Nasus Build Guide by MeowfaceMcGee
| Health | 2980 |
| Health Regen | 65.7 |
| Mana | 1910 |
| Mana Regen | 49.6 |
| Armor | 325.69 |
| Magic Resist | 82.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 5 |
| Attack Damage | 153.05 |
| Attack Speed | 31.015 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 62.47% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Ok folks, Here's a basic build for Nasus, The Curator of the Sands. This Guild includes Skill Order, Runes, Items, Masteries and the explanations of the choices I have made with regards to these options for bruiser (tanky) Nasus verses both AD and AP heavy teams and the extremely unusual AP Nasus. I generally play Nasus as an anti-AD bruiser but this is NOT THE ONLY WAY TO BUILD HIM. I am open to comments and new ideas or styles to play Nasus and will give all suggestions a fair trial.
PLEASE READ THE ENTIRE GUIDE BEFORE DOWNVOTING AND INSULTING IT!!! Some of my ideas may seem strange to you (AP Nasus) but I explain myself later on so bear with me.
Tanky Nasus (Both forms)
Here is my general and generic tanky bruiser Nasus of doom guide. AP Nasus is further down the page.
Pros/Cons Of Nasus
PROS
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CONS
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Skill Sequence
A standard skill set utilizing Nasus' infinite damage buff on his Q
- Cost: 20 / 25 / 30 / 35 / 40 mana
- Cooldown: 8 / 7 / 6 / 5 / 4 seconds
- Next attack has more damage buff lasts for 10 seconds
- Physical Damage: 30 / 50 / 70 / 90 / 110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike). Resets auto attack timer and procs on-hit effects.
- Cost: 80 mana
- Range: 700
- Extra Slow: 12 / 24 / 36 / 48 / 60 %
- Cooldown: 15 / 14 / 13 / 12 / 11 seconds
- Cooldown: 12 seconds
- Range to Center of AoE: 650
- Diameter 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)
- Armor Reduction: 20 / 25 / 30 / 35 / 40
- Cost: 150 mana
- Cooldown: 120 seconds
- Diameter of AoE: 350
- Health Gained: 300 / 450 / 600
- Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01 per ability power)
Masteries
I build a general 0-21-9 based around armor/magic resistance (depending on who your versing) and health to give you more early game durability while your farming your Q initially. You NEED the farming phase otherwise you will just be pushed out of lane too easily later and the armor and health regen really help to prolong this stage. Also grab cooldown reduction so that your Q is off cooldown more often allowing you to last hit more minions with it. In the utility tree grab points in mana and mana regen and movement speed to allow Nasus to spam his
Siphoning Strike and never run out of mana plus some chase/escape mobility. Using this set up provides a greater advantage than getting attack damage or cooldown reduction in the offense tree because you often don't have a large engine for mana early game and this causes you to lose precious farm time and survivabilty.
Runes
Almost always grab greater mark of desolation to give your
Grabbing some
Summoner Spells
Ghost is a very good summoner spell on Nasus as it provides him with a much needed speed boost and provides him a multi-person gank escape move which he would not otherwise have. You could also couple this with his insane 1v1 slow to ensure that no escape is possible.
Flash is yet another escape move that Nasus sorely needs but it can also be used to initiate with a slow then pummeling them with
Wither then
Siphoning Strike.
Teleport could have a lot of uses for Nasus as he generally has the tankiness to withstand attacks until he can complete the teleport and normally just his presence will deter a tower dive on an allied champion. This spell will also help slow old Nasus get back to lane faster to increase his minion farm after a dangerous gank or upon death.
Ignite is not unheard of on a Nasus player but it is not particularly useful on him as he has damage of his own and the ability to chase but it may just grant you that one tower camping champion or shut down a solo top
Dr. Mundo.
If you plan to be spamming
Spirit Fire then you might want to grab clarity because you WILL need that mana. Most of the time and late game this will be useless though due to the early
Philosopher's Stone and
Siphoning Strike's reasonably low mana cost.
Not really necessary on Nasus due to his passive lifesteal with
Soul Eater and
Siphoning Strike and his heal from his ultimate
Fury of the Sands but if you really want even more healing power just to troll them then grab this baby.
Surge. On Nasus. Is Cruel. Just the fact that you can use
Fury of the Sands AND
Surge at the same time just makes you even more ridiculous and will allow you to cut a swath through their ranks just by walking. The extra ability power buffs up your AoE damage which then in turn buffs up your attack damage leaving the enemy team very sad indeed. Grab this if you're in the mood to be mean.
Items
Grab a
Regrowth Pendant to act as a continuous
Health Potion which when added with the lifesteal from
Soul Eater and
Siphoning Strike provides you with plenty of health to pretty much ignore their attempts of harassment until level 4 when you grab
Spirit Fire and can shut down all of their initiates. To keep up your
Siphoning Strike spamming to farm it up you will need the
Mana Potion as you will run out of mana with to much use of
Spirit Fire unless you grabbed mana regen runes although its better to be safe with your mana just in case because you will definitely have enough health with your health regen and lifesteal to stay in lane and so the only limiting factor is your mana.
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AP Nasus Guide
From here on out its all AP Nasus stuff so if you're looking for bruiser Nasus he's above.
Pros / Cons
PROS
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CONS
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Skill Sequence
Seeming as you are building AP Nasus this is where this guide will differ from most other guides. Firstly you need to build up your only AP move:
Spirit Fire instead of
Siphoning Strike as is the norm. This will give you a skill sequence something like this:
The main reason that AP Nasus actually works is due to his ultimate and the armor reduction granted by
And just in case you didnt read it above here is an explanation of his abilities
- Cost: 20 / 25 / 30 / 35 / 40 mana
- Cooldown: 8 / 7 / 6 / 5 / 4 seconds
- Next attack has more damage buff lasts for 10 seconds
- Physical Damage: 30 / 50 / 70 / 90 / 110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike). Resets auto attack timer and procs on-hit effects.
- Cost: 80 mana
- Range: 700
- Extra Slow: 12 / 24 / 36 / 48 / 60 %
- Cooldown: 15 / 14 / 13 / 12 / 11 seconds
- Cooldown: 12 seconds
- Range to Center of AoE: 650
- Diameter 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)
- Armor Reduction: 20 / 25 / 30 / 35 / 40
- Cost: 150 mana
- Cooldown: 120 seconds
- Diameter of AoE: 350
- Health Gained: 300 / 450 / 600
- Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01 per ability power)
Masteries
You should just build a conservative utility based mastery tree based around the cooldown reduction/magic penetration in the offense tree while bringing some sustain in with mana and mana regen points in the utility tree. Not really much more to say around this apart from you will NEED that mana, especially if you dont grab
Clarity in your summoner spells.
Runes
To help AP Nasus level and scale into mid-late game grab
Grabbing the
Using the greater glyph of replenishment will allow you to sit in lane for ages and will grant you the mana to keep up the farming. Seeming as
Now, currently you aren't doing much AP damage so you'll need to grab some
Summoner Spells
Flash is going to be pretty much your only escape move unless you grab
Ghost but you will need to grab one or the other or you probably wont be able to survive or escape from those nasty ganks (unless you're fed)
If you plan to be spamming
Spirit Fire (which you can easily do if you grab this) then
Clarity might be a very good choice for you. with this you may be able to swap out the mana regen runes for more AP or cooldown reduction but you should still try to ration your mana use even if you do grab this move.
Teleport could have a lot of uses for Nasus as he generally has the tankiness to withstand attacks until he can complete the teleport and normally just his presence will deter a tower dive on an allied champion. This spell will also help slow old Nasus get back to lane faster to increase his minion farm after a dangerous gank or upon death.
Ghost is a very good summoner spell on Nasus as it provides him with a much needed speed boost and provides him a multi-person gank escape move which he would not otherwise have. You could also couple this with his insane 1v1 slow to ensure that no escape is possible.
Ignite is not unheard of on a Nasus player but it is not particularly useful on him as he has damage of his own and the ability to chase but it may just grant you that one tower camping champion or shut down a solo top
Dr. Mundo. The extra AP granted if you grab the mastery could also help you out and instead of just targetting one person, it will affect the whole teamfight with
Spirit Fire and
Fury of the Sands.
Not really necessary on Nasus due to his passive lifesteal with
Soul Eater and
Siphoning Strike and his heal from his ultimate
Fury of the Sands but if you really want even more healing power just to troll them then grab this baby.
Surge. On Nasus. Is Cruel. Just the fact that you can use
Fury of the Sands AND
Surge at the same time just makes you even more ridiculous and will allow you to cut a swath through their ranks just by walking. The extra ability power buffs up your AoE damage which then in turn buffs up your attack damage leaving the enemy team very sad indeed. Grab this if you're in the mood to be mean.
Items
X2 Grabbing the boots will grant you the ability to dodge skillshots better and run into range faster for a surprise
Spirit Fire. It will also help with last hitting. You should grab either 2
Health Potions and a
Mana Potion or the other way around depending on who your versing and your playing style. Seeming as you don't start off with
Siphoning Strike's damage and thus lifesteal boost you may not be as survivable however you must take into account the high mana cost of
Spirit Fire so choose your potions wisely.
Epiloge
Massive thanks to jhoijhoi for her guide-making guide which really helped me compile my ideas and put them out in an interesting way. Hope you guys liked my Shaco guides and if you have any questions or queries don't be afraid to chuck a comment down below or pop me a PM. Have fun with your new found ownage character :P
A Special thanks to SiIverFOX and the balls he had to make his AP Nasus: Team Fighter Guide before me :3
Another thanks to Isthatok and his code helping and hints which just made my guide look nicer ^_^
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