Nasus Build Guide by Spclchar
Champion Build: Nasus
| Health | 3580 |
| Health Regen | 40.7 |
| Mana | 2410 |
| Mana Regen | 34.6 |
| Armor | 275.69 |
| Magic Resist | 174.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 434.12 |
| Gold Bonus | 5 |
| Attack Damage | 146.3 |
| Attack Speed | 31.015 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 50% |
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Mastery Tree Is Outdated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
Let the Dog do the Dirty Work
Before you start reading, this is a song I like to listen to when I play Nasus. I think you should most definitely listen to it when you play Nasus and read this guide.
The first character I've ever played was
Runes
- Marks - First up, Greater Mark of Desolation. These help you last hit minions easier and also makes your Siphoning Strike hit harder. I don't think you should change these.
- Seals - As for seals, I have found that since most opponents youll fight in top lane are physical damage dealers,
Greater Seal of Armor are the best ones to go. You won't be lacking any armor in the build as it is, but it is very handy in the early game since they will come to attack you.
- Glyphs -
Greater Glyph of Magic Resist is just in case you get a magic damage opponent in your lane, like a
Shen,
Dr. Mundo,
Fizz,
Vladimir. If you have the rune pages to get
Greater Glyph of Scaling Magic Resist, then it wouldn't be a bad idea as you can get the most out of your pages, depending on the opponent.
- Quints -
Greater Quintessence of Movement Speed are a lot more handy than one would believe. Between
Initiator
,
Swiftness
and
Greater Quintessence of Movement Speed, you should have 411 movement speed at level 1, making you very good at running in and out of your minions, out running your opponents, avoiding ganks, and just laughing it up the entire way.
Masteries
A fairly standard defensive page in my opinion. I personally like the 8 points in utility because it matches my play style, and also the one point in
Summoner's Wrath
in the Offensive tree to help out your
Exhaust.
Let's look at why I didn't go into the offensive tree more.
-
Weapon Expertise
is really the only thing of value in the offensive tree for
Nasus, and is unnecessary due to your Greater Mark of Desolation, since you'll essentially be doing true damage to minions, which is the only reason to take such a small amount of Armor Pen.. And if you find your opponents are building armor items against you, it's perfectly fine you build a
Last Whisper to give them a good nut-slap.
Items
- I've gotten accustomed to using the
Boots of Speed + 3
Health Potion opening, and I would recommend for almost any Champion in League of Legends because it offers so much more in terms of dodging skill shots that you would lose if opening with a
Cloth Armor or a [[regrowth pendant].
- Your
Philosopher's Stone gives you some extra regeneration to use in case of aggression -- if you have to
Wither and opponent to get away -- and gives you extra gold that you will need to buy your other items.
- You'll be getting a
Kindlegem and a
Glacial Shroud after that. These are for CDR (Cooldown Reduction) mainly. You should have 25% CDR after both of them, which will let you farm your
Siphoning Strike more, get more CS and make you more scary.
MOAR UNSTOPABLE DOGGY!
- Now for the
Sheen. This will go into the
Trinity Force you will be getting soon. It also makes your
Siphoning Strike really hurt. A good way to tell if your farming is up to par in a normal game is if you
Siphoning Strike a melee minion and you can kill it with full hp. If you cannot, one of two things have happened. You have either been fed, or your opponent did a decent job at not letting you farm.
- You now need a
Negatron Cloak. This is in case you get into a fight and you will need magic resistance. If you find that you don't need magic resistance, feel free to skip this item and move on to your
Trinity Force
Trinity Force should be your life saver if you were having issues before. It scales with your attack damage on your next melee swing, which should be your
Siphoning Strike. You should see you
Siphoning Strike hit minions for 1000 before long if you are farming properly. The extra health, mana, movement speed, chance to slow, and 100 bonus damage on your
Siphoning Strike should make this an amazing item for you.
- Now you need to make room for your other items. You should buy your
Shurelya's Reverie to clear up a spot in your inventory. Not only does it give you 5% more CDR, but the active ability on it can help you either get away or secure a kill. It also helps your health pool out later
- Buy your
Giant's Belt and be ready to buy your
Sunfire Cape. This is your armor defense item, and if you're going against a fed AD Carry, you may want to get a
Thornmail in exchange.
- You need your
Frozen Heart. The armor by itself is awesome, and it gives you a TON of mana, and the AoE reduced attack speed can save you against some opponents. Oh, and did I mention it gives you 20% CDR? Once you get this item, your
Siphoning Strike should be on a 2.4 second cooldown.
- The last thing you need now is your
Banshee's Veil. This gives you a lot of health, great magic resist, and a shield against an ability (which would likely be a CC ability). If you find yourself going up against a fed AP Carry, it wouldn't be such a bad idea to get a
Force of Nature. I usually prefer the
Force of Nature because it has the most magic resist, does a ton of health regeneration, and has 8% movement speed, which is possibly my favorite part. However, in terms of survivability,
Banshee's Veil is slightly better because of the extra health pool and the spell sheild.
Skill Sequence and Reasoning
Siphoning Strike is easily the most powerful nuke in the game.
- It has very little mana cost for the power of the ability
- It scales damage on last hitting. So the better at farming you are, the better your
Siphoning Strike will be.
- A slow that slows movement AND attack speed. ZOMG...
- It can shut down the Carry in a fight, or keep your target in your
Spirit Fire for the armor shred.
- People burn their
Flash to get away from you... lulz.
- Shreds the armor of your opponent
- If you wither someone and drop your
Spirit Fire below them, it is almost guaranteed that they will
Flash away from you.
- Does a fairly decent amount of damage once it is leveled.
- Makes you the God of League of Legends for 15 seconds
- Increased damage dealt based on targets affected by your
Fury of the Sands and increases your health
- Does AoE percentage damage
Summoner Spells
As for Summoners, I've gotten accustomed to using
Teleport and
Flash. However, I've started playing
Nasus with
Exhaust and
Flash Let's look at both of them!
- Gives great advantages for split pushing in late game
- Great early game for not missing out on farming, even if you are pushed into your tower.
- Serves as a great nutslap if you
Teleport away from someone who has no CC. <3
- Allows you to teleport over walls, behind turrets, out of ambushes, great for bush juking.
- Gets you out of situations where a flat movement speed buff such as
Ghost would get you killed.
- Purple and yellow look nice together, don't you think?
- Serves as a second slow apart from your
Wither
- Decreases the damage dealt by 75%, which can save your life
- Decreases armor and magic resist if you have
Summoner's Wrath
- Can still CC someone after they've used a form of cleanse
Nasus' Gameplay (1-3) Ft. Low Level Nasus Farming Tips
This is a very delicate time for Nasus. I personally do not like invading another teams jungle during this time, you want to play very passive and just farm everything that you can. Your level one and two farming is very crucial, as it sets the standard for the rest of the laning phase. If you have trouble last hitting with your level 1
Siphoning Strike, for melee minions, eyeball 35% hp, melee hit it once, and
Siphoning Strike immediately afterwards. Your
Siphoning Strike ability resets the timer on your auto attack, so if you're ever not sure you can last hit the minion with your
Siphoning Strike, melee hit it first. As for caster minions, wait until the get to 50% hp, melee hit and
Siphoning Strike. That should get your
Siphoning Strike farm up to speed at level 1 and 2.
Nasus' Gameplay (3-9) Ft. Tower Farming and Tower Diving Tips
At this point, if your laning opponent has been giving you a hard time, you can fight back a little bit with your
Siphoning Strike, but remember that every time you hit your opponent with your
Siphoning Strike, it is farming lost and your Q will be weaker. Balance out the use of your Q and your ability to farm
If you are bullied into your tower, it'll happen between level 3 and 4, do not worry, the tower is very easy to farm under. Melee minions will take two tower shots before they can be last-hitable. The ranged minions are a little trickier, as they need 1 melee hit before a tower hits them if you don't have your
Siphoning Strike, and they can take 1 tower hit without a melee if you have your
Siphoning Strike.
You should be prepared to have to recall two or three times to buy items. Try your best to do your first recall at 800 gold to ensure you get the most gold out of your
Philosopher's Stone.
If you get bullied into the tower, there is almost no reason to recall either. You as
Nasus can not be tower dived by one person. If someone does decide to tower dive you,
Wither them, pop your
Fury of the Sands, and laugh when they die.
If two people dive you, get behind the tower, pay attention to who the tower targets,
Wither,
Fury of the Sands, and hopefully you will kill them. There's no garentee against two people.
Nasus' Gameplay (9-13) Ft. Mid Game Tactics and Rules of Engagement
At this point, your
Siphoning Strike should hurt. The bullying needs to stop, and if someone engages you, you should be perfectly capable of kicking their ***. Ask the jungle for the 17 minute blue buff, and be ready to fight. You should be able to push a tower and initiate the mid game. In mid game, Nasus' job is still to farm. In fact his entire job is to farm, and by now, if anyone tries to stop you from doing that, you have the ability to kill them.
If someone engages you, (which it should always be someone else. You will almost never engage.) your first reaction should be to
Wither them, use
Spirit Fire, and
Siphoning Strike them in the face. If they stay in the fight, two things are about to happen: 1) They are really brave and you're going to get a free kill. 2) That didn't hurt them at all and you need to run... now.
Pay attention to the map. There is no reason for
Nasus to die unless you screwed up on your map awareness. If you look at the map, and there is no enemy in sight, it's safe to say they are coming to kill you, so run. There's usually no reason for Nasus to die.
Nasus' Job for the Team (13-18) Ft. Split Pushing, Buffing, Objectives and
Your team should be getting into the teamfight phase of the game. You will almost never be with them. You will be either in the jungle farming, or split pushing a lane during a team fight. If you are not in a position to push a lane, wait for the team fight to initiate. You should never be present for the initiation of a team fight, you always wait until after. When the fight starts, you haul *** over there and kill them. They likely will not focus you in the middle of the fight, but if you are they before the engagement, they will plan to kill you and you will die.
If you get to the fight, win the exchange, you should push with the team and get the tower. Once you get the towers you can get, run back to whatever lane you want, and wait for the next fight. Chances are an objective will be going on next, keep your eyes open for opportunities.
You should also be grabbing Blue Buff for split pushing. Remember that both Red and Blue Buff are on 5 minute timers.
The thing about Nasus is that he requires a decent team for him to be useful. If your team gets completely wiped out in a 0 to 4 exchange, you will likely not win the game. All your team has to do is live, they need to do nothing more. You should be able to push a lane and get a tower.
Nasus's Opponents in Top Lane
I think it is probably a good idea to tell everyone how to fight against some of the people you will be playing with in top lane and how difficult they will be to play against as Nasus. Note that not all champions in League of Legends will be listed.
DIFFICULTY = 4
She can do a good job at poking you. Depending on how much she does, and how much damage she is doing, you may want to recall and get a
DIFFICULTY = 6
His combo can be very annoying. Be sure to grab level 1 boots and dodge his spikes as much as possible. As with
DIFFICULTY = 7
Darius will do a lot of damage to you at low levels. However, I have a very specific build for you to follow, and he should never be able to shut you down.
- Open with boots and 3
Health Potion
- Wait until you have 1100 gold, recall and buy your
Philosopher's Stone and
Cloth Armor
- Farm until you have another 850 gold, and buy a
Ninja Tabi and
Cloth Armor
- You should be fairly safe to farm at this point. Gather up 1525 gold and buy a
Glacial Shroud, or if you feel safe enough, save up until you can buy the
Frozen Heart.
- Once you get your
Frozen Heart,
Darius should no longer be a problem.
DIFFICULTY = 5
For safe measures, you should grab
DIFFICULTY = 3
DIFFICULTY = 9
The difficulty rating is depending on the skill of the player.
DIFFICULTY = 5
DIFFICULTY = 7
Early game, Jarvan should be able to beat the **** out of Nasus. However, Jarvan has no besides his arena, so you can build a
DIFFICULTY = 5
DIFFICULTY = 7
DIFFICULTY = 9
DIFFICULTY = 6
DIFFICULTY = 7
Pantheon is going to be one heck of a hassle. His stun/E combo is going to hurt you, combined with a spear that isn't dodgable. You will need boots and health potions against him, and you're going to want a
DIFFICULTY = 10
These three champions (
DIFFICULTY = 4
Against
DIFFICULTY = 5
I have to give
DIFFICULTY = 3
DIFFICULTY = 10
AD or AP, this guy is probably one of the most annoying opponents you will come across. If he's AP, then there's good news, he won't be able to do much to you in the mid-game. He's going to hurt you very badly early game, but he will also be pushing your lane at the same time. Be sure to keep safe and farm in your tower as much as you can. If he is AD, you will lose a fight with him almost every time. As AD, he will be looking to harass you when he stuns you. Get
DIFFICULTY = 9
He's going to be annoying. Grind through it and farm as best you can.
DIFFICULTY = 6
DIFFICULTY = 3
You're probably wondering why I have him so low on the difficulty meter. His little pets that come to hurt you will stack your
How Nasus Actually gets Shut Down
Some people, for whatever reason, believe that the way to shut down
Nasus is just by harassing him, zoning him, hurting him, making his life hell, etc.. However you want to put it, that's wrong. The way you shut down
Nasus is by not letting him farm. There's only one way I know of that actually does just that.
When in lane, you see a tower, two bushes, and another tower. Let's say
Nasus is on blue team (the left side of the map). They way you shut down
Nasus is push his creeps almost to his tower. In between the tower and the first bush, there is a little area where the tower will not attack the creeps. You then must freeze the creeps right there, while harassing and zoning
Nasus.
In the early game,
Nasus is likely the worst champion ever. Almost every champion can beat him in a fight. Seriously. If you push his creeps to where he can not tower farm, but also have his creeps out enough to where if he comes to farm, he will die, then you have shut down
Nasus.
Since this is a
Nasus guide, you may be wondering why I'm saying this. It's so that every
Nasus that plays knows that unless their opponent did that, then they playing wrong. This is why I said
Garen has the best tools to shut down
Nasus in the chapter above. His silence and his AoE farming is actually perfect for doing just that. A good
Garen can push his creeps and hold them there and make
Nasus fail.
Thanks for Reading the Guide!
I want to thank you for reading the guide. If anyone is interested in the
Nasus build that I use as standard, leave a comment letting me know. Please let me know how you feel about this guide, and I urge you to actually try it to see how you do. Again, please understand this build works for a passive, farming
Nasus most of the game. I haven't found a build that actually works for an aggressive
Nasus, and I myself am not well suited for aggressive play styles. With all of that in mind, thank you for reading this guide!
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