Nasus Build Guide by Carnarius_v2
[9.22] Carnarius - best nasus eu - will change for 9.23By Carnarius_v2 | Updated on November 12, 2019
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+1-10% CDR (lvls 1-18)
Champion Build Guide
Just to prove that (i think) i know what i'm talking about :P
I peaked over 900 lp back in season 5 (eune) and almost 600 lp in season 9 (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 bonus is even more important if you build iceborn intead of triforce, as you will be able to reach over 400 movement speed with t2 boots at all times.
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. Against easier opponents you can just sell , each one will provide 33 gold. Keep in mind that you don't have to use them to gain additional maximum mana, selling them will provide you that bonus as well.
Cosmic Insight - What can i say here, probably the most powerful minor rune for including every tree. Lower q cooldown - more stacks - more dps, more wither in fights, less cooldowns on summoner spells which synergizes really well with at the same time.
As for secondary tree, we will try to increase tankiness to become really powerful mid game (and is some cases late game) juggernauts. Scaling is the keyword here.
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.
This is the setup that i use and in my opinion it's the most versatile setup you could get. Let's talk about other options:
Conqueror - This is nowadays one the most popular rune for , but there are few reasons why i don't like it. and the whole precision tree is countered pretty hard by grevious wounds, and currently we have many sources of that debuff. Secondly, you have to get 5 stacks to receive the bonus, which means it works better with (and later i'll explain why i think is much better), as extra attack speed will be helpful to get stacks faster. Lastly, sometimes you won't be even able to proc it (if you are behind you will die too fast, if enemies have a lot of cc you won't be able to get to them, etc), meanwhile you are always useful with , as you can use various summoner spells to help your team.
Still it's a viable option and gives you massive lifesteal and additional damage, so it can be picked. Use it with and for maximum sustain in fights.
Other than that there aren't too many options sadly. was good in the past (old stormraider's surge), but it's not needed with ghost + flash setup, and are both bad, as they are completely useless against ranged champions and against melee champions you don't want to trade at all anyway, as you will push the wave because of that. Try to stay away from those.
Iceborn Gauntlet - What can i say, so underestimated on . Let's start with the fact that it's over 1k gold cheaper compared to (3 kills and an assist), which makes you reach your powerspike much, much faster. Secondly, armor is not useless anymore after many conqueror nerfs, that's why this item (with the combination of runes) will make you very tanky very fast. provides amazing stats for its price, the power you get after completing the item is ridiculous, it will allow you to fight your ad lane opponent as soon as you finish the item, no matter what champion it is. Another huge plus is versatility, after completing you will have so much armor that you won't be tied to any particular items after that, which provides freedom in building following items. Last but not least, with enough armor passive is going to turn into a massive slowing aura, which will allow you to provide a lot of extra utility for you and your team.
Price:Power ratio of this item is amazing and personally i think it's more powerful compared to . You just get strong really fast, which is one of the most important aspects in super fast paced meta we currently have, on the other hand lack of speed is completely covered by ghost and magical footwear, so doesn't really have any disadvantages.
Spirit Visage - core item, you are going to build this in every game, even against full ad teams. First of all, something like full ad team doesn't exist (they are always going to have source of magic damage), but even if it did, stats this item provide cannot be passed by. Very good health, cdr (so + + scaling cdr shard will cap your cdr) and most importantly passive that provides 30% more life steal, regeneration and healing from all sources. This and will make you super tanky in mid game
Sterak's Gage - In most situations this is going to be your 3rd item. If you are ahead and you complete all 3 of those items, you are pretty much invincible. It provides massive shield (which scales with extra hp from nasus's ), more hp and tenacity + damage on top of that. Crazy powerful.
These are your core items that you should get in every game, 95% of the time in that order. If enemies have 5 ad champions you can of course delay .
Now let's talk about situational items:
Thornmail - If your enemies have a lot of healing, you know what to do. Good stats, good passives, rather cheap. It's a very good idea to just sit on and finish later against heavy healing team comps.
Randuin's Omen - great choice against not only crit users, but against ad champions in general. Very high stats and amazing active, just don't forget to use it :p. Side note - if there are no high healing champions in enemy team, is stronger than
Adaptive Helm - We don't have too many magic resistance items, but this one is very powerful. Especially effective against DoT (teemo, brand) and "machine gun" (cassiopeia, ryze, sylas, karthus) champions. Take note that it also works against corki auto attacks, which makes it great against that champion as well. Against full ap team you can consider getting even before .
Righteous Glory - Very good if you need more mobility to eliminate key targets fast. Stats are not crazy, but you build this item for its active. Also very cheap
That's pretty much it if we talk about viable items. I can't think of anything else, is not the item i'm crazy about, doesn't provide as much tankiness or utility as the others, is not a good item for nasus, life steal items are expensive and provide nothing but... lifesteal :p. So for me items listed above are the best options.
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 scaling cdr shard, this way you won't have to worry about cdr after getting and . 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 double armor shards. That will provide you 61 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 double magic resistance shards. 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 or 3x +1 potion. Which one is better? honestly it's really hard to tell, i'd say are better, they provide more regen and when you want to get rid of them they sell for more gold. Still, both options will be ok.
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 and 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 wither 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 (power of i guess), 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 reach your 3 item power spike, about 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 decent amount of damage so you are never going to be useless. Peel and play as a frontliner, it's going to pay off, this is the reason why we go full tank with , to be useful even if behind
Also if you are looking for some high elo nasus action, feel free to check my stream
and my youtube channel
My editor Relo4d is a beast when it comes to creating funny montages, so i hope you will enjoy that content :>