Charge the orb for momentum and the knock-up on impact, then root with Ability 3 to prevent enemies from escaping whilst the ultimate is channeling
Nunu & Willump Wild Rift Expert Guide
§ 07b — Advanced MechanicsNunu & Willump: combos & tips Wild Rift
The fully charged orb knock-ups and pulls enemies in, double-tap Ability 3 for an extended root
Surprise initiation when the ball isn’t available — 3 roots enemies, Flash re-positions you to the centre, then the ultimate begins
The orb pulls several monsters together; use Consume on the large mob, then Ability 3 to finish off the smaller ones
FAQ
How should I play Nunu & Willump in Wild Rift?
Nunu & Willump is generally played as Jungle. The first objective is to full clear safe → gank at the w on lanes without escapes. Its biggest edge comes from unrivalled target control via consume + smite.
When is Nunu & Willump strongest?
Nunu & Willump takes over in mid game: herald/drake in every r+smite+q window.
How do I punish Nunu & Willump?
Nunu & Willump can be punished when dependent on teammates to convert a catch into a kill. A practical answer listed here is: Don't take the 1v1 against Olaf/Lee: play counter-ganks and objectives.