt Absolute Zero while Nunu can sustain through most short trades.
Watch for Pulverize: it cancels Absolute Zero and gives Alistar the clean reset he wants.
How to beat
Do not channel while Pulverize is ready unless Alistar is out of range or already committed Headbutt. Trade with Ice Blast, back away from the Headbutt-Pulverize range, and use Consume to win the long sustain pattern.
Later Alistar is harder to kill in side lane once Unbreakable Will is available, but Nunu contributes more persistent objective control and attack-speed support. In teamfights, avoid wasting Absolute Zero into his combo and use Ice Blast on whoever he knocks toward your team.
- Bait Pulverize with short walks forward before channeling.
- Ice Blast during Unbreakable Will is mostly for the slow, not the damage.
- If he Headbutts you away, take the reset and heal off a camp instead of chasing.

AmumuEven
Amumu's percent-health damage and hard engage threaten Nunu, but Nunu can sustain and kite him if Bandage Toss is missed.
Watch for Bandage Toss: it forces Amumu into Despair range and sets up Curse of the Sad Mummy to stop your channel.
How to beat
Keep minions or monsters between you and Bandage Toss when possible. If he misses it, Ice Blast and walk him down with Blood Boil; if he lands it, save Absolute Zero until after Curse of the Sad Mummy is used.
Later Amumu usually has the stronger full-team engage, while Nunu is better at controlling objectives before the fight starts. Spread enough that Curse does not catch your whole team, then use Absolute Zero as a second zone after Amumu commits.
- Do not stand in Despair range for a slow attrition fight.
- Consume gives you a real reset after Amumu spends his first rotation.
- His ultimate can stop your best channel, so make him use it first.

AniviaUnfavoured
Anivia controls the space too well for Nunu, walling him out and breaking his approach before he can finish Absolute Zero.
Watch for Crystallize: it blocks your walk-in and can trap you inside Glacial Storm while your channel gets denied by spacing.
How to beat
Approach diagonally rather than straight down lane so Flash Frost and Crystallize cannot cover the same path. Only commit after Flash Frost is used; if she still has Rebirth, treat the first kill as a cooldown trade unless you can stay on the egg.
Later Anivia wins side-lane wave control and can stall Nunu forever, but Nunu is valuable when forcing Baron or dragon setups. Use Blood Boil to start fights before she sets a wall, and place Absolute Zero where her team must walk through a choke.
- Do not chase through Glacial Storm; Ice Blast her and leave the zone.
- Save damage for the egg if Rebirth is available.
- A wall between you and Anivia usually means the duel is over, not delayed.

AnnieUnfavoured
Annie's targeted stun and Tibbers burst punish Nunu's short range and reliably interrupt Absolute Zero.
Watch for Pyromania-stunned Summon: Tibbers: it locks you down and frontloads enough burst that you cannot win the channel trade.
How to beat
Track her stun counter before you walk into Ice Blast range. If the stun is ready, do not start Absolute Zero; bait Tibbers or Disintegrate first, then re-enter with Blood Boil and force a longer fight where Consume can matter.
Later Annie remains the stronger instant pick champion, while Nunu is better if he survives the first stun and turns the fight into a zone battle. Build magic resistance, stand between Annie and your carry, and punish after her stun rotation is gone.
- Count Pyromania stacks before every duel attempt.
- Absolute Zero after Tibbers lands is usually too late unless you are already healthy.
- Ice Blast can keep Tibbers from sticking to you after the summon burst.

AsheUnfavoured
Ashe wins at equal footing because Frost Shot and Enchanted Crystal Arrow keep Nunu at range while she attacks through Blood Boil.
Watch for Enchanted Crystal Arrow: it stuns you long enough for Ashe to create the distance Nunu needs to deny.
How to beat
Use brush and corners so she cannot kite in a straight line. If Arrow is down, Blood Boil into Ice Blast range and force her to fight inside the slow; if Arrow is up, save your commit until she fires it or you have a flank.
Later Ashe is much better in open side-lane space, but Nunu is excellent at enabling his own marksman against her. In teamfights, Ice Blast Ashe when she steps forward and use Absolute Zero as a peel zone after her Arrow starts the fight.
- Never chase Ashe down a long lane without Ice Blast already landing.
- Boots of Swiftness help against Frost Shot more than raw armor does.
- If she uses Volley for poke, the next few seconds are your best angle to close.

BlitzcrankEven
Blitzcrank can disrupt Nunu's channel and burst with Power Fist, but he struggles to finish through Consume if Rocket Grab misses.
Watch for Power Fist: it pops you up and cancels Absolute Zero after Blitzcrank pulls or runs into melee.
How to beat
Stand behind minions so Rocket Grab cannot start the fight on Blitzcrank's terms. If Grab misses, Ice Blast him during Overdrive and kite backward; wait for Power Fist before committing to Absolute Zero.
Later Blitzcrank's hook is more decisive for picks, while Nunu is more reliable in front-to-back fights and objectives. Bodyguard carries from Rocket Grab angles and use Ice Blast on Blitzcrank after Overdrive so he cannot freely reposition.
- Do not channel Absolute Zero while Power Fist is glowing.
- Ice Blast cuts down Overdrive's chase window sharply.
- If Mana Barrier triggers, back off briefly instead of wasting your full burst into it.

BrandUnfavoured
Brand's spell rotation and percent-health burn punish Nunu's tank pattern before Nunu can force a full channel.
Watch for Sear: when Brand has Blaze on you, it stuns and prevents your Absolute Zero or escape.
How to beat
Do not let Conflagration or Pillar of Flame tag you for free before Sear is thrown. Dodge sideways after the first Brand spell, then commit only if Sear misses; otherwise use Ice Blast defensively and heal off camps after his rotation.
Later Brand is far more dangerous in grouped fights if your team stacks for Pyroclasm, but Nunu gives stronger objective control before the engage. Build magic resistance, spread from allies, and use Absolute Zero to punish Brand after he steps forward for Conflagration.
- A Blazed Sear is the spell that decides the duel.
- Do not channel in Pillar of Flame's delay zone.
- Consume sustain matters between rotations, not during Brand's full combo.

Cho'GathUnfavoured
Cho'Gath beats Nunu in a straight brawl because Rupture and Feral Scream stop the channel while Feast gives him a true-damage execute.
Watch for Feral Scream: the silence denies Ice Blast or Absolute Zero at the exact moment you need to answer his engage.
How to beat
Stay off predictable lines so Rupture cannot start the trade. Bait Feral Scream first, then use Ice Blast and kite rather than standing in Vorpal Spikes; never take the last part of the fight if Feast range will execute you.
Later Cho'Gath is stronger in side-lane durability and objective threat, while Nunu is better at speeding carries and controlling entrances. In teamfights, do not duel him front to front; slow him when he walks at your carries and channel Absolute Zero after his silence is spent.
- Do not start Absolute Zero before Feral Scream is down.
- Track Feast as an execute, not just another damage spell.
- Consume can keep you healthy, but it does not save you once you are in Feast range.

CorkiUnfavoured
Corki's mixed sustained damage and Valkyrie disengage let him kite Nunu while avoiding the center of Absolute Zero.
Watch for Valkyrie: it breaks your engage and leaves fire behind where Nunu wants to chase.
How to beat
Do not spend Ice Blast before Valkyrie unless you are only poking. Walk in with Blood Boil, force Valkyrie, then turn away from the trail and re-engage when it is down; Absolute Zero is best used to cut off his landing zone, not where he started.
Later Corki scales into a much stronger side-lane and teamfight damage threat, while Nunu's job becomes enabling his own carry and denying Corki free firing space. Ice Blast him after Valkyrie, and use armor plus magic resistance rather than stacking only one defense.
- Gatling Gun punishes standing still in front of him during channel.
- Valkyrie down is the only clean kill window.
- His passive true damage means health alone is not enough.

Dr. MundoUnfavoured
Dr. Mundo wins extended duels because Sadism and cleavers outlast Nunu's poke while Burning Agony keeps him threatening in melee.
Watch for Sadism: it erases your slow-burn damage plan and lets Mundo keep chasing through Ice Blast trades.
How to beat
Fight in short trades before level-six all-ins, using Ice Blast to disengage after he activates Burning Agony. Once Sadism is available, do not commit unless it is down or you have healing reduction from a teammate or item; Nunu alone usually cannot finish him through it.
Later Mundo is the stronger side-lane stat-checker, while Nunu has more value around carries and objectives. In teamfights, slow Mundo repeatedly and deny his access to your backline instead of trying to kill him first.
- Dodge Infected Cleaver before using Blood Boil to chase.
- Absolute Zero rarely kills through Sadism unless Mundo is already low.
- Force Sadism, leave, then look to re-fight while it is down.

EvelynnEven
Evelynn can ambush Nunu and burst first, but Nunu's slows, health, and Consume sustain make the fight playable if he survives the opener.
Watch for Agony's Embrace: it chunks and slows you at the start of the all-in, making it hard to reposition for Absolute Zero.
How to beat
Keep health high when moving through fog because Evelynn wants the first hit. After she uses Ravage and Agony's Embrace, Ice Blast her and channel Absolute Zero where she must keep fighting to finish the kill.
Later Evelynn remains better at finding isolated targets, but Nunu is stronger when grouped and fighting over vision. Stay near teammates, buy magic resistance if she is fed, and use Ice Blast immediately after she reveals herself.
- Do not face-check low health; Consume a camp first.
- Her stealth matters before the fight, not once she has committed.
- Absolute Zero is strongest when Evelynn has already used her slow and cannot easily leave.

EzrealUnfavoured
Ezreal wins by landing Mystic Shot from outside Nunu's threat range and using Arcane Shift to deny Absolute Zero.
Watch for Arcane Shift: it escapes your Ice Blast follow-up and removes the position Nunu needs for a lethal channel.
How to beat
Use minions to block Mystic Shot and avoid chasing through open lane. Commit only after Arcane Shift is used aggressively or defensively; Ice Blast then, and channel Absolute Zero to cover his retreat path instead of his current spot.
Later Ezreal is the stronger side-lane kiter and safer damage dealer, while Nunu's value is in speeding an allied carry and controlling objectives. In teamfights, force Ezreal to Arcane Shift first, then slow him so your team can close.
- Do not throw Ice Blast before Arcane Shift unless you are only trading health.
- Stand behind minions to deny his cooldown refunds from Mystic Shot.
- Essence Flux cuts your Blood Boil attack-speed value, so treat it as a real duel cooldown.

FiddlesticksUnfavoured
Fiddlesticks beats Nunu if Terrify or Dark Wind interrupts the channel, and Drain punishes Nunu for staying in range without a stun.
Watch for Terrify: it cancels Absolute Zero and gives Fiddlesticks time to Drain or reposition Crowstorm.
How to beat
Do not start a melee-range channel while Terrify is ready. Walk in and out of Drain range to break the tether, bait Terrify, then use Ice Blast and Absolute Zero after his fear is gone.
Later Fiddlesticks has the scarier flank teamfight with Crowstorm, while Nunu is better at controlling visible choke points. Ward flanks, keep enough distance to avoid instant Terrify, and use Absolute Zero as counter-engage when Fiddlesticks appears.
- Breaking Drain range is more important than trading damage into it.
- Dark Wind can silence you before Absolute Zero, especially near minions.
- Mercury's Treads shorten the fear window enough to survive the first rotation.

GangplankEven
Gangplank has stronger repeated damage with Parrrley and Remove Scurvy clears Nunu's slow, but Nunu can out-sustain and punish when that cleanse is down.
Watch for Remove Scurvy: it clears Ice Blast's slow and denies your main way to keep him inside Absolute Zero.
How to beat
Open with Ice Blast to force Remove Scurvy, then back off instead of channeling immediately. Re-engage while the cleanse is down, using Blood Boil to stay on him and Absolute Zero only after he no longer has a clean escape from the slow.
Later Gangplank becomes more threatening in side-lane trades and global fights, while Nunu is better grouped as a carry steroid and zone tank. In teamfights, do not rely on one slow to hold him; force Remove Scurvy before committing major crowd control or channel space.
- Parrrley poke adds up, so use Consume between waves or camps.
- Ice Blast before Remove Scurvy is a bait; Ice Blast after it is pressure.
- Do not channel Absolute Zero inside Cannon Barrage unless Gangplank has no way out.

GarenUnfavoured
Garen shrugs off Ice Blast with Decisive Strike, wins extended melee with Judgment, and threatens to execute Nunu once Consume healing is not available on a minion.
Watch for Decisive Strike breaks Ice Blast's slow and lets Garen force the melee trade he wants.
How to beat
Hold max Ice Blast range and keep a minion nearby so Consume can undo his first rotation. Do not start Absolute Zero while Decisive Strike is available, because he can close, silence, and walk out; commit only after he spends Q and E without getting you low enough for Demacian Justice.
Later Garen still wins the isolated side-lane duel if he reaches you cleanly, while Nunu is more valuable grouping with Blood Boil and objective control. Kite him for your carry and save Ice Blast for after Decisive Strike removes the first slow.
- Tag him often enough to stop Perseverance between waves.
- Consume before Demacian Justice range, not after you are already flashing red.
- Absolute Zero is best after Decisive Strike is down or when terrain traps his retreat.

GragasUnfavoured
Gragas has better burst, sustain, and displacement, and Explosive Cask can cancel Nunu's best all-in window.
Watch for Explosive Cask interrupts Absolute Zero and throws Nunu out of winning channel range.
How to beat
Stay outside Body Slam's direct line and trade with Ice Blast when Gragas uses Barrel Roll on the wave. If he wastes Explosive Cask or Body Slam, walk in with Blood Boil and force a short trade around Consume healing rather than a long brawl.
Later Gragas controls side waves and can disengage Nunu, but Nunu brings stronger neutral-objective control and carry enabling. In teamfights, wait for Explosive Cask before channeling Absolute Zero or use the ult only as a zoning field.
- Do not channel Absolute Zero while Explosive Cask is ready.
- Sidestep Body Slam before using Ice Blast so he cannot answer with a guaranteed combo.
- Consume lets you survive poke only if the fight stays near minions or monsters.

HeimerdingerUnfavoured
Heimerdinger's turrets punish Nunu's melee range and make every Consume trade happen inside extra damage.
Watch for H-28G Evolution Turret creates a zone where Nunu cannot take a fair melee trade.
How to beat
Do not duel him inside set-up turrets; pull back, clear one turret at a time with help from minions, and use Consume to absorb poke. Commit only when grenade is down and he has few turrets active, because a direct stun makes Absolute Zero trivial to escape or interrupt.
Later Heimerdinger is still awkward in a prepared side lane, but Nunu is far better around Baron and grouped sieges. Use Blood Boil on the carry, control objectives with Consume, and let your team clear turrets before you walk in.
- Count turrets before judging the duel; two or more makes it his fight.
- Consume a minion after rockets land so his poke does not stick.
- Absolute Zero works better as turret-zone denial than as a solo kill tool.

JannaFavoured
Janna can disengage Nunu but lacks the damage to kill him in a straight duel.
Watch for Monsoon knocks Nunu out of Absolute Zero and resets the fight.
How to beat
Walk her down with Blood Boil and save Ice Blast for after Zephyr or Howling Gale is used to create distance. Do not rely on Absolute Zero until Monsoon is unavailable; otherwise take small trades and let Consume erase her poke near a wave.
Later Janna does not side-lane duel Nunu, but she is much more relevant as peel in teamfights. Nunu should avoid chasing her and instead Blood Boil the carry, force objectives, and use Absolute Zero after Monsoon has been spent.
- Her shield blocks poke but does not let her win a long trade.
- Ice Blast after Zephyr makes her much easier to stick to.
- Expect Monsoon to erase your channel, so use ult to force it rather than to finish her.

Jarvan IVUnfavoured
Jarvan's armor shred, burst engage, and Cataclysm trap make it difficult for Nunu to kite or complete Absolute Zero.
Watch for Cataclysm locks Nunu in melee range and denies the spacing Ice Blast needs.
How to beat
Stand off-angle from Demacian Standard so Dragon Strike cannot knock you up for free. Trade after his flag-drag is down, slow him with Ice Blast, and use Consume immediately after his first burst to keep out of lethal range.
Later Jarvan remains stronger in side-lane all-ins, while Nunu is better at objective control and buffing a marksman. In teamfights, save Ice Blast for Jarvan after he commits so your backline can punish him inside his own Cataclysm.
- Do not channel Absolute Zero before flag-drag unless you are baiting it.
- Cataclysm can help your ult if Jarvan has already spent his interrupt path.
- Consume before his second Martial Cadence trade connects.

JaxUnfavoured
Jax scales through extended melee combat and Nunu has no hard crowd control to stop his ramping attacks.
Watch for Counter Strike dodges Nunu's attacks, cuts area damage, and lets Jax stay in long enough to win the brawl.
How to beat
Do not stand and trade during Counter Strike; back away with Blood Boil and hold Ice Blast for after the dodge window ends. Your best chance is to kite short, repeated trades near minions so Consume offsets Leap Strike plus Empower.
Later Jax eventually owns the side lane and forces Nunu to answer with teammates rather than ego-duel him. In teamfights, Ice Blast and Frozen Heart effects are for Jax's attack speed while Blood Boil goes on the carry killing him.
- Ice Blast after Counter Strike, not before, unless you only need to escape.
- Keep a minion or monster behind you for Consume healing during his all-in.
- Absolute Zero rarely completes unless Jax has already used Leap Strike and Counter Strike.

KarthusEven
Nunu can out-sustain Karthus near minions, but Wall of Pain and Defile punish him if he stays in range too long.
Watch for Wall of Pain strips the movement needed to disengage from Defile and repeated Lay Waste hits.
How to beat
Keep moving laterally at Ice Blast range and never chase through Wall of Pain unless Karthus is already low. Commit after he misses Lay Waste patterns or uses Wall defensively, then step out of Defile once Consume has done its healing work.
Later Karthus contributes more raw teamfight damage, especially after death, while Nunu gives objective control and carry acceleration. Do not overchase the side-lane kill if Death Defied will trade you back; in fights, Blood Boil your carry and zone Karthus from entry angles.
- Consume can win the lane-side duel, but not in open river with no targets.
- Do not finish him at low health if Death Defied plus Requiem kills you afterward.
- Absolute Zero forces him to choose between leaving Defile range or eating the full channel.

KassadinUnfavoured
Kassadin resists Nunu's magic damage, silences the channel, and escapes repeated slows with Riftwalk.
Watch for Null Sphere silences Nunu and cancels the spell timing that makes Absolute Zero threatening.
How to beat
Force short trades before Kassadin has stacked Riftwalk damage, and do not channel Absolute Zero while Null Sphere is ready. Use Ice Blast after Riftwalk if he uses it aggressively, then back toward minions for Consume instead of chasing a second jump.
Later Kassadin wins side-lane mobility and picks, while Nunu is stronger grouped around carries and objectives. Keep vision tight, deny him flank angles, and spend Ice Blast on him after Riftwalks into your team.
- Void Stone makes pure Ice Blast trading worse than it looks.
- Bait Null Sphere with E or W before committing to Absolute Zero.
- If he Riftwalks away, take the objective instead of following.

KatarinaFavoured
Nunu's slow and durability make Katarina's all-in unreliable, and Absolute Zero can force her to Shunpo out instead of finishing damage.
Watch for Death Lotus is her kill window if Nunu has already used Ice Blast and cannot leave the channel area.
How to beat
Hold Ice Blast until after Shunpo so she cannot freely stick through your first slow. If she channels Death Lotus, either walk out with Blood Boil or answer with Absolute Zero when Shunpo is unavailable and force her to abandon the ult.
Later Katarina is far more dangerous in resets during teamfights than in a clean side duel. Nunu should not chase her alone through fog; group, slow her after Shunpo, and make her Death Lotus happen inside your team's control.
- Do not waste Ice Blast before Shunpo unless you are only poking.
- Absolute Zero punishes Death Lotus if her escape target is gone.
- Keep minions nearby so Consume can undo Bouncing Blade poke before the all-in.

KayleUnfavoured
Kayle outranges and outdamages Nunu during Righteous Fury, then uses Intervention to deny his only real finishing window.
Watch for Intervention makes Kayle immune during Nunu's Absolute Zero or final Ice Blast burst.
How to beat
Do not chase through Righteous Fury uptime; use Ice Blast to cut her attack speed and back away until the ranged form ends. Commit only after Intervention is forced or unavailable, and keep Consume ready because Reckoning into ranged autos will otherwise win the race.
Later Kayle wins most side-lane duels once her sustained damage is online, while Nunu is better as a teamfight enabler if he keeps her slowed for his carry. Save Ice Blast for her Righteous Fury window and do not ult until Intervention is out.
- Ice Blast's attack-speed slow is the key trade tool against Righteous Fury.
- Absolute Zero into Intervention is a lost cooldown.
- Her heal and speed mean one slow is rarely enough to finish her.

KennenUnfavoured
Kennen can kite Nunu at range, stack Mark of the Storm, and stun or Lightning Rush away from Absolute Zero.
Watch for Slicing Maelstrom stacks Mark of the Storm while Nunu is trying to stay close, turning his all-in into a stun trap.
How to beat
Stay at the edge of Ice Blast range and do not walk through repeated marks just to land autos for Visionary. Commit only after Lightning Rush is down; if he starts Slicing Maelstrom, either disengage immediately or channel Absolute Zero only when he has no path out.
Later Kennen is stronger in grouped fights if he finds a flank, but Nunu can blunt his entry with slows and a defensive ultimate. In side lane, avoid extended chases and use objectives to pull him into controlled fronts.
- Track your Mark of the Storm count before walking in.
- Ice Blast after Lightning Rush keeps him from freely resetting spacing.
- Mercury's Treads matter more for the stun chain than for the raw damage.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage shreds Nunu's health from outside melee range before Nunu can force a clean channel.
Watch for Bio-Arcane Barrage extends Kog'Maw's range and adds percent-health magic damage that punishes Nunu's tank stats.
How to beat
Fight only when Bio-Arcane Barrage is down or Kog'Maw is trapped by terrain. Use Blood Boil to dodge Void Ooze, land Ice Blast to cut his attack speed, and do not chase the corpse explosion after killing him.
Later Kog'Maw outscales the side duel if he has room to kite, but Nunu is one of the better champions at enabling a carry to kill him first. In teamfights, Blood Boil your marksman, Ice Blast Kog'Maw when he steps up, and use Absolute Zero to deny his firing zone.
- Ice Blast during Bio-Arcane Barrage is mandatory, not optional.
- Void Ooze on your path usually means the chase is over.
- After Icathian Surprise starts, turn away instead of trying for extra autos.

Lee SinUnfavoured
Lee Sin has stronger early dueling, better mobility, and Dragon's Rage can kick Nunu out of Absolute Zero.
Watch for Dragon's Rage cancels Nunu's all-in by knocking him away during Absolute Zero.
How to beat
Stand behind minions to block Sonic Wave and punish missed Q with Ice Blast plus Blood Boil trades. Do not channel Absolute Zero while Dragon's Rage is ready unless you are using it to force the kick; win by surviving the first burst with Consume and disengaging before his second rotation.
Later Lee Sin's side-lane kill pressure falls off compared with true carries, but he can still displace Nunu from fights. Nunu becomes more useful in grouped objectives, where Consume secures monsters and Ice Blast punishes Lee after he dives in.
- If Sonic Wave misses, you have the trade window.
- Consume after Resonating Strike lands to blunt the execute damage.
- Absolute Zero is strongest after Dragon's Rage or Safeguard has been spent.

LeonaFavoured
Leona can lock Nunu down but lacks solo damage, so Nunu outlasts her once her crowd control chain ends.
Watch for Shield of Daybreak starts the stun chain that stops Nunu from channeling or walking away.
How to beat
Let her spend Zenith Blade or Shield of Daybreak before you commit to Absolute Zero. Trade slowly with Ice Blast and autos, use Consume to reset health, and do not panic during Eclipse because her damage drops once the defensive window expires.
Later Leona is not a side-lane duelist, but her teamfight engage can ruin Nunu's channel and trap his carry. Play behind your front line, Blood Boil the marksman, and save Ice Blast for her after she enters so she cannot freely stick.
- Her passive does not matter in a pure 1v1 without allies to pop Sunlight.
- Wait out Eclipse before judging damage trades.
- Absolute Zero after Shield of Daybreak is much harder for her to stop.

LuluEven
Lulu can kite and deny Nunu's burst with Whimsy and Wild Growth, but she usually lacks the damage to kill him cleanly.
Watch for Whimsy disables Nunu's engage timing or speeds Lulu out of Absolute Zero range.
How to beat
Hold Ice Blast until after she uses Whimsy for speed or peel, then force a short trade while it is down. Do not commit everything into Wild Growth; bait it with Absolute Zero pressure, back off, then re-engage around Consume sustain.
Later Lulu avoids side-lane duels and becomes much stronger protecting a carry than fighting Nunu alone. Nunu should match her utility by Blood Boiling his own carry and using Ice Blast on the target Lulu is trying to save or empower.
- Whimsy is the cooldown that decides whether you ever reach her.
- Wild Growth can knock you up during your channel if you stand too close.
- Her Pix damage adds up, so do not take free autos while waiting for cooldowns.

LuxEven
Lux wins if she lands Light Binding into her full combo, but Nunu can sustain through missed poke and punish her immobility.
Watch for Light Binding roots Nunu long enough for Lucent Singularity and Finales Funkeln to land safely.
How to beat
Stand behind minions and make Lux spend Light Binding before walking into Ice Blast range. Once Q is down, Blood Boil forward, slow her, and channel Absolute Zero only if she has no root or flash-like escape available.
Later Lux is more dangerous in grouped poke and pick setups, while Nunu is stronger at forced objectives and front-to-back fights. Use Blood Boil to help your carry dodge bindings and treat Absolute Zero as zone control unless Lux's Q is down.
- A missed Light Binding is your main engage signal.
- Consume after Lucent Singularity poke so she cannot set up lethal beam range.
- Do not channel Absolute Zero in open sight while her root is ready.

MalphiteEven
Nunu can out-sustain Malphite's poke, but Malphite's shield, attack-speed reduction, and ultimate make a clean all-in hard to force.
Watch for Unstoppable Force: it interrupts Absolute Zero and gives Malphite the only reliable way to deny your committed channel.
How to beat
Keep the fight slow and short-trade with Ice Blast after Granite Shield is down, then back to minions for Consume healing. Do not channel Absolute Zero while Unstoppable Force is available unless he has already used it to engage or escape. Blood Boil lets you reset spacing after Seismic Shard steals speed.
Later Neither side kills the other quickly in side lane, but Malphite has the stronger instant teamfight engage. Nunu should avoid matching his initiation angle and instead Blood Boil the carry, peel with Ice Blast, and channel Absolute Zero after Malphite has spent the knockup.
- Pop Granite Shield with Ice Blast before committing mana to a longer trade.
- Ground Slam reduces your follow-up attacks, so do not rely on Visionary procs during his E window.
- If Malphite walks at you without Unstoppable Force, he usually cannot stop a defensive Absolute Zero channel.

MalzaharUnfavoured
Malzahar wins the duel if he lands Nether Grasp with Null Zone under you, because Nunu has no natural way to break suppression.
Watch for Nether Grasp: it suppresses you through your movement plan and cancels Absolute Zero while Null Zone and Malefic Visions keep ticking.
How to beat
Stay outside his spell chain range and use Ice Blast only when you can step back immediately. Bait Call of the Void first, because the silence stops your answer and makes the Nether Grasp setup cleaner. Commit only when Nether Grasp is down or you have Quicksilver Sash available.
Later Malzahar remains a better pick threat and side-lane duelist if QSS is not in inventory. In teamfights Nunu should play behind the first line, keep Blood Boil on the carry, and save Ice Blast for Malzahar after his suppression is spent.
- Do not channel Absolute Zero in front of ready Nether Grasp.
- Consume nearby minions after Malefic Visions trades to deny his poke sticking.
- Voidlings add real damage in extended trades; kite away instead of letting them hit for free.

Master YiUnfavoured
Master Yi ignores Nunu's main slow during Highlander and out-DPSes him in a committed melee fight.
Watch for Highlander: it makes Yi immune to your slows and lets him stay on you through Ice Blast and Absolute Zero's ramp.
How to beat
Hold distance before Highlander and make Yi spend Alpha Strike to reach you, then move away from his landing point instead of trading autos. If he uses Meditate early, do not waste burst into the reduction; reset, Consume, and re-engage after it ends. Your best kill window is before Highlander or after it expires.
Later Yi wins isolated side-lane duels once he has damage and lifesteal, while Nunu is more useful around objectives and marksmen. In fights, peel him with item actives and body positioning, then Ice Blast after Highlander ends.
- Ice Blast before Highlander matters; Ice Blast during Highlander does not slow him.
- Do not stand still channeling Absolute Zero unless Alpha Strike and Highlander are already gone.
- Force Yi to fight away from minion waves so Alpha Strike gives him fewer reset angles.

Miss FortuneEven
Nunu can run Miss Fortune down if he reaches her, but her ranged poke and Bullet Time punish slow, obvious approaches.
Watch for Bullet Time: it turns your Absolute Zero channel or straight-line chase into a losing damage trade.
How to beat
Approach from the side rather than through Make It Rain, and save Blood Boil to close after she uses Strut movement. Ice Blast her before she can kite into Double Up range, then stop Bullet Time by walking out of the cone instead of trying to finish the channel. Commit when Make It Rain is down and she has no clean lane for Double Up bounce damage.
Later Miss Fortune scales harder as a teamfight damage source, but she still hates being slowed and forced to reposition. Nunu should Blood Boil his own marksman, threaten flank slows, and never channel Absolute Zero in the center of Bullet Time.
- Do not stand behind low-health minions where Double Up can bounce into you.
- Tag her with any damage to remove Strut before chasing.
- Absolute Zero is better after Bullet Time than before it.

MorganaUnfavoured
Black Shield blocks Nunu's magic damage and slow long enough for Morgana to bind, kite, and deny Absolute Zero with Soul Shackles pressure.
Watch for Black Shield: it absorbs Ice Blast and prevents the slow, taking away Nunu's reliable way to start the duel.
How to beat
Do not throw Ice Blast into Black Shield unless you are only trying to break it. Hold a side angle so Dark Binding has to travel through open space, then trade after it misses or after Black Shield expires. If she casts Soul Shackles, leave the tether range before channeling Absolute Zero.
Later Morgana is more valuable in grouped fights because Black Shield can protect a carry from your slow and ultimate setup. Nunu should look for targets without the shield, use Blood Boil for team DPS, and treat Morgana as a shield cooldown rather than a kill target.
- A shielded Morgana can walk out of Absolute Zero much more easily.
- Consume sustain lets you survive Tormented Soil poke if you do not stand in the full duration.
- Dark Binding missing is your best window to walk forward.

NasusEven
Nunu controls early trades with Ice Blast and Consume sustain, but Nasus becomes difficult to duel once Siphoning Strike stacks and Fury of the Sands are online.
Watch for Wither: it reverses your Blood Boil movement advantage and makes disengaging from Fury of the Sands unreliable.
How to beat
Punish Nasus before he has stacked Q by Ice Blasting him when he steps up for last hits, then retreat before Wither ramps fully. Do not stand inside Spirit Fire during extended trades, because the armor reduction makes his Q hit much harder. If he ults, kite with Blood Boil and resume once Fury of the Sands ends.
Later Nasus wins the side lane if he has been allowed to farm, while Nunu brings stronger objective control and carry support. Group before Nasus can split freely, and use Ice Blast plus Blood Boil to help your team kite his ultimate.
- Ice Blast him as he walks toward a cannon or stacked Q last hit.
- Consume keeps you healthy, but it does not stop Nasus from scaling.
- Never judge the trade while standing in Spirit Fire.

NidaleeUnfavoured
Nidalee can poke from outside Nunu's answer range and disengage or cougar-burst when he is low.
Watch for Javelin Toss: long-range spears force Nunu to spend Consume sustain before he can ever start the fight.
How to beat
Fight around minions or terrain that blocks spear lanes, and do not chase through brush where Prowl and traps favor her. Save Ice Blast for after she commits cougar form or after Pounce is used, not while she is freely kiting in human form. Commit only if you dodge Javelin Toss and she has already used Primal Surge defensively.
Later Nidalee is stronger in side-lane poke and siege patterns, while Nunu is better when fights collapse around an objective. Group, deny spear angles with wards and bodies, and use Blood Boil to force engages before she gets repeated poke rotations.
- A trapped Nunu loses resists, so do not brawl after stepping on Bushwhack.
- Stand behind minions to shorten Javelin Toss damage windows.
- Ice Blast after Pounce makes cougar disengage much worse.

OlafUnfavoured
Olaf's true damage and slow immunity during Ragnarok let him win the straight stat-check once he reaches Nunu.
Watch for Ragnarok: it ignores your slows and lets Olaf walk through Ice Blast and Absolute Zero to keep landing Reckless Swing.
How to beat
Before Ragnarok, kite around Undertow axes and punish missed pickups with Ice Blast. Once he ults, stop trying to peel him with slows and create distance with Blood Boil while waiting out the duration. Only re-enter melee after Ragnarok and Vicious Strikes have ended.
Later Olaf remains the better isolated duelist, especially in long lanes where he can chase with axes. Nunu's job is to group, speed up the carry, and make Olaf waste Ragnarok getting through the front line instead of reaching priority targets.
- Do not channel Absolute Zero into active Ragnarok unless Olaf is already leaving the area.
- Reckless Swing ignores your tank stats, so health and spacing matter more than armor alone.
- If he misses Undertow and cannot pick up the axe, you get your cleanest Ice Blast trade.

PantheonUnfavoured
Pantheon's targeted stun and early physical burst beat Nunu before Nunu's sustain can turn the fight.
Watch for Aegis of Zeonia: it stuns Nunu, guarantees Heartseeker Strike positioning, and interrupts Absolute Zero.
How to beat
Keep enough range that Pantheon must use Aegis of Zeonia to start, then disengage immediately after the stun rather than trading through Heartseeker Strike. Use Ice Blast after his combo to slow his retreat and take a short return trade. Commit only when Aegis Protection is down and Aegis of Zeonia is unavailable.
Later Pantheon falls off harder in full teamfights, but he still wins many isolated picks if he catches Nunu first. Nunu should group, deny Grand Skyfall follow-up with slows, and avoid solo face-checking where Pantheon can start with stun.
- Break Aegis Protection with a basic attack before relying on an empowered hit pattern.
- Do not channel Absolute Zero while Aegis of Zeonia is ready.
- Armor early changes this matchup more than extra damage does.

RammusEven
Rammus is hard for Nunu to kill, but he also struggles to kill Nunu unless Puncturing Taunt forces a bad extended trade.
Watch for Puncturing Taunt: it makes you auto into Defensive Ball Curl and removes your ability to kite or channel on your own terms.
How to beat
Do not attack into Defensive Ball Curl unless you are only trying to trigger Visionary safely and can back away. Let Powerball hit a minion or sidestep it, then Ice Blast him after his engage loses speed. Save Absolute Zero for after Taunt or when Rammus has no interrupt angle.
Later The side lane is usually a stalemate, while both champions are more valuable starting or denying fights. Nunu should avoid wasting time dueling Rammus and instead counter his engage by speeding up allies and slowing whichever carry he taunts near.
- Defensive Ball Curl punishes unnecessary autos more than your spells.
- If Rammus taunts before your ultimate, your channel window opens after it ends.
- Consume lets you ignore his low poke, but Tremors still punishes standing still near towers.

RyzeUnfavoured
Ryze's point-and-click root and repeated spell rotations beat Nunu's short-range trading once he has mana items.
Watch for Rune Prison: it roots Nunu in Ryze's spell range and interrupts any attempt to reposition for Absolute Zero.
How to beat
Stay just outside Rune Prison range and use Ice Blast only when you can immediately step back. If Ryze activates Desperate Power, disengage instead of trading through spell vamp and AoE damage. Commit after Rune Prison is down, preferably when he has already used Spell Flux and cannot stack another fast rotation.
Later Ryze wins most side-lane duels and scales into a stronger damage threat. Nunu should group around carries, buy magic resistance, and use Blood Boil to let his team outrange Ryze's short spell range.
- Do not let Spell Flux bounce between you and minions before the all-in.
- Absolute Zero is easy for Ryze to deny if Rune Prison is ready.
- Short trades before his mana stack are much better than late extended fights.

ShacoEven
Shaco can outplay with Deceive and boxes, but Nunu's sustain and targeted Ice Blast make him difficult to assassinate cleanly.
Watch for Jack In The Box: it fears Nunu out of his chase or Absolute Zero and turns Shaco's escape path into a trap.
How to beat
Do not chase Shaco through fog or brush without a ward, because boxes decide the duel more than raw damage. Hold Ice Blast until after Deceive appears, then slow the real Shaco and force him to fight without surprise positioning. If Hallucinate is active, step back and identify the real target before committing your ultimate.
Later Shaco is better at split picks and forcing messy side-lane fights, while Nunu is better in grouped objective fights. Keep wards on flank paths, Blood Boil your carry, and make Shaco spend Deceive defensively before your team commits.
- A Shaco who Deceives first is much easier to Ice Blast afterward.
- Do not channel Absolute Zero on top of an unseen box path.
- Hallucinate can waste your damage if you panic-cast into the clone.

ShenEven
Shen has enough shielding and sustain to deny kills, but Nunu can match his low damage and force him to spend cooldowns defensively.
Watch for Shadow Dash: it taunts Nunu out of spacing control and can interrupt Absolute Zero if Shen holds it.
How to beat
Trade with Ice Blast when Feint is down and step out before Vorpal Blade healing value builds up. Do not channel Absolute Zero while Shadow Dash is ready unless Shen must use it to escape. If Shen starts Stand United nearby, interrupting is not available in this kit, so shove or force the duel advantage while he leaves.
Later Shen affects the map better with Stand United, while Nunu offers stronger neutral-objective control and carry buffs. In side lane Shen rarely kills Nunu, so punish his teleport by taking camps, towers, or objectives with Blood Boil.
- Feint can absorb the trade you wanted, so wait it out before Ice Blast follow-up.
- Shadow Dash used forward is your signal that Absolute Zero may be safe afterward.
- If Shen ults away, immediately convert the empty lane instead of chasing the destination.

SingedUnfavoured
Singed wins if Nunu chases, because Poison Trail, Fling, and Insanity Potion turn the duel into a long movement trap.
Watch for Fling: it throws Nunu back into Poison Trail and breaks the spacing needed to channel or disengage safely.
How to beat
Never follow directly through Poison Trail; cut across his path and use Ice Blast only when he turns toward you. Save Blood Boil to escape Mega Adhesive or recover after Fling, not to start a blind chase. Commit only after Insanity Potion is down or when Singed is forced to run toward your team or tower.
Later Singed is the better side-lane nuisance and can waste Nunu's time indefinitely. Nunu should group for objectives, keep carries sped up, and use Ice Blast to stop Singed from freely reaching the back line rather than trying to solo-kill him.
- If you are behind Singed, you are usually losing the trade.
- Absolute Zero is poor when Fling is ready and Singed is in range.
- Boots of Swiftness noticeably reduce how oppressive Mega Adhesive and Poison Trail spacing feel.

SionUnfavoured
Sion's targeted stun, shield burst, and lifesteal ultimate overpower Nunu in a direct melee fight.
Watch for Cryptic Gaze: it stuns Nunu long enough for Death's Caress damage or Cannibalism attacks and cancels Absolute Zero.
How to beat
Stay outside Cryptic Gaze range until Death's Caress has been used or timed out. If Sion activates Cannibalism, kite with Ice Blast and Blood Boil rather than giving him free lifesteal hits. Commit after his stun and shield are down, when he has no clean way to stop your channel.
Later Sion's dueling stays dangerous if he reaches melee with Cannibalism, but Nunu is easier to fit into grouped fights as a buffer and objective controller. Peel him off carries with Ice Blast and avoid giving him extended lifesteal windows.
- Do not burst Death's Caress unless you can leave before it detonates.
- Cryptic Gaze being down is the whole matchup window.
- Executioner's Calling is only worth considering if your build can actually apply autos consistently.

SivirEven
Sivir can block one key spell and kite with On The Hunt, but Nunu wins if he forces Spell Shield first and lands Ice Blast afterward.
Watch for Spell Shield: it deletes Ice Blast or Absolute Zero's first hit setup and gives Sivir the tempo to keep kiting.
How to beat
Tap her with a low-value spell timing or wait out Spell Shield before committing Ice Blast. Approach diagonally so Boomerang Blade cannot hit both passes easily, then use Blood Boil to stay in range once her shield is gone. If she uses On The Hunt, disengage until the burst of speed fades unless she is already slowed.
Later Sivir is a stronger teamfight damage and engage-speed champion, while Nunu is better at empowering one carry and controlling objectives. In fights, make Spell Shield answer a lesser threat, then Ice Blast her or the diver she is enabling.
- Do not throw your only Ice Blast into an obvious Spell Shield.
- Stand off the minion line so Ricochet and Boomerang Blade do not combine for free poke.
- Blood Boil can match some of On The Hunt, but not if Sivir blocks your slow first.

SkarnerEven
Skarner wins extended melee uptime with Energize and Crystal Slash, but Nunu can kite his shield window and sustain through neutral waves with Consume.
Watch for Impale suppresses Nunu during Absolute Zero or drags him out of his safe spacing.
How to beat
Do not stand in melee just because both champions are tanks; hold Ice Blast range and use Blood Boil to back away when Crystalline Exoskeleton is active. Commit only after the shield is broken or timed out, then force him to walk through Ice Blast and Absolute Zero slow instead of trading Crystal Slash resets.
Later Skarner is more dangerous in side-lane picks because Impale creates guaranteed follow-up, while Nunu is better when grouped around carries. In teamfights, stay near your marksman, Blood Boil them, and use Absolute Zero as a zone after Skarner has spent Impale or been peeled off.
- Ice Blast before Crystalline Exoskeleton lands value; the attack-speed slow reduces how fast he refreshes cooldowns with Energize.
- Do not channel Absolute Zero while Impale is available unless Skarner cannot reach you.
- Consume lets you reset trades around minion or monster camps, so fight near something you can bite.

SonaFavoured
Sona has poke and disengage, but she is too fragile to survive Nunu sticking with Blood Boil, Ice Blast, and Absolute Zero in a true 1v1.
Watch for Crescendo interrupts Nunu's engage or Absolute Zero channel and buys her space.
How to beat
Respect her 550 range until you have enough health to absorb Q and Power Chord poke, then tag her with Ice Blast before she can kite with Song of Celerity. Bait Crescendo with a short walk-in, then re-engage once it is down; without it she cannot stop Absolute Zero or repeated slows.
Later Sona should not side-lane into Nunu and loses if caught alone. In teamfights she matters more through Crescendo and auras, so Nunu should avoid tunneling her unless she steps into Ice Blast range and instead zone her backline access with Absolute Zero.
- Track Power Chord; if it is ready after Aria of Perseverance, her next hit reduces your damage during the all-in.
- Crescendo is the only clean answer to Absolute Zero, so do not spend R first if she is holding it.
- Her sustain is mana-gated; repeated Ice Blast trades hurt more than one long chase through minions.

SorakaFavoured
Soraka can silence and heal, but she lacks the damage and mobility to beat Nunu once he repeatedly slows her.
Watch for Infuse silences Nunu, stopping Ice Blast or Absolute Zero at the key moment.
How to beat
Walk her down after Infuse is used, because that is her only real way to stop your spell sequence. Keep enough distance before committing that Starcall cannot stack magic-resist shred for free, then Ice Blast, Blood Boil forward, and channel Absolute Zero once silence is unavailable.
Later Soraka will not beat Nunu in a side lane unless he wastes time under bad conditions, but her global Wish and healing are much more valuable in grouped fights. Nunu should pressure vision, force her to spend Infuse defensively, and use Absolute Zero to split her from the carries she wants to save.
- Do not start Absolute Zero into ready Infuse; she can silence the channel before it matters.
- Starcall gets better the longer you stand next to her, so make the trade decisive or back out.
- Wish can undo your first burst, so plan to keep chasing with Ice Blast after it lands.

TaricEven
Taric is durable enough to outlast sloppy trades, but Nunu can deny his melee uptime and sustain better if he controls Dazzle.
Watch for Dazzle stuns Nunu and lets Taric close for Shatter, Radiance, and Gemcraft trades.
How to beat
Hold just outside Dazzle threat until you are ready to trade, then use Ice Blast immediately after the stun or after he wastes it. Do not brawl through Shatter armor and Imbue healing forever; take short magic-damage trades, Consume a nearby unit, and re-enter when his cooldowns are down.
Later Taric's side-lane threat stays low, but he is hard to kill quickly and more useful when enabling an ally. Nunu should match his teamfight utility by Blood Boiling the carry and using Absolute Zero after Dazzle has been spent on someone else.
- If Taric walks straight at you, assume Dazzle into Radiance and back before committing.
- Shatter's armor does not reduce Ice Blast, so your spell trades are better than auto trades.
- Consume nearby minions to erase his Imbue chip advantage.

TeemoUnfavoured
Teemo's blind, poison, speed, and mushrooms make it difficult for melee Nunu to force a clean all-in before being kited down.
Watch for Blinding Dart denies Nunu's attacks for Visionary and removes his ability to pressure during the chase window.
How to beat
Do not chase blindly through lane brush or common mushroom paths; use Ice Blast from max range and only commit when Move Quick has been broken by damage. Save Blood Boil for the chase after Blinding Dart, because trying to auto through blind wastes your passive setup and gives Teemo free poison ticks.
Later Teemo controls side lanes better with Noxious Trap fields, while Nunu is stronger grouped where Blood Boil and objective control matter. Buy detection through team resources, avoid solo mushroom paths, and use Absolute Zero more as a zone than a guaranteed kill.
- One Ice Blast breaks Move Quick, so land it before using Blood Boil to chase.
- Do not depend on Visionary during Blinding Dart; pre-stack it before the fight if possible.
- Absolute Zero is hard to complete if Teemo has room and mushrooms behind him, so fight in cleared space.

TristanaUnfavoured
Tristana can reset distance with Rocket Jump and Buster Shot while Rapid Fire lets her punish Nunu before he reaches lethal range.
Watch for Buster Shot knocks Nunu out of Absolute Zero or out of Ice Blast follow-up range.
How to beat
Open with Ice Blast to force Rocket Jump defensively rather than walking in first and eating the slow on her landing. Commit only after Rocket Jump or Buster Shot is down; if both are available, use Absolute Zero to zone rather than expecting the full channel to land.
Later Tristana heavily outscales Nunu in side-lane duels because her range grows and her disengage remains reliable. In teamfights, Nunu should Blood Boil his own marksman and threaten Tristana's firing lane with slows instead of chasing her through peel.
- If she Rocket Jumps onto you, Ice Blast after she lands so the slow covers her exit.
- Buster Shot cancels your best kill window, so track it before channeling Absolute Zero.
- Frozen Heart effects are valuable because Rapid Fire is the part of her damage you can actually blunt.

TryndamereUnfavoured
Tryndamere's sustained crit damage and Undying Rage outlast Nunu's burst unless Nunu kites nearly perfectly.
Watch for Undying Rage denies the kill during Absolute Zero and lets Tryndamere keep attacking at lethal health.
How to beat
Never give him a stationary melee fight; Ice Blast him early, Blood Boil away from Spinning Slash, and make him spend Fury or cooldowns before you commit. When Undying Rage starts, stop trying to finish him and kite with Ice Blast until it ends, then re-engage if you still have health.
Later Tryndamere wins the side lane if he can force long trades, while Nunu is more valuable grouped around objective control and carry buffs. Bring armor and attack-speed reduction, clear waves safely, and call for help rather than matching his split push alone.
- Ice Blast's attack-speed slow is your best tool during his Fury window.
- Do not channel Absolute Zero while Undying Rage is ready unless you are using it to force him away.
- Mocking Shout punishes turning your back, so cast Ice Blast before retreating when possible.

Twisted FateFavoured
Twisted Fate can poke and stun, but in a forced duel he lacks the mobility and durability to survive repeated Ice Blast slows.
Watch for Pick A Card Gold Card stuns Nunu and interrupts his engage timing or Absolute Zero channel.
How to beat
Do not walk straight in while he is cycling Pick A Card; wait for the wrong card or force him to lock Gold Card defensively, then back until it is used. Once Gold Card is down, Ice Blast and Blood Boil close the gap, and Absolute Zero forces him to choose between eating the slow field or retreating with no real duel damage.
Later Twisted Fate avoids honest side-lane duels by using Gate and Destiny to create numbers advantages elsewhere. Nunu should punish him when his teleport tools are down, otherwise group for objectives and keep vision so TF cannot turn Nunu's slow rotations into picks.
- Gold Card is the matchup; without it he cannot stop your channel cleanly.
- Destiny's slow can ruin a chase even if he is not fighting you directly.
- Stand away from minion lines so Wild Cards cannot poke you while he farms safely.

TwitchUnfavoured
Twitch wins if he opens from Ambush with stacked Deadly Venom, but Nunu can punish him if he reveals too close without Spray and Pray space.
Watch for Ambush lets Twitch choose the opening angle and start stacking Deadly Venom before Nunu can slow him.
How to beat
Do not face-check likely Twitch paths; fight only when you know where he is or when he has just used Ambush. If he appears near you, Ice Blast immediately to cut his attack speed, then move sideways out of Spray and Pray's line before committing with Absolute Zero.
Later Twitch becomes far more dangerous in grouped fights because Spray and Pray pierces through teams, while Nunu's job is to protect the carry and reveal or zone Twitch's entry. In side lanes Twitch can kill Nunu from stealth if Nunu lacks vision, so avoid isolated pushes without wards.
- Ice Blast after Ambush reveal reduces the burst window from his first autos.
- Do not run in a straight line through Spray and Pray; sidestep the firing lane.
- Vision items matter more than raw duel stats because Twitch's opener decides the fight.

VayneUnfavoured
Vayne is built to kill high-health melee targets, and Condemn plus Final Hour make Nunu's slows unreliable as a finishing tool.
Watch for Condemn knocks Nunu away and can stun him into terrain, ending his Absolute Zero or chase.
How to beat
Avoid fighting near walls where Condemn becomes a stun; approach diagonally and force Tumble before committing hard. Ice Blast immediately when she enters auto range, but do not channel Absolute Zero until Condemn is down or she has no angle to push you out of it.
Later Vayne dominates the side-lane duel once she has damage items, especially into Nunu's health stacking. In teamfights, Nunu should Blood Boil his marksman, buy armor aura or attack-speed reduction, and use Ice Blast to peel Vayne rather than chasing her alone.
- Wall spacing matters more than health; a Condemn stun usually decides the duel.
- Final Hour invisibility on Tumble makes full Absolute Zero channels unreliable.
- Attack-speed reduction is better than only stacking health because Silver Bolts punishes health.

VeigarEven
Veigar can one-shot careless AP-heavy Nunu setups, but tank Nunu can survive the burst and run him down if Event Horizon is baited.
Watch for Event Horizon cages Nunu, threatening a stun that sets up Dark Matter and Primordial Burst.
How to beat
Do not walk directly into the Event Horizon edge; step around the cage and make Veigar spend it defensively before you use Absolute Zero. If the stun misses or times out, Ice Blast him and commit immediately, because he has little mobility once the cage is gone.
Later Veigar's pick and burst become more threatening than his duel if he has stacked AP, while Nunu remains stronger as a front-line objective controller. Build magic resistance when he is fed, force him to use Event Horizon on tanks, and keep Absolute Zero for zones after his burst has landed.
- Primordial Burst scales harder into AP builds, so AP Nunu is much riskier than tank Nunu here.
- Event Horizon interrupts the fight even if Veigar never wants to stand near you.
- Banshee's Veil can block the spell that starts his full combo.

WarwickUnfavoured
Warwick's single-target sustain and suppress outlast Nunu in a long melee duel, even though Ice Blast can slow his attacks.
Watch for Infinite Duress suppresses Nunu and locks him in place for Warwick's damage and healing window.
How to beat
Do not trade Q-for-Q in melee forever; Warwick's Hungering Strike and passive are made for that fight. Poke with Ice Blast, kite with Blood Boil, and only commit after Infinite Duress is down or when you can survive it with enough health to finish afterward.
Later Warwick is the better isolated duelist and pick champion, while Nunu is better at objective control and buffing a carry in 5v5s. Group earlier than him, deny his ult targets with spacing, and use Ice Blast after Infinite Duress to stop him from continuing the chase.
- Quicksilver Sash is specifically valuable because it removes Infinite Duress.
- Ice Blast's attack-speed slow reduces his passive healing from autos, but not Hungering Strike.
- Fight near monsters only if Consume is available; otherwise Warwick wins the sustain race.

WukongUnfavoured
Wukong's armor shred, burst, Decoy, and Cyclone give him better all-in tools than Nunu can answer in a straight duel.
Watch for Decoy drops target access and can waste Ice Blast or the center of Absolute Zero.
How to beat
Do not throw Ice Blast the instant he dashes with Nimbus Strike if Decoy is still available; wait for the real Wukong to reappear or tag him after the clone expires. Kite backward through his Cyclone rather than standing in the knockup zone, then re-engage when his dash and ultimate are spent.
Later Wukong remains better at starting fights and killing carries, while Nunu is stronger as a peel and objective champion. In side lanes, avoid extended isolated trades; in teamfights, save Ice Blast for Wukong after Nimbus Strike so your carry can survive Cyclone.
- A still-standing Wukong after a trade is often Decoy; do not center Absolute Zero on it.
- Crushing Blow's armor reduction makes armor-only buys less complete than health plus armor.
- Ice Blast after Nimbus Strike is more reliable than trying to preempt his dash.

ZileanEven
Zilean can kite and undo a kill with Chronoshift, but he is fragile enough that Nunu wins if he forces the revive before running out of chase tools.
Watch for Chronoshift denies Nunu's first kill and can turn Absolute Zero's payoff into a wasted cooldown.
How to beat
Use Ice Blast to pressure him, but do not spend Absolute Zero just to trigger Chronoshift unless you can stay nearby afterward. Bait Time Warp first; if he uses it to speed himself away, Blood Boil after it and keep chasing until Rewind cannot refresh the same escape pattern fast enough.
Later Zilean avoids side-lane duels and is much stronger protecting a carry or resetting a fight with Chronoshift. Nunu should force his ultimate onto low-value targets with slows and then use Absolute Zero after the revive threat is gone.
- If Chronoshift is active, stop burst timing and prepare to slow him as he revives.
- Time Bomb poke is delayed, so do not retreat into your own wave and spread damage for free.
- Time Warp can match your Blood Boil, so wait to see whether it is used as speed or slow.
No champion by that name.
18- Attack damage
- 113.16
- Ability power
- 0
- Armor
- 223.5
- Magic resist
- 152.1
- Attack speed
- 0.864
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 412.78

Click an item to leave it out of the numbers.
Resources
- Health
- 4,475.12
- Health regen
- 39.45 / 5s
- Mana
- 969
- Resource regen
- 25.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 250
EIce Blastrank 5/5
- Damage
- 275
RAbsolute Zerorank 3/3
- Damage
- 1,125
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 113.2
- Normal hit
- 113.2
- Critical hit
- 226.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 709.53
- Armor
- 142.5
- Magic resist
- 52.5
- Attack speed
- 0.864
- Cooldown reduction
- 24%
- Critical strike chance
- 0%
- Move speed
- 395

Click an item to leave it out of the numbers.
Resources
- Health
- 2,165
- Health regen
- 21.45 / 5s
- Mana
- 1,041
- Resource regen
- 25.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 782
EIce Blastrank 5/5
- Damage
- 1,004
RAbsolute Zerorank 3/3
- Damage
- 2,957
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 151.6
- Normal hit
- 151.6
- Critical hit
- 267
- On-hit damage
- 36.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 7.6s
On-hit
- Spellsword36.2
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 0
- Armor
- 153.5
- Magic resist
- 162.1
- Attack speed
- 0.864
- Cooldown reduction
- 16%
- Critical strike chance
- 0%
- Move speed
- 406.85

Click an item to leave it out of the numbers.
Resources
- Health
- 3,533
- Health regen
- 38.45 / 5s
- Mana
- 969
- Resource regen
- 43.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 250
EIce Blastrank 5/5
- Damage
- 275
RAbsolute Zerorank 3/3
- Damage
- 1,125
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 113.2
- Normal hit
- 113.2
- Critical hit
- 226.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 340.2
- Armor
- 148.5
- Magic resist
- 167.1
- Attack speed
- 0.864
- Cooldown reduction
- 24%
- Critical strike chance
- 0%
- Move speed
- 412.78

Click an item to leave it out of the numbers.
Resources
- Health
- 3,453
- Health regen
- 25.45 / 5s
- Mana
- 1,419
- Resource regen
- 15.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 505
EIce Blastrank 5/5
- Damage
- 628
RAbsolute Zerorank 3/3
- Damage
- 2,015
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 132.8
- Normal hit
- 132.8
- Critical hit
- 248.2
- On-hit damage
- 17.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.7s
On-hit
- Spellsword17.4
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 736.83
- Armor
- 142.5
- Magic resist
- 52.5
- Attack speed
- 0.864
- Cooldown reduction
- 13%
- Critical strike chance
- 0%
- Move speed
- 395

Click an item to leave it out of the numbers.
Resources
- Health
- 2,615
- Health regen
- 21.45 / 5s
- Mana
- 1,599
- Resource regen
- 18.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 803
EIce Blastrank 5/5
- Damage
- 1,032
RAbsolute Zerorank 3/3
- Damage
- 3,026
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 153
- Normal hit
- 153
- Critical hit
- 268.4
- On-hit damage
- 37.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 7.6s
On-hit
- Spellsword37.6
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 0
- Armor
- 83.5
- Magic resist
- 52.5
- Attack speed
- 0.864
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Resources
- Health
- 2,165
- Health regen
- 21.45 / 5s
- Mana
- 969
- Resource regen
- 15.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QConsumerank 5/5
- Healing
- 250
EIce Blastrank 5/5
- Damage
- 275
RAbsolute Zerorank 3/3
- Damage
- 1,125
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 113.2
- Normal hit
- 113.2
- Critical hit
- 226.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 113.16
- Ability power
- 575.6
- Armor
- 89.62
- Magic resist
- 58.62
- Attack speed
- 0.864
- Cooldown reduction
- 26.4%
- Critical strike chance
- 0%
- Move speed
- 395
Click an item to leave it out of the numbers.
Resources
- Health
- 2,707.12
- Health regen
- 23.95 / 5s
- Mana
- 1,219
- Resource regen
- 39.2 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QConsumerank 5/5
- Healing
- 682
EIce Blastrank 5/5
- Damage
- 851
RAbsolute Zerorank 3/3
- Damage
- 2,564
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 113.2
- Normal hit
- 113.2
- Critical hit
- 226.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.