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Build Guide by TorrMercury

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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

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League of Legends Build Guide Author TorrMercury

Nasus: The Pharoh

TorrMercury Last updated on February 13, 2011
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Ability Sequence

1
4
8
10
12
Ability Key Q
2
3
5
7
9
Ability Key W
13
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
3/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


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Introduction

WARNING THIS BUILD IS NOT YET COMPLETE!! UPDATES WILL FOLLOW SO PLEASE REFRAIN FROM COMMENTING AND VOTING UNTIL THE RED TEXT IS GONE

Please note that this is not a "build" but more of a guide for a kickass Nasus. The point of this guide is to provide a basis for what happens in-game so please read onward and do not use the cheat sheet on this page for item buy order. The cheat sheet for the order in which to buy items is HERE.

This is Nasus
And this build was made because of how much I appreciate Nasus. While DavidSS has made an awesome build, Tank of the Sands, it is a bit limited in its scope because Nasus can do much more than just tank. Though DavidSS did talk about the aspects of Nasus besides tanking, his build is not as geared towards the other areas that Nasus can excel at, which is what I tried to correct using this build.

For an exact comparison, I created a true stats page for the Tank of the Sands build HERE.


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Legend

AA = Auto-attack (Basic Attacks)
CC = Crowd Control (Stun, fear, slow, snare, etc)
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds


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Pros / Cons

Following this build TO THE LETTER leads to these pros/cons

Pros

    Nasus has very balanced armor/MR
    Nasus has good farming potential mid/late game
    Nasus is a very good chaser
    Nasus can tower dive well
    Nasus is an epic pusher/tower killer during mid/late game
    Nasus is a great support hero for many carries
    Nasus has high HP Regen + his LS so he can stay out for much longer
    Nasus eats squishies for breakfast
    Nasus dominates on 3v3s

Cons
    Nasus is very limited in how to react against PURE AD/ArPen and AP/MPen teams
    Nasus is not good at disabling/killing tanks
    Nasus is very squishy and WEAK early game
    Nasus is OOM very quickly
    Nasus is NOT A CARRY (though can become one if the game drags on long enough and you farm enough siphons)


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Summoner Spells

My personal favorite spells are:

ghost allows you to do a lot in game from chasing an enemy while your ulti is on, to making a quick getaway from a dangerous situation, to running across the map to help gank, to running across the map to save a teammate in need.

teleport is a favorite of mine because of how powerful your map control is with it. You can literally be in the bottom lane and get to the top lane in a few seconds, which you cannot do with ghost. The point of teleport is to gank, and to gank epically. Secondary uses are tower defending and to save allies in danger. (see a trend here?)

Other summoner spells that are also useful are (in order of how practical the spell is):

Clairvoyance cannot ever be un-useful. However, for a support hero, it is one of the best spells to have for map awareness. If two people on your team have clairvoyance, you basically have control of the map because you can see everywhere/anywhere every 30 seconds in problem places like dragon or Baron or buff units or grass.

Exhaust is actually my favorite summoner spell after teleport because it's a second slow after wither has died out and you're waiting for the cooldown. I like to (read always) use exhaust when playing threes because although teleport is still useful, ghost should solve most of your mobility problems and exhaust would be very viable with less players around and you need to pull more weight.

Clarity is useful because of Nasus's lack of mana/regen so using it may give you the extra boost you need in order to get off that last wither + siphoning stike. Using it allows you to stay in a lane longer as well because it'll replenish your mana when you're burning through it using wither and tons of siphoning strikes and spirit fire late game. It also gives spell casters around you mana as well so it is a nice utility to have and to use in team fights as well as when you're laning.

Rally is another underestimated spell. If put down correctly, it can turn the tides of battle by initiating a quick tower kill, or by giving your team that extra bite and HP Regen in that giant team fight that broke out, or by giving that extra umph against that one enemy who started running away and wither and (if you have it) exhaust is on CD.

Heal because of how underestimated this spell is. It can literally save you and/or a teammate from being killed off is used right, though in many cases is useless. I personally do not like heal, but play around with your spells and see what you like.

Revive is useful because if you die (and you will be dieing) you can instantly revive and get right back in there with your team so that they don't die. The only problem with revive is that it reduces your potential for more offensive techniques. Never bad to have, but it's also not the most useful spell in many situations.

Fortify is very useful for defending turrets when your allies are on their way, but won't make it in time. Like revive, it's never bad to have, but not always the most useful.

Flash is probably the worst useful spell for Nasus. Flash can be used for getting into the face of an enemy to wail on them for damage or for getting that little extra boost to get your wither on that fleeing enemy, but outside of that, cannot really do much. Nasus is better used as a tank in a team fight rather than a chaser, which is why I said that flash is not very useful. On another note, flash can also get you out of a tight spot, but isn't that where the tank is supposed to be? (outside of early game of course)

Spells that are not viable for Nasus (in no particular order):

Cleanse does nothing for Nasus because you're a tank. If you're getting hit with stuns and other CC then that means that you're doing your job right. The enemy wastes them on you and not your squishy carries.

Ignite isn't useful because you're a tank, you're not supposed to be stealing kills from the carry.

Smite is useless unless jungling and Nasus shouldn't jungle.

Promote isn't useful because why promote a tower killer when you yourself is a better one?


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Masteries

Though my Nasus has a 0/21/9 masteries build, he can still do all of the awesome things besides tank. The reason why I have 21 in defense though is because Nasus needs it to be a good tank everything else is just extra. The 21 is for the


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Skill Sequence

Coming Soon!


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Items

Coming Soon!


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Runes

Coming Soon!


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Laning

Coming Soon


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Team Work

Coming Soon!


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Farming

Coming Soon!


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Other Tactics

Coming Soon!