Nasus Build Guide by NeonSRB
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I'm not going to school for two days now and I'm pretty bored.
So I decided to make a guide for Nasus size
This guide is made for both going jungle and solo top.
Also this guide is Work In Progress!
Greater Mark of Desolation Greater Mark of Desolation
For marks it's the best to go for something offensive, these are the best runes for damage output.
1.66 x 9 = 14 Armor Pen.
Greater Mark of Alacrity
We take these runes when jungling because lifesteal is more effective with these, more sustain in jungle.
1.7% x 9 = 15% AS
Greater Seal of Clarity
Nasus size has amazing abilities and he is mana thirsty, so we take these for laning.
1.17 x 9 = 10 Mana Regen. (at level 18)
Greater Seal of Resilience
It's barely possible to survive with Nasus in jungle without these runes.
1.41 x 9 = 13 Armor
Greater Glyph of Shielding
With Nasus it's important to be tanky and for that we need resistances. Also we take these because we don't buy magic resistance items.
2.7 x 9 = 24 Magic Resist. (at level 18)
Greater Quintessence of Fortitude
These runes are giving you nice amount of HP on start.
26 x 3 = 78 HP
Usually it's not recomended item for laning but it's a great mix with Soul Eater. Basicly on start with those two you get 24% lifesteal which is amazing sustain!
Also starting with this item is the only way of jungling with him.
Basically I choose these because of Tenacity (reduces duration of stuns, slows, snares...) and it also gives you some magic resistance which will make you a little bit more tanky.
It gives you: AD, AP, HP, Mana, AS, CS, 12% Movement Speed and some nice passives.
1st - After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage, two second cooldown. Does not stack with Sheen or Lich Bane.
2nd - Your basic attacks have a 25% chance to slow your target's movement speed by 35% for 2.5 seconds.
It gives Nasus everything he could think of!
We want to make something out of Vampiric Scepter and this item fits in great.
Also when you take it farm as much as possible to stack it up!
This gives you a lot of HP and of course HP regeneration.
With this item you will be able to carry your team like crazy.
Also when you get this item you must continue farming because it gives you HP per minion kill.
Gives you a lot of resistances, mostly make you unkillable in teamfights!
Also with this item you will shut down opponent's AD Carry! Enemies in 1000 range have their AS reduced by 20%.
On the end if you have Wriggle's Lantern sell it and get this for a lot of damage and some more armor.
Is a must:
For Nasus we need the spell that will give us the ability to escape from the fight or to chase enemies. I find Ghost more useful than Flash on Nasus because the situation with him is usually running away/chasing through the lane. When you activate your Flash champions with Ghost can easily chase you down.
If you're going jungle take it.
It's really good to defend turrets or just to get in lane faster when you're solo top.
Not too important for Nasus, but nice for finishing your enemies and it also reduces your targets healing effects by 50% which is very nice.
When enemy have champions such as Amumu, Morgana, Maokai, Leona or when you just want to get rid of Ignite or Exhaust.
Not too important on Nasus since we have Wither but it could be handy when you combine those two.
The stats from this summoner spell have nothing to do with Nasus.
You have great sustain in both lane and jungle with you lifesteal, you don't have enough slots for this summoner spell.
You are not that mana hungry.
We do not die!
This would be simply wasting your summoner spell slot.
For support champions, this is great. But Nasus has no potential for going support.
Summoner's Wrath - With 1 point here your Ghost movement speed boost will be higher by 8%!
Brute Force - Giving you extra 3 AD, why not?
Alacrity - 4% AS, a little bit useful in jungle but could come handy in lane too.
Weapon Expertise - If opponent has 100 armor that means you will have 10 armor penetration on him which is very nice.
Resistance - Giving you 6 more magic resistance, it's nice since we usually don't buy heavy magic resist. items through the whole game.
Hardiness - Some more armor while rushing defense tree.
Durability - Some health before we get Warmog's Armor.
Vigor - Some health regen. too before we get the item that must not be named.
Veteran's Scars - Only 1 point for 30hp on start.
Initiator - Some movement speed while rushing Juggernaut
Honor Guard - Get some resistance, mission accomplished!
Juggernaut - Finally! Let's say that you have 1000hp, well with this mastery you will get bonus 30hp and if you have 2000hp it will give you bonus 60hp... etc.
And it also gives you reduced duration of incoming disables by 10%.
Tough Skin - Helping the guy saving as much health as possible for ganks.
Bladed Armor - Helping him being faster in the jungle.
Summoner's Resolve - Every time he uses Smite he will gain 10 gold. When you have this mastery use smite whenever you can.