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Nasus Build Guide by berronii

Top [11.16] "Non ducor, duco." - Nasus or Yorick Top

Top [11.16] "Non ducor, duco." - Nasus or Yorick Top

Updated on December 22, 2021
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League of Legends Build Guide Author berronii Build Guide By berronii 3,123 Views 2 Comments
3,123 Views 2 Comments League of Legends Build Guide Author berronii Nasus Build Guide By berronii Updated on December 22, 2021
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Runes: PRECISION

1 2
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Domination
Sudden Impact
Ultimate Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.16] "Non ducor, duco." - Nasus or Yorick Top

By berronii
Nasus
x Skins
x Lore

x Pros/Cons



Pre-Game
x Runes
x Spells
x Tips & Tricks
In-Game
x Match-Ups
x Abilities
x Items


Game Phases
x Early
x Mid
x Late

Abilities






Nasus - "Non ducor, duco."
Translation of the Latin Quote: "I am not led, I lead".

Winrate: 51.5%
Average KDA: 5.0 / 5.2 / 5.5
Average Damage per Game: 16,226
leagueofgraphs stats

Nasus is one of the League's oldest champions, less popular ones yet incredibly powerful warrior. He didn't get reworked, yet he is still popular champion. Master your League at last-hitting just by playing Nasus. Nasus is a popular champion, his ban rate is 3.1% but anyways you can still have fun in most of your games.
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lore


Pros


One of the strongest 1v1 champions
Can't be catched and easily catches due to powerful W's slow
Easy to hit abilities
Greatest build options
Awesome Skins
Wins the trade before engagingQ poking)
One of the strongest passive abilities in the game
Can oneshot each damage carrier at late, adc/mid.




USiphoning Strike ability


Cons


Weak if behind
Mana hungry through the early
When countered - countered well(Teemo's or Quinn's Q or similar)
One of the oldest champions in the game.
Must win lane
Weaker against tanks
Not so powerful early
Can't oneshot before 2nd item
Can't walk well in the jungle
Can't drive-away one champion from the rest of his team






There is no need for explanation of these choices, you'll play 2 diamonds 99% of your games, your combine armor with MR depending on your lane opponent and enemy team composition.





PRECISION

Conqueror is the rune we must choose if we want to play Precision Nasus and nothing else can't replace it. It's a rune that works well on Nasus due to the healing it grants & its Bonus AD, and we surely will do a lot of AAs through the game.
Triumph is the second rune choice we'll go for on Precision Nasus, that must be played on Nasus as we're playing offensive and we need an ability to survive long enough to deal what we can deal, to maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will make u survive each ignite(if ur not bleeding or so). Must play against each AD lane opponent, whether Precision is primary or secondary rune choice![
Legend: Alacrity is useful as it will increase our attack speed without us needing to buy items for it and we need attack speed, it's not a must-take choice but I prefer playing it as it makes the game easier. It grants 3% attack speed for every Legend stack we get(10 max), and we'll get 10 stacks in the first 3 minutes of the game - if not earlier.
Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.


DOMINATION

Sudden Impact grants us 7 Lethality and 6 Magic Penetration for 5 seconds whenever we leave the bush or use our W, teleport or dash, or even deal any damage to enemy champion + the triggering damage will also benefit from penetration. It has only 4 seconds cooldown(on expiration). Combined with our other items it works amazingly well on Nasus, and we can't miss it. We could go for Cheap Shot in certain matchups, but 80% of our games we'll go for Sudden Impact.
Ultimate Hunter Bounty Hunter stacks are earned by every time you get a first takedown on each of the five enemy champions. 5% + 4 per all of them makes it 25% CDR on Ultimate, which is something that can help us boost our R quite a lot so we'll have even stronger roaming. Can be replaced by Ravenous Hunter!

INSPIRATION

Kleptomancy is the rune we must choose if we want to play Advanced Nasus, Inspiration Nasus. Kleptomancy grants extra gold for each time we use two auto attacks, and there is also a possibility to get a special consumable, from MANA Potion to extra 22-100 gold. You can use items you get, or you can sell them(at shop).
Perfect Timing the name of this rune speaks of its worth. You'll find this item useful if you time it well, and you'll also be able to upgrade it to Guardian Angel if you decide that it's the finishing item you want.
Biscuit Delivery is the rune that is going to help us with our mana need through the early, and that will also work extraordinary well with the Time Warp Tonic we're choosing. Besides restoring mana, it also restores health, so don't be afraid of minor trading with any champion due to these runes.
Time Warp Tonic is the rune that boosts any mana/health potion restoration by granting 50% of it's worth immediately, and you'll find that useful against ignites or after trades. Combined with Biscuit Delivery you have a free early, if you play smart - and that's what Advanced Nasus is for. Brain.

PRECISION

Triumph is the rune that must be played on Nasus as we're playing offensive and we need an ability to survive long enough to deal what we can deal, do maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will avoid each ignite(if ur not bleeding or so). Must play against each AD lane opponent!

Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.

OVDJE JOS JEDNE RUNE TREBAJU





SUMMONER SPELLS
-
FLASH:Flash is an summoner spell which must be played on Nasus each time you play it. It's a spell that helps with escapes, engages and everything else that has any relation to movement. Basically, it's a simple press-use spell which teleports your champion a fixed distance towards your targeted area. It's used to get over the walls, escape abilities, catch up the enemy, run away from the enemy and everything else. Each champion has a need for Flash, except a few ones that can teleport the same distance, in the same way, like Shaco for example. There are numerous combinations you can practice to master your Flashing skill.
Cancel-Flash
IGNITE: Ignite is not an usual pick for a top-laner, but we can use it even on Nasus. Don't use it often.
TELEPORT: If we're playing against a champ from "Extreme Hard" chapter we can pick it as we surely will need to back a lot.




  • Nasus is strongest at late-game, abuse that fact.
  • Try to abuse your Ultimate by using it only when the opponent gets away from his turret range, as he will be afraid to fight back - and won't.
  • We max Q not only due to it's powerful late but also due to its small CD.
  • Use CD only on minions at early and be consistent.
  • Do the best you can to take the first blood, it grants more than a normal kill and we need an early advantage.
  • Don't recall before you reach level 6, we need as much gold as possible
  • You can take the first blood as soon as you reach level 3, read the "Game Phases->Early" chapter for a guide on how to do it.
  • When you use your Ultimate at Late, your opponent's will try to stun you as soon as possible. Wait for all their stuns to trigger.
  • Don't get your opponent too low, keep him at 50% or he'll run under his turret





    MALPHITE
    DETAILED

    SION
    DETAILED

    OLAF
    DETAILED

    TRYNDAMERE
    DETAILED

    SHEN
    DETAILED



    UDYR
    DETAILED



    VOLIBEAR
    DETAILED

    DARIUS
    DETAILED

    ELISE
    DETAILED

    VLADIMIR
    DETAILED


    RUMBLE
    DETAILED

    RYZE
    DETAILED


    TEEMO
    DETAILED

    GAREN
    DETAILED

    GNAR
    DETAILED





    PASSIVE ABILITY
    Soul Eater

    INNATE: Nasus gains Life steal icon.png 10 / 16 / 22% (based on level) life steal.



    Q
    Siphoning Strike

    ACTIVE: Nasus' next basic attack within 10 seconds has an Excessive Force 2.png uncancelable windup, gains Range icon.png 25 bonus range and deals bonus physical damage.

    If Siphoning Strike kills its target, Nasus permanently gains 3 stacks, increased to 12 if its target is a Champion icon.png champion, large Minion icon.png minion, or large Monster icon.png monster.

    Siphoning Strike Bladework.png resets Nasus' basic attack timer.


    W
    Wither

    ACTIVE: Nasus ages the target enemy champion for 5 seconds, Slow icon.png slowing them by 35% and Cripple icon.png crippling them by「 half that amount 」, both increasing over the duration.




    E
    Spirit Fire

    ACTIVE: Nasus unleashes a spirit flame at the target location, Sight icon.png revealing its center for 2.5 seconds and, after a 0.264 seconds delay, dealing magic damage to all enemies within the area.

    The flame then remains for 5 seconds, dealing magic damage each second to all enemies within the area and Armor penetration icon.png reducing their armor while they are inside, lingering for 1 second.

    R
    Fury of the Sands

    ACTIVE: Nasus empowers himself for 15 seconds, gaining Health icon.png bonus health, Armor icon.png bonus armor, Magic resistance icon.png bonus magic resistance, 30% increased size, and Range icon.png 50 bonus attack range for the duration.


    While Nasus is empowered, he deals magic damage to nearby enemies each second, capped at 240 per second, and Siphoning Strike's Siphoning Strike's Cooldown reduction icon.png cooldown is halved.



    STARTING ITEMS


    These are the standard Starting Items. As Nasus is a mana hungry champion, we need Corrupting Potion so we don't need to back each second
    - or so we can keep poking the enemy/stacking the Q. It also restores health, by the way. Also, we're going for Warding Totem as we need vision over the map, enemy jungler usually focuses Nasus so he doesn't get fed - if that happens it's over for them.


    FIRST BACK
    These are the items you should get on your first back.
    Phage is a glorious first item on Pantheon, due to the sustainability it grants and the attack damage, for 1200 gold it's just glorious, there is nothing else we can say. Boots so we are sure our enemy is not going to escape and Control Ward to have eyes over the whole topside, so our opponent's jungler can't destroy our streak.

    FIRST ITEM
    Divine Sunderer is the item we'll build First on Nasus, as soon as we can afford it. It grants a nice amount of AD + Health, and besides that, it grants an awesome amount of ability haste, it has passive which works well with our combo, and it grants Legendary Items 5% Armor Penetration, and we need that. Many Nasus players prefer to buy Trinity Force as the first item, and that's a mistake. Scroll down this chapter and find the text where I explained the difference between these two items.

    2ND & 3RD ITEM
    Frozen Hearth


    Frozen Hearth is an item you're going to build against champions with abilities strong enough to make you useless like stuns for example. You'll need some time to master it, but when you do it you're going to play without threats. You can activate Edge of Night, then R, and teleport - they'll try to stun you as soon as possible but as you have Edge of Night activated they're not going to do it. Ninja Tabi or Mercury's Treads - between these two boot options, take the one depending on the enemy team - Ninja Tabi against the AD team or Mercury's Treads against an AP team or a team which has a lot of CC champions. Mobility Boots when you're quite confident in yourself and quite ahead of opponents.


    THEN



    Black Cleaver surely is a good pick for Pantheon as it gives a nice amount of Ability Haste, health, AD & Armor Reduction. You will often see it as a must-buy Pantheon item in most guides on mobafire, and all these guides are not wrong. It is a must-buy item in certain match-ups, but as we're playing full aggressively we don't need it early. You can buy it as your 3rd or 4th item. Sterak's Gage is an item that will make our life last longer and that's going to give us an ability to damage enemies more than we already have done, or that will increase our escape chance. Maw of Malmortius is an item you're going to build against strong AP-poking champions, like Zoe for example, as it will save our life many times. Dead Man's Plate is an item which will surprisingly help us move faster throughout the map with it's glorious Passive.


    SITUATIONAL

RANDUIN'S OMEN
Randuin's Omen is an item we're going to build ONLY if enemy team is all AD, or has 2+ ranged ADC champions. It's passive is going to reduce the damage we're going to take by an enemy quite a lot, and it's active is going to reduce the enemy's movement speed.It's one of the greatest damage-reduction items against the AD champions, if not the best one, so surely we will think of building it in certain games.
DEATH'S DANCE
Death's Dance is an item that we can build on Pantheon, and we surely will do it quite often as it's an item that saves us as we damage the enemies, and as we'll deal 40k+ damage per most of our Pantheon games(following this guide) - it surely will prolong our life often.
GUARDIAN ANGEL
Guardian Angel is an item that musn't be brought if we're not ahead of our enemies a lot. It's an item that gives a nice amount of AD and armor, which logically tells you that it's not bad to pick it against the AD team, but with Guardian Angel you don't need to look at your enemy team composition. It's simply an item that will give you a second chance to do something you've failed at, and that's not something any other item can offer. Buy it whenever you're ahead, but don't buy it if you need to carry your team hardly.
SERYLDA'S GRUDGE
Serylda's Grudge is an item we're building if we get a hard matchup on lane, and hard matchups are only tanks as we said in the Match-Ups section. It grants a nice amount of Armor Penetration, and it has insane slowing passive. It's a good item overall.
DUSBKLADE OF DRAKTHARR
Duskblade of Draktharr is an item you're going to build against squishies. Build it only if you want to have fun.
SPEAR OF SHOJIN
Spear of Shojin is an item that can be brought as a third or second item on Pantheon as it grants you sustain and with it's passive it grants you an ability to do much more when you R into a TF or something similar. Decide whether you want to buy Spear of Shojin or The Black Cleaver as your 3rd/4th item.
CHEMPUNK CHAINSWORD
Chempunk Chainsword is an awesome item if enemy teams start focusing lifesteal, so yes, play it whenever you see that.
TURBO CHEMTANK
Turbo Chemtank is an item you won't build often, but it may be useful due to its passive which grants you an insane amount of Movement Speed, and due to its stats that grant a nice sustain.



Eclipse
VS

DUSKBLADE OF DRAKTHARR
Eclipse is winning this versus due to its stronger passive that works better amazingly well on Pantheon since it covers any combo we can possibly make with Panth, and as we're rushing one of these two as the first item we need the better one. It offers omniwamp which is our only source of healing through the game, and as these 2 items have quite the same stats - passive ability is the only thing we are looking at besides healing. Its powerful stats and passive ability can be used on Pantheon, especially at late and mid. It grants a nice amount of Lethality, combined with each other Ability Haste item it's just OP, also its AD boost will work well with our other items, and its passive is just too OP.

If you want to play Nasus, you must play smart even in the beginning of the game. But honestly, and actually, it's easy to do it with Nasus as he is one of the strongest Suistainers in the game. At level 1 you need to stack Q your opponent as much as you can. If you've done it well, your opponent should be on 70% or less. Q enemy champion few times, and your opponent is no higher than 50% HP. Wait for your Q but don't spam W a lot now because he may run away under his turret if he gets too low, keep him at 50% - don't let him heal until you get your W back. Now, you should be level 3. Do Q-AA-E combo, and hit W if you think you can get him without ignite(20-70 hp), otherwise ignite him and you've got the first blood. Don't back until you reach level 6, your opponent is dead and you need to push the lane so that your enemy loses as much XP as possible from minions. By the time he gets back, you are level 5. Play safe, don't push. Reach level 6, clear minions and B. Now, your opponent will try to make you lose some XP by pushing his minions into your turret, but as we're level 6 we can prevent that by teleporting, as in 80% of games it decides the winner of the lane and Nasus must win Lane if he wants to be able to do anything at mid-late, or just stack as much as you can.
At this stage, Nasus should be looking forward to helping his teammates on mid/bot if they're behind. You are higher level than your lane opponent, so do the simple way of Nasus roam. Push your lane and start going towards mid. Wait for enemy mid laner to be in a good position for you, do W-E-Q combo, he will flash. If your teammate from mid can catch him up, let him do it - you don't have time. That is how we help our mid laner, now, when you've helped mid take kill or at least get ahead with XP - start planning to go bot. As soon as you approach the botlane, use Fury of the Sands on enemy botlaners as soon as you reach the distance and they get into position, take double there. Do your Fury of the Sands on that way that enemies are standing close to each other, so that bot of them get caught. Else, the one caught with our Fury of the Sands and Wither is going to stand caught, while its teammate is going to flash away. One down, second flash used. If you can see your opponent on mid, recall and go back to your lane. If your opponent is missing from your lane - don't recall but go straight mid from bot so you can prevent the possible gank and catch him or his jungler in the river.


Nasus is monster at late if stacked well, but if you've had someone like Teemo on top and that Teemo discouraged stacking - you can't win a fight against him even if you are ahead a lot. But, we're not fighting "HARD matchup" cuz we wouldn't take Nasus in that case so we focus the enemy ADC and MID - damage carrier firstly. Whenever we get a chance to fight each of them 1v1, we must use it or the team fight will suffer and end badly for our team. Each ADC can be one-shotted by you if you've finished first 3 items of build and you're playing smart. So, the point of this "Late" chapter is trying to tell you that Nasus can't fight and do much to tanks at late, but can win each team fight even before it starts - by taking down a carrier of enemy's team, damage carrier. If that options fails, because he has a bunch of tanks protecting him - wait for your tank to make a move. Never risk at such situations, so wait for your tank to get close to you or for let's say Volibear to stun one damage carrier, and jump in like a flee without an head. Damage carriers are everything that's important at late, forget minion farming and forget keeping a cool head - do your best to take these flees down.
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