How to win the jungle race as Locke against Nunu & Willump · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Nunu & Willump.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Locke Favoured | Q 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 Skirmish | Locke Favoured | The 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 Route | Locke Favoured | W'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 Macro | Locke Favoured — Take Duels | You 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 Breakpoint | Purgatory Favoured | The 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 Spike | Lich Bane / Shadowflame Spike | Lich 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 Scaling | Locke Favoured at Full Build | Late 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. |
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.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
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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Locke's race plan controls 7 of the 7 windows — Locke holds the tempo advantage in this jungle 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.
Playing the other side? Nunu & Willump vs Locke guide →
All Locke jungle matchups →
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