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Choose Champion Build:
Spells:
Exhaust
Ghost
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
One major change they made was that Spirit Fire does initial damage and comes out immediately. Most people haven't adjusted their play-style for Nasus even after this change, and if done so, not much will be noticed other then spirit fire does a little more damage late game. However, in some situations, maximizing spirit fire first can now create a very powerful harass tool for Nasus, while still farming hard. This will mean you have to sacrifice early game siphon strike farming for denying the enemy out of lane and a minor increase in your creep farm score. You will eventually piss your enemy off enough they will charge you, and that will be a free kill, especially after being very far behind.
Spirit Fire now does 55/95/135/175/215 on activation to anyone within the ring.
Also for every second you are in the ring you take 11/19/27/35/43 damage per second.
So on activation, they are going to be in your ring at least for 1 second, so you are dealing 66/114/162/210/258 only after 1 second of being in the ring. The amount it scales per level is insane, and at an early level, taking 162 every 12 by level 5 seconds isn't something that most champions can handle.
This is also why you will see in the second build above i have a chalice of harmony as an item choice. Usually if you need to use spirit fire, you are up against an AP solo top that is harassing the **** out of you. This will give you a spell you can fire back and the chalice will take care of your mana problems that will come from this strategy. The level advantage against these champions is by far worth it. This also works on melee champs, and really annoying squishy ranged carries like Vayne.
The second build is the adjustment i would make to a standard build if you need to use this strategy, but I'm sure there are other alterations you could make, and that is the beauty of MOBA games, no one build is suppose to work 100% of the time, and all you can do is be aware of what affect certain moves will have.
Play around with this concept and place your comments below.
Also for every second you are in the ring you take 11/19/27/35/43 damage per second.
So on activation, they are going to be in your ring at least for 1 second, so you are dealing 66/114/162/210/258 only after 1 second of being in the ring. The amount it scales per level is insane, and at an early level, taking 162 every 12 by level 5 seconds isn't something that most champions can handle.
This is also why you will see in the second build above i have a chalice of harmony as an item choice. Usually if you need to use spirit fire, you are up against an AP solo top that is harassing the **** out of you. This will give you a spell you can fire back and the chalice will take care of your mana problems that will come from this strategy. The level advantage against these champions is by far worth it. This also works on melee champs, and really annoying squishy ranged carries like Vayne.
The second build is the adjustment i would make to a standard build if you need to use this strategy, but I'm sure there are other alterations you could make, and that is the beauty of MOBA games, no one build is suppose to work 100% of the time, and all you can do is be aware of what affect certain moves will have.
Play around with this concept and place your comments below.
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