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lore
Nasus is an imposing, jackal-headed Ascended being from ancient Shurima, a heroic figure regarded as a demigod by the people of the desert. Fiercely intelligent, he was a guardian of knowledge and peerless strategist whose wisdom guided the ancient empire of Shurima to greatness for many centuries. After the fall of the empire, he went into self-imposed exile, becoming little more than a legend. Now that the ancient city of Shurima has risen once more, he has returned, determined to ensure it never falls again.
Nasus’s brilliance was recognized from a young age, long before he was chosen to join the ranks of the Ascended. A voracious scholar, he read, memorized and critiqued the greatest works of history, philosophy and rhetoric within the Library of the Sun before he’d seen ten summers. His passion for reading and critical thinking were not passed down to his younger brother Renekton, who was quickly bored, and spent his time fighting with other local children. The brothers were close, and Nasus kept a protective eye over his younger brother, helping to ensure he didn’t get into too much trouble. However, it wasn’t long before Nasus was welcomed into the exclusive Collegium of the Sun, leaving home to take up his place in this prestigious academy.
While the pursuit of knowledge would always be his passion, Nasus’s grasp on military strategy and logistics ensured he became the youngest general in Shuriman history. While he was a competent soldier, his genius lay not in fighting battles, but in planning them.
His strategic foresight became legendary. In war, he was always a dozen moves ahead of the enemy, able to predict their movement and reactions, as well as pinpoint the exact moment to push the attack or pull back. A deeply empathetic man who took his responsibilities incredibly seriously, he always ensured his soldiers were well provisioned, paid on time, and treated fairly. Every loss of life pained him deeply, and he often refused to rest as he planned and replanned his troop movements and battle dispositions until they were perfect. He was loved and respected by all who served in his legions, and he guided the armies of Shurima to countless victories. His brother Renekton often served on the front lines of these wars, and the two of them quickly garnered an aura of invincibility.
Despite the acclaim Nasus won, he did not enjoy war. Though he understood its importance - for now at least - in ensuring the continued progress of the empire, he firmly believed his greatest contribution to Shurima was in the knowledge he gathered for future generations.
At Nasus’s urging, all the books, scrolls, teachings and histories of the cultures he defeated were preserved in great libraries and repositories throughout the empire, the greatest of which bore his name. His hunger for knowledge was not for selfish reasons, but to share wisdom with all of Shurima, to enhance understanding of the world and bring enlightenment to the empire.
After decades of dutiful service, Nasus was cruelly struck down by a terrible wasting sickness. Some say he encountered Amumu, a long-dead child-king said to bear a terrible curse; others believed he was laid low by the evil magicks of an Icathian cult-leader. Whatever the truth, the emperor’s own physician declared, with a heavy heart, that Nasus was incurable, and would be dead within a week.
The people of Shurima went into mourning, for Nasus was its brightest star and beloved by all. The emperor himself begged the priesthood for an augury. After a day and night of communing with the divine, the priests declared it the will of the sun-god that Nasus be blessed with the Ascension ritual.
Renekton, now a great war-leader, raced back to the capital to be with his brother. The terrible sickness had advanced dramatically, and Nasus was little more than a skeleton, his flesh wasted away and his bones as fragile as glass. So weak was he that as the golden light from the sun disc streamed onto the Ascension dais, Nasus was unable to climb the final stairs and step into the light.
Renekton’s love for his brother was stronger than any sense of self-preservation, and he nobly bore Nasus onto the dais. Ignoring his brother’s protests, he willingly accepted oblivion in order to save Nasus. However, Renekton was not destroyed, as was expected. When the light faded, two Ascended beings stood before Shurima. Both brothers had been deemed worthy, and the emperor himself dropped to his knees to give thanks to the divine.
Nasus was now a towering, jackal-headed being of great strength, his eyes glittering with fierce intelligence, while Renekton had been transformed into a heavily muscled behemoth bearing the likeness of a crocodile. They took their place alongside the other rare Ascended beings of Shurima, and became its protectors.
While Renekton had always been a great warrior, now he was virtually unstoppable. Nasus too had been gifted with powers far beyond the understanding of mortal men. The greatest boon of his Ascension - his newly extended longevity, which allowed him countless lifetimes to spend in study and contemplation - would, after the fall of Shurima, also prove to be his curse.
One side-effect of the ritual that disturbed Nasus was the increased savagery he saw within his brother. At the culmination of the siege of Nashramae, which finally brought that ancient city under Shuriman rule, Nasus witnessed the victorious Shuriman soldiers butchering everyone they came across and setting the city ablaze. Renekton led the massacre, and it was he who set fire to the great library of Nashramae, destroying countless irreplaceable volumes before Nasus was able to contain it. This was the closest the brothers ever came to bloodshed, standing in the center of the city, weapons drawn against each other. Under the stern, disappointed gaze of his brother, Renekton’s bloodlust waned, and he finally turned away in shame.
Over the following centuries, Nasus bent his every effort to learning all he could, scouring the desert for years in search of ancient artifacts and wisdom, eventually going on to discover the legendary Tomb of the Emperors hidden beneath the Shuriman capital.
Nasus and Renekton had both been lured away when the Ascension ritual of Emperor Azir went terribly wrong, the young emperor betrayed by his closest advisor, the magus Xerath. The brothers returned as fast as they could, but were too late. Azir was dead, along with most of the capital’s citizens. Filled with rage and grief, Nasus and Renekton battled the malevolent being of pure energy that Xerath had become.
Unable to kill Xerath, they sought to bind him in a magical sarcophagus, but even that was not enough to hold him. Renekton, perhaps attempting to atone for Nashramae years earlier, grabbed Xerath and bore him into the Tomb of the Emperors, bidding Nasus seal them in. Nasus refused, desperate to find another way, but there was no other option. With a heavy heart, he sealed Xerath and his brother within the fathomless darkness, locking them away for all eternity.
The Shuriman empire collapsed. Its great central city sank into ruin, and the holy sun disc fell from the sky, drained of power by Xerath’s magic. Without it, the divine waters flowing from the city ran dry, bringing death and famine to Shurima.
Bearing the heavy burden of guilt for having damned his brother to darkness, Nasus took to roaming the sands, accompanied only by the ghosts of the past and his grief. A melancholy figure, he stalked the now dead cities of Shurima, watching as they were slowly swallowed by the desert, lamenting the fallen empire and its lost people. He embraced isolation, a lean, solitary nomad who the occasional traveler claimed to glimpse before he disappeared into a sandstorm or an early morning haze. Few believed such stories, and Nasus became little more than a legend.
Centuries passed, and Nasus all but forgot his old life and former purpose, until the moment when the now buried Tomb of the Emperors was rediscovered, and its seal broken. In that moment, he knew Xerath was free.
Ancient vigor stirred in his breast, and as Shurima rose from the sands, Nasus traversed the desert, angling toward the newly reborn city. Though he knew he had to battle Xerath once more, hope stirred within him for the first time in millennia. Not only was this potentially the dawn of a new Shuriman empire, but he dared believe it might also herald a long-awaited reunion with his beloved brother.
OUROBOROS
OUROBOROS
Nasus walked at night, unwilling to face the sun. The boy followed in his wake.
How long had he been there?
Those mortals who caught a glimpse of the monstrous vagabond always ran, all save the boy. Together, they wove a path through the bygone tapestry of Shurima. Self-imposed isolation chipped at Nasus’s consciousness. The desert wind howled around their malnourished frames.
“Nasus, look, above the dune sea,” said the child.
Stars guided the pair’s sojourn across the desiccated expanse. The old jackal no longer wore the armor of the Ascended. The golden monuments lay buried with the past. Now a hermit dressed in tattered fabric, Nasus scratched at his matted fur before slowly raising his head to observe the night sky.
“The Piper,” said Nasus, his voice low and graveled. “The season will change soon.”
Nasus put a hand on the boy’s tiny shoulder and looked down into his sunburnt face. There, he saw the soft lines and curves of Shuriman lineage, worn ragged by travel.
When did it become your place to worry? Soon we will find you a home. Wandering between the ruins of an extinguished empire is no life for a child.
This was the nature of the universe. Brief moments unfolded into the endless cycles of existence. The heady philosophy weighed upon him, but it was more than just another stone in his endless tally of self-imposed guilt. In truth, the boy would inevitably be changed if he was allowed to follow. Remorse darkened Nasus’s brow like a thunderhead. Their companionship sated something deep within the ancient hero.
“We can reach Astrologer’s Tower before dawn. But we’ll have to climb,” said the boy.
****
The tower was close. Nasus pulled himself up the cliff face hand over hand, the climb memorized to such perfection that he took great liberties with each handhold, tempting death. The boy clambered up by his side, his agile form utilizing every nook and cranny offered by the blemished rock.
What would happen to this innocent if I gave in to death? The thought troubled Nasus.
Wisps of fog rolled through the crags of the upper cliffs, each threading the narrow rocks like tiny mountain paths. The boy scurried over the top first. Nasus followed.
In the distance, metal clanged against stone, and voices could be heard through the haze — they spoke in a familiar dialect. Nasus was shaken from his reverie.
The well at Astrologer’s Tower occasionally attracted nomads, but never this close to the equinox. The boy stood perfectly still, his fear palpable.
“Where are the fires?” asked the boy.
A horse’s whinny pierced the night.
“Who goes there?” asked the boy. The words rolled through the darkness.
A lantern sparked to life, illuminating a band of riders. Mercenaries. Raiders.
The jackal’s eyes snapped wide.
He saw seven of them. Their curved blades remained sheathed, but the look in their eyes spoke of martial training and guile.
“Where is the caretaker?” asked Nasus.
“He and his wife are asleep. The cool evening prompted them to retire early,” replied one of the riders.
“Old jackal, my name is Malouf,” said another rider. “We have been sent by the Emperor.”
Nasus stepped forward, betraying the briefest hint of anger.
“Does he seek acknowledgement? Then let me give it. There is no emperor in this fallen age,” said Nasus.
The boy stepped forward defiantly. The dark messengers backed away from the lantern. Long shadows obscured defensive stances.
“Deliver your message and leave,” said the child.
Malouf dismounted and stepped forward. He reached a calloused hand into the folds of his shirt and produced a dark amulet bound to a thick, black chain. The geometry of the metal sparked recollections of magic and destruction in Nasus’s mind.
“Emperor Xerath sends offerings. We are to be your servants. He welcomes you to his new capital at Nerimazeth.”
The mercenary’s words fell on Nasus like a hammer on glass.
The boy promptly knelt and snatched up a weighty rock.
“Die!” cried the boy.
“Take him!” said Malouf.
With a heave, the boy hurled the rock through the air, its perfect arc threatening to shatter mercenary bone on impact.
“Renekton, no!” roared Nasus.
The riders abandoned their half-hearted deception. Nasus knew then that the caretaker and his wife were dead. Xerath’s greeting would come in the form of cold steel. Truth began to eclipse illusion.
Nasus reached for the boy. The child tore into shadows of memory that dissipated across the starlit ground.
“Goodbye, brother,” whispered Nasus.
Xerath’s emissaries fanned out, their horses bucking and snorting. The Ascended was flanked on three sides. Malouf did not hesitate, drawing his blade and piercing Nasus’s side with it. Pain rippled through the ancient curator’s body. The rider attempted to withdraw his weapon, but it wouldn’t budge. A clawed hand gripped the blade, keeping it agonizingly buried within Ascended flesh.
“You should have left me to my ghosts,” said Nasus.
Nasus tore Malouf’s sword from his hand, shattering fingers and tearing ligaments.
The demigod pounced on his attacker. Malouf’s body cracked under the jackal’s enormous weight.
Nasus leapt to the next rider, pulling him from his saddle; two strikes ruptured organs and stole the wind from his lungs. His broken form spun off into the sand, a ruined mass of agony. His horse reared and fled into the desert.
“He’s mad!” said one of the riders.
“Not any longer,” said Nasus, approaching the mercenary leader.
A strange fragrance filled the air. Dead flowers spinning on lavender colored threads followed in his wake. Malouf twisted on the ground, the broken fingers of his right hand withered, skin sagging like wet parchment. The barrel of his chest caved in on itself like a rotting spine fruit.
White-knuckled panic overtook the remaining mercenaries. They struggled to keep their mounts under control, if only to retreat. Malouf’s body lay abandoned in the sand.
Nasus turned east toward the ruins of Nerimazeth.
“Tell your ‘emperor’ his cycle nears its end.”
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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. | |
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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
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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.
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PRECISION
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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.
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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![
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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.
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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.
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DOMINATION
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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.
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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!
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INSPIRATION
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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).
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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.
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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.
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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.
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PRECISION
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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!
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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.
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OVDJE JOS JEDNE RUNE TREBAJU
- 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
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MALPHITE
DETAILED
Malphite is, in my opinion, the hardest opponent for Nasus. His passive grants shield that will block your Q so you literally can't bully him with it. He will rush for Glacial Shroud and Ninja Tabi against you, so make sure to go for Lord Dominik's Regards as your first item. As you can't use your Q against him, it's literally going to be impossible playing against him and you will lose the lane, and as you will lose the lane - you're going to be behind/useless at late.
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SION
DETAILED
Also, one of the hardest lane opponents for Nasus. Anyways, it's not hard as Malphite so we can actually win this lane if we play it right. Your stun, W, counters Sion's Q(stun) if you use it before he gets to stun you. At the first back, take Phage and then rush for Lord Dominik's Regards so we can actually deal some damage to him. If we play this lane with our brain instead of only our Q - we can win it.
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OLAF
DETAILED
Olaf is broken champion, you can do some damage to him before level 6, but all of the damage you deal will be paid back by his Q. His Q slows us so our range with Q is useless, so we can't harass him. You're weaker but you can do something until 6, at 6 you can't even stun him - and he'll harass you. You can't win a lane against Olaf no matter how good you are with Nasus.
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TRYNDAMERE
DETAILED
Also, this matchup is extremely hard just like the others in this chapter, but not like the ones we've talked about earlier - this one is actually playable. Before 6, you have more poke damage due to your range, and you can actually take a kill. Take the first blood, take Phage and get back to the lane. When Tryndamere gets his ult, you must be more aggressive with your Q than even before, just spam it. Sooner or later, he will R and you must have your W up to grant you some time. W him and escape. Without R, you can kill him again. Rush Youmuu's Ghostblade to boost your movement speed when you W him under his R.
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SHEN
DETAILED
Shen can shield our lance in most cases and will win most trades by engaging with his E. Anyways if we rush Lord Dominik's Regards we might be able to win a fight due to our burst damage to low hp targets, but as he haves insane sustain it surely will be quite hard. Also, Shen can follow our ult with his ult.
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UDYR
DETAILED
Udyr's Q - Wilding Claw counters us. Once Udyr reaches level 6, he's gonna be unstopabble.
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VOLIBEAR
DETAILED
Volibear is an easy matchup for Nasus before 6, Nasus can harass him, but once Voli reaches level 6 - They are even. Don't get low, get him low. Volibear uses
Frenzy
, Nasus gets crit strikes against low hp opponents. The battle to 15% health.
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DARIUS
DETAILED
Darius is an even matchup for Nasus player that knows how to play Nasus. Our Q is faster and has more range than Darius Q, so we can actually spam it. It's all about - kill or get caught by Darius's hook/E and die. Play smart, don't get too close and you will eventually win this lane.
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ELISE
DETAILED
Elise can be extremely hard matchup if you've not played Nasus few times against her, as her Volatile Spiderlings deal significant damage in the early game period, and your passive can't block their attacks. Elise also has some poking range, but as her poking abilities can be dodged - she ain't as hard as others in the Hard Match-Ups S]ection. Dodge her abilities, time urs well - and u will win this lane.
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VLADIMIR
DETAILED
Vladimir is a champion that can be boring as hell, as we can't target something we can't select. We must stay out of his range throughout the early, and wait for level 3 burst. We'll spam our Q's, W-E, and not let him sustain - get him low and combo him for the kill. Spam-tap him with our Q. Vladimir will play defensive in most cases of this matchup, but you have to keep calm and wait for his mistake if you want nogfggf consequences.
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RUMBLE
DETAILED
Rumble is not a hard lane opponent if you know how to play against him. To win a lane against him, you just need to wait for his W(which he is maxing early against Nasus) to get on CD, otherwise, he can block our Q/Poke. Don't even think about jumping on Rumble unless he gets really low, cause we may suffer consequences. This is an even matchup, a complete skill one - the one with higher patience wins.
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RYZE
DETAILED
Ryze is a hard opponent for Nasus as his itemization counters our usual build. But, as he counters only our build - we can easily stop that counter and win this lane by building another one. It's important to rush for Lord Dominik's Regards as Ryze will build Frozen Heart against us as the first item. Don't use your W against him, as he will counter-stun us. Wait for his stun to get on CD, then engage. You should be able to win early easily, and that will boost your chance at mid-late against him.
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TEEMO
DETAILED
If you ever lose a lane to Teemo playing as Nasus, consider using your free time into something more important, as League is not for you. Teemo is a champion that gets countered by Nasus as he can't poke you with his Q without getting into your range. Q for Q, and as our Q deals a lot more at early - he has no chance to poke. When he blinds us, we can just easily stun him and use our E(his Q doesn't block it), deal him some damage - then continue with our burst. With his most important ability getting countered - he's the easiest lane opponent for Nasus.
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GAREN
DETAILED
During the early, Garen has no ability not even to farm as he will get into our Q's range and get poked, and he surely will feel that poke on his skin. Also, our Q easily stops his passive regeneration, and our passive blocks his Q. When he gets to level 6, he surely will get ganked a lot so make sure to have the vision and not to stay on the lane with low hp. You will win this lane in 90% of your Nasus vs Garen games.
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GNAR
DETAILED
Abuse your early strength or you will suffer at late. Simple as that. Gnar is squishy as hell during the early, and our Q deals much more than any of his abilities. Take a kill before 6 to make sure you've won this lane, but make sure to play aside when he transforms into Mega Gnar
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Soul Eater
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✦INNATE: Nasus gains Life steal icon.png 10 / 16 / 22% (based on level) life steal.
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Siphoning Strike
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✦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.
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Wither
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✦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.
✦
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Spirit Fire
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✦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.
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Fury of the Sands
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✦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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Duskblade of Draktharr is an item you're going to build against squishies. Build it only if you want to have fun.
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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.
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Chempunk Chainsword is an awesome item if enemy teams start focusing lifesteal, so yes, play it whenever you see that.
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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.
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Eclipse
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VS
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DUSKBLADE OF DRAKTHARR
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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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