Locke vs Nunu & Willump — Jungle Matchup Guide

How to win the jungle race as Locke against Nunu & Willump · Matchup data reviewed on patch 26.15

Verdict: Locke's race plan controls 7 of the 7 windows — Locke holds the tempo advantage in this jungle matchup.

The jungle race — the windows in Locke's plan

Read from Locke's seat: the race windows this plan plays for against Nunu & Willump.

StageReadWhy
Level 1 ClearLocke FavouredQ nail volleys clear camps at range while banking marks for the first scuttle fight. Consume chunks monsters, not champions, so this is an edge and not a blowout — take the level-1 crossing only with the HP and cooldown lead.
Level 2 SkirmishLocke FavouredThe blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, but the snowball is gank pressure, not duel pressure. You still win the straight exchange on the second camp; keep it short, keep it decisive, and keep the scuttle line yours.
Level 3 RouteLocke FavouredW's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP. Nunu & Willump can make it awkward — the Biggest Snowball Ever arrives as a knock-up gank, and Consume cheats every smite fight — but not as the first scuttle timer lands. Trade, then walk away with the first scuttle and the gank window behind it.
Levels 4-5 MacroLocke Favoured — Take DuelsYou hold the edge at 4-5, not a blowout. He plays 4-5 entirely around snowball ganks and stealing camps out from under a clear, so meet them where the camps are, not where their laners are.
Level 6 BreakpointPurgatory FavouredThe Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets, while a fog-channeled Absolute Zero zones the entire pit. You win the breakpoint against Nunu & Willump, not the whole game — cash it on the first objective after both sides hit six.
First Item SpikeLich Bane / Shadowflame SpikeLich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Nunu & Willump's first item mostly buys durability and cooldowns, so his spike is objective control rather than damage.
2+ Items ScalingLocke Favoured at Full BuildLate game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count.

How to beat Nunu & Willump as Locke: the first clear and pathing

Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Nunu & Willump clears fast with Consume and never drops below half health, so his early map presence is constant.

Hardest and easiest matchups for Locke in the jungle

Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.

Hardest

Easiest

  • Locke vs Nunu & Willump (this guide) — Locke's plan claims 7 of 7 windows
  • Locke vs Ivern — Locke's plan claims 6 of 7 windows
  • Locke vs Morgana — Locke's plan claims 4 of 7 windows
Read the rest of this matchup

The full Locke vs Nunu & Willump report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.

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Common questions

Who wins Locke vs Nunu & Willump in the jungle?

Locke's race plan controls 7 of the 7 windows — Locke holds the tempo advantage in this jungle matchup.

Is Locke vs Nunu & Willump a skill matchup?

Not exactly — Locke's race plan controls 7 of the 7 windows, so Nunu & Willump is playing catch-up and has to lean on the map.

Related guides

Playing the other side? Nunu & Willump vs Locke guide →
All Locke jungle matchups →

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