Nasus Build Guide by Carnarius_v2
[11.19] Carnarius - best nasus eu guide - will update for pr
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Runes: Full tank
+8 ability haste
+8 ability haste
Just to prove that (i think) i know what i'm talking about :P
I peaked over 900 lp back in season 5 (eune), almost 600 lp in season 9 (euw) and 460 lp in season 10 (euw) playing only. I'm pretty sure i'm the highest ranked main in europe for years now, so yes, my build works.
Unsealed Spellbook - There are many reasons why this rune is such a good option for . First of all, mains for many years tried to find out how to fit into our builds (because it was impossible before, both and were irreplaceable), now we finally can. allows us to run + , which gives us immense powerboost in lane and teamfights, while being able to tp back to lane with 1 time use. But that's only the beggining of how atrociously good this rune is.
With you can have different summoner spells in pretty much every fight. Your is down and enemy katarina is 12/0? Swap it for and shut her down in next team fight. Your is down and you are sitting at low hp under your tower? Swap it for / and bait your lane opponent to dive you. You also will be able to go for some backdoor action later in the game with , which normally you couldn't. You can refill your mana with . Possibilities are endless and that's why it's such a great choice, you will only have to think which summoner spell is going to be useful at the moment.
Another great advantage of is that the whole inspiration tree is great for , check it out.
Magical Footwear - Free boots that provide additional 10 movement speed? Yes please. This rune has very high gold value and definitely outperforms other options by a mile, especially that movement speed is important on our beloved dawg.
Biscuit Delivery - Laning phase is one of the most important aspects of the game for . This rune is perfect for making your laning phase much stronger, as you will have another source of sustain and mana sustain at the same time. They also provide maximum mana, which is amazing with 's high mana costs.
Cosmic Insight - Reworked in season 11, but still very strong. 15 summoner spell haste provides around 30 and 40 seconds reduction on ghost/flash respectively, which for a champion like , who relies on summoner spells a lot, is absolutely massive. Then we have 10 ability haste, which will decrease long cooldown of , and also . Overall very solid rune which will enable you to teamfight or 1v1 more often.
Approach Velocity - This is something you could use instead of if you prefer to have a movement speed boost whenever you wither someone, also a strong rune.
SECONDARY TREE OPTIONS
Conditioning - Massive armor/magic resistance boost. It provides nothing for the first 10 minutes of the game, but it's still so worth it to take it. It scales with resistances from your , so in the mid/late game it's going to provide 20-30 armor and magic resistance. That is massive. You can take against super strong lane bullies or champions you struggle with.
Overgrowth - Another scaling rune, provides 200-300 extra hp in the mid/late game, which is a very nice bonus. This + will make you much tankier. It got even stronger in season 11, because bonus hp scales very nicely with and
Unflinching - very nice against high slow/cc team comps.
Nimbus Cloak - Very nice synergy with . Every time you use any summoner spell (including swapped spells), you will get a nice movement speed bonus for 2 seconds. Strong combined with spellbook.
Transcendence - Not too much to say, 10 extra ability haste if you feel like you want more. CD reduction on takedowns doesn't really matter for us, it will be hard to even notice it.
Let's talk about other options:
Conqueror - Pretty much dead in season 11. The only bonus it provides now is 9% omnivamp at full stacks, adaptive damage is pretty much useless for nasus. The reason why you could consider it is called precision tree - very strong tree as a whole with a lot of good runes.
Phase rush - Better than the option above, but suffers from 2 problems. First of all, inspiration tree is overall way better, in my opinion. Secondly, many times you'll find yourself in a situation where it's going to be useless, because in order to proc it you need to have enemy champions nearby. Still, not that bad
Grasp of the undying - It's an undying topic why this rune is so popular indeed. I could talk about it for a long time, but in summary: the most important aspect of laning phase for is wave manipulation. When you fight your opponents, not only you lose hp (which makes it harder to freeze) but you aggro enemy minions (which makes it harder to freeze), but also you take damage from enemy minions (which, you guessed it). I can understand why this rune might be beloved in lower divisions, where people do not know how to trade and play in the laning phase, which effectively lets you outtrade them and stack bonus HP for free, but the higher you climb, the more useless this rune becomes. I maybe could recommend it to new players or top lane players in general.
Divine Sunderer - Our new "sheen" item. In my opinion, the strongest mythic for us by far, except for AD every stat on this item is perfect for us. What makes this item especially powerful is its scaling - it provides powerful on hit proc that together with its mythic bonus (armor and m pen) will shred through tanks and bruisers, but will also destroy squishy champions. This item provides massive boost as soon as you complete it and scales incredibly well as the game progresses.
Gargoyle Stoneplate - Arguably the strongest tank item in the game. Massive scaling, scales off of your bonus hp and resistances ( says hello), ridiculous shield that will block 1k to 1.5k damage if used in the right time and extra ability haste to top all of that. With this item will provide 30% bonus armor and m res in teamfights. Crazy high gold value for us, makes us really tanky as soon as we finish it.
Sterak's Gage - After rework this item is as, if not more powerful than before. It's full potential can be seen in teamfights (because the more people hit you, the bigger the shield and regeneration), but it doesn't change the fact that it's unlikely to find an item that will make us tankier after getting and . Btw, shield doesn't decay anymore, so if you like to receive 2k HP shields for 5 seconds in the late game, this is the item for you.
Anathema's Chains - I put this item in situational items because in theory it shouldn't be built in every game (it excels in games when enemies have only 1-2 damage dealers or when someone is fed, which is very often), but it provides A LOT of stats for it's price and the active is amazing (keep in mind it doesn't work against true damage). It loses some efficiency against teams with a lot of damage dealers, so will be better in such situations, very strong item nevertheless. I recommend building it after , to boost the shield value by a lot.
Spirit Visage - Very strong in season 11 as well, boosts your shields and heals (including life steal) by 25%, good stats, definitely amazing against ap champs.
Thornmail - To be honest stats on this item are kinda underwhelming, so it should be finished as your last item, but the reason why i included it is - buffed in season 11, super efficient and strong option whenever you need extra armor or grevious wounds. Against high healing team comps, just sit on and finish last.
Randuin's omen - Overall higher stats than other 2 armor items, very nice active, use it when you don't need grevious wounds from thornmail.
Serylda's Grudge - the best damage item for us in the game, could be used as a last/second to last item if enemy team stacks a lot of armor.
Frozen Heart - you can use it against teams that heavily rely on attack speed and pretty much only in such situation. Other than that it's really bad, doesn't provide health and tank items without health aren't good nowadays, we have too much armor penetration and true damage in the game.
DO NOT USE
Hullbreaker - As deceiving as it might be, that item is not good on . It doesn't really matter if we destroy a turret with 5 or 6 q's ( does it very fast anyway), but if we decide to build that means we basically can't teamfight, since we have a wasted item slot. I'd say avoid it.
Force of nature - Currently there is no reason to build it unfortunately, definitely has to be buffed.
Dead Man's Plate - Unfortunately pretty much dead after being nerfed over and over again.
Tank Mythic line - Sadly these items look decent on paper ( being the best one), but they lack what provides - massive damage and life steal and without damage you are not a threat in 1v1's and teamfights.
Goredrinker - It's really hard to use its active properly as , melee champion without gap closers, a lot of gold on this item is just wasted for us.
Trinity Force - After getting buffed over and over again it's still much worse than , so i don't recommend touching it at all.
Other than that, other mythic items are not that good for us and when it comes to legendaries we want to get as much tankiness as possible, so i only covered tank items.
Allright, first of all as we all probably know, laning phase is very important for . My idea of how to play in laning phase is to play as safe as possible, make it as difficult as possible for enemy jungler to dive you and farm, simple enough. But what items and rune shards would be the best?
My strategy is to take ability haste shard (the best option by far, extra haste from lvl 1), resistance shard (self explanatory, we don't need adaptive damage) and scaling HP shard (which scales nicely with out items and it's better than resistance shard later in the game. Note: you can use double resistance shards as well). Now there are 3 types of champions that you will face: ad champions, ap champions that will mostly poke you with auto attacks early on and pure ap champs.
Against ad champions you will simply go for +4 potions and armor shard. That will provide you 55 armor at level 1 and good sustain, in most cases you will be able to survive long enough to get your + / and back to lane.
Against ap champions that will aa you a lot, , arguably , etc.) you want to take +4 potions and magic resistance shard. That will protect you from magic damage they will deal after getting higher levels, but also from auto attacks. Again, sustain from and 4 potions should be enough to get crucial items after first back.
Against pure ap champions you want to go for +1 potion. Better than , provides higher regeneration and much higher resell value. The best part about is that when you are missing 100 gold for an item when you go back, you can just sell 1 bead and still benefit from other 2.
So how to play? Your goal in laning phase in pretty much every match up (there are exceptions like darius or olaf) is to avoid any unnecessary deaths, farm as well as you can and after 6 minutes back to lane with + , maybe . At this point(if you have level 7) you outscale almost everyone, so wait for their mistake (like walking up to you a bit or using gap closer for no reason), use + and coin your +12 while listening to your opponent whining that is not balanced. After that you want to just keep on killing your opponent (remember about vision, it's not nice to build advantage just to lose it after 1 minute), or you can focus on taking plates. If you can take at least 4 plates before they fell off, you are probably going to be a monster. But let me tell you how to reach this point.
1. Against easy opponents - Majority of tanks ( , ), champions that scale well but are rather useless early on ( , ) and champions that don't have too much damage or don't harass you properly - just let them push a little bit early on, never hit minions. Just try to last hit at the last possible moment. If you see that your enemy is (for some strange reason) pushing really hard, you have to push as well, try to balance it out so that enemy has always extra 2-4 minions on their side. This way you will be able to freeze under tower, so it's going to be extremely hard for enemy jungler to gank you, which is the best case scenario.
After that observe what your opponent is doing, if he is just last hitting - do the same, if he is pushing - do the same. You just want to keep enemy minions near your tower, but outside of tower range, this way you will be able to freeze almost forever. It requires good amount of experience, but you have to learn how to freeze properly, it's going to make your life much much easier and you will be much stronger with very good stacks in most games.
2. Against strong opponents - champions that can harass you hard, but it's still possible to deal with them ( , , , ) - it will be extremely hard to freeze against these champions (if they play well), because you won't be able to sustain their damage - wave will eventually hit the turret and then bounce back. In this case you will have to learn how to slow push the wave back to your opponent's turret.
When your wave is pushing towards enemy, try to sit in your minions and slowly push towards enemy turret. In most cases enemy will be afraid to fight you in your wave, which means that slowly but surely you will be able to push it to the turret and that's the goal, because that's going to reset the wave. Make sure you have trinket in the bush, because this is when you are vulnerable to ganks. If you don't - screw it, you have to slow push anyway, it's not like you have a choice. There is a very good chance that you will be able to escape with + But if they are going to fight you - they will push the wave and you have potions + biscuits so you can take some damage. It's easily worth it to take 50% of your hp if the wave is going to push towards you again.
3. Against hard counters/S tier champions - champions that will take from 40-80% of your hp or kill you if you walk close to minions ( , , , , , ) - playing against those opponents is super fun i guess. And we are not talking about e max build or something like that, we go for pure q max .
So basically every single one of those match ups is different, but rule is the same - try to go for minions that are "free" (you won't take much harass for taking them because your lane bully is too far away), try to last hit with (this is where are super good, you won't run out of mana easily) and try to get cannons. Of course before getting close to cannon your opponent. If cannon is too far away just to try get it with . If you can do all of that without dying once - congratulations, you played your lane perfectly. You are going to outscale ranged lane bullies with and level 7, this is when you can run them down if they make a small mistake i described before. For melee champions i would wait till at least level 9 and decent amount of stacks.
Remember, not dying is really important here, otherwise they are going to snowball out of control and you will be back in the game after 20 minutes - if the game is going to last this long.
So if you did a good job in the laning phase, took some, or maybe even every plate, you are fed and you don't know what to do with your lead, hear me out.
If you and your team are ahead, just try to group with your team and focus on objectives. Take dragons, take herald, try to destroy some turrets, in other words - try to increase your lead. Grouping with the rest of your team is the safest way, as they are not going to die randomly and throw the lead. With good enough lead you can just force baron, enemies won't be able to contest if they are that behind and after that you can finish the game. Rule of thumb is - if you don't know how to end the game - go baron. Baron gives amazing pushing power, so it's going to be rather easy to take inhibs with it. Although you always have to react to your enemies picks, if they have crazy good wave clear ( , , ), it's probably better to split at this point. If you are ahead, enemies will need to send at least 3 ppl to stop you, so it's going to be very easy for the rest of your team to do the job.
If you are behind, that's a completely different story. In most cases, even if behind, you should be able to 1v1 most of the enemies (not gonna lie, as soon as you finish you are going to be strong) so it's perfect time to split. Try to stay in side lane for next few or several minutes and farm up. If your lane opponent is staying with you - that's perfect, he is not doing anything on the map. If he decides to leave side lane, you have to push hard and take towers, hoping that your team can disengage or somehow win 4v5. If you lost your lane hard, there is not much else you can do, it's better to just farm up in the side lane rather than being useless in teamfights. Eventually you will get stronger (2 items and 400-500 stacks) and this is when you can group.
If everyone in your team is behind try to keep good mental, every game is winnable. Try to hug inhibitor towers with your team and clear the waves. The longer you can survive, the higher your chances are that you will come back and win the game. Try to avoid fights unless they hard engage on you, 1 stupid mistake can cost your enemies 4k gold from shutdowns and it's going to be much easier after that.
What to do as in teamfights - in general it's pretty simple, if you are ahead just run down enemy damage dealers (or most dangerous threats), even if you are going to get kited (which is not easy at all vs ) you will still be able to tank at least 2-3 opponents, while the rest of your team deals with enemies.
If you are behind - peel for your damage dealers, you have and massive amount of damage with so you are never going to be useless. Use your on targets currently being under fire, it will dramatically lower their armor. Peel and play as a frontliner, it's going to pay off, this is the reason why we go build full tank after 1st item, to be useful even when behind.
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