Build Guide by Ray~2
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
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.
Not Updated For Current Season
We all know: Nasus it's not a tank, neither a DpS. It's an off-tank: a champion that can be used as a Tank or as a DpS as needed. However he is not great at all if you build him as a full-tank or as a full-dps; in my opinion, the right way to build Nasus is to build him as a off-tank: a character that can tanking if needed, but can score a few kill too. First, analyze Nasus a little:
- Siphoning Strike is potentially one of the most deadly skills of the game.
- Great farmer.
- Great pusher and carry.
- Great survavibility.
- One of the best slower in the game; great for chasing.
- Can solo lane aganist a duo if someone of your team is jungling.
- Can do pretty much everything is needed, in terms of tanking or backdooring towers.
- Mana issues early game.
- Fury of the sand is too much identifiable (enemy will flee for sure when you activate it).
- Not a full tank, not even a full DpS.
Nasus drains his foe's spiritual energy, giving him a natural 10/15/20% lifesteal. The lifesteal value increments at levels 1,6, and 11.
( an excellent passive that give you a decent amount of lifesteal increasing during the match. This can help you stay in lane longer, but it's extraordinarily good at jungling: if you have few HP you can enter the jungle, kill a neutral monster and return in lane with a decent amount of HP. )
Nasus's next attack will deal 30/50/70/90/110 ( + ) physical damage. Siphoning Strike permanently gains 2 damage whenever it kills an enemy.
( This is the skill you need to master no matter what. In the early game you need to focus on last hitting on creeps whenever it's possible with this skill. If you have done well, in the mid and late game your Siphoning Strike will be your main power in any fight you'll encounter. )
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3/6/9/12/15% each second for 5 seconds.
( This is one of the best slow in the game: it can help you chase the target or flee with is good range; it's great even in the fights, because slows not only the movement speed, but the attack speed of the target too. )
After a brief delay, the target area becomes desecrated. Enemies in the area have their armor reduced by 20/25/30/35/40 and are dealt 20/34/48/62/76 (+0.2) magic damage each second.
( Your best farming tool. This ability can easy delete any creep wave givin you tons of gold, but it's best use is to keep away your enemies from farming at all. The most important part of Spirit Fire is the debuff in the armor of any champion that enters the area. With this and your Siphoning Strike you can do epic amount of damage in any melee fight: don't forget to cast it under your feet, then! )
Fury of the Sands
Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300/450/600 health. While the storm rages, he deals 3/4/5 (+0.01)% of nearby enemies' health each second (240 damage max per second) as magic damage and converts it into bonus attack damage.
( This skill it's a good enpowering that's too much identifiable: if you use it wrong, you will obviously see you're enemies fleeing with no hope of catching on them. It's good in team fights, but better if you can ambush an enemy alone. Another use of this is to increase the survavibility of Nasus: Fury of the Sands give you that little amount of health extra that can be decisive when fleeing or chased by enemies - don't be afraid and use it to survive too, then. )
What spells you decide to play depends entirely on how you play. I usually take Cleanse and Teleport.
Teleport: Nasus is surprisingly good at backdooring the towers or attacking them alone (since SS works on them too). Teleport is perfect when your creep wave it's near a defendless tower: you can go there, take it down and recall quickly, with no risk of being catched by your enemies. Telport is obviously great at defending too and, generally, it gives you the mobility that Nasus naturally have not.
Exhaust: This is another good spell that can help you win the 1vs1 melee fights. The slowing effect is wasteful, since you can wither any enemies. It's particularly good if you want to do first blood.
Heal: With the medium/high amount of health that Nasus have, this ability becomes unexpected useful at winning fights, helping friends and saving your ***.
Flash, Clairvoyance: Excellent spells that you should take only if you know how to use them well. Otherwise, they're wastefuls.
Other spells should not be considered on Nasus, IMHO.
Armor penetration is needed if you want to do great damage with your SS: your runes will also stack with the SF debuff, giving you the opportunity to do true damage with your normal attacks, expecially in team fights, when no one cares of your Spirit Fire. Health per level runes will give you excellent survaviblity expecially in the late game: these will also help you tanking when needed and fleeing if it's necessary. The health runes are what take you from being a squishy champion and make you an excellent off-tank. Cooldown reduction runes really help you spamming your Siphoning Strike on minions and champions, early and late game. They're essential if you want to do great damage. I get them per level 'cause the bonuses are much higher! <i>1 Gold per 10 second" runes may seem redundant, but they procs with the greed mastery effect and with the excellent ability in farming that nasus naturally have: you'll gain the most useful items of this build in no time, so losing the quint. runes with this objective, to me, it's a good idea. If you don't like this, anyway, <i>armor penetration</i> and <i>flat health</i> runes are good choice too.
I went for a classic 0/21/9. The defensive mastery tree is great in giving you excellent survavibility, when the utility tree can give you more gold and experience during the game: being on high level and having a better equipment (expecially when your SF will begin to kill creeps) will give you the advantage in most of the fights.
Start withmeki pendant andhealth potion. Nasus's abilities are really mana consuming (expecially the Spirit Fire) but this equipment can help you spamming them without being afraid of recalling. If you're solo laning you should consider getting two health potions instead of one. In the early game you should focus on last hitting minions with your Siphoning Strike: you're not afraid of being in lane and you can easy push your enemies under their tower, but do not be greedy and don't chase them for too long: with Nasus it's difficult to get kills early game, so don't push yourself.
You should buytear of the goddess as soon as possible: this item will solve any of your mana problems (before, i considered the chalice of armony for this build. Tear of the Goddess is a better choice because it's cheaper and can be built in the Manamune: an item great for Nasus that can replenish your mana and increase your AD at the same time! Way better then the chalice). I suggest then to takeboots of speed and to start immediately building yoursheen. Sheen is one of the most useful items for Nasus because it's passive effect (When an ability is used, your base damage is increased by 100% for your next attack.) will stack with your Siphoning Strike, giving this ability the power to take down almost everything on your path.
Now you should build your boots of speed in yourmercury's treads that will give you more magic resist: with this much magic resist you will need armor. You should consider buying one, two or threeheart of gold depending on how the match is stagnating - the heart of gold will help you getting your equipment quickly, but you should sell them one on one during the game, to get better items.
Now you should buildAegis of the legion, orTiamat: this last item gives you more AD and makes your attacks splash hitting near targets. Siphoning Strike is not affected by the splash: if you use it on a creep wave weakened by your Spirit Fire you can kill three or more minions with each SS: but every kill will not get you a +2 on the amount of damage the ability will do in the future. Even so, Tiamat will help you not consume mana quickly and will greatly benefit your SS with the boost in AD. You'll be farming like no one, now. If you think that Tiamat is unnecessary and you are hoping to tank a little more, you should buy Aegis of the Legion instead: great help for your team, more HP, more damage, more Armor and Magic resistance (for you and for nearby allies) at a really convenient price (i usually go for Aegis, but most of the user may want their Nasus to do much more damage - it's your choice. I ensure you that with Aegis you will do lot of damage too, if you have spammed your SS well in the early game; Tiamat is more or less useful only for farming a lot more and quicker).
Now it's time to build your Tear of Goddess inManamune: with this you'll have no mana problems and you'll be doing great damage with every of your attacks (approximately 200 damage with every attack you make!). It's a great choice for Nasus instead of the Chalice that is used by anyone.
In the end, buy twosunfire capes. In the late game team fights will be frequently and these items can turn around every encounter, givin you more health, more armor (that you'll need) and doing 80 damage per second at every nearby enemy, stacking with the damage you will deal with your Fury of the Sands: you will do great damage just standing in the middle of the fight with your ulti activated, carring your team to the victory and forcing the opponents to retreat.
Now it's finally time to build your sheen in theTrinity force, the perfect item for your role of off-tank. It gives you more health, movement speed, damage, mana and increase the effectiveness of the sheen's passive effect.
OPTIONAL (selling Manamune if you want to be much more tanky)
I suggest to buy anothersunfire cape if your team is in clearly advantage, but if you're losing, you should buy something more defensive.Banshee's Veil is perfect, 'cause it gives you magic resist, more Health, more Mana and the possiblity of blocking one negative spell every 30 seconds.
And that's all. I'm sorry for my poor english; any advice is welcome. DON'T MINUS WITHOUT COMMENT, PLEASE.