This guide is a Dominion Guide for Nasus.
Nasus' passive is the glowing theme of these builds. They focus on Nasus controlling the bot lane by being tanky. His DPS comes mostly from his Q which needs to be farmed throughout the game. Playing bottom is really the only way to play Nasus in dominion.
I play almost everyday as Dreadknight Nasus, and lately I have been playing Nasus non-stop, he is just too fun to play.
All runes are flat, simply because Nasus is really weak early game. His Q isn't farmed, and that being his sole damage output in this build, I try to make him stronger early game.
Quints= I build Nasus tanky, so tanky from early on with flat quints of health put him at 958 HP with prospectors.
Marks= Armor Pen. Pretty standard for any AD, especially since I don't have any armor pen items.
Seals= Flat armor. The flat armor helps against minions (who hurt in Dominion) and AD champions and AP auto-attacks.
Glyphs= Flat magic resist.
Exhaust and Garrison is my bread and butter.
Exhaust after wither ends (If you need too) really stomps any AD carry bots. It also doubles your CC for quick getaways or chases. Losing bot too a gank really will set your team back, so exhausting one and withering the other is very effective at escaping.
Garrison is awesome for Tanky Nasus. I have held 3 people off with Nasus' ult, wither, exhaust, garrison, and spirit fire (to stop them from capping). It is awesome for rushing towers with the creep wave.
I've tried ignite, but it too situational. It would help with AD carries... but wither and exhaust them pretty much stops them from autoattacking and lifestealing. Really only good for Warwick, Swain, and Mundo.
Ghost is overkill for the AP build. My run speed was 483. So wither and exhaust and that run speed, is too much.
Flash is ok I guess. It's pretty standard.
Promote is another good one, but I just never really needed it. Early mid game to late game I usually have lane dominance.
These masteries are standard AD with some mana for spirit fire and his Q. Movement speed is a plus. The one point in Defense for the Garrison splash damage is insane.
Blade, boots and 2 pots. Grab ninja tabi and sheen. Vamp scepter for more lifesteal, and chain vest for more armor. Complete Tri-force then build Sunfire cape. Sunfire for more health and AoE damage on top of his ult. Also helps for pushing creeps. Zeke's Herald for more lifesteal and health. The cooldown reduction is a minor plus. Thornmail (optional) and Sanguine blade to finish it off.
Blade, boots and 2 pots. Grab mercury treads and sheen. Vamp scepter for more lifesteal. Build Spirit's Visage for Magic resist, health, and healing effects +15%. Cooldown reduction is a minor plus. Finish trinity force. Build Force of Nature for more magic resist, movement speed, and health regen. Or build Quicksilver slash for Mordekaiser, Malzahar, etc. Then sanguine blade for more damage and lifesteal to finish it off.
Start with one of everything. Spirit fire to reduce his armor for an early fight. Max Q since thats your bread and butter. Max wither next to reduce them to AD wimps. Max E last. Max Ult whenever possible.
Start with one in Q and 2 in E. Spirit Fire will help you fend off minions, turrets, plants, voidlings, and damage the caster champion. Level W once for chase. Max Q, then Max W, then Max E. Max ult whenever possible.
Final and ongoing notes
Damn near impossible to win against a good Vayne. She counters Nasus' counter for AD carries. Wither, by tumbling away (not affected by movement speed) and then knocking Nasus back with Condemn. She walked all over me.
Note: Fought another Vayne, not sure if she was just bad, but I stomped her. This time I played a little more conservatively and utilized whatever brush I could. Video is coming.
Q can level off his turrets. Play defensive early. Call for early ganks if possible. Wait to focus until after he throws his grenade.
Those traps and nets get extremely annoying. Laned against her, will put up a video.
Against General AP:
If the AP champion doesn't rush Rabadon's death cap, they just can not do enough damage to counter the healing in my build. Case in point, the Heimerdinger video. He rushed Athene's holy grail, which tries to give him sustainability through mana regen, however without enough damage, Heimerdinger is forced to stay by his turret.
Against AD Ezreal:
He is pretty weak early on. Dodge his QW whenever you can, use wither and chase him to make him use his E (Costs quite a bit of mana). Hog the Health Rune so he will run low on mana. Push and farm until you get your sheen and Vamp scepter and feel free to dive him after you softened him up a bit. Otherwise he isn't that difficult.
This build still has not steered me wrong. Please vote or comment if you have any advice, tips, or complaints!