Nasus Build Guide by Tarrathan
Not Updated For Current Season
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.
There are a few other items that other Nasus players consider getting. I will give my opinion on these items.
Warmog's gives you a lot of HP, which is nice to have as a tank. All in all a good item, I just choose other items instead.
This item has been nerfed quite a bit so it's not as good as it used to be. It's not bad though, I just get other items instead. Gives good armor/hp, and an active/passive that can slow enemies.
Good for tanky dps to get once they've racked up a lot of hp. Put this on a more dps type nasus, especially if you've got a lot of hp.]]
Passive: Soul Eater
Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal..
Pretty decent passive. This helps you survive. You should be able to keep your hp up in the laning phase very well, unless they have a ton of harassment. When your Q is farmed high and you have Sheen/Trinity Force, keep in mind that hitting a target with Q can give you a small burst of hp, this can save you in some situations.
Q: Siphoning Strike
Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy.
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Cost: 20 / 25 / 30 / 35 / 40 Mana
Extra Damage: 30 / 50 / 70 / 90 / 110
Siphoning Strike is Nasus's primary source of damage output. While at first it may seem weak, if you farm it properly it can deal heavy damage later in the game. Siphoning Strike resets Nasus's autoattack, meaning that even if you've just used an autoattack, if you click to use SS, he will use it immediately. You can use this to double hit, making it easier to farm SS, as well as hurt enemies. Double hitting is effective at chipping away at turrets.
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further each second for 5 seconds.
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Cost: 80 Mana
Extra Slow: 3 / 6 / 9 / 12 / 15 %
Wither is an incredibly effective single-target slow. It makes chasing a breeze. In a team fight, throw it on the enemy carry or caster, your team can effectivly focus them because they cant get away. It can also be used as an escape tool. Wither is an accelerating slow, by the last tick, it is essentially a root. If an enemy catches turret agro, wither them and they may take more hits from the turret. Like Spirit Fire, Wither will eat up your mana during the laning phase. I recommend you only use it when it is necessary. It is also great to use just for shutting down an enemy carry, like an exhaust. It drastically reduces their attack speed and the slow leaves them vulnerable.
E: Spirit Fire
After a brief delay (0.5 sec cast, 0.5 delay), the target area becomes desecrated. Enemies in the area have their armor reduced for 7 seconds and are dealt magic damage each second for 6 seconds.
Cooldown: 12 seconds
Radius of AoE: 400
Cost: 70 / 85 / 100 / 115 / 130 Mana
Area of Effect: 400 (estimate)
Armor Reduction: 20 / 25 / 30 / 35 / 40
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+0.6 per ability power)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+0.12 per ability power)
Spirit Fire is not an ability for damaging. Its main use is the armor debuff, in a decently large AoE. You can screw tanks like Rammus and other armor stacking champions. It is important that you and/or your allies fight the enemy(s) while they are on the SF, so as to maximize its effect. SF costs a good bit of mana, so if you plan on spamming it in the laning phase, you better plan on b'ing for mana a lot. When placing SF, put it behind our enemy in the direction they would retreat too, but still having them inside the circle. SF is also a good scaring technique, even though its damage is pitiful alone.
R: Fury of the Sands
Nasus becomes empowered in the sandstorm for 15 seconds, gaining health. While the storm rages, he drains the health of nearby enemies each second (240 damage max per second) and converts it into bonus attack damage.
Cooldown: 120 seconds
Cost: 150 Mana
Area of Effect: 350 (estimate)
Magic Damage: 3 / 4 / 5 % (+0.01% per Ability Power) of max health
Health Gained: 300 / 450 / 600
Nasus's ult makes him a god. You can tank more effectively as well as put out more damage. Throw this on in team fights when the fight is initiated. An important fact to remember is that when you use your ult, you immediately gain health. If you are about to die, use this like the summoner spell Heal. Also remember that because it gives you more AD, your life steal passive will help more. In addition to gaining stats and having a little aoe sand storm around you, your figure becomes larger. This means you can more easily block skill shots to protect your teamates, and the enemy will have a hard time getting around you. Another thing to keep in mind is not to ult if you have reduced healing from ignite or something. You will heal yourself for less.
Additional note: Because this ability gives Nasus +600 HP, Nasus can focus his tank build mostly on Mitigation, and less focusing on HP, because he already gets great HP from his Ult. This is why Warmog's/Frozen Mallet are not that great choices for tank items for Nasus.
Early Game (lvl 1-6)
Grab Q as your first ability and regrowth pendant + hp pot. It's good to lane with a dps or caster, preferably ranged; you can also solo top, but know that Nasus does very poorly against ranged in a solo lane. Nasus can (and should) lane very passively. Against certain comps,he can be more aggressive, and certain other comps will be able to deny and starve him of his last hitting. Make sure you get as many last hits with Q as you can, I cannot stress that enough. With the recent buff to his Q, last hitting to farm Q is extremely rewarding. There is a certain point in the laning phase where Nasus can become dominant. Once you've got merc treads and chalice, your Q should be around lvl 3 so its CD should be relatively short. You can afford to be more aggressive. Remember to utilize your passive to stay in the lane. Nasus takes harassment to the chest. You should not have to b for hp very often, if at all. Also remember to wither enemies that get turret aggro.
Mid Game (lvl 7-13)
You should be getting your Glacial Shroud then working toward whatever item will benefit you next. Q should be around +100-150, if not then it's time to start working harder on those last hits. If you want to gank a lane, run out of the bush with Ghost, Wither the enemy and Exhaust him if you need to. You should be able to tank turrets to an extent, so you and your allies can get the kill. Ult if needed. In skirmishes, stay in front and remember to double hit your target (autoattack immediately followed by Q). Wither the target or use Wither to help a team mate get away. If you ult, you should be committed to the fight, so as not to waste it. Assuming Q is farmed well enough, you should be able to 1v1 squishies, your life steal passive mixed with a powerful Q (especially if you have Sheen) will allow you to fight well 1v1. If your ever passing through the jungle, don't hesitate to grab some last hits on the wolves or wraiths.
Late Game (lvl 14-18)
You should be on the way to completing your build. Q should be any where between + 250-500. Having Q farmed this well will essentially make you a powerful off-tank (instead of needing to buy DPS items). Although farming is still important, make sure you are with your team in case a fight breaks out. You can hit turrets hard with your double hit. Try to throw in a double hit every time your minion wave reaches the enemy turret. Although you are an off-tank, your main role is tanking. A good way to scare off an enemy squishy is to Wither them and then double hit them. You can choose to chase them, but make sure your team doesnt require you to be tanking during that time. Throw Spirit Fires down, by lvl 5 Spirit Fire has good armor reduction, which will help your team dominate squishies and even deal good damage to their tanks. Remember, Q does have the potential to crit, so the Trinity Force can help in that sense too. With Q heavily farmed and having a TF, I've dealt as much as half a squishy's HP in one hit, around 1300 damage.
Once again, Nasus Siphoning Strike is extremely over powered if farmed correctly. Try to play solo top in a ranked game, and time your Q perfectly to get a new "Highscore" with Siphoning Strike. My record for bonus damage on Siphoning Strike is 473 as soon as I hit level 18. See if you can beat it and leave me a link to your screenshot of it :) Thanks for your time, Good luck with your new divide!!