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Nasus Build Guide by berronii

[S13] "Vincit qui se vincit" - Nasus Jungle Guide

[S13] "Vincit qui se vincit" - Nasus Jungle Guide

Updated on February 11, 2023
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League of Legends Build Guide Author berronii Build Guide By berronii 16,557 Views 0 Comments
16,557 Views 0 Comments League of Legends Build Guide Author berronii Nasus Build Guide By berronii Updated on February 11, 2023
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Runes:

Precision
Fleet Footwork
Triumph
Legend: Tenacity
Coup de Grace

Resolve
Second Wind
Overgrowth
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Unleashed Smite

Unleashed Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
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Champion Build Guide

[S13] "Vincit qui se vincit" - Nasus Jungle Guide

By berronii
Guide
x Lore
x Ending
x Intro


Nasus
x Pros / Cons
x Abilities
x Tips & Tricks


Pre-Game
x Runes
x Match-Ups

In-Game
x Items
x Jungling Phases
x Ganking


Hello. I am berroni. My current division is Diamond III and I main Nasus. I'm maining Nasus as I've always enjoyed playing him. :)



Pros


One of the strongest 1v1 champions in the game, especially with critical build
Quick wave-cleaning due to E
Easy to hit abilities
Easy to stack in jungle
Awesome slow with W during gank
Durability during R
Powerful passive
Can oneshot each damage carrier at late, adc/mid.





LORE


Cons


Weak if behind
Weak 1v1 during late
When countered - countered well(Mundo)
One of the oldest champions in the game.
Must farm good in jungle
Weak against moveable champions
Not so powerful early
Can't oneshot before 2nd item(Duskblade of Draktharr)



PRECISION

Fleet Footwork is the main reason we're playing Precision runes. The bonus movement speed is just insane on Nasus, and we can't miss it. It is surely should be taken on Nasus, and Nasus jungle works well on it. It will win many trades and grant you lane adventage over your opponent whatever he is playing, or make you two equal if he's playing electrocute. Moving and basing attacking (stacking) grants stacks that deal damage later.

Triumph is the rune that must be played on Nasus as we're playing offensive and we need an ability to survive long enough to deal what we can deal, to maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost while avoiding each ignite(if ur not bleeding or so). Must play if enemy team consists of AD champions!
Legend: Tenacity is a rune that will boost us with Tenacity through the game.
Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. I stick with Coup de Grace and it works well.
There is no need for explanation of these choices, ability haste to quicker stacking and diamond(ad) for damage before stacks, health pick to survive poking damages.


RESOLVE

Second Wind is the rune we play on Nasus as we're playing offensive and we need an ability to regenerate after battle, to maximize the damage. It restores health through 10 seconds after we take damage from an enemy champion.

Overgrowth will tank us.Every 8 monsters or enemy minions that die near you permanently generates a stack. Each stack grants 3 bonus health. This effect can stack indefinitely.
After gaining 15 stacks (120 monsters or minions), you gain additional bonus health equal to 3.5% maximum health. Monsters/minions range - 1400




SUMMONER SPELLS
-
FLASH:Flash is an summoner we will always play on Nasus. It's a spell that helps with escapes, engages and everything else that has any relation to movement. Basically, it's a simple press-use spell which teleports your champion a fixed distance towards your targeted area. It's used to get over the walls, escape abilities, catch up the enemy, run away from the enemy and everything else that is similar. Each champion has a need for Flash, except a few ones that can teleport the same distance, in the same way, like Shaco for example. There are numerous combinations you can practice to master your Flashing skill.
Cancel-Flash
IGNITE: Ignite is not an usual pick for a Nasus jungle, but you can play it if you are confident in yourself.
SMITE:We play flash and smite, smite is a must-take for each jungle champion and that includes Nasus.
    .
  • Nasus is stronger at later phase of game, avoid combat at early.
  • Do the best to gank good at early, our W is too powerful at that phase.
  • Stack as much before first item, to battle as soon as you buy it.
  • Use Ult only if there are more enemies around you.
  • Stack over raptors and golems by running backwards, for them not to be taken by your smite fellow.
  • Keep opponents at low for Q damage one-shot ability


MALPHITE
DETAILED

ZED
DETAILED

OLAF
DETAILED

TRYNDAMERE
DETAILED

SHEN
DETAILED



UDYR
DETAILED

SYLAS
DETAILED

TALON
DETAILED

LEBLANC
DETAILED

DIANA
DETAILED

XERATH
DETAILED

Zoe
DETAILED

MALZAHAR
DETAILED

YASUO
DETAILED

HEIMERDINGER
DETAILED


VOLIBEAR
DETAILED

DARIUS
DETAILED

ELISE
DETAILED

VLADIMIR
DETAILED


RUMBLE
DETAILED

RYZE
DETAILED



TEEMO
DETAILED

CASSIOPEIA
DETAILED

KARTHUS
DETAILED
PASSIVE ABILITY
Soul Eater
INNATE: Nasus gains 9 / 14 / 19% (based on level) life steal.



Q
Siphoning Strike

ACTIVE: Nasus empowers his next basic attack within 10 seconds to deal bonus physical damage.

BONUS PHYSICAL DAMAGE:
30 / 50 / 70 / 90 / 110 (+ Siphoning Strike stacks)
If Siphoning Strike kills the target, Nasus permanently gains 3 stacks, increased to 12 if the target is a champion, large Minion icon.png minion, or large monster.

Siphoning Strike resets Nasus' basic attack timer.

W
Wither

COST: 80 MANA
COOLDOWN: 15 / 14 / 13 / 12 / 11
CAST TIME: 0.25
TARGET RANGE: Range 700
ACTIVE: Nasus ages the target enemy champion for 5 seconds, slowing them by 35% and crippling them by「 75% of that amount, 」both increasing every second over the duration.

MAXIMUM SLOW:»
47 / 59 / 71 / 83 / 95%
MAXIMUM CRIPPLE:»
35.25 / 44.25 / 53.25 / 62.25 / 71.25%

E
Spirit/Fire

ACTIVE: Nasus unleashes a spirit fire at the target location, granting sight of the area for 2.5 seconds and, after a 0.264 seconds delay, dealing magic damage to enemies within.

MAGIC DAMAGE:
55 / 95 / 135 / 175 / 215 (+ 60% AP)
The fire then remains for 5 seconds, dealing magic damage each second to enemies within and inflicting them with armor reduction, lingering for 1 second.

R
Fury of the Sands

ACTIVE: Nasus empowers himself for 15 seconds, gaining bonus health, bonus armor, bonus magic resistance, increased size, and 50 bonus attack range for the duration.

BONUS HEALTH:
300 / 450 / 600
BONUS RESISTANCES:
40 / 55 / 70
INCREASED SIZE:
30 / 35 / 40%
While Nasus is empowered, he deals magic damage every 0.5 seconds to nearby enemies, capped at 240 per second, and Siphoning Strike's ooldown is halved.



STARTING ITEMS


We play Scorchlaw Pup for damage dealt and heal it grants from its attacking over our life steal gained from passive.

FIRST BACK
These are the items you should get on your first back.
Claufield's Warhammer is a glorious first item on Nasus, due to the damage it grants, but mainly for the ability haste. Boots so we are sure our enemy is not going to escape and Control Ward to have eyes over the whole jungle

FIRST ITEM
20 Ability Haste
40 Attack Damage
300 Health

UNIQUE Passive: After using an ability, your next basic attack within 10 seconds deals 125% base AD (+6% for Melee / 3% for Ranged of target's maximum health) as bonus physical damage on-hit, with a minimum damage equal to 150% base AD and a maximum damage against monsters equal to 250% base AD. If the target is a champion, heal for 68.75% base AD (+3.3% for Melee / 1.65% for Ranged of target's maximum health). Has a 1.5 second cooldown, which begins after using the empowered attack.

Mythic Passive: Empowers your other Legendary items with 3% armor penetration and 3% magic penetration.

2ND & 3RD ITEM


20 Ability Haste
40 Attack Damage
300 Health

UNIQUE Passive: After using an ability, your next basic attack within 10 seconds deals 125% base AD (+6% for Melee / 3% for Ranged of target's maximum health) as bonus physical damage on-hit, with a minimum damage equal to 150% base AD and a maximum damage against monsters equal to 250% base AD. If the target is a champion, heal for 68.75% base AD (+3.3% for Melee / 1.65% for Ranged of target's maximum health). Has a 1.5 second cooldown, which begins after using the empowered attack.

Mythic Passive: Empowers your other Legendary items with 3% armor penetration and 3% magic penetration. Ninja Tabi against the AD team or Mercury's Treads against an AP team or a team which has a lot of CC champions. Mobility Boots when you're quite confident in yourself and quite ahead of opponents


THEN



After Sterak's Gage we're building Lord Dominik's Regards due to armor penetration that it grants, which we need since our opponent has at least 1 magic resist item finished. When we build it, we can easily oneshot each enemy we find as we're already on about 550-600AP. We play Spirit Visage since it is an OP item that prolongues.


SITUATIONAL

Essence Reaver
Essence Reaver20 Ability Haste
45 Attack Damage
20% Critical Strike Chance

UNIQUE Passive: After using an ability, your next basic attack within 10 seconds deals 100% base AD (+40% bonus attack damage) as bonus physical damage on-hit and restores mana equal to 40% of the pre-mitigation bonus damage dealt (1.5 second cooldown, begins after using the empowered attack).
Duskblade of Draktharr
Duskblade of Draktharr 20 Ability Haste
60 Attack Damage
18 Lethality

UNIQUE Passive: Your next basic attack against an enemy champion deals (75 for Melee / 55 for Ranged) (+(30% for Melee / 25% for Ranged) bonus attack damage) bonus physical damage on-hit and slows the target by 99% for 0.25 seconds (15 second cooldown). Scoring a takedown against an enemy champion within 3 seconds of damaging them resets this effect's cooldown and grants you invisibility for 1.5 seconds.

Mythic Passive: Empowers each of your other Legendary items with 5 bonus movement speed, and 5 ability haste.

Ranged champions do not apply the passive slow.
The Collector
The Collector 55 Attack Damage
20% Critical Strike Chance
12 Lethality

UNIQUE Passive: If you deal post-mitigation damage that would leave a champion below 5% of their maximum health, execute them. Champion kills grant you an additional 25 gold.

Spear of Shojin
Spear of Shojin 55 Attack Damage
20% Critical Strike Chance
12 Lethality

UNIQUE Passive: If you deal post-mitigation damage that would leave a champion below 5% of their maximum health, execute them. Champion kills grant you an additional 25 gold.


Through the pre-game, and first few minutes until blue or red buff spawn, you need to check about your lane match-ups since that is how we will start the game.

First clear is clearly most required in the game, it encompasses your entire jungle path until first recall or death. Before, in season 9, there were catch-up experiences that allowed Junglers to essentially perma-gank lanes, without sacrificing much XC since camps would award more XP if you were behind in levels. That has been removed in season 2020, thus, efficiently clearing your jungle camps is more important than ever, and that all starts with your first clear.
Blue Buff > Level 2 Gank > Red Buff > Krugs > Raptors > Scuttle Crab
That would be a perfect Level 2 Gank. Now follows perfect Level 3 Gank.
Blue Buff > Gromp > Red Buff > Level 3 Gank


Always be up for a counter-gank. We have our ultimate on Nasus which means that 2v2 would be absolute and it is brought by counter gank. Make sure to always ward through the river to know where the enemy actually is.




So, we have come to the end of this guide. This guide surely will be updated with every patch. If you liked this guide, please let me know with your vote, and if you have any questions - feel free to ask me down in the discussion section
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