Meta, tier list & top-player builds from the China server · live
努努和威朗普 · 雪原双子 Tank A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Nunu & Willump: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Nunu & Willump players, captured in-game.
📖 How to play Nunu & WillumpCounted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
16 of the top 30 players have a public match history; the others keep theirs private.
































































The toughest lane matchups for Nunu & Willump on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Kindred counters Nunu & Willump: She kites you and steals marks with her mobility: she eats the objectives your kit worships.
How to play Nunu & Willump into Kindred: Snowball toward her marks: rolling, you arrive first. On objectives your Consume wins the Smite war: play the math.
→ KindredWhy Lee Sin counters Nunu & Willump: He duels better through the whole early game and his kicks interrupt your snowball at birth.
How to play Nunu & Willump into Lee Sin: Charge the snowball from maximum distance, outside his Q range. Do not contest scuttles: consume camps and objectives — your real profession.
→ Lee SinWhy Fiddlesticks counters Nunu & Willump: His R from fog erases your objective setup: the scarecrow robbing the dragon thief.
How to play Nunu & Willump into Fiddlesticks: ALWAYS sweep before dragon: effigies betray his corners. Snowball into his channel: interrupted, he is naked.
→ FiddlesticksWhy Warwick counters Nunu & Willump: He out-duels you with sustain and his fear stops your tank in close-quarters fights.
How to play Nunu & Willump into Warwick: Never 1v1 in corridors. Snowball from diagonals and root his chase: your value is CC plus objectives, not the duel.
→ WarwickWhy Vi counters Nunu & Willump: Her R interrupts your snowball and her shielded burst wins the close trades.
How to play Nunu & Willump into Vi: Snowball from fog of war: she cannot interrupt what she never sees coming. Save the root for when she engages onto your carries.
→ ViThe champions Nunu & Willump works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Absolute Zero (R) is beaten by simply walking away, and Unstoppable Force (R) is the engage that takes walking off the table for everyone: fired once your channel is already running, the group stays airborne inside those three seconds.
Bellows Breath (W) makes enemies Brittle and stretches the crowd control that follows by 30%, so the Biggest Snowball Ever! (W) knock-up simply lasts longer; and the Call of the Forge God (R) recast re-launches whoever was leaving the channel.
Shadow Dash (E) forces enemies to walk into you instead of away from you, the exact opposite of how Absolute Zero (R) gets beaten. And Stand United (R) shields you mid-channel, which is when everything gets focused onto you.
Your guide says to bait out dashes before you commit Absolute Zero (R): Steadfast Presence (W) turns them into a self-inflicted root, so anyone dashing out of the channel plants themselves. Worth the exception to her 48% win rate.
Fling (E) throws back into the channel whoever already got out, and anyone landing on Mega Adhesive (W) is rooted on the spot. But Singed spends the game shoving a side lane: he only counts in the fights he decides to show up for.
Command: Shockwave (R) drags everyone into a single point, and that point is where Absolute Zero (R) hurts most; if she puts Command: Protect (E) on you first, that shield is also what gets you to the end of the three-second channel.
Ring of Frost (W) roots everyone standing around her and Frozen Tomb (R) freezes the most dangerous target: those are the seconds in which nobody can walk out of your channel, which is the only way the channel gets wasted.
Hero's Entrance (R) lands on the ally who already opened the fight: on you that means a knock-up on everything around you mid-channel, plus a shield that keeps the three seconds of Absolute Zero (R) alive.
With your slow on them the only way to leave the channel is a dash: laid along the rim, Unraveled Earth (E) cuts it short and stuns them, and Seismic Shove (W) shoves back in whoever nearly walked out.
Event Horizon (E) is a cage that stuns anyone crossing its edge: placed around Absolute Zero (R), walking out simply stops being an option. But Veigar sits at a 45.7% win rate in China, so it comes down to who is piloting him.
Your guide warns that a freshly rolled snowball knocks up nobody: Frost Shot (P) slows on every hit and Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds, which is the time Biggest Snowball Ever! (W) needs to grow and connect.
Your personal damage is low and someone else has to convert: Bullet Time (R) is that damage. She normally wastes it because enemies walk out of the cone, and knocked up and slowed inside Absolute Zero (R) nobody walks anywhere.
Curtain Call (R) wants targets that stay put and a clean line: against a group you just nailed down he fires on a sure thing, and Deadly Flourish (W) roots anyone you have already tagged with Snowball Barrage (E).
Chain of Corruption (R) roots the first target and spreads to whoever stands nearby: against enemies you have just clumped and slowed, the chain never misses a link, and nobody leaves the channel while it spreads.
Wild Rush (E) resets on every takedown, so inside a knocked-up, slowed pile she chains from one target straight onto the next. But if your channel gets interrupted she is stranded in there alone, and you have nothing to pull her out with.
Your guide lists two ways to throw the combo away: a knock-up or a silence before the snowball detonates, and an interrupted channel. Black Shield (E) on you before you commit removes both, and Dark Binding (Q) roots for two seconds.
The Box (R) seals the escape routes with walls that slow anyone crossing them by 99%: it is literally the answer to Absolute Zero (R) being beaten on foot. And Death Sentence (Q) drags back the one who managed it anyway.
Magnet Storm (R) drags grouped enemies toward her instead of knocking them away: it is the one engage ultimate that doesn't scatter the pile you just built, and it holds them inside the channel while it runs.
Crescendo (R) stuns the first target it touches and slows everyone else caught inside: chained onto the end of your channel it doubles the window in which nobody walks. And once it lands her auras stay empowered for twenty seconds.
Solar Flare (R) is an area stun that people normally dodge on foot: against enemies your slow has already pinned down, dodging stops working. And Sunlight (P) adds damage to everything your team hits right afterwards.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 53.36% | 1.6% | 0.73% | #11 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 53.53% | 1.63% | 0.81% | #12 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 52.63% | 1.8% | 1.39% | #16 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S+ | 54.24% | 2.01% | 2.54% | #1 / 41 |
Nunu & Willump is a tanky jungler in Wild Rift built around a giant rolling snowball instead of raw damage numbers. Willump's bite (Consume) shreds jungle camps with true damage for some of the fastest, safest clears in the game, while the W into E into R combo turns a single engage into a multi-second lockdown of knockups, roots, and slows. Damage output is modest on its own, but few champions bring this much sustained crowd control and durability to a fight.
Skill order: W > E > Q
Path the jungle using Consume's true damage for quick, healthy clears, and pre-roll the snowball in brush near likely gank routes so it already has size by the time it reaches a lane. Look for ganks once the boulder has grown some; a fresh snowball barely knocks anyone up, so timing the gank around a bigger W (or simply waiting for level 5) lands far harder than forcing it at level 2. Contest scuttle crab and early objectives aggressively, since Consume's monster damage wins most 2v2s for vision and tempo at almost no risk.
From the mid game on, Nunu & Willump wants to start fights on its own terms: get the snowball rolling before the fight breaks out, then commit W into the grouped enemy team followed immediately by Absolute Zero so the channel lands on enemies who are already knocked up and can't walk out of it. Target the enemy's clustered priority threats rather than chasing whoever is easiest to reach, since the ultimate's value comes from hitting several people at once, not from solo-killing one. Stay on the front line soaking damage and threatening the follow-up engage even after the combo is spent; a tanky Nunu & Willump forces bad trades just by standing in the way.