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Spells:
Teleport
Clarity
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
Before you downvote, actually try out the build/playstyle in-game. Thanks.
AP - Ability Power
AD - Attack Damage
ArP - Armor Penetration (items like Brutalizer)
MrP - Magic Penetration (items like Haunting Guise or Sorc Boots)
MR - Magic Resistance
AP Carry - Champions like Annie or Malzahar, spellcasters who can nuke.
AD Carry - Champions like Ashe or Miss Fortune, usually Auto-attacking damage dealers.
DPS - Damage per second, usually reffering to AD Carries
MIA/SS/MISS - Missing In Action - means that a champion is missing from a lane and may gank.
CD - Cool Down
CDR - Cool Down Reduction
The Armor penetration runes are used for his siphoning strike to last hit minions. Sometimes you will think you will have enough damage to kill it, but it will survive with 10 hp and these will help keep that from happening.
The Quints are Swiftness because I always reccomend these to beginners. When you are buying your first rune set, quintessences are expensive and you dont really want to buy anymore for another champion. I reccomend these because they are generic and help every champion have an extra Janna buff (these work wonders on Janna) and help you in retreating to your turret incase you overextend. They also work for when teleport is down and you need to get somewhere fast. Or for the usual run like hell away from 4 people following you while you have 16 hp and your ultimate is running out and wither is on CD.
Next comes Sheen, which builds into Trinity Force, and this item makes Nasus shine. Since you spam your Q to deal damage, the extra 100 or 150% basic damage boost does wonders on minions, turrets, and champions. If you have been last hitting correctly, you can crit up to 1100 on minions with a Trinity Force come late game.
Then comes Frozen Heart, and I pick this over Thornmail for Armor because of the Mana boost, the CDR, and the reduced attack speed of enemies. Since your job is to be in the middle of everything looking scary (get galactic skin - it looks the best) everyone gets the debuff. You wouldnt be suprised how much it helps against AD carries. The CDR helps a bit with Siphoning strike and a considerable amount with Spirit Fire and Wither, and especially your Ult, cause thats where you really shine as Nasus.
Force of Nature because of Movement Speed (if you havent noticed, all the good items have movement speed in them: Force of Nature, Phantom Dancer, Trinity Force, BOOTS) Highest Magic Resistance in the game, Health Regen, and the unique passive of .35% max health regenerating every second.
Then I sell my Dorans Shield and get Guardians Angel, which gives a nice chunk of Armor and MR as well as a great unique passive. Then I sell my Chalice and get a Warmogs and heres why.
At this time a measely 30 MR wont do much, and team fights are over in a matter of 20 seconds so there wont be a need for regenerating mana since you dont burn all that much off since you got Frozen Heart. This time in the game you need Health. Sure, you could argue that you should get Warmogs before Frozen Heart even, but thats all in personal preference, if you think it works then go for it.
Clarity helps everyone, and it surely helps you in lane. In the beginning, Nasus has a small Mana pool, as in he doesnt have that much mana. So when you hit lvl 6 and you can be a bit more aggresive, your Ult costs 150 Mana, which is a large sum especially if you are only at half mana to begin with. Also, if you just used spirit fire on a minion wave and last hit a few times and youre at 100 mana and ALL OF A SUDDEN OUT COMES A GANKING WARWICK and you dont have enoguh mana to pop your ultimate to give you the extra health and dismay the enemy (because for some reason some people dont touch Nasus when he is in his ult at all, it kinda is a gtfo ultimate because it REALLY helps you in running away) so you are dead because you brought flash, but he has a flash too and red buff and now youre dead...
So in the end, Clarity is a must on Nasus when you solo. Sure, "Heal saves lives, Clarity does not" but using clarity can give you a nice "heal" in the form of max health.
If you're not soloing a lane, then feel free to bring another summoner spell like fortify if your tank didnt bring it for whatever reason.
DONT USE RALLY EVER!!!
Keep up this strategy, and if the enemy is starting to poke at you, or there is an evelynn, twitch, or shaco laning with a stunner or a rammus then back up a bit closer to your tower and play defensively.
Top lane tends to be pushed often when the other team does not have a jungler, and this MUST not happen. As Nasus you can kill their minions and if there is an annoying tristana or whoever trying to attack your tower from the range of the caster minions then pop a spirit fire, wither them, and siphoning strike them until they back off and just defend. If they attack back abuse the tower by withering them and running around the tower, or if they are retreating then siphon strike them and by the time 5 seconds is over, if they arent dead from you and the tower then they are on steroids (when this happens call for a fortify because even Defensive Ball Curl is pretty useless against 5 seconds of fortified tower attacks).
Early game, try to stick with leveling up siphoning strike because you dont want all the minions to die from spirit fire because then you will naturally be pushing and you dont want that. It also costs increasing amounts of mana and its better to just focus on using siphoning strike and only using spirit fire when the minions come to your tower.
If you do this well, then by the time mid game starts your tower should have over 3/4 hp if not 7/8 because Spirit Fire deals a lot more damage than you think, and whenever you recall, teleport should get you back fast.
When you do recall, make sure that before you do you have pushed a little bit, at least to half way because then you have some time to buy your items before they are back at your tower.
And since slows stack, wither and red buff will make them so slow they may as well be standing still.
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