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Recommended Items
Runes: More Reliable
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Champion Build Guide
My name is Leon, AKA DaddyAwesomSauce.
I am a pharmacist and avid League of Legends player.

In a nutshell, Nasus is very tanky champion especially with his R

Better yet, he permanently gains increasing raw damage from Q

In order to build that damage, you'll have to deal killing blow with Q

Hence farming is very important for



So you have to make sure that your teammates are helping the teamfight (remember, League of Legends is a team game- the overall strength of the team wins the game).
Thank you for stopping by, and enjoy playing Nasus!
Permanently increasing damage with Q

Very tanky
Auto attack reset with Q

Great synergy with

Split pushing and objective takedown potential
Built-in lifesteal
BM-ing with Control + 3 spam[nextcol]
Weaknesses:
Immobile
Very dependent on good farming
Single target CC only


Q



Q




Despite how strong

Not much CC compared to other tanks like



Lastly, last hitting minions with Q


You'll miss less farms by saving the time you have to walk to top lane (in early game).
In mid-late game, you can clear lane if the waves are pushing towards your tower, then use TP to join your team.
Or if the minion waves are pushing towards opponent's tower and your opponents are way from the tower, you can use TP to the wave to takedown the tower (which





W

In order to secure a kill, you can








This rune procs every 4 seconds while in combat and has 3 components:
1) Bonus damage based on your max health
2) Healing based on your max health
3) Permanently gain 5 bonus max health
1) and 2) are good for trading with your lane opponent and lane sustaining.
The effect of 3) is minuscule but can stack up and bonus health is a great stat on

Second Line

Objective control is very important; in my opinion, taking down towers can be worth dying for.
If you die, you give out the kill gold to your opponent(s) and miss farms and levels, but you just respawn.
Towers, on the other hand, once it's destroyed, it's permanently destroyed.
The gold pay out is nice, especially when you take down a tower before your opponents do.
Taking out turret plates can give you up to 750 gold (150 each if you take them down solo, for 5 plates).
Hence, early game tower siege can give you a lot of gold advantage.


Combined with





Third Line
Any of the runes work.


Conditioning gives you additional armor and magic resist, but you have to wait 10 minutes to see the effect. For



Fourth Line

The effect isn't too big but extra health is a great stat on

Other 2 runes in this line aren't very good on

Secondary Tree
My choices are





From this line, you can also consider


You could also consider the Inspiration line as a secondary.



Bonus Stats
I like to take the CDR bonus stat. Then 2 armor or 2 magic resist bonus stats depending on AD or AP matchup.

Great passive, as you start the game with 12% lifesteal built in to you.
If you are trading pokes or being harassed by your lane opponent, you can heal off of minions.
This gives you a lane sustain advantage.
The % is increased by 6% every 6 levels, to 24%.
This healing applies to the bonus damage from Q


Combined with


Q

This is a signature move of

This ability is activated when Q is pressed and applies to the next basic attack.
The empowered attack deals bonus damage based on the ability level and the number of "Q stacks"; it also has slightly higher range than the basic attack.
The Q stacks are obtained by dealing killing blows to the minions, jungle monsters, and opposing champions, WITH Q

But these stacks comes primarily from minions.
Hence, the laning phase is very important for



However, Q stacks from the Cannon Minions, large jungle monsters, and opposing champions gives 12 bonus damage instead.
Hence, the Cannon Minions are double important to last hit (with Q whenever possible) for the higher bonus damage and gold.
Q



Spellblade bonus damage helps with last hitting and Q stacking, as well as trading pokes with your opposing laner.
Both Q


Another caveat is that Q

It means when you auto attack any target then press Q, the empowered attack immediately becomes available.
This technique can be used for Q stacking (get the minion health low enough with auto attacks then press Q for last hit), trading pokes (auto attack an opponent then press Q for quick 2 attacks), and taking towers.
Overall, this ability makes

This is the first basic ability you'll want to take and max out first.
Higher the ability level, the more damage it deals (however, does not change the damage from the stacks), so it becomes easier to last hit with Q.
But more or so for the ability cooldown, since Q

W

Doesn't deal any damage but rather strong single target slow ability.
W

It starts off with 35% slow but it increases over time, max of 95% slow at max ability level.
It also reduces the target's attack speed, which is great if you're going in for full trade.
Also a great ability to setup a gank for jungler or secure kills.
During a teamfight, it's best used on your opponent's ADC to catch the squishy out (and reduce DPS).
If you are confident that it'll lead to a kill, you can


If you need to escape, you can W


But oftentimes, W

This would be the last ability you'll want to max.
If your jungler is ganking you when you're level 2, then this would be a great ability to take at level 2.
Otherwise, you can get this ability at level 3.
E

This ability has rather large area of effect.
Initially deals a burst of damage in the area (albeit not that big of a damage), then damage over time for all the opposing units (champions, minions, jungle monsters).
Also reduces the armor of opponents who stay in the area, which is great if you're committing to a fight.
This ability has rather large mana cost, so it's not something you'll want to spam.
It also affects the minion wave too, so if you don't want to push the lane, that's something you want to take into consideration.
Overall, this ability can be used to poke (but mind the mana cost), big trade, and pushing lane.
Typically the second basic ability to max (after R and Q).
R

This ultimate ability has a few components that need to be broken down:
1)


2) Deals magic damage to all opposing units around


3) While ultimate is active,

He is already tanky- but this ultimate makes him even more tanky.
Increased basic attack range increases his range for Q

Increased champion size leads to better peeling for backline squishies.
4) On top of #3,

5) While


This is not only good during the fight (to deal more damage), but it's good for taking objectives or to simply harvest Q stacks.
So don't be afraid to use

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