How to win the jungle race as Nunu & Willump against Locke · Matchup data reviewed on patch 26.15
Read from Nunu & Willump's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Locke | At level 1 this window belongs to Locke: Q nail volleys clear camps at range while banking marks for the first scuttle fight, and a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. Skip the level-1 crossing and bank tempo on the opposite side of the map. |
| Level 2 Skirmish | Respect Locke | A stacked nail string into the blink-through consume deletes half a health bar — Nunu & Willump has no answer to that at level 2. The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too on their half of the map too, so refuse the level-2 skirmish and answer the pressure cross-map. |
| Level 3 Route | Respect Locke | W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, and Nunu & Willump has no clean answer to it at the opening scuttle — a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit, and give up the first scuttle rather than the kill. |
| Levels 4-5 Macro | Respect Locke — Path Opposite | Do not trade windows with Locke here: he uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there. Path opposite, keep your entrances warded, and answer the map, not the champion. |
| Level 6 Breakpoint | Respect Locke's R | Purgatory executes anyone who fights below the floor inside his totem — 'almost dead' becomes dead — Nunu & Willump loses the straight post-6 duel. Leave the totem zone above the threshold and kill him while E is down — his execute can't chase, and shift your pressure to the side of the map Purgatory is not on. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Respect Locke Late — End Early | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Nunu & Willump's plans — the jungle race carries no win-rate sample.
The full Nunu & Willump vs Locke 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 pressures 6 of the 7 windows in this race — survive the early game and scale into your windows.
Not exactly — Locke pressures 6 of the 7 windows, so Nunu & Willump is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Nunu & Willump guide →
All Nunu & Willump jungle matchups →
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