Nasus Build Guide by Shpjokk

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This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Shpjokk

Nasus Build. I think we've seen this before.

Shpjokk Last updated on January 29, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0


Defense: 23

Strength of Spirit

Utility: 7

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So hey guys! I haven't done a build in a while and I thought just for fun I'd put up this build =) I have gotten help from lots of my friends, so I won't take 100% of the credit ^^

This build is mostly aimed at those who do NOT know for sure how to play Nasus. I will say that anyone is of course allowed to play in whatever way they want, but I would strongly recommend this build if you are new to Nasus, and only then. If you know how to play him, GET OUT. And find another build that better suits you <3

Hope you'll find this useful, and good luck out on the Fields of Justice!

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So, you probably wonder why I'm such an a** and place like 24 too many runes. Reason? Don't limit yourself to only a small variety.

-Seals: Health per level is extremely good on Nasus, so that is practically a Must-Have on Nasus. Place 9 Greater Seal of Vitality in your seal slots.

-Glyphs: Here, I would HIGHLY recommend x9 Greater Glyph of Scaling Magic Resist since Nasus is kinda meant to be a tank. I would however pick Cooldown Reduction as a second choice since it is fun to be spamming Siphoning Strike.

-Marks: Armor Penetration. I rest my case.

-Quintessences: I personally use the Movement Speed Quintessences. It really provides lots of Early Game utiliy and you can feel a small difference during Late Game too. If you wish to use another quint Greater Quintessence of Vigor is the one I recommend after. It also grants you lots of Early Game sustain.

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My masteries are 0/23/7.

I choose defense because I am a tank. I walk in there and act as the Wall of Flesh. So that's why I pick extra health, health regeneration and damage reduction. I do sacrifice Runic Affinity for Honor Guard since I personally am a fan of the latter.

Also, I pick Summoner's Insight since I play Nasus with Teleport and Flash. If you want you can instead pick Summoner's Resolve for more defensive spells like maybe Cleanse and Heal.

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-I start with a Regrowth Pendant for the increased health regeneration, giving a good early sustain. 1 Health Potion is always good, but not a must.

-I will make a fast Philosopher's Stone for not only the regeneration stats but also the gold per 5 and for late-game upgrading it to Shurelya's Reverie. Arguably you could late-game sell the Stone and instead go for a Guardian Angel if you feel that that fits you much better.

-The two next items are Ninja Tabi and Heart of Gold. You can pick Mercury's Treads instead of the Tabi if you're up against a more cc or magic damage team. Heart of Gold I pick beacuse it gives Health, Gold per 5 and then it builds to Randuin's Omen. You can sell the Heart of Gold late-game if you want to for something other than Randuin's Omen if you want to, maybe Thornmail. That's up to you.

- Force of Nature and Frozen Heart. Good amount of Magic Resist and Health regen. Armor, Mana, Cooldown Reduction and enemy Attack Speed slowing. Now, I have to say that I personally prefer picking tanky items since Trinity Force isn't a must-have-early-and-quick. I personally play more to be taking damage and Froce of Nature and Frozen Heart both give that, while Trinity Force barely does. It's more focused on damage than tankiness, and that is why I pick it late.

So the major items in Late Game for me are usually: Ninja Tabi, Shurelya's Reverie, Randuin's Omen, Force of Nature, Frozen Heart, Trinity Force.

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Skill Sequence

So, I take it you understand that Siphoning Strike is the PRIMARY ability of Nasus. He is a good character to use if you have a hard time learning to only last hit, cuz that's the thing you need to focus on when going as Nasus.

Max Siphoning Strike first of all abilities. It allows you to easier last hit mininos and/or champions. However you do need to focus on farming and last-hitting with Siphoning Strike as much as possible.

At level 2, and as the second spell to be maxed, I pick Spirit Fire because the Armor Reduction is increasing per level.

Whither I take 1 point in at level 4. It is expensive as HELL when you level it first, so don't. You don't need the slow to be more than at level 1, it's still ridicilously good.

Fury of the Sands I really don't have to say much, except that it is FRIGGIN GOOD. I love this ultimate, it is 1 of my favourites.

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Summoner Spells

Teleport and Flash. Flash is good still, of course it was much better before. Still works good though. Since I solo top, I pick Teleport. You shouldn't play Nasus as any other, since he needs the farm from top and he can easily handle 2 opponents himself, to a certain degree.

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Do ONLY last hit when playing Nasus. Also, play Solo Top to be able to easily farm by yourself, instead of having another one who goes with you taking everything. Arguably you could go with a support or make an agreement with the player that you lane with so that you can get the majority of the last hits.

Also, remember when you solo top that you have to signal for when you need ganks and be careful playing alone. Never get overconfident, and rather let yourself be pushed back to your tower for easier farming instead of pushing towards the enemy tower, because if you do you will be an easy ganking target.