Sharpen your mechanics with the new and improved Combos tool!
Power Spike (Early, Mid, Late)
11 / 48
Win Rate 58.6% based on 3 006 matches
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Win Rate 58.6%
Starter ItemsTime Target
@ 15 sec
@ 5 min
@ 23 min
The next instance of damage dealt to an enemy champion, large monster or structure grants the nearby ally with the highest attack speed a 20% bonus attack speed increase, and a 10% movement speed increase. Willump gains splash damage on his auto-attacks, dealing Physical damage in a cone to enemies behind the target he is attacking.
Chomps on the target enemy, dealing magic damage and healing himself. The heal is increased by 50% when he is below 50% of his maximum health. He deals true damage to minions and monsters and restores more health.
Frees himself from any slowing effect, becomes ghosted, gains a larger field of view, and rolls a snowball in the direction of the player's cursor. This snowball keeps increasing in power, and the direction can be changed with the movement of the cursor. They also gain movement speed over the duration, and the snowball can be controlled for 10 seconds or until it collides with an enemy champion, large pet, medium-large monster, or terrain. On collision, the target/s are dealt magic damage and they are knocked up as well for a small duration followed by a brief stun. Nunu can recast the ability to let go of the snowball early. The snowball will roll a small distance after it is left loose, and will have the same effect on any target it hits, as would have been the case if Nunu was controlling the snowball.
Throws a volley of 3 snowballs in the target direction over 0.4 seconds. The snowballs shatter on hitting an enemy, dealing magic damage to enemies in a cone. Enemies hit 3 times will be slowed for a second.
This ability can be recast twice within 3 seconds. Each recast will hurl another volley of snowball and have the same effects as the first volley of the snowballs.
After 3 seconds of the first cast, slowed enemies around Willump take magic damage and are rooted for a duration.
Starts channeling, absorbing heat from the surrounding over 3 seconds, and slowing all enemies in that area. He will also gain a shield for that duration and the area is not visible to enemies if Nunu and Willump are hidden. At the end of the channel, or if the channel is interrupted, surrounding enemies take magic damage based on the time spent channeling and remain slowed based on the same criteria. Nunu's shield will also decay over 3 seconds.
Channel your W from afar to make ganking easier. Begin rolling out of sight, and then run it down the intended lane.
As your R is a channel ability, make sure you activate your R after the enemy has used their CC to increase the chances of a lengthy channel.
Try to take an early Dragon as soon as your bottom and mid lane have priority. Taking an early Dragon is quite easy for Nunu and very important.
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