Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
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




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Ignite
Ghost
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
You aren't going to be forced to farm your Q all game. You're going to bring much more to the table than your normal one-trick Nasus. A well played AP Nasus should not die often, as you're going to have the tools to prevent others from getting near you unless you want them to. Your crowd control will be invaluable in team fights. Your spells will chew through enemy health, and you'll be able to eat tanks -while- focusing their carries.
There are definite pro's and con's to building Nasus as AP.
More durable than AP Carries, not far behind in damage
FoTS will chew through enemies, especially tanks (Always-Cap DPS)
Targeted AOE can push fast and hit hard (~550 initial damage, ~100/s after)
Wither will counter AD Carries and catch runners (95% slow + snare)
Not -forced- to farm Q all game (Lich Bane will add ~475 damage to using Q)
Great 1v1 skillset, you will be able to solo most enemies
Far more effective than Q farm in games under 40 minutes when laning
No fast escapes, you will need run speed and to use your slows effectively
Less EHP than the standard Q farming or tank builds
Less effective overall than Q farming in 40+ minute games
You will be a lot more item dependent than Q farm, best in solo top
You are far more reliant on cooldowns and mana
Pros

FoTS will chew through enemies, especially tanks (Always-Cap DPS)
Targeted AOE can push fast and hit hard (~550 initial damage, ~100/s after)
Wither will counter AD Carries and catch runners (95% slow + snare)
Not -forced- to farm Q all game (Lich Bane will add ~475 damage to using Q)
Great 1v1 skillset, you will be able to solo most enemies
Far more effective than Q farm in games under 40 minutes when laning
Cons

Less EHP than the standard Q farming or tank builds
Less effective overall than Q farming in 40+ minute games
You will be a lot more item dependent than Q farm, best in solo top
You are far more reliant on cooldowns and mana
For the spells, I will add additional notes for each one based on using the core set of items as-is and assuming having attained level 18. Depending how much you farm Q during the laning phase, it will gain damage as well, however it is entirely dependent on you.

Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% life-steal.
Information
This helps Nasus stay in lane longer. Coupled with what Q farm you will be doing, it is very useful when harassed early.

Cooldown: 8 / 7 / 6 / 5 / 4 (3s)
Cost: 20 Mana
Physical Damage: 30 / 50 / 70 / 90 / 110 (+119) (+3 [+6] per enemy killed by Siphoning Strike)
Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy. This bonus is doubled to 6 stacked damage if the enemy killed is a champion, big monster or big minion.
Core Item Effects
Lich Bane: +472 Damage On-Next-Hit
Information
You won't be relying on this, however you still want to use it. Whenever possible, make sure to last hit with it, because it still works, even if not the basis for the build. Lich Bane helps make up for lost Q farm, adding an appreciable amount of damage due to your high AP.

Range: 700
Cooldown: 15 / 14 / 13 / 12 / 11 (8.4s)
Cost: 80 mana
Slow over 5 seconds from 35% to: 47% / 59% / 71% / 83% / 95%
Active: Nasus ages his target, slowing their movement and attack speed by 35%. An additional slowing effect increases over the duration of the spell. If the duration of Wither is reduced, the added slowing effect is applied faster.
Core Item Effects
Lich Bane: +472 Damage On-Next-Hit
Information
This spell is extremely anti-carry. It is currently the single strongest snare and slow in the game. Lead teamfights by disabling their carry with it. By building your movement, you'll also be able to catch runners, allowing ganks that wouldn't have happened otherwise. Also Nasus's main escape mechanism.

Range: 650
Cooldown: 12 (9.1s)
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+337.2)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+67.5)
Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+680)
Armor Reduction: 20 / 25 / 30 / 35 / 40
Diameter of AoE: 800
Active: Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Core Item Effects
Lich Bane: +472 Damage On-Next-Hit
Rylai's Crystal Scepter: +15% Snare
Liandry's Torment: +10% CurrentHP/s Damage for 3 Seconds
Information
Becomes extremely potent with high AP. Drop in the middle of a team fight and if there are 6 minions and 5 champs in the ring, it will do over 6000 damage immediately, before resist calculations. By rank 3, you should be clearing entire minion waves with 1 cast, after the DoT. Fully ranked, it will clear entire minion waves as soon as it lands. Try to keep it under enemy champions in fights, as the AD debuff is useful.

Cooldown: 120 (91s)
Cost: 150 mana
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3% / 4% / 5% (+5.6%)
Total Max Health to Magic Damage Ratio: 45% / 60% / 75% (+84.3%)
Total Magic Damage Possible (to a single enemy): 3600
Total Bonus Attack Damage Possible (from a single enemy): 229.5
Diameter of AoE: 350
Active: Nasus becomes empowered in the sandstorm for 15 seconds, gaining bonus health, 50 bonus attack range, and 100 bonus cast range.
Core Item Effects
Lich Bane: +472 Damage On-Next-Hit
Rylai's Crystal Scepter: +15% Snare
Liandry's Torment: +10% CurrentHP/s Damage for 3 Seconds
Information
With high AP, you will always being doing the cap damage with this, regardless what resists they have. Easily chews through anyone. Your AD will increase if you use it in team fights, and with recent changes, it adds both melee and cast range, so you won't suffer from kiting as Nasus used to be.
Ghost is a -great- compliment to this, as you will be able to effectively chase runners and stick to them, regardless what they run through.
|
Passive |

Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% life-steal.
Information
This helps Nasus stay in lane longer. Coupled with what Q farm you will be doing, it is very useful when harassed early.
|
Q |

Cooldown: 8 / 7 / 6 / 5 / 4 (3s)
Cost: 20 Mana
Physical Damage: 30 / 50 / 70 / 90 / 110 (+119) (+3 [+6] per enemy killed by Siphoning Strike)
Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy. This bonus is doubled to 6 stacked damage if the enemy killed is a champion, big monster or big minion.
Core Item Effects

Information
You won't be relying on this, however you still want to use it. Whenever possible, make sure to last hit with it, because it still works, even if not the basis for the build. Lich Bane helps make up for lost Q farm, adding an appreciable amount of damage due to your high AP.
|
W |

Range: 700
Cooldown: 15 / 14 / 13 / 12 / 11 (8.4s)
Cost: 80 mana
Slow over 5 seconds from 35% to: 47% / 59% / 71% / 83% / 95%
Active: Nasus ages his target, slowing their movement and attack speed by 35%. An additional slowing effect increases over the duration of the spell. If the duration of Wither is reduced, the added slowing effect is applied faster.
Core Item Effects

Information
This spell is extremely anti-carry. It is currently the single strongest snare and slow in the game. Lead teamfights by disabling their carry with it. By building your movement, you'll also be able to catch runners, allowing ganks that wouldn't have happened otherwise. Also Nasus's main escape mechanism.
|
E |

Range: 650
Cooldown: 12 (9.1s)
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+337.2)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+67.5)
Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+680)
Armor Reduction: 20 / 25 / 30 / 35 / 40
Diameter of AoE: 800
Active: Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Core Item Effects



Information
Becomes extremely potent with high AP. Drop in the middle of a team fight and if there are 6 minions and 5 champs in the ring, it will do over 6000 damage immediately, before resist calculations. By rank 3, you should be clearing entire minion waves with 1 cast, after the DoT. Fully ranked, it will clear entire minion waves as soon as it lands. Try to keep it under enemy champions in fights, as the AD debuff is useful.
|
R |

Cooldown: 120 (91s)
Cost: 150 mana
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3% / 4% / 5% (+5.6%)
Total Max Health to Magic Damage Ratio: 45% / 60% / 75% (+84.3%)
Total Magic Damage Possible (to a single enemy): 3600
Total Bonus Attack Damage Possible (from a single enemy): 229.5
Diameter of AoE: 350
Active: Nasus becomes empowered in the sandstorm for 15 seconds, gaining bonus health, 50 bonus attack range, and 100 bonus cast range.
Core Item Effects



Information
With high AP, you will always being doing the cap damage with this, regardless what resists they have. Easily chews through anyone. Your AD will increase if you use it in team fights, and with recent changes, it adds both melee and cast range, so you won't suffer from kiting as Nasus used to be.

You won't be building a lot of defenses. The core items will provide enough health to allow you to survive, however we really need to add some defense here. Run speed helps offset your lack of instant escape, as well as helps maintain stick during your ultimate.
Precision
Press the Attack
Lethal Tempo
Phase Rush
9x
Greater Mark of Scaling Magic Resist
With your mastery tree providing a little bit of initial health, and building your Scepter early, adding an additional 500hp, scaling magic resist provides a little extra oomph over flat resist later on.
9x
Greater Seal of Armor
Having a little bit stronger armor early helps in the early laning. Innate armor is already a bit higher than your magic resist. Far more useful than straight hit points, which items will provide.
9x
Greater Glyph of Ability Power
If you find yourself dying a lot, you might want to consider switching these out for
Greater Glyph of Magic Resist, however they provide a boost to your early use of
Spirit Fire.
2x
Greater Quintessence of Movement Speed
You have no instant escape. You'll have a lot of ways to slow them down. These do double duty, in both helping add a gap when you are running; and also help close the gap when you are chasing. Your wither is important, and you need to get in range to make it work. This helps that. You'll have a lot less lost opportunities for your team if you can maintain lockdowns.
Greater Quintessence of Ability Power
Additional help in early laning, so you can build your items a little bit faster. If you find yourself having a problem with runners or harassers, you might want to consider switching this out for additional run speed.
Runes





9x

With your mastery tree providing a little bit of initial health, and building your Scepter early, adding an additional 500hp, scaling magic resist provides a little extra oomph over flat resist later on.
9x

Having a little bit stronger armor early helps in the early laning. Innate armor is already a bit higher than your magic resist. Far more useful than straight hit points, which items will provide.
9x

If you find yourself dying a lot, you might want to consider switching these out for


2x

You have no instant escape. You'll have a lot of ways to slow them down. These do double duty, in both helping add a gap when you are running; and also help close the gap when you are chasing. Your wither is important, and you need to get in range to make it work. This helps that. You'll have a lot less lost opportunities for your team if you can maintain lockdowns.

Additional help in early laning, so you can build your items a little bit faster. If you find yourself having a problem with runners or harassers, you might want to consider switching this out for additional run speed.
In addition to runes, you're going to get a little extra help here for your defense as well. You're still wanting to concentrate on damage with this build, so we are going 21/9/0.

Fairly standard AP damage build.
Summoner's Wrath
- Helps both your
Ignite and
Ghost
Sorcery - We're going deeper in the tree, more effective than Attack Speed
Blast
- Again, most effective to increase your AP damage
Arcane Knowledge
- Adds a bit of magic penetration
Havoc
- Need more points spent, adding additional damage helps
Mental Force
- Again, pushing your AP higher
Archmage
- This works best with the very high AP build
Executioner
- Again, you're wanting to melt things as quickly as possible

Durability
- The extra health helps you stay alive longer
Resistance
- Your going to be most hurt by AP, add extra resist
Hardiness
- Need another point, a little extra armor doesn't hurt
Veteran's Scars
- This helps a lot in the early laning

None
Offense

Fairly standard AP damage build.










Defense





Utility

None
Primary Summoner Spells

Your ideal two summoner spells are










Optional Summoner Spells












Less Useful Summoner Spells










Don't Bother Summoner Spells









Core Build

The core build provides a host of benefits.




An early
















Lastly,



Alternate Items

If your teams gets ahead early game, then consider swapping out building your


If you aren't getting harassed early, or they have a few deaths in the first 15 minutes, then work in a


If you are getting focused heavily,

If you're doing well and are just having a problem with runners, a



Though you aren't focused entirely around it like most who play Nasus, get your





Last, finish off your


What do you bring to the fight? A lot more than some will believe. You're not full-on tank, but you will have a lot more HP than your standard AP damage dealers. The enemy will realize this eventually and focus you first.

When you get to a team fight, you should ideally have a good mana pool available and most of your cooldowns up. Your primary abilities should all be up every 1.5 minutes or so, so you should be ready to go at nearly every team fight. If you have Homeguard on your boots, stay in lane until your team is about ready for engage; recall and immediately head to the gathering. You will be instantly full health after recall, and get straight to the team fight in short order. This allows you to use your
Spirit Fire heavily in lane, and not worry nearly as much about mana pools at engage.

The first thing you want to do is
Wither the enemy carry, followed immediately by dropping
Spirit Fire where it will hit the most possible enemies. Your team should focus the opposing carry, who will presently be standing around looking foolish. Once
Wither wears off, if they aren't dead yet, they will most likely be running. Just
Wither them again. They shouldn't be alive any longer.
If you are engaging 3 or more, don't hesitate to pop your
Fury of the Sands and run into the middle of the fray. You'll not only have father cast distance to catch runners, but also gain HP and damage as well; which will help you smack things near you. The PBAoE DoT will be doing a lot of harm to everything near you. Need to catch a runner? Pop
Ghost and you can stay in range with your ultimate quite easily, ignoring anyone who stands in your way. Also, if things begin to go sour,
Ghost can help you escape.
If the odds are weighed heavily against you at engage, you're better off saving your ultimate. If your team is going down, the sudden health boost can mean the difference between living or feeding another kill.
Pre-Fight

When you get to a team fight, you should ideally have a good mana pool available and most of your cooldowns up. Your primary abilities should all be up every 1.5 minutes or so, so you should be ready to go at nearly every team fight. If you have Homeguard on your boots, stay in lane until your team is about ready for engage; recall and immediately head to the gathering. You will be instantly full health after recall, and get straight to the team fight in short order. This allows you to use your

Team Fights

The first thing you want to do is




If you are engaging 3 or more, don't hesitate to pop your



If the odds are weighed heavily against you at engage, you're better off saving your ultimate. If your team is going down, the sudden health boost can mean the difference between living or feeding another kill.
Early Farm

Start out last-hitting with Q. Don't be afraid to use S to stop yourself from auto-attacking until your Q is up again. At level 2, soften up waves, and harrass with your


Early-Mid

Have your ultimate? Try to pull the enemy back near your tower. If you can pull a





At level 7, your

Mid-Game

Don't let your lane fall, but try to help in ganks. If you can sneak to middle and




Late Game

You should have a bit of farm on your Q, and most of your build completed. It is quite easy to finish a game with over 250 cs, so your build should progress quickly. You can clear huge minion pushes in a single cast of


As quickly as you can clear minions, you should be one of the first players to reach 18. Make use of your level advantage whenever possible. Hunt them, and if you can 1v1 anyone, you're uniquely skilled to shut down nearly anyone. Your one biggest problem will be chain-stuns, avoid anyone who can stop you entirely, eat the rest. They make good kibble.
Changelog:
V 1.2 - Made my own separators to avoid confusion in who created this, as it wasn't a template
Todo List:
Add example usage with images, videos, ranges, and so forth.
V 1.2 - Made my own separators to avoid confusion in who created this, as it wasn't a template
Also tweaked several format items
Added a todo in with the changelog
V 1.1 - Added Summoner Spells and Changelog chapters
Added a todo in with the changelog
Added additional notes about survival in summary
V 1.0 - Initial publicationTodo List:
Add example usage with images, videos, ranges, and so forth.
Nasus can do a lot of damage, very quickly. He can do even more, almost as quickly. This build takes the latter course, improving damage in the short games under 30 minutes. You will get a lot of hate from people with it, until they try it out. You won't believe the rage some people have about an AP Nasus on their team. Often, you'll be at the end-of-game chat with most kills, most assists, and least deaths and -still- be called a newbie for rolling AP Nasus.
This build works best as a solo top, with a friend in the jungle. You can harass them easily, and keep them backed off from experience gains using your
Spirit Fire. When they do approach, your
Wither with a well timed jungle-assist easily means chewing up enemy champions faster than they can type in their rage to chat. Having a friend who can come hold the lane while you run back to heal means you can waste mana to your heart's content on
Spirit Fire.
The one thing this build lacks is strong defense. It isn't meant to be played as the main tank. If you try to play as the main tank, you will find the hitpoint buffer doesn't last a very long time. It does provide enough of a hitpoint buffer to utilize the Homeguard boot enchantment effectively. With Homeguard, you can teleport back to your base in 8 seconds, and make it to your 2nd line of towers in about 4 more seconds, at full health since you are instantly full health and mana when you touch base. Don't allow yourself to be baited! Recall early and often to maintain your buffer, and use those boots to maintain your presence. As noted in the the Team Work section, this build plays best with a friend in the Jungle, especially while you first begin practicing with it, as it plays very differently from your standard Nasus builds.
In the end, you really just need to roll him, and try it out.
Just never forget...
Wither all the things!
This build works best as a solo top, with a friend in the jungle. You can harass them easily, and keep them backed off from experience gains using your



The one thing this build lacks is strong defense. It isn't meant to be played as the main tank. If you try to play as the main tank, you will find the hitpoint buffer doesn't last a very long time. It does provide enough of a hitpoint buffer to utilize the Homeguard boot enchantment effectively. With Homeguard, you can teleport back to your base in 8 seconds, and make it to your 2nd line of towers in about 4 more seconds, at full health since you are instantly full health and mana when you touch base. Don't allow yourself to be baited! Recall early and often to maintain your buffer, and use those boots to maintain your presence. As noted in the the Team Work section, this build plays best with a friend in the Jungle, especially while you first begin practicing with it, as it plays very differently from your standard Nasus builds.
In the end, you really just need to roll him, and try it out.
Just never forget...
Wither all the things!
You must be logged in to comment. Please login or register.