Nasus Build Guide

"Who Let the Dogs Out?"

Uploader bchurch
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • ()
  • 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
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

Nasus is an interesting champion that doesn't get nearly as much love as he deserves. He fulfills the role of being a relatively tanky champion that dishes out some nice damage. Nasus has amazing potential overall, but does have a few big weaknesses that really set him back. BUT, given the circumstances Nasus becomes one of the scariest champions in the League. [highlight][imgsmall=summoners/ghost.png] [title]Pros:[/title][/highlight] + Able to soak up a good amount of damage (Strong 'Off-tank') + Dishes out a good amount of damage + Siphon strikes has unlimited damage potential + Provides a decent amount of utility for your team between [imgsmall=skills/nasus/e.png][imgsmall=skills/nasus/w.png][imgsmall=skills/nasus/r.png] + Built in life steal for additional sustainability + Melts towers with [imgsmall=items/trinity-force.png] + [imgsmall=skills/nasus/q.png] + [imgsmall=skills/nasus/w.png] [highlight]Now infinitely more useful vs auto attack reliant enemies (Patch v1.0.0.123)[/highlight] [highlight][imgsmall=summoners/exhaust.png] [title]Cons:[/title][/highlight] - Extremely farm dependent - Easily kited, thus wasting the potential of [imgsmall=skills/nasus/r.png] - Often is beaten in lane comp - Not exactly "Main-tank" worthy - Lacks strong initiation - High mana costs - Needs a longer game time to truly shine As much as I love Nasus, he doesn't fit in every team composition. Assuming you're playing ranked, you need to take into consideration the amount of slows/stuns/roots/etc. that the enemy team has as well as the champion that you are most likely going to be laning against. Try to make an educated decision based on the circumstances at hand. [title]Patch v1.0.0.123[/title] [highlight]Nasus received some long due love from Riot. [/highlight] [title]General[/title] [highlight]Attack range increased to 125 from 110[/highlight] [.]Note that this also benefits [imgsmall=skills/nasus/q.png] [highlight]Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%[/highlight] [.]Helps laning phase slightly, as well as supposedly granting him the ability to jungle. Haven't tested this personally yet though... [title]Wither[/title] [highlight]Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks Mana cost reduced to 80 from 100 Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)[/highlight] [.]Not only does it now last its full duration, but also gets a lower cooldown. PLUS lower mana cost to boot! People often neglect the fact that it lowers attack speed too.. Hello anti-carry. [title]Spirit Fire[/title] [highlight]No longer has a 0.5 second delay before taking effect Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds[/highlight] [.]Some slight buffs; great for clearing waves still but still lacking due to it being a stationary pool. The removal of its delay also grants it slightly more reliable utility.

[title]Marks:[/title] For marks I find Armor Penetration to be an obvious choice. This will aid your ability to last hit and increase the damage of your [imgsmall=skills/nasus/q.png]. [title]Seals:[/title] For seals I use dodge runes. These provide additional synergy for use with the mastery 'Nimbleness' and helps mitigate damage from creeps and enemy auto attacks. If you're going for more of a budget build due to the price of dodge runes, you could also consider using mana regeneration or armor runes. Mana regen gives you the option to be a little more aggressive (or defensive) with your spell usage earlier on, while armor obviously provides a little bit more sustainability vs physical damage dealing enemies. [.]Dodge, Armor, Health/Level, Mana Regen/Level [title]Glyps:[/title] For glyphs I typically lean towards Magic resist per level. Again, you could use mana regeneration in its place, but you'll naturally be in the middle of team fights later on I find the added survivability to be invaluable. With the changes to Wither's cooldown, Cooldown (both flat and per level could both be viable) are a possibility if you don't have the IP to invest on MR. Note, if you intend on purchasing both [imgsmall=items/frozen-heart.png] AND [imgsmall=items/shurelyas-reverie.png] this is unnecessary. [.]Magic Resist/Level, Flat Magic Resist, Mana Regen/Level, Cooldown Reduction [title]Quints:[/title] For quints I take movement speed in most cases. This is in part due to the fact that I will play aggressively in my lane whenever I possibly can. Also, Nasus needs to be hugging enemies in order to be maximize his potential. There is a little bit more freedom when it comes to quits though; Armor penetration and health could both be easily swapped in and out depending on personal preference. [.]Movement Speed, Health, Attack Damage

[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] As far as passive abilities go, I find Nasus' to be one of the weaker ones available. It does have nice synergy with your Siphoning Strike later on, but isn't very noticeable for quite a while. It provides you with some additional sustainability in fights and is a nice bonus in your early duels in 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] Nasus' signature ability. In most situations this will be my first ability maxed namely due to shaving 1 second off of its cooldown at each rank, with the additional damage being a great bonus. By the time you hit rank 3 or so, you shouldn't have any problem at all last hitting with this ability up. This skill continues to scale throughout the game with BOTH last hits AND your AD. In most games you should be able to hopefully reach at least 300 bonus damage from CS. Note; This ability also WORKS ON TURRETS making you a very strong pusher. If you're having a rough time in lane and are at risk of losing your tower early on, feel free to leave Siphoning Strike at a much lower level (1-3 is perfectly fine) in order to throw additional points into Spirit fire or Wither to keep your tower safe. [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] Under Construction due to patch. [highlight]IF YOU'RE GOING TO LEVEL 1 TEAM FIGHT, I RECOMMEND PICKING WITHER UP FIRST.[/highlight] [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] Under Construction due to patch. [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] An amazing ultimate thats highly underrated. You will become a monster in team fights as you sap a percentage of your enemies life and convert it into AD. Its cooldown is also relatively low so keep that in mind. This move is PERFECT for baiting enemies in early laning phase too! On use you gain a boost of health allowing you to survive ignites or other DOT (Damage over time) abilities that would have otherwise killed you. Being creative can net you and your jungler a good amount of kills. Nasus' ultimate is the reason I choose to build tanky. Hell, you deal great damage just by standing next to enemies! That doesn't mean that hes unstoppable though.. until you get some defensive items under your belt, you could still be easily focused. Also, you've got to make sure not to pop this ability to early on in a fight otherwise the enemy team might just end up CC'ing you. If you're unable to stick to the enemy champions, you waste a whole lot of its potential.

[highlight]To sum things up:[/highlight] [img=skills/nasus/r.png]>[img=skills/nasus/q.png]>[img=skills/nasus/w.png]>[img=skills/nasus/e.png] Siphon strike will typically be your go to ability. With the recent changes to Wither it definitely takes priority over Spirit Fire in nearly every situation. Shaving the few seconds off of Wither will net you close to 100% up time on the ability making it extremely powerful. [highlight]Your lanes being pushed hard?[/highlight] [img=skills/nasus/e.png] As mentioned above, this is actually surprisingly useful in the odd situations in which you're in a 1v2 lane for example. You'll want to try to keep your tower alive as long as possible after all! [highlight]Remember, the skill order is NEVER set in stone. Instead, its there to give you a general idea. In order to improve your game, you need to learn to adjust according to the situations at hand. [/highlight]

[highlight]Depending on who you're going to be going against in your lane you'll want to consider...[/highlight] [img=items/regrowth-pendant.png][img=items/health-potion.png] OR [img=items/cloth-armor.png][img=items/health-potion5.png] [highlight]If you're going against a very physical heavy champion like Renekton for example you might want to consider a cloth armor.[/highlight] However, in most situations lately I find myself starting off with a regrowth in order to quickly finish off my [imgsmall=items/philosophers-stone.png] for the lane sustainability and to start racking up the gold ASAP. During your first trip back to base you need to take a few things into consideration. Does the game look like its at least going to last to the 30 min mark? If so, you may want to consider investing in a quick [imgsmall=items/heart-of-gold.png]. In a perfect world, I like to purchase both a [imgsmall=items/philosophers-stone.png] and [imgsmall=items/heart-of-gold.png] on my first trip back to base. Often times, I'll even skip getting boots to finish them off asap to get the best return on investment. [highlight]Next, you need to think about which champion you're laning against. Do they have a disable that could get you killed? Does their jungler? Are they mainly physical damage? Depending on what you have at hand, you'll want to decide between..[/highlight] [img=items/boots-of-speed.png] VS [img=items/ninja-tabi.png] OR [img=items/mercurys-treads.png] OR [img=items/ionian-boots-of-lucidity.png] [.]If you're not having any problems in lane you'll be fine with just[imgsmall=items/boots-of-speed.png]. However, if you're struggling you'll want to itemize depending on who you're stuck against. [.]Boots of lucidity can be great to gain earlier cooldown reduction cap (Keep in mind, you can always sell them later on in the game for more appropriate footwear) or in situations in which they have severely lacking in CC. [highlight]What about dat Wiggles?[/highlight] Wriggles Lantern [imgsmall=items/wriggles-lantern.png], also known as Wiggle's Lantern is an item that can shine in certain scenarios. [.]While it does hinder the speed at which you could have potentially bought your [imgsmall=items/trinity-force.png], it gives you amazing lane sustainability. [.]This is especially true in situations in which you find yourself against a bruiser or a hero that relies on slowly whittling you down like Teemo. [.]Can (And should) be sold later to both give you a boost in gold and to free up an item slot for a more appropriate choice. [highlight]Your first real purchase you'll want to work towards will be[/highlight][imgsmall=items/trinity-force.png]. [.]Depending on how things are going in your lane you can choose to go for either a [imgsmall=items/sheen.png] or a [imgsmall=items/phage.png] first. Sheen is great for pushing towers and providing additional lane dominance. Phage is a good choice if you need that extra bit of health instead of the bonus damage from Sheen. [highlight]After I finish my [imgsmall=items/trinity-force.png], the next item I typically go for will be a [imgsmall=items/aegis-of-the-legion.png]. [/highlight] [.]Again, this isn't set in stone by any means. Aegis is great if you're going to continually split push to put pressure on enemy lanes. [.]If you find yourself with company in the form of enemy junglers you might want to go for an earlier defensive item like [imgsmall=items/glacial-shroud.png] -> [imgsmall=items/frozen-heart.png] or a [imgsmall=items/negatron-cloak.png]. [highlight]Once I finish my [imgsmall=items/aegis-of-the-legion.png] I start building tanky.[/highlight] [title]How do you decide on what to buy? Well, you've got to consider something very important that I feel most people tend to overlook..[/title] [.]Its not so much only about what kind of damage the enemy team consists of, but more importantly, who on the enemy team is the one doing the best. Who on the enemy team is the biggest threat? [.]For example, the enemy team might have some powerful spell casters, but if they are feeding while their Ashe is doing a good job farming you might want to instead opt to itemize to counter the biggest threat. Personally, I like going for at least a [imgsmall=items/glacial-shroud.png] For the CDR/Armor/Mana either way. After that, I'll grab a [imgsmall=items/negatron-cloak.png] if I need to. This gives you the option of going for a [imgsmall=items/banshees-veil.png] if they have a lot of CC, [imgsmall=items/quicksilver-sash.png] VS Suppressions (WW, Malz), or a [imgsmall=items/force-of-nature.png] for the MR/Regen combo. If the enemy team happens to not have any magical threats, [imgsmall=items/frozen-heart.png] would probably be your best bet first off. Follow this with a [imgsmall=items/thornmail.png][imgsmall=items/sunfire-cape.png] or possibly an [imgsmall=items/atmas-impaler.png] for a little bit of extra damage. When it comes to rounding up your build you should consider a [imgsmall=items/guardian-angel.png] at very least. If you decided to go with [imgsmall=items/ninja-tabi.png] then [imgsmall=items/eleisas-miracle.png] isn't a bad choice if you need the tenacity. If you picked up [imgsmall=items/mercurys-treads.png] and are looking to put your stone to use [imgsmall=items/shurelyas-reverie.png] isn't a bad choice either. [title]Example Balanced Build[/title] [img=items/mercurys-treads.png][img=items/trinity-force.png][img=items/aegis-of-the-legion.png][img=items/frozen-heart.png][img=items/force-of-nature.png][img=items/guardian-angel.png] Remember, adjust accordingly! I cannot stress this enough. You will NEVER have 1 set item order. EVER!

Nasus by no means is the weakest solo lane out there, but he definitely not the strongest. He benefits greatly from having top lane all to himself, especially in conjunction with [imgsmall=summoners/teleport.png] If your teammates do require you to occupy the bottom lane instead, its best to be paired with support or roamer who isn't going to require very much farm in order to build up the damage of your [imgsmall=skills/nasus/q.png]. Once you pick up atleast your [imgsmall=items/philosophers-stone.png] you'll be a lot harder to force out of lane. Assuming you choose to pick up [imgsmall=summoners/teleport.png] remember to use it to quickly buy, or to help out where you can. LAST HIT LAST HIT LAST HIT. Don't sit there auto attacking or casting [imgsmall=skills/nasus/e.png] left and right. You only gain the bonus to [imgsmall=skills/nasus/q.png] if you kill the mob, so play intelligently. Once you hit level 6, you're able to play a lot more aggressively if you so choose. If you choose to go on the offensive remember to invest in [imgsmall=items/sight-ward.png] to keep you safe from ganks!

When Mid/Late game comes around, you'll have an increasing number of team fights. This is where having [imgsmall=summoners/ghost.png] becomes very useful. Ideally, this is going to be a general order to how the skirmishes should hopefully take place. [highlight]Step 1: [/highlight] Allow your teams tank to initiate the battle. [highlight]Step 2:[/highlight] [imgsmall=summoners/ghost.png]GHOST! [highlight]Step 3:[/highlight] [imgsmall=skills/nasus/w.png] your high priority target. Considering the fact that Wither lowers attack speed, AD carries tend to be a very wise choice. Also, possibly throw down your [imgsmall=skills/nasus/e.png]. [highlight]Step 4:[/highlight] Once the gap is closed and/or if you find yourself under some heat, cast [imgsmall=skills/nasus/r.png] [highlight]Step 5:[/highlight] Dominate your target(s). Again, this all applies to perfect circumstances. Nasus can also be very useful in a defensive role during team fights by using his [imgsmall=skills/nasus/w.png] to help keep your teams carry safe from enemy onslaughts. If the person attempting to engage on your teams carry happens to be squishy, you should likely be able to make quick work of them. That'll teach them a lesson.

Once you got a few items, hopefully including your [imgsmall=items/trinity-force.png], you should now proceed to absolutely destroy every possible enemy tower thats left unprotected. This is also the point in which you stop using your [imgsmall=summoners/teleport.png] for the sake and buying and instead use it to split push or help defend lanes in need. [highlight]Nasus is able to really take advantage of split pushing at this point, assuming you have your [imgsmall=summoners/teleport.png] off cooldown. [/highlight] [.]Having [imgsmall=summoners/ghost.png] available also doesn't hurt, as it allows you a better chance to make your escape in case the enemy team decides to deal with you. [.]When split pushing, its important to make sure you stock up on a few [imgsmall=items/sight-ward2.png] and place them in a place in which you can see the enemies coming AHEAD of time. Noticing them last second doesn't do you a whole lot of good. [title]When do you split push?[/title] [.]Well, if both teams are stuck in a mexican stand-off (aka /dancing at each other in a lane) thats a perfect time to do so. This either causes the enemy team to initiate a 4v5 after which you should [imgsmall=summoners/teleport.png], or they continue to play passively after which you continue to push. [.]Eventually the enemy team is bound to swing your way, so as soon as you see a hero or two missing you may want to consider bailing. [highlight]Please keep in mind that using your [imgsmall=summoners/teleport.png] to turn that 4v5 into a 5v5 isn't necessarily always the wisest choice.[/highlight] [.]If your team gets absolutely destroyed within the first few seconds of the fight, you may just end up suiciding yourself. Keep that in mind, as sometimes it gives you some additional time to take a turret/inhibitor. You can't win em' all! If you're ahead in farm by a decent margin you might be able to fill in the role of a tank for your team if you need to at this time. Ideally though, you'll want to typically be the 2nd person into the fray, right behind your teams tank. Once you're in a good position, feel free to pop your ultimate and focus a high priority target. [title]Item goals at this point:[/title] [img=items/boots-of-speed.png][img=items/trinity-force.png][img=items/aegis-of-the-legion.png][img=items/sight-ward.png]

[highlight]Late game is really where Nasus' potential lies.[/highlight] Hopefully you've had good luck farming up your [imgsmall=skills/nasus/q.png], allowing you to do great damage to the enemy carries and structures if any of them have survived your onslaught thus far. Also, at this point you should hopefully be extremely tanky. Naturally, you may lack solid initiation but catching someone off guard with wither tends to do the job at times. Proceed to run in, cast [imgsmall=skills/nasus/r.png] and watch the enemy team cower in fear. [highlight]If you weren't able to take advantage of your ability to push earlier on in the game, now is the perfect opportunity.[/highlight] [.]The combination of a further buffed [imgsmall=skills/nasus/q.png]+[imgsmall=items/trinity-force.png]+[imgsmall=items/aegis-of-the-legion.png] will kill anything in a few swings. [.]Also, since you should hopefully be item capped (or at least very close to it) using your [imgsmall=skills/nasus/e.png] to push that much faster is a wise choice. Also, if you're still walking around with your [imgsmall=items/heart-of-gold.png] or [imgsmall=items/philosophers-stone.png] with no plan on upgrading them, you should definitely sell them to make room for something a little more useful. [.]By that I mean buying [imgsmall=items/sight-ward3.png][imgsmall=items/vision-ward3.png] or [imgsmall=items/oracles-elixir.png]. [.]Obviously, [imgsmall=items/oracles-elixir.png] is a little bit more situational, but is great even without enemy stealthers for the sake of clearing out wards. [.][imgsmall=items/sight-ward3.png] can be used to set your team up for Baron fights by putting them in the enemy jungle to either see if they are coming to prevent you from doing so, or to find out when they are attempting to do the same. [.][imgsmall=items/vision-ward3.png] should be used near Baron himself in order to clear out enemy wards in the case that your team decided not to invest in an [imgsmall=items/oracles-elixir.png]. Nasus is so good at this point, you should probably go and 1-shot Baron.

Hopefully this guide has inspired you to give Nasus a try. Nasus has a lot of potential as a champion and will really shine VS certain comps so try to keep him in mind. By no mean is this the ONLY way to play Nasus. This is merely my suggestion based on my experience experimenting with him in numerous games. Feel free to let me know what you think about the guide as well as additional topics you'd like covered or possible suggestions. Lastly, thank you for taking the time to read my guide. Change Log: 7/3 - Initial Guide 8/12 - Partially updated for Patch v1.0.0.123

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