Nasus Build Guide

The Cycle of Elo-Hell Continues, We Will Win, They Will Lose

Uploader BicUltra
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 2
    Greater Quintessence of Health (+26 health)
  • 1
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hi guys! I know for a fact that none of you know me, but I'm writing to show that people from the depths of hell can prove to be half decent. So why listen to me? Because I want to contribute to the LoL community (: Nasus is a champion that many overlook. For solo-queue he is a very viable option, fulfilling the roles of offtank, pusher, and "squishy ownage". The current meta-game favors the people who play tanky dps champions. Nasus falls under this category, and a well-played Nasus can turn the tides of any game. Nasus is most commonly played as a Solo Top champion. This guide will primarily function to help understand laning at top.

I use armor penetration marks to help the pokes of death hit like..harder. I grab flat armor to help the early game laning. Magic resist per level helps improve mid to late game survivability, as magic resist is really brawlic compared to armor in my opinion. For quints, I use 2 flat hp to help with the early laning and 1 movement speed to reduce some kiting.

[title][img=skills/nasus/p.png] Passive: Soul Eater[/title] [number]Nasus drains his foe's spiritual energy, giving him a natural 14/17/20% lifesteal. The lifesteal value increments at levels 1, 6, and 11.[/number] [title]Explanation:[/title] Very good passive that allows Nasus to have a lot of sustain in the top lane. [title][img=skills/nasus/q.png] Q: Siphoning Strike[/title] [number]Nasus's next attack will deal an additional 30 / 50 / 70 / 90 / 110 damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy. Cooldown 9 / 8 / 7 / 6 / 5 seconds Cost 20 / 25 / 30 / 35 / 40 mana Range 300 [/number] [title]Explanation:[/title] Bread and butter of Nasus. Farming this ability will make you walking death later. [title][img=skills/nasus/w.png] W: Wither[/title] [number]Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3 / 6 / 9 / 12 / 15% each second for 5 seconds. Wither will reach its max slow even if its duration is reduced (ie: by tenacity) Cooldown 15/14/13/12/11 seconds Cost 80 mana Range 700[/number] [title]Explanation:[/title] Very good slow that also reduces attack speed. Kinda like a mini-exhaust. [title][img=skills/nasus/e.png] E: Spirit Fire[/title] [number]The target area becomes desecrated. Enemies in the area have their armor reduced by 20 / 25 / 30 / 35 / 40 and are dealt 55/95/135/175/215 (+60% of ability power) initial damage and 11/19/27/35/43 (+12% of ability power) magic damage each second for 5 seconds. Cooldown 12 seconds Cost 70 / 85 / 100 / 115 / 130 mana Range 650[/number] [title]Explanation:[/title] This ability has gotten buffed in a recent patch. It now does initial damage and some over time. This gives you a greater presence in lane, as you are not limited to auto and Q attacking. See skill order. [title][img=skills/nasus/r.png] R: Fury of the Sands[/title] [number]Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300 / 450 / 600 health. While the storm rages, he drains 3 / 4 / 5 (+1% of ability power)% of nearby enemies' health each second (240 damage max per second) and converts it into bonus attack damage. Cooldown 120seconds Cost 150mana Range 20[/number] [title]Explanation:[/title] Nasus on steroids. Makes you much tankier so you can jab people for longer.

THIS IS PERHAPS THE MOST IMPROTANT PART OF THE GUIDE. When skilling Nasus, you have to adapt to what is going on. There is no right way to skill except for the adaptive way. The above skill order is for the worst possible scenario. When laning Nasus, you can either be dominating or suffering. When you are dominating, take advantage by leveling your Siphoning Strike to farm it better. However it is very important to realize that if you are being outlaned, you MUST prioritize your E. Leveling your E will give you a ranged attack that will help you attack the enemy from afar, as well as farm creep more efficiently if your tower is getting pushed. If you aren't exactly dominating, but not suffering, find a mixture of both. Understanding Nasus skilling is vital to success.

For starting items I recommend either starting: [item=dorans-shield] or [item=boots-of-speed][item=health-potion3] or [img=items/regrowth-pendant.png][img=items/health-potion.png] [item=dorans-shield] Will give you extra health, armor and regen. I usually use this against champions like Garen or Renekton. It adds sturdiness for more sustain. (Works well in conjunction with your passive lifesteal.) [item=boots-of-speed][item=health-potion3] This provides some mobility and health against other champions that you might not need armor for such as Singed or Gragas. The core items you should have for nasus are: [item=mercurys-treads][item=philosophers-stone][item=heart-of-gold] [item=philosophers-stone] This item is really essential for Nasus early-mid game. Nasus is a champion that requires a lot of farm to be super effective. Philo stone will give you some extra gold as well as health and mana regen to improve your sustain and use your E more often. [item=heart-of-gold] Like the philo stone, this will give you some gold and more survivability. [item=mercurys-treads]In my opinion Merc treads are the best boots for Nasus. Less CC will get you closer to your enemy and jab them to death. Pretty straightforward. [item=boots-of-swiftness]If the enemy team lacks CC, the only other boots I would recommend would be these. They give you some more speed, making you less prone to kiting. [img=items/trinity-force.png]Trinity Force is the most essential item for Nasus. He benefits from the proc, allowing his Siphoning Strike to be even more deadly. The other stats also make him more deadly. [img=items/guardian-angel.png]This item gives great overall defenses for Nasus, making him survive longer. The extra life from GA can totally change the tide of a team fight. Along with poking for lots of damage, enemies will be upset to find out they have to kill you twice. [img=items/warmogs-armor.png]+[img=items/atmas-impaler.png]These two items will make Nasus more tanky and help him dish out some more dps. Like any other tanky dps in the current meta, Nasus will survive and kill. [img=items/thornmail.png] and [img=items/force-of-nature.png] should be bought depending on what you need. Do they have a lot of AP? Go for FoN. A lot of AD? Thornmail. All these items are IDEAL, but always adapt. If some magic resist or armor is needed to help you survive earlier, don't be afraid to buy some. And NEVER NEVER EVER forget to buy these: [img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png][img=items/sight-ward.png]

What you want to do during this phase is to farm, farm, farm. Your Siphoning requires some decent last-hitting to be effective. However, don't be afraid to leave lane in order to help a teammate. When laning, a very efficient combo for harrasing is W -> E -> Q. The wither will slow them enough for you to land your circle on them reducing their armor to be prone to your siphoning. In addition the wither will reduce the enemy attack speed if they try to counter harrass.

This is what could possibly make or break the game. You must not get caught up in farming while the rest of your team dies and the game landslides in the enemy favor. Venture out to other lanes to help. Teleport is really good for this. In addition, you can also sometimes take the time to backdoor while a teamfight is stalemated and everyone is too worried to engage eachother. Your role in team fights is to SHUT DOWN THE CARRIES. How do you do this? Wither should be used on the carries. Preferably one that is dependent on attack speed such as Kog'maw or Caitlyn. This will significantly reduce damage output and give time for your team (or you!) to zerg the carry. Your ultimate will make you menacing and survive to help the fight.

Similar to mid game. Contribute as much as you can to team fights. Being Nasus, and following this guide, you should be more than enough fit for tank. Don't be afraid to initiate! Popping your ultimate makes you very beefy and should give you enough time to get in the face of their carries, slow and jab them with that green pole of yours. If you find that the teams are at somewhat of a stalemate and neither team can really initiate into the other, then you can break this stalemate by finding opportunities to snake some towers. Make sure you communicate with your teammates. You don't want them to start the fight without the backbone of the team.

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