Nasus Build Guide by Sniperdot
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
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.
This will be my first guide ever, on any forum. I decided to make a Nasus guide because:
1. I really like playing him.
2. He is much more powerfull than most people seem to believe
3. He brings good utility to his team with his slow, being able to control the enemy players quite easily.
The item build presented in this guide is pretty much how i end up in most games, of course they may vary depending on the setup of the other team.
So that was my opening statement, hope you guys find this guide to be somewhat helpful. If i miss anything or say stuff that is wrong or otherwise complete BS please don't be afraid to let me know in the comments. Constructive criticism is always appreciated, and will help improve the guide.
Greater Quintessence of Desolation x 3
Greater Mark of Desolation x 9
Greater Seal of Resilience x 9
Greater Glyph of Warding x 9
These are the runes that i play with almost all the time. The Armor Pen marks and Quintessences give your Siphoning Strike a pretty decent damage boost, which helps you getting the killing blows on the minions, and also makes your passive life steal grant you more health, resulting in increases lane sustanibility, which is why i consider them mandatory. The armor seals and magic resist glyphs give you decent survivability, and are especially powerful early game, and will help you stay in lane for longer periods of time.
You could get ALL armor Glyphs or Seals of your oposing team is very heavy on AD or AP champions respectively. But i feel that you would lose out alot, seing as the Armor Glyphs and Magic Resist Seals aren't exactly very powerfull. So by having a rounded defensive runebuild is in my opinion much more viable.
I usually go for the 11 / 9 / 9 mastery build because it helps you alot in the top lane.
Im gonna go abit into detail about the mastery picks :
I went for 1 point in the Ability Power Per Level Mastery and 3 points in Critical Strike Chance, for a couple of reasons. Nasus's abilities do not scale very well with Ability Power, and since you will not be using Spirit Fire (E) for farming (More on this later on) and because the roughly 20 ability power you would get from putting 3/3 in it would not make your ultimate any stronger. But while getting a critical strike with your Q will leave your opponents in ruins,the 3% crit chance looks alot more appealing
4/4 in Cooldown Reduction for obvious reasons; MORE Q's!!!!!
3/3 in Armor Penetration = MORE DAMAGE FOR Q's!!!!1111
I chose not to pick the 15% penetration, because this build completely revolves around a tanky nasus with a devastating Siphoning Strike.
Now switching to the Defensive Tree.
3/3 in both Armor and Magic Resistance for the extra survivability.
3/3 in Strength Of Spirit, because i like to have abit more of health regeneration to help me in the laning phase. However, the extra health regen is NOT that significant, and as an alternative you could put points in Dodge Chance and Nimbleness.
Utility Tree :
Seeing as i dont use Ghost as my summoner spell i put the point in Improved Teleport. Not super powerfull but i guess it does come in handy in some situations, where you could have saved a tower or a teammate, BUT your teleport had 5 secs left of its CD ;) Also ½ a second of the cast time is a nice perk.
4/4 points in Awareness because it really is an awesome mastery, and will help you alot.
And lastly 2/3 points in Meditation, because i like to have abit of extra mana regen.
Before i go any further i would like to emphasize that this build relies heavily on YOU as a player to get your Q nice and farmed up. As you can see, I build my Sheen into a Trinity Force as the second to last item purchase. This means that if you are somehow prohibited from farming you Q, you might want to build Trinity Force abit earlier.
While on the subject, it is not really neccesary to follow this item build step by step. If you find yourself not taking much damage early game, you can skip the Warmog's Armor as the fourth purchase, and instead build your Trinity Force straight away. This principle can be applied to ANY of the Items seen in this build. If the enemy team is heavy on AP; build your Force Of Nature before your Thornmail etc, etc...
The main point is that these are the items i usually end up with, if the game goes on for long enough.
As a general rule of thumb while playing Nasus, it is VERY IMPORTANT that you level up your Q anytime you can, EXCEPT if your ULTIMATE is available to be skilled up. The priority Skill sequence is as follows :
1. Fury Of The Sands (R)
2. Siphoning Strike (Q)
3. Wither (W)
4. Spirit Fire (E)
It isnt a bad idea however, to put a point in Spirit Fire at Level 4. This can be used to harrass enemies, or even kill off a very low health enemy champion, and will also help killing enemies because of the debuff that affects the players standing in the circle. FARMING however, should be considered to be strictly prohibited, unless its end game and you just quickly need to clear a wave of minions, seeing as it will drain your mana VERY quickly, and possibly make you miss out on alot of Q's.
Pro tip : Nasus = Q = Nasus.
For the LIFE OF YOU, try as hard as possible to make ALL of your minion kills be by your Siphoning Strike. A nice rule here is to always use Siphoning Strike on the minion with the lowest health, doing this will give your Q a bigger chance to come off cooldown before another minion dies.
Also always try to predict which minions are going to take damage, and which minion is taking the most damage.
Never ever level up your Spirit Fire (E) in order to get quick gold, this will severely cripple your late game, and eventually leave you as nothing more than a non-ranged cannon minion.
As Nasus, your job in a team fight is to get rid of the enemy teams AD Carries, while also holding the enemy team away from YOUR AD Carries. You do this by using Wither (W) on the enemy carries, this will slow them down, making them easier to catch and making it harder for them to get close to your carries. This also severely cripples them, because Wither (W) also has an Attack Speed Debuff, with can significantly lower their damage output seeing as carries rely on Auto Attacks for sustainded damage.
Using your Spirit Fire (E) in teamfights is a must. It lowers the enemies's resistances, making them take more damage (Derp).
This is the first draft of my guide. I intend to keep updating it based on any feedback, or changes to Nasus. Also i will be doing cosmetic changes, seeing as right now im a noob at making guides here so i dont know how to makte them look fancy :)- <
Anyways, i hope this was a good read for you. Prolly alot of spelling mistakes and stuff but that should be changed as time goes by.
Please feel free to leave any comments, suggestions to the guide, or questions concerning things that i might not have mentioned in this guide.
Thank you :)