x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes:
Precision
Resolve
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Standard
Flash
Unleashed Smite
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
x Ending x Intro
x Abilities x Tips & Tricks |
x Match-Ups
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. :)
|
|
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. |
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 |
-
.
- 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
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
DETAILED
|
|
|
|
|
|
|
|
|
|
|
|
We play Scorchlaw Pup for damage dealt and heal it grants from its attacking over our life steal gained from passive. |
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 |
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. |
|
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 |
|
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. |
|
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 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 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 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
You must be logged in to comment. Please login or register.