Introduction
Hello fellow summoners,
this is a guide to my way of playing
Nasus. I have not yet found another guide on this site that I can completely support and decided to give it a try myself.
The item-, rune- and masterybuilds I am using here are an outline of what I use ingame and I will do my best to provide useful alternatives for different situations and playstyles. I will also try to explain my choices over others.
Hopefully this guide will help some of you on your way to playing a truly awesome champion that I find is more often left aside.
This guide focuses on players that are level 30 and have a more or less complete runepage for this as explained later on. Player of lower levels might find this useful but might find it hard to use since the quintessences are a crucial part of the build.
Have fun reading and testing this guide. I will be happy to get some feedback and more ideas.
Saccharom
Masteries
Obviously the masteries focus mainly on defense. I believe that the details are more or less personal preference. What I find crucial is putting some points in the movement speed as this helps you dodge skill shot abilities, get to teamfights and back to lane faster and it just isn't fun being a brick.
The point in reducing turret armor is also a nice thing as the damage of your
Siphoning Strike does apply to tower hits and this can let you quickly take down towers that enemies thought safe for another few minutes.
These are the only points I find are really important to speak of. The others speak for themselves and some might just be personal preference over others.
Skill Sequence and Use
The skill sequence is very straight forward.
Siphoning Strike
Since the buff that
Siphoning Strike received some time ago, putting the bonus damage you get for a killing blow from +2 to +3, this is what you will max first. Imagine someone coming up to you with a box. In this box was a button. He would tell you that if you press that button you will get 100 dollars (or euros or pounds or what ever). You wouldn't press the button once and go buy yourself a new pair of shoes. You would hit that button as often as humanly possible before buying yourself that new pair of shoes.
Well let me tell you,
Siphoning Strike works pretty much like that. Everytime the enemy laner lets you last hit a minion he will be very very sorry for it later. So you best get
Siphoning Strike to level 5 for that extra cooldown and you'll be stacking damage like crazy.
Obviously you concentrate on last hitting minions with this during laning phase, later on you can grab last hits whenever you have the chance without making it a priority.
When fighting enemy players you will want to spam this as soon as it is off cooldown. The damage you will inflict is simply astonishing.
Wither
This ability is a great slow. It will help you chase others down, prevent others chasing you and help your jungler with his gank. On level 5 it will slow the target for 5 seconds bringing it down to 5% of its movement speed at the end of the slow period. If the target has a tenacity item such as
Mercury's Treads or
Cloak and Dagger the duration of the slow will be decreased but he will still be slowed down to 5% of movement speed at the end of it. To face it 5% is pretty much standing still and can really ruin someones day.
On lane you should go easy on using
Wither as it will drain your mana if used too often. Take it for escaping ganks, initiating a gank by slowing the target just before the jungler comes out of his cover or securing a kill for you or your jungler.
In fights you can pretty much use this at your own leisure as fights shouldn't last long enough for you to run out of mana and having someone slowed can always secure a kill for your team. Note that slowing an enemy will get you an assist so if you arrive late to a gank or fight that your team was winning anyway you might want to slow a dying target simply to get some gold for an assist without stealing the kill.
Spirit Fire
This spell is both over- and underestimated at the same time. It has three direct effects. The first is the damage dealt to targets that are standing in the area of effect upon casting
Spirit Fire, the second is the damage over time that is dealt to enemies standing on the area of effect during the duration of the spell and the third is the armor debuff that enemies on the area of effect receive. The damage effects are more or less to be ignored against champions but are noticeable against minions. The armor debuff though is pretty useless against minions but can have huge effects when placed well in a teamfight.
While you are on your lane you will want to use this to either thin out a large minionwave that is about to push your tower or simply give the enemy champion that armor debuff when your jungler closes in for a gank. When maxed
Spirit Fire deals enough damage to take out minions that remain standing in the area of effect for the duration and can be used for hit an run farming minion waves. It can also be used as a means of crowd control as most players seem to start running out of it in panic and avoiding the area as long as its active. As you learn how your enemy is playing and whether he responds to this or not can rule this option out or make it a fun thing to use for zoning them.
If you are in a teamfight
Spirit Fire can turn the tide if placed right. It will hurt the entire enemy team but especially the tank (
Rammus will hate you for this). At level 5 the armor debuff gives enemies standing in the area of effect -40 armor and this effect will hold on for as long as they remain in the area or 1 second after they leave it. Try placing the spell either straight on top of multiple enemies or into the path they are likely to cross for them to pick up the debuff. This will help your carry quickly take out at least one of their squishys, maybe two if they remain standing in the debuff.
You should also keep in mind that casting
Spirit Fire into a bush will reveal enemies standing in it. Do this if you think it will help you get an advantage. The benefits of
Spirit Fire in a teamfight are nice but not that important that you desperately have to spare the spell for the upcoming fight.
Fury of the Sands
Your ulti is definitely the icing on the cake. Besides making you look cool it gives you awesome bonuses. Upon casting you will receive a HP buff for the duration of the spell, drain a percentage of enemy health per second healing yourself for the amount and you will receive a percentage of that damage done as a bonus to your attack damage.
In short, this is something to thank the gods for. The HP buff comes in handy as a second
Heal for you and can save your life when ganked or give you advantage over that overconfident enemy that made the mistake of messing with you. The area of effect damage returned as healing to you is simply amazing when it comes to tanking the enemy team. They can stand around you, hitting you for almost no damage because of your resists and you will still heal yourself from their HP. All this while not doing anything but standing there of course, now imagine dealing out damage while doing the above using a well farmed
Siphoning Strike.
During the laning phase I don't use
Fury of the Sands very often. It fills the role of a lifesaver during ganks very well along with your
Heal and can also be used to enforce your own gank with your jungler. Apart from this it doesn't have much uses.
When engaging single or multiple enemies this is simple. Just activate it as soon as you are in the fight. It wont help you anymore when you pop it for the heal to escape a lost fight, the use of this spell is in the midst of battle when you are surrounded by enemies. Remember that the more enemies are around you the more you will heal from
Fury of the Sands and can tank an entire team if done properly. With a cooldown of two minutes you shouldn't be afraid of using it. If a battle is initiated and you cast it you can take away the time you need for the battle, a recall, shopping and getting back to normal business and
Fury of the Sands will almost be available again as soon as you get even close to needing it again.
Soul Eater
This passive is also a very nice thing to have. It helps you a lot with your sustain on lane and healing 20% of the damage done by your
Siphoning Strike late game is great. Some people build Lifesteal items saying that this built in strenght has to be worked with. I say 20% Lifesteal is more than you should ever ask for playing a tank. The passive in itself is sufficient and Lifesteal items don't help you with what you are supposed to do.
Items
Now to the probably most important aspect of any LoL guide, the item build. I will explain my choices especially of the starting items and the purchasing order.
Cloth Armor
This is what I usually start out with, it reduces your incoming damage from minions and champions and will significantly help your sustain.
Faerie Charm
After purchasing your armor you will have 175 gold left. Tell your team that you are going to wait at base for another 5 gold and wait for minions to spawn. As soon as they do you wait for those 5 gold, purchase
Faerie Charm and follow your minions to top lane. This item is extremely important as with this and your Greater Quintessence of Vigor you will be able to stay on lane for a very long time without having to go back for shopping.
Boots of Speed
Get these next. Not much to say here.
Sheen
This is a very important item for
Nasus as it significantly increases the damage you inflict with your
Siphoning Strike. As soon as you get this you can start playing a bit more offensive and make your enemy wonder where all that extra damage is coming from.
Mercury's Treads
I very rarely pick other boots for
Nasus than these. Magic resistance works well into your overall build and the reduced crowd control is worth gold on a tank. People will be spamming spells on you as you initiate and this will significantly reduce the duration of those slows, stuns and what not. In some cases
Ninja Tabi might make a viable option though. This has to be decided looking at the enemy team composition.
If everything goes right you will have enough gold to do multiple purchases at once when you first get back to base. For me the priority is
Boots of Speed >
Sheen >
Mercury's Treads >
Sapphire Crystal >
Amplifying Tome
If you can't afford one, look for the next one in line. Looking at your available gold and the enemy jungler you can at this point decide whether you want to purchase some wards or not. Items should always have priority though.
I see a lot of other players or guides using
Regrowth Pendant as starting item. I have done this for a long time as well but found that I ran out of mana sooner or later and as a result had to go to base, buy
Philosopher's Stone and got a disadvantage on lane afterwards. After a good advice from a friend I changed to using the three health regeneration quintessences and buy the
Faerie Charm at the beginning. This boosts your staying power a lot since you have a good regeneration rate on everything you need.
Philosopher's Stone is nothing I like buying here since it only builds into
Shurelya's Reverie and I don't really like this item on Nasus. Selling
Philosopher's Stone again later kind of defeats the point of the extra gold you get from it.
As soon as your first 4 item slots are filled with
Cloth Armor,
Faerie Charm,
Mercury's Treads and
Sheen you will want to buy a
Negatron Cloak and a
Chain Vest for overall defense. After these purchases you will notice a good increase in your tanking abilities.
Next in line will be replacing your
Faerie Charm with a
Warmog's Armor. The mana regeneration should not be needed anymore at this point of game. You should get some more minion kills after this to get the stacks on that armor. Another very viable option instead of going for
Warmog's Armor at this point would be to get a
Heart of Gold. This can later be built into
Randuin's Omen and for the time being will give you a very nice 5 gold per 10 seconds along with some health points.
After this you will be finding yourself left with different choices for what to build out of your
Cloth Armor,
Negatron Cloak and
Chain Vest. The possibilities are:
Force of Nature
I usually buy this one first. The magic resistance is nice and the movement speed bonus helps too. The health regeneration effect combined with your
Warmog's Armor is just crazy. A very good item for a tank.
Sunfire Cape
This is also a great item. The health plus armor works well paired with
Force of Nature and the damage aura is a nice addition. If you have a heavy AD in the enemy team that has
Madred's Bloodrazor you might want to ignore this and pick the next option. As this is also said to not be a very costefficient item it can be swapped for
Thornmail or another option for this reason as well.
Thornmail
Of course this will be your choice if you are playing against one or two heavy AD carrys. Watch them kill themselves while hitting you.
Guardian Angel
This is your item of choice when you are playing against a team that deals a balanced amount of physical and magic damage.
Banshee's Veil
Buy this if you go against a caster heavy team. The health and magic resistance will help and negating one spell every 45 seconds should not be underestimated. This will always mean they have to waste one spell in order to even think about taking you down. And 45 seconds really isn't much. In longer fights you might end up catching multiple spells with this.
Frozen Heart
This can be very efficient against an AD carry. Giving you armor while reducing his attack speed can really cripple his damage. The extra mana and especially the cooldown reduction are nice too.
Randuin's Omen
Some might want to buy this. I don't since I hate having items with an active, it's a thing I simply forget. The passive and active effects make it a great choice though.
Quicksilver Sash
This is potentially one of the strongest items on a tank. It lets you throw off any crowd control and debuff spells from you. If used correctly you can block any number of spells and any type of spell at the time you choose.
Banshee's Veil spellshield effect is random while this can be used to render things like
Malzahar's ulti completely useless. I don't usually buy this because as said before I tend to forget items that have an active effect.
These are pretty much the options you have for building your tank. If you have nothing else to buy you can upgrade your
Sheen to
Trinity Force to complete the build. But make sure you have everything else bought first, the main interest in
Trinity Force is the effect you already have with
Sheen anyways.
One note I would like to take at this point is that I believe
Atma's Impaler isn't a really good choice on Nasus. If built like mentioned above and farmed well you will deal a lot of damage and
Atma's Impaler just doesn't give you much tank or a lot of damage. The damage proportional to your maximum health might be interesting but you are there to tank and not to deal damage primarily so a different item will serve you better. And believe me, even without
Atma's Impaler you will slap them well enough.
Summary
I really hope this guide is of some help to people who are trying to learn how to play
Nasus. Keep in mind that I do not claim to have found the one and only way. There should always be some room for changes and adaptivity.
As this is my first guide I'd be glad to receive some good comments and advice on how to improve this. I will try my very best to keep an eye on this and improve the guide as I gain more experience.
I will see you on the fields of justice!
Discussion of issues in comments
Quoted:
"I think this is a decent guide. However, I think you should either start Regrowth Pendant or upgrade the Faerie Charm into a Philosopher's Stone."
I have added my thoughts to
Philosopher's Stone and
Regrowth Pendant to the items section.
Quoted:
"#2: Late Late game trinity force. Although trinity force is a AMAZING item on him early-late, once you reach the 60~ minute mark on those ******edly long games, and your q farm exceeds 500 *it should be around 700-800~* then you should sell it for Last Whisper."
As you said, this type of game is rarely the case. As this build is rather expensive you will usually find yourself deep into enemy territory when you have enough gold to finish it. In this case the game usually wont last much longer. This is a good thought for a very long game but this will rarely occur.
Concerning the thoughts of glizdka:
I have added the
Quicksilver Sash (I totally forgot about this one) and a few words on the usefulness of
Sunfire Cape to the items section. I still think
Warmog's Armor and
Force of Nature are great choices though as the combined health regeneration is madness. One of my best games with this was attacking an inhibitor turret guarded only by
Soraka when the enemy team came from behind and cought me. I managed to destroy the tower and kill four of them without assistance.
Soraka managed to escape and I was able to tank the whole team. Surely that was also a good portion of luck mixed with some stupidity of the enemies but tanking this much with active regeneration and your ulti enables you to tank really really well.