Nasus Build Guide

Jungle Nasus

Uploader Joequel
Updated 3 years ago
510,562
94%
Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 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))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
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
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18 18 18 18

I'm Joequel and I've been playing this game since early 2011, and have played over 3,000 games of League. I've mained top / jungle for the majority of this time and plan to write guides while my internet is down. In this guide we'll be going over Jungle Nasus. A champion who's seen a bit of light after many attempts to buff him up to place he's finally found his niche and he does a fine job at being a nuisance. Decent clear with an unrivaled attack speed slow Nasus holds a very unique job in shutting down auto-attack dependent champions.

Hey, this part of the guide is for the really new players of League of Legends, I've added this in hopes of catching your attention before you run off and just read a guide about a champion and jump in a game. Table of Contents 1 Slang / Abbreviations 2 What is a Jungler? 3 Why have a Jungler on a team? 4 Situational? 5 What a Guide is to me 1-------------------- Slang / Abbreviations First off I want to give some of the slang or abbreviations I may use commonly, this will help you get adjusted to common terms in League of Legends, a lot of it may even be self explanatory. AD: Attack Damage AS: Attack Speed AA: Auto Attack LS: Life Steal, a stat that gives you a % of health based on your auto attack damage. SV: Spell Vamp, a stat that gives you a % of health based on your spell damage. AP: Ability Power OR Ability Power Carry ADC: Attack Damage Carry Top: A spot or position on the map where you commonly see a single Tanky champion, Bruiser champion, or AP champion. Mid: A spot or position on the map where you commonly see a single Mage or Attack Damage caster. Bot: A spot or position on the map where you will see a duo of a Support and an Attack Damage Carry. Jung: Short for jungle, for more on a jungler I'll discuss in the next section. MR: Magic Resistance ArP: Armor Penetration, a stat that determines how much armor is ignored when attacking a champion. HP: Health Points CC: Crowd Control, which is any state afflicted to a champion. Some examples would be slows, stuns, suppression etc. Hard CC: This is CC that stops your character from moving or attack, which consists of stuns, knock ups, suppression, and knock backs. Soft CC: This is CC that messes you up, but doesn't necessarily stop your character from moving or attack, examples would include silencing and slowing. CS: Creep Score, this is how many minions you've killed in a game, may it be objective, neutral or standard lane minions. 2-------------------- What is a Jungler? What is a jungler? We ask ourselves as we're first introduced to the game, well to put it shortly it's a standard position you find in this game. It's a junglers job to defeat the enemies on your side of the respective jungle. This is going to allow you to have 1 less person in lane, this opens up the opportunity to have 2 lanes with just 1 player and have your third lane with 2 people. The standard set-up is as follows Top lane: Bruiser / Tank / Mage Middle lane: Mage / AD Mage Jungle: Tank / Bruiser Bottom lane: Support + AD Carry Not only does the jungler hold the job of clearing the jungle, but it means he's all over the map, this makes him able to walk into certain lanes to give his teammates a hand here and there. That's what we call a gank. A gank can have many side effects, let's go over some common ones. -You may successful gank the enemy laner and get a kill or assist. -You may die to the enemy laner. -Your teammate may die to the enemy laner. -You may make the laner waste a summoner spell to escape from you. -You may scare the laner and force them to miss CS because they are afraid you may show up again soon. -You may hurt the laner so badly that they are forced to back off in fear of dying. 3-------------------- Why have a Jungler on a team? Why have a Jungler? Sure the ganking sounds nice, but what if they don't have a jungler? Now you have a situation where 1 laner is against a group of 2. While this is very common in early levels, once you get out there a jungler is seen every game, with the exception of goofing around or stubborn people who won't adjust for a team. Let's get back at the situation where 1 laner is vs 2. The single laner will get more experience, but he may be zoned out from some of it. The single laner may get more CS since the other two are sharing, but he may get zoned out from some of it. The problem with early levels of play is people don't understand that in some situations is worth losing a few CS to have a Jungler. While the beginning of the game may be very aggravating or boring, as long as you aren't dying to the enemy duo lane you and your jungler will hit level 6 before the enemy duo lane, this gives you a substantial advantage if you force a fight before they hit 6 so only you have your ultimates. Basically you keep a jungler because you get more experience overall on the team, as well as more gold as you add in the jungle gold as well as you have another solo lane to soak up all of the gold in a single lane. It just takes getting used to playing against the 1v2 lanes. 4-------------------- Situational? Situational is my favorite expression in League of Legends. I say it so much that it gets obnoxious. What you have to understand in League of Legends is many things can change or sway in games. You could have one character do better or worse, you could have a different team set-up, you could be up against a different team set-up, you could get a kill in game, but get an assist in another, and then no kills in the next. What you really have to understand is, ADAPT. ADJUST. LEARN TO CHANGE. IT DOESN'T MATTER HOW IT'S SAID, DO IT! This game is so fun because of all the curve balls that can be thrown at you. Don't get stuck on 1 way of playing, learn that things can be different and you may have to adjust to fit what the current situation is. 5-------------------- What a guide is to me. The last thing I want to quickly go over is what a guide is to me, the writer, Joequel. When I started I followed guides 100%, or seemingly 100%. I figured whoever took the time to write it was better or more educated in the game than I was, and while that is true some of the time, it isn't true all of the time. Many opinion falls into guide writing, and it's something you must always keep in mind. Some people are taught by their friends and old habits die hard when typing it into a guide. Negative or inefficient things may fall in the writing of a guide and you need to be aware of that. Guides are to help steer you in the direction of another's mindset, they aren't 100% perfect runs of what you need to do. The other thing to keep in mind is the game changes constantly. What was once good may no longer be good, some may update their guides while others may forget about it. So read a guide with an open mind, make sure what you're reading is still accurate, and remember. A guide is there to help you, it's not a sure-thing. Make changes if you really feel they fit, or if they fit to your play-style. At the end of the day you're playing a game and you're supposed to have fun, maybe getting better is how you have fun, then by all means, keep at it.

[imgext=http://i.imgur.com/mdmaQHy.png] [title]Reds[/title] [highlight]Attack Speed[/highlight]: This is a very solid pick-up in the mark section of runes for a jungler. Hunter's Machete is an item that scales very well with attack speed that makes your early clear a lot better. [title]Yellows[/title] [highlight]Flat Armor[/highlight]: These are hands-down the best seal runes out there. There really isn't ever a reason that you would want another type of rune on a jungle champion. (Fiddlesticks may argue otherwise, but he's got ridiculous sustain) Armor also gives the best gold returns of any other runes in it's category, so since every jungle monster deals physical damage, it's good to be able to mitigate whatever you can. [title]Blues[/title] [highlight]Scaling Magic Resistance[/highlight]: Since you're a champion who's not going to be dealing with much magic damage throughout the early levels, this tends to be your optimal pick up as a jungle champion. It's going to give you resistance in a stat that you may not want to build into early. You'll mostly be dealing with physical damage in the jungle, so you really wouldn't need flat magic resistance in a lot of cases, but it's also a great option. [highlight]Flat Magic Resistance[/highlight]: Sometimes you have to deal with double or even triple AP from enemy teams. Having an enemy jungler or top lane who you may have to fight often who deals a lot of magic damage could be a real problem for a jungler. So having some early resistance could be the difference of you surviving a fight or not. If you're low on rune pages, I would suggest taking flat magic resistance as then you'll be prepared for all situations (especially in blind pick) and still offers you some sort of magic resistance even if you don't need it early. [highlight]Cooldown Reduction[/highlight]: This is a very good glyph rune that is often overlooked by many of players. When you're playing a champion who doesn't need to deal with magic damage early, you can take cooldown reduction which offers you a lot of advantages. As a jungler you won't be earning as much gold as the solo lanes, and with the majority of your jungle items only giving you 10% CDR, you can knock out 10% immediately with runes and masteries. However, there are many CDR items available, so I prefer to just go for the MR, but these are a solid option. [title]Quints[/title] [highlight]Movement Speed[/highlight]: One of the best quints in the game, and one of my personal favorites for jungle champions. Offering you positioning and clear speeds like never before. First off you're going to have more movement speed to clear your jungle, how does this work? Well you need to walk to your camps to be able to clear them out, making it beneficial in that sense to have this runes. It also opens up ganking on your champion, especially in the early stages since we start with Hunter's Machete instead of basic boots. [highlight]Attack Speed[/highlight]: Just like before, these offer you extra clearing in your jungle, maybe not the biggest fight advantages, but it helps you tackle the jungle a little better. [highlight]Flat Armor / HP[/highlight]: These will provide some early resistance in the jungle just as attack speed would, however we're really just stretching for alternatives at this point.

[title][img=skills/nasus/p.png] Passive: Soul Eater[/title] [highlight]Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20 % lifesteal.[/highlight] [title]Explanation[/title]: This passive is going to actually help you quite a bit in the jungle. It gives Nasus free lifesteal and as a champion who is going to do many auto attacks in the jungle, this helps keep you sustained. It's not the most flashy passive, but it's one you'll learn to appreciate when you see how full your health will generally be. Life steal gives you HP back based on a % of how much damage you do from auto attacking, so your passive essentially just gives you a free stat. [title][img=skills/nasus/q.png] Q: Siphoning Strike[/title] [highlight]Active: Nasuss next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 damage whenever it kills a small minion or monster, and 6 damage whenever he kills a large minion or monster, or enemy champion. Cost: 20 mana Cooldown: 8/7/6/5/4 seconds Physical Damage: 30/50/70/90/110/(+1.0 per attack damage)/ (+3 per enemy killed by Siphoning Strike)[/highlight] [title]Explanation[/title]: This is the skill that Nasus was always known for, and while we don't use it as much in the jungle, it's still a power to be reckoned with. So top Nasus you may see maxing this ability and stacking it as often as possible, jungle Nasus is different in that he levels his other two abilities first, but he still tries to get the best amount of stacks possible on this ability. You can save it for the big monster in each camp, which gives an extra stack, or you can slow your clear a bit by killing a small monster and then using your E (or timing it so you E and kill the little guy with a Q) and kill the big monster with your Q when it's off cooldown, because it'll take a few seconds to wear him down. A simple explanation of this skill is that it's an auto attack reset, meaning if you auto attack and then use this ability it will reset your auto attack so that you attack immediately, basically this means you can get 2 auto attacks in a second, even without attack speed. Learning how to time this is quite simple, but a few practices will help you perfect it. A lot of champions have these, so it's a good bit of knowledge to keep in mind. Just remember that stacking this Q isn't your main priority, it's just a benefit of playing jungle Nasus. [title][img=skills/nasus/w.png] W: Wither[/title] [highlight]Active: Nasus ages his target, slowing their movement speed by 35%, and attack speed by 17.5%. Additionally, they are reduced further to reach an extra slow at the end of 5 seconds. If the duration of the slow is reduced, the extra slow will be applied faster for it to reach its maximum at the end of the duration. Cost: 80 mana Range: 700 Extra Slow: 12/24/36/48/60 % Cooldown: 15/14/13/12/11 seconds[/highlight] [title]Explanation[/title]: This ability is what makes Nasus such a monster. The ability to slow people for so much is already a great thing, but then you add in the extra slow and it turns into the giant threat it is. But we forgot the most important part. It slows ATTACK SPEED. Placing this on certain top or jungle champions in 1v2, 2v2 or 1v1s with your enemy top or jungle can put you ahead in trades and even give your solo laners time to catch up to you and possibly get a kill. Late game this is a 95% attack speed slow and should be placed on the enemy's ADC because it's such a giant DPS drop and it really helps Nasus be the nuisance to generate focus on him from the enemy team. The ability is a simple point-and-click mechanic. When you're in range you click the target and then they're slowed. It cannot get any easier than that. Just try to remember that there are certain targets you want to slow, don't just use it on whoever is closest (unless you can catch that person out and cause your team to collapse on them 1v5!) [title][img=skills/nasus/e.png] E: Spirit Fire[/title] [highlight]Active: Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second. Cooldown: 12 seconds Range to Center of AoE: 650 Radius of AoE: 400 Cost: 70/85/100/115/130 mana Initial Magic Damage: 55/95/135/175/215 (+0.6 per ability power) Magic Damage Per Second: 11/19/27/35/43 (+0.12 per ability power) Total Magic Damage: 110/190/270/350/430 (+1.2 per ability power) Armor Reduction: 20/25/30/35/40[/highlight] [title]Explanation[/title]: This damage and stats you gain from this ability are really what help make it shine on jungle Nasus. First off the AoE is really high damage per level starting at 110 and scaling by +80 every level. This is what allows Nasus to be the jungle that he is, he not only does massive amounts of AoE damage, but he also reduces the jungle creeps armor, allowing him to do even more damage with his auto attacks and Q. It also does a surprising amount of initial damage if you wanted to help poke a lane down and force a tower, and Nasus is great at forcing towers with his Q. This ability is a circle that you place around your character, after a short cast time it appears dealing initial damage to all enemies in the circle, and then continues to tick and deal more damage to enemies. It's a very simple spell to understand, just try to remember and helps others remember that it reduces armor. Free stats that come from abilities are sometimes overlooked, and they can mean a good surge of damage if used properly, so don't forget to let your team understand! [title][img=skills/nasus/r.png] R: Fury of the Sands[/title] [highlight]Active: Nasus becomes empowered in the sandstorm for 15 seconds, gaining extra health and increasing his attack by 50 and cast range by 100 while active. While the storm rages, he drains a percentage of nearby enemies max health each second (max of 240 magic damage per second per enemy) and converts 6.375% of the damage done into bonus attack damage for himself until the sandstorm wears off. Cost: 100 mana Cooldown: 120 seconds Radius of AoE: 350 Health Gained: 300/450/600 Max Health to Magic Damage Ratio Per Second: 3/4/5% (+0.01% per ability power) Total Max Health to Magic Damage Ratio: 45/60/75%/(+0.15% per ability power) Total Magic Damage Possible (to a single enemy): 3600 Total Bonus Attack Damage Possible (from a single enemy): 229.5[/highlight] [title]Explanation[/title]: Here's the ultimate of our banana dog. At the click of your ultimate you will immediately transform in a bigger version of yourself with a sandstorm swirling around you dealing a percentage of magic damage to all enemies. You will also get bonus damage and a burst of health gained depending on the level of your ultimate. On top of all of this, you also gain attack and casting ranges by a bit to help you feel even bigger than you were before. All of this add into a very solid ultimate as it forces the enemies to want you to die, but they don't want to focus you down as you aren't the primary source of damage for your team. It is your job to pull focus and wear the enemies down as your true carries punish them for wasting anything on you. If you're ignored just make sure to stay close to the enemy ADC and keep them slowed, they'll get worn down pretty fast and won't be able to DPS enough to survive with your W slowing them down.

R > E > W > Q [imgsmall=skills/nasus/r.png]: Ultimate, always level it when possible. It gives Nasus a lot of power in terms of the % drain and extra burst of HP to catch people by surprise. It's also great for doing neutral objectives like Dragon and Baron Nashor. [imgsmall=skills/nasus/e.png]: This is your main clearing skill and is leveled to get that armor lowering statistic as well. We level with before Q because Q isn't our main goal as a jungle Nasus, but it's still a thing that makes jungle Nasus unique. [imgsmall=skills/nasus/w.png]: This ability is what makes Nasus such a godlike threat. A slow that also slows attack speed is horrific when ganking or dueling. It can completely make certain champions completely useless, Irelia or Jax are some top lane examples, Diana gets messed up in middle, and almost any AD carry like Ashe is going to be crippled from this ability. Make sure you use it on the right targets in fights. [imgsmall=skills/nasus/q.png]: This is an ability that people look to be the core of Nasus, and while it's a strong ability, it isn't required to max to still use it. Sure, you won't get as many stacks that way, but you'll still be able to keep up with jungle clear times and get a fair about on Q's on the big monsters in each camp that give you an extra stack.

[item=hunters-machete] + [item=health-potion5] Standard start for a jungler. It offers you the fastest boost in clearing in the machete, but also offers you the sustain of using 5 health potions. This is going to allows you to clear your camps and have close to full health when you enter a lane to gank, or simply farm up more. [item=spirit-stone] Spirit Stone is an incredibly strong item, and is without a doubt something you want to grab as early as possible. This items offers you a lot of extra damage in the jungle as well as some health and mana sustain while using your abilities offering you the opportunity to give your blue buff to your laners. It also has some viable options in upgrades for a jungler. [item=vision-ward]s / [item=sight-ward]s As a jungler you shouldn't be looked too often as a carry of your team. While it is very possible, you have to realize that you're offered the second lowest gold amount in the game. Wards are ideal for not only defensive options, but offensive as well. A few quick examples would be to ward the enemy buffs so that you may steal them, or to pink ward for the top lane forcing the enemy top laner to play safer as they will not know if you're camping or not. [item=ruby-crystal] / [item=kindlegem] These are your optimal items to build as a jungler. Early HP is very scary and you have many options towards what to build these items into. A ruby crystal may head into the kindlegem as seen above, but may also build into your Aegis which is always a great thing when magic damage is a big threat to your team. Kindlegem heads into many fine items such as Locket or Ancient Golem [item=aegis-of-the-legion] This is going to be one of your most common items to build. The utility this item adds to the team is something many compositions cannot live without, getting tanky for not only yourself, but your team as well is always a great thing. And when you look towards it's upgrade, Runic Bulwark you find yourself with an item capable of making magic damage dealers cower in fear. [item=locket-of-the-iron-solari] This is one of the most popular jungler items in the entire game, and it comes with great reason. Obviously the price is very affordable, it's very easy to build in small increments and these small parts offer great stats toward your champion. The Kindlegem offers some quick cooldown reduction and with how cheap locket and Ancient Golem you'll be able to finish one and pick up another kindlegem quite fast, offering you a very fast 20% cooldown reduction. Not only is the price good, but it offers many good stats that we appreciate as junglers, such as armor and health. And if all of that wasn't enough, we're also given it's active ability proving MORE health for you and your ENTIRE TEAM. This is a very solid item and is very much worth picking up on the majority of your jungle champions. [item=mercurys-treads] or [item=spirit-of-the-ancient-golem] Tenacity is a tanks best friend. In a world where Spirit Stone is so incredibly cost efficient and Kindlegem offers health AND a boost of CDR, ancient golem is almost too good to overlook. But there will be situations in which tenacity is needed ASAP and mercury treads are too easy to grab to pass up. Determine the type of CC you need to defend against and when it'll be most prevalent. If you need to pressure a lane in which you'll need it, or if the enemy jungler has a lot of CC then you may want to grab the mercury treads, but since you'll be dealing with the jungle you may be able to just wait for the ancient golem. [item=ninja-tabi] When you don't grab Mercury Treads you need to have an alternative. Here's your first choice. It's going to offer you some armor and reduction against ALL auto attacks from jungle creeps. This is going to give you more health walking out of the jungle, as well as a defense against those pesky ADCs that you'll be focusing down later in the team fight section of the game. [item=boots-of-mobility] Here is a very scary set of boots, it makes Nasus able to place a lot of pressure on lanes and clear his jungle with ease. Mobility boots are something you'll definitely want to purchase early as you'll want your presence feared during the laning phase. Even if you do end up purchasing these boots, don't hold them after laning phase as switching into some quick CDR or armor variants could help you a lot in your play, but don't force a boot upgrade if you don't need it, you should have your tenacity by now so build what you need. [item=ionian-boots-of-lucidity] These are a 3rd option to the alternative boots and I feel the weakest of the 3. Nasus just has so many viable items that give him cooldown reduction that it isn't very much needed from his boots. Remember that cooldown reduction has a max cap at 40%, meaning it will not go any higher after that. Two of our core items already offers up 20%, and as you go down you'll see a few other boots that also supply CDR, but it's nothing to overlook, as our core 2 items and the 3% from our masteries also offers us close enough to the 40% cap when we add these boots (38 is enough, and going over that to hit 40 is just a waste). [item=spirit-visage] Nasus likes his healing because of his passive, but it isn't a core option like it would be on champions like Dr. Mundo. However it shouldn't be overlooked that there are good stats on this item, and the build path is an acceptable one. First off, we get CDR, which is a fantastic stat for Nasus, he loves to use all his abilities and being able to use them more is a plus for him. The downside of this item is the magic resistance. While it's nice to build towards, if we need magic resistance we should primarily heading towards Runic Bulwark. However it's a great second MR item option if the enemy team has a lot of magic damage, or simply they have an AP champion is just snowballing out of control. [item=randuins-omen] This is one of your primary items for the team fighting part of the game. The power that this grants Nasus as a tanky is unbelievable. Warden's Mail is the item that's going to put a damper on your enemy ADC's life, and it's the item I will often pick up first because I would have built several HP items at this point. Once finish it also offers you a great active that you can take advantage off to keep certain targets in your grip or just slow them down in general. [item=frozen-fist] For when you really want to be a damage threat. Nasus has a lot of synergy with the item Sheen working with his Q, and with some CDR it turns into a massive amount of damage that adds up quickly. However, it is a lot of gold to put into your build. So I would purchase this item assuming the risk that you put over 3k gold into an offensive item with a little armor. [item=frozen-heart] An item that's lost a lot of popularity since season 3, sure a lot has changed but it's still an item to consider when playing Nasus. CDR is a reoccurring thing with Nasus, it allows him to be a much bigger bully and is the primary goal as a Nasus to get as much CDR and be annoying as hell. This item is going to offer you a lot of armor with some CDR and an active to weaken your enemy's auto attacking based champions. It's sort of the second choice to Randuin's Omen but if you have the HP to back up a purchase of primarily a statistical boot, then go for it. It offers you some offense and defense towards your final build.

There are many items in the game, so why are they not mentioned in the build? This section will try to explain the thought process of why other items didn't make it into the build of Nasus. [img=items/abyssal-scepter.png] AP really isn't the best stat for Nasus. While some actives or passives may seem like they would fit on Nasus, in the end the ability power really isn't worth the purchase. Too much of his power is based on his utility and not his damage. And the damage that starts to make a difference later is physical damage, not magic damage. So ultimately AP purchases don't go far on Nasus. [img=items/atmas-impaler.png] Atmas is in a really bad place for an item and doesn't offer Nasus power, even if you think he builds a fair amount of HP. This item is in such a bad place because you're mixing a defense and offensive stat together, which makes this purchase feel really gimmicky. Nasus doesn't even utilize critical strikes, so it's really not worth the buy. [img=items/bf-sword.png] While it is true that Nasus does a good amount of physical damage, as a jungler he cannot afford to spend bulks of gold to purchase a big AD item like BF Sword or any of it's upgrades. In the end you would get more building out of his utility over building damage on him. [img=items/banshees-veil.png] Banshee's Veil is an item that used to be really strong but hasn't been as good since season 2. The main component Catalyst was nerfed and ultimately isn't worth it. Secondly, the ability to stop CC from being used on you shouldn't be an issue to Nasus. You should have enough tenacity to break CC and if the enemy is using their CC on you, the jungle disruptor, they aren't using it on your carries, which is great for you. Also between Spirit Visage and Runic Bulwark you should have enough magic resistance. [img=items/blade-of-the-ruined-king.png] You don't auto attack enough to make use of this item, and it's very expensive and only gives you offensive stats. Which again, Nasus gets a lot of power in his skill's utility, not necessarily his damage. So building CDR to get the most out of your skills is better in the long run. [img=items/frozen-mallet.png] Frozen Mallet is a poor purchase because of the cost and what you have to build to get to it. Phage is a most AD purchase (800 gold in AD, 500 gold in HP, rest in the slow). Next purchasing the phage is a situational chance item, and you have wither to slow! Stacking slows causes the weaker slow to get mitigated, which will more than likely be the frozen mallet, making the purchase not be able to pay for itself. [img=items/guardian-angel.png] This item isn't something you should be looking for anytime early, as you aren't the main damage threat nor are you the focus of any opponent. You want to disrupt enough to be a threat, but if you buy this item it's a 2600 gold sink into just some statistics. Even if you die you'll most likely die immediately on respawn because as a jungler you won't have too much gold to back you up in terms of survivability since gold is so sparse to junglers. As a late purchase it's situational. [img=items/guinsoos-rageblade.png][img=items/hextech-gunblade.png] Hybrid items aren't that needed on Nasus. While your ability power may show some presence early, it will fall off very early and we don't have the penetration to make it last. So these hybrid purchases aren't the best for you. [img=items/maw-of-malmortius.png] Again, you have more than enough magic resistance items that we listed in the build, but we'll go into this item and why it really isn't something we want to go for. AD isn't going to be utilized the best by Nasus and the magic damage shield shouldn't be too big of an issue as a jungler since you'll mostly be taking physical damage, and if you do need some defense for mages early, buy some HP. [img=items/phantom-dancer.png] Attack Speed isn't something Nasus wants either, you rely on the disrupting of your skills to deal your damage or the extra damage from your Q. So being able to auto attack faster isn't really going to help you do anything. [img=items/ravenous-hydra.png] [imgsmall=items/tiamat.png] is an item in a really bad spot as it forces you to purchase health regeneration, which really isn't what you want tiamat for. It's an AD item and it's giving you a tank stat. As mentioned before, we really don't want the AD and what this item offers isn't going to give Nasus anything that he wants.

[title]Basics about Jungling[/title] At 1:40 in the game 3 camps will spawn on each team, each containing Golems, Wolves or Wraiths. At 1:55 2 more camps will spawn wielding the Ancient Golem and Elder Lizard buff, these will give you differing benefits based on if you hold the buff from slaying the big buff monster. At 2:30 Dragon spawns, and when slain, he gives the entire team 190 gold. At 15:00 Baron Nashor appears, slaying this beast will grant everyone on your team 300 gold and a buff giving you many additional stats and incredible health regeneration. After 5 minutes of slaying the ENTIRE camp (all minions in the camp die) of the Elder Lizard or Ancient Golem, it will respawn in the same location. After 6 minutes of slaying the Dragon he will respawn in his lair at the bottom side of the map. After 7 minutes of slaying Baron Nashor he will respawn in his lair at the top side of the map. As a jungler it is not only your job to secure these buffs, but to also keep tabs on when they spawn and when they will appear for your team's benefits. It's also beneficial to know the enemies timers as it will give you a hint to where they are, or if you see them on the map, open your way to make counter play by stealing their buffs. [highlight]Go to your options in game and turn on time stamps to see the exact time Dragon and Baron are slain! This will make recording A LOT easier![/highlight] [title]Some generic routes are as follows:[/title] [highlight] Standard (Farm) Paths[/highlight] Wolves -> Blue (smite) -> Wraiths -> Wolves -> Red (smite) -> Golem / Base / Gank Wraiths -> Red (smite) -> Golems -> Wraiths -> Wolves -> Blue (smite) -> Base / Gank [highlight] Fast Gank Paths [/highlight] Wolves -> Blue (smite) -> Gank Wraiths -> Red (smite) -> Gank [highlight]Smitless Paths (Level 3 Gank)[/highlight] Wolves -> Blue -> Red (smite) -> Gank Wraiths -> Red -> Blue (smite) -> Gank

Start the game off with your purchase of machete and pots. Usually you'll want to start towards your blue, assuming you aren't going to invade, or will be invaded, in which cause just start red and try to get your team to either get you vision on if your blue was taken and take whichever blue was open ASAP taking red without smite, so it's available in your invade. Starting with Q or E depends on your team in a lot of cases. E does more damage and lowers the armor of the jungle creeps, but if you're leashed accordingly you can get a few Q procs off while doing wolves and then 2 more off of blue. Spirit Stone is what you'll want on your first clear, and you should be looking for an opening the moment you get a level in your W. Top is the easiest lane to gank normally, but make sure to put forth an effort to see which enemy lanes have wards and determine if ganking is in your best interest. If every lane is playing safe, either set up ganks with lanes that have CC, or simply farm out until their ward will die (3 minutes). Hitting the "S" key will 'stop' your character from both attacking, retaliating and moving. This means that if you're about to kill a creep and your Q is almost off of cooldown, you can take a hit or two and ensure that you get the extra damage for yourself.

Early game you should be looking to clear your jungle and gank only if you can find a good opening, or if the enemy top laner has no vision via Sight Wards, in which case walk in with a slow and attempt to get a Flash or even a kill. Other than that, make sure that you are clearing your camps and using Q to it's full potential in last hitting the big jungle creeps to snag you some extra damage. Nasus is a really straight-forward champion and doesn't offer you many twist and turns, you can walk into a lane and slow and attempt to proc your red buff. If your laner follows up with some CC or the enemy flashes you can pursue or grab some easy summoners and be happy with it. Other than that we're just up to jungle basics to keep the flow of our game. That means try to look for lanes to gank, try to sit by lanes that will be ganked by your enemy (so you may countergank, don't sit in a bush, just farm minions around said lane), or if the enemy jungler shows up bottom, their top jungle is free to grab, or you can guarantee a 2v1 top (3v2 if your mid will follow up with theirs).

Here you should make an effort to get a some Vision Wards here and there to control Dragon or Baron Nashor. This will allow you to force blind fights in your favor, or completely stop an enemy team from taking the monsters for themselves. However don't overdue it, you can lost out on some serious gold if you go overboard on the vision ward purchases. Also around this time pressuring dragon isn't a bad idea simply because you have W and even at level 1 you will see an enemy ADC panic as generally a lot of champions tend to rush a damage item in that position, and putting their already low attack speed even lower gives your team a great advantage. It's also nice to remember that your E is going to reduce their armor by quite a bit as you max this ability first, and is a fine poke for pressuring objectives early / mid. At this point your ultimate should also be a tool you use wisely. As it offers a lot of damage opportunity and tanking opportunity that can shift a fight in your favor completely. You already have the strength to shut down your enemy's ADC, add insult to injury as you force the enemy team put pressure on you as your ADC and mid laner can put their full force backing you up. [highlight]REMEMBER your ultimate is very helpful damaging Dragon, the % damage tick adds up![/highlight]

While Vision Wards are still a great purchase, consider a Oracle's Exlixir if no one else has one at the moment. This is where grouping is most evident and a team fight can determine a game. Many games have been thrown simply over vision, so don't be silly and throw it all away so that you could have that little bit of extra damage or defense. This is also where Baron Nashor is heavily contested. Giving him up could be a vital mistake in any game as it offers a huge statistical boost as well as a massive gold gain. At this point you'll notice a lot of players taking your jungle or pushing down mid, considering your mana costs and how gold independent your role is, try to leave what you can to those who need it. If you're close to finishing an important item, communicate it with your team but leave it at that. Don't make a big mess out of nothing, or pointlessly try to steal CS from someone who may need it to also finish an important item. The other thing you need to make sure you do is stay with your team. Even if there's a giant wave bottom, if the enemy team sees your team's jungle bottom they're going to do and take Baron Nashor and only you have your Smite to scare them off, sadly you don't have Teleport. Sight Wards are also very important here.. sorry to say but you're the closest thing to a support other than the real deal. You can't pin it all on them either, they can't afford it. Do your job and help ward. [highlight]Lastly, remember your ultimate is very helpful damaging Baron Nashor, as the % damage tick adds up![/highlight]

Team fighting on Nasus is one of the most simple tasks you could think of. The hardest thing about it is the hardest thing about team fighting in general, keeping a cool mind. Remember that your W needs to lane on an important auto attack target, such as a top champion or ADC. Don't get stuck on who to focus, just because that 13-4 Graves from last game was a good target it doesn't mean the 3-7 Quinn is the best one this game, try the 10-2 Jax. E is going to reduce armor, just because it's a flat rate doesn't mean it's ignorable, some champions don't even build armor and you're simply negating their armor per level which is a good thing. Placement is key, don't just focus on damage (unless that damage is going to score you an easy kill on a high target). Just remember to balance damage and armor reduction to benefit you to the highest amount possible. R isn't just for getting a HP boost, remember it also opens you up for a lot more damage so activating it early in a fight or when you stick to a big target is recommended. All of the stats added to Nasus when he activates this ability and during it is very beneficial to his team powers and makes enemy champions want to get rid of you, but if they do that you know your team is going to clean them up in the mean time. It isn't your primary job to carry your team to victory (in most situations) so just do your job and disrupt the enemy team, even if you go down in the process with it. A victory is better than a good KDR. Other that that make sure to use your Q] as often as possible as it should be built up enough at this point to put some serious pressure on the enemy carries.

Thank you for taking the time to read my Jungle Nasus guide. I hope whatever you came looking for was met with an answer, and if not feel free to leave a comment, or add me in game (Joequel) on the NA servers. If I'm online and available I would love to talk. :)

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