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Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Well, it's Season 3
~Del

Hello, I am Deluth. Welcome to my Nasus Guide,
Nasus is usually a top lane Tanky Dps that serves the role of an offtank. He is the very definition of a late game champion; his early game is one of the weakest, but he has one of the strongest late games of all top laners. Recently, Nasus has been unpopular and largely considered unviable. However, I believe that this is due to outdated building, which has led to the illusion that Nasus can be beaten by nearly everything. This is simply not true. When played correctly, Nasus can still become one of the few remaining hypercarries in this game, and is invaluable to any team given enough farm. With that said, I am here to introduce a new generation of Nasus building against the heavy-harass top laners commonly seen today. I hope that this guide will help reveal the true potential of Nasus to all.
This guide is for people who want to play Nasus and succeed. There will be a lot more information and explanation in this guide than in an average guide, so naturally there is a lot of text. I do not recommend this guide if you are just looking for a brief overview of Nasus, since this may be a long read. Faint-Hearted, turn back now, for you have been warned.
Also, the runes, masteries, and items in the cheat sheet are just an example of what could be used; do not use them as a strict guideline. Any alternative choices offered are EVERY BIT as viable as the main options listed, just used in different situations. I would never list an alternative if I felt like it was any less viable than the main choice. I feel the need to impress upon this because often people just look at the build at the start of the guide and ignore everything else. This is wrong, especially for a champion like Nasus. You need to adapt to all situations as Nasus in order to survive in modern top lane, where champions with no mana restrictions and boatloads of harass are waiting to prey on Nasuses that don't counterbuild. See my Champion Matchups section for the specific build order for each matchup, I couldn't possibly fit every variation in the cheat sheet. And of course, feel free to experiment on your own.
On a side note, I apologize for any poor formatting and lack of images in this guide. I am not a guide writer, merely an average guy who loves to play Nasus, so please bear with me.
-Nasus
Short, Obvious Answer: Nasus is a niche pick.
Longer Answer: There are a lot of misconceptions regarding Nasus. Most of the more experienced players will say that Nasus is trash, while less experienced players will say that Nasus is a strong, or even overpowered pick (also known as Master Yi syndrome). Ironically, although the answer is between these two extremes, I would have to lean towards the latter opinion, albeit for different reasons. For the majority of normal, ranked, and team play, Nasus is an overshadowed but useable pick, if played correctly. More experienced players, as they learn and begin to master harassing, trading, zoning, and other top lane mechanics, find that Nasus is not good at any of these. And that is absolutely true, Nasus' early game is pretty atrocious, and his lack of escapes and early presence is probably his greatest weakness. However, on the flip side, most Nasus players also have questionable builds and decisions, which exaggerates the weakness of Nasus. Nasus is fundamentally different in concept from every other champion in the game. This is because he
1. Scales well off farm
With three bonus damage gained per kill from

2. Nasus does not scale off of gold.
Yeah, by now the problem should be evident. Nasus, widely regarded as one of the best late game champions, actually has no scaling in his kit (disregarding ap scaling, which is also absurdly low). This leads to a situation where Nasus is forced to build tanky, since building anything else doesn't really.....do anything. And since tanky items naturally scale the worst, on one hand we have Nasus with insanely high scaling off farm, on the other we have Nasus with zero scaling off items. First off, this leads to a situation where late-game Nasus is not actually as god-like as everyone makes it out to be. Secondly, this leads to pretty big misconceptions when people decide to build Nasus. Usually, late-game top laners such as

So, how does this guide change everything? This guide is about maximizing early game power, which Nasus actually needs, and letting his own late-game speak for itself, without the need for Gp10's. This allows Nasus to reach late-game status much easier, faster, and more reliably, while sacrificing relatively little.
Going back to the question, armed with more information now, is Nasus viable? In the current mindset, I would agree with the experienced players; hell no. However, if we build and play to better suit Nasus' strengths and weaknesses? He still suffers from mana cost creep and mobility creep, but for the most part, he is very much useable.
Now, is he worth learning? This question is a bit more iffy. He works, but he is still not optimal,and to tell the truth, learning a stronger, more commonly used champion like



Nasus will teach you a lot about this game. He may not have any difficult combos or skillshots, but the nature of his weak early game will force a player to learn patience, mana management, map awareness, and csing, or lose any lane hard. Nasus is not a champion you can just pick up and play against competent players. But with practice, Nasus is a fearsome opponent and an absolute terror to squishies. Not only that, but you will notice improvements with any other champions you choose to play. And nothing beats the feeling of hard carrying a 4v5 when your team is down 5-20.

Despite all his strengths, Nasus suffers from a few glaring weaknesses, which leads to situations where you definitely do not want to choose him. First and foremost, never pick Nasus against certain lane matchups, which I will discuss more in the champion matchups section. Nasus is a hit-or-miss champion; if you pick into a lane that can deny you farm, prepare to lose, and lose hard. Going against an enemy with strong roaming potential or a global ultimate is also not a very good idea. Your laning presence is very weak, and the enemy will basically be able to do what they please while you sit and farm. If they are able to rack up a sizable amount of kills off your teammates before you can get enough farm, then you have likely lost the game.
During teamfights, Nasus has no way to initiate without using

Your last thing to fear is pure damage potential. Ideally, as any tanky dps, your dream is to reach a point where you can wade into all five enemies and take down a few while tanking all the damage, then come out alive and laughing. As Nasus, you have the benefit of pure raw strength and tankyness to help you as well as wither to negate the majority of ad carry damage. However, if the ap is one with significant sustained damage, such as





To summarize,
Pros:
- Builds full tank
- Limitless damage potential
- Strong late game
- Shuts down autoattackers with a single spell
- Amazing at destroying towers using farmed Q
- Ult is very effective for early barons
- Can become a hypercarry
- Best voice in League
- Very poor laning presence and damage
- Is very binary, being hard counterpicked or camped by jungler will make you worthless
- Very susceptible to ganks
- Mana costs are very restricting
- Kitable due to no gap closer or ranged damage
- Repetitive farming may be boring
- Hard to play in solo queue, since Nasus is a last-pick champ (and when does last pick ever get to solo top?) and relies on his team to survive early game.
- Common scapegoat since general sentiments are that Nasus is unviable, and it is difficult to balance early skirmishes with farming
Preferred Summoner Spells



The


















Unviable Summoner Spells:



Any uncovered summoner spells are also unviable, mainly because they are unviable on nearly everyone or are not solo top spells.
Marks: Armor Pen is very useful on Nasus since armor cuts down massively on your Q damage. Between these marks and

Alternative




Seals:
Standard Armor Seals, a common seal choice and useful in all matchups. Nothing to see here. I do not recommend any alternatives.


Glyphs: The only non-standard rune in my setup. These glyphs are largely considered useless, but if you stop and think about it, 8% cdr in the defensive tree + 7% cdr here= 15% cdr, as much as


Alternative



Quintessences: Lifesteal Quints synergize well with the massive amount of lifesteal in this build, and help make Nasus' early game a bit more bearable. Also scale well into late game.
Alternative Greater Quintessence of Vigor: Gives similar sustain, more early sustain but doesn't scale as well into late game.
Preferred Masteries

I go 21 into defense because defense offers the most benefits to Nasus, including:
- Free tenacity helps you not get kited
- A bit of sustain and tankyness to help you survive laning. The flat damage reduction in particular is invaluable in helping you tank minions early on in order to freeze the lane.
- 8% Cooldown Reduction. This is the main reason why defensive tree is favored on Nasus. 8% Coodown reduction is massive, especially combined with
Greater Glyph of Scaling Cooldown Reductions also included in this build
Masteries deep in the offensive tree just give a bunch of offensive stats, which, as I stated earlier, Nasus does not need. Utility tree is kind of a joke now, so definitely don't go 21 in that tree. So, it is mostly a choice between choosing the offensive or utility trees as your secondary tree.
Offensive Tree gives:
- Extra attack damage for easier last-hitting
- Armor pen
- Mana and Mana Regen
- Movement Speed
- Improved Teleport and Flash
Personally, I prefer 9 points in the utility tree. The two main things in utility are the mana regen and the


Alternative Masteries: 9/21/0

Skill Explanations and Tips

Nasus drains his foe's spiritual energy, giving him a natural 14/17/20% lifesteal.
This passive is very straightforward and looks like nothing special, but it gives the sustain that Nasus desperately needs in lane. There's nothing to say here, it's just lifesteal. A nice passive overall.


Nasus's next attack within 10 seconds will deal 30/50/70/90/110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike) additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy champion, minion or neutral monster.
Cost: 20/25/30/35/40 Mana
Cooldown: 8/7/6/5/4 seconds

Ah, the famous siphoning strike, also known as ONE-SHOT-ALL-THE-THINGS. This is the skill that defines Nasus, and allows him to do massive damage while building full tank. This skill is the only skill in the game that scales directly with kills (


Remember, how well you're doing in a game depends directly on your Q farm amount. If you are 5/0 in lane but have 0 Q farm, then you have still become useless and lost. Consequently, this skill is why you should be farming as Nasus and not going for kills. "If it moves, q it" is age-old Nasus advice that may be exaggerated but is actually not that far off. Pretty much everything in this game that can be attacked gives Q farm, so just keep farming. Each Q farmed minion is worth about as much as two regularly farmed minions, so as long as you can keep creep scores near-even and Q farm well, you will have a huge hidden gold advantage.
Tips:
This skill is a straightforward on-next-hit ability, so there aren't many tips, just remember to Q towers during pushes for massive damage. Also, Q resets autoattacks, so autoattack before Qing for maximum damage. This is especially useful early game when your Q does poor damage and you need a boost from autoattacks to ensure the last-hit.


Nasus ages his target, slowing their movement and attack speed by 35%. Additionally, they are reduced further to reach an extra 12/24/36/48/60% slow at the end of 5 seconds. If the duration of the slow is reduced, the extra slow will be applied faster for it to reach its maximum at the end of the duration.
Cooldown: 15/14/13/12/11 seconds
Cost: 80 mana
Range: 700

Wow. I don't know where to start with this ability. If



In teamfights, you want to save wither for an autoattacker (usually the Ranged AD), which will shut them down for five seconds unless they burn

Tips:
- When ganked and unable to 1v2, wither the enemy with the most sustained CC potential (red buff, perma slow), then run
- When chasing an enemy, wither them, Q them, then run alongside/in front of them until SS or wither are back up. If you trail behind them and just auto-attack, it will be a lot easier for them to escape.
- Save your wither for the enemy AD Carry in teamfights to shut them down
- Avoid using this skill in lane, you will run out of mana a lot quicker


Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt 55/95/135/175/215 (+0.6 per ability power) magic damage. Additionally, enemies in the area are dealt 11/19/27/35/43 (+0.12 per ability power) magic damage each second and have their armor reduced by 20/25/30/35/40 while on there and for 1 extra second.
Cooldown: 12 seconds
Range to Center of AoE: 650
Radius of AoE: 400
Cost: 70/85/100/115/130 mana

Unless you are going AP, the damage on this skill is a joke, so it is mostly used for the armor penetration and utility. This skill costs as much or even more mana then


Mid-game and later, this skill gains some purpose. 40 Armor Penetration is pretty respectable, and along your runes and masteries will allow you deal true damage to squishies who build no armor. A bonus on this skill is that it grants vision temporarily when cast. Overall, overshadowed by


Tips:
- Late Game, unless you are low on mana, always E brushes before running inside them for vision
- The edge of your E will catch baron if you cast it at max range over the baron wall. You can use this to temporarily check baron if there are no wards. Note: Riot recently changed this so now there's a 1-2 second delay after casting E before baron appears.
- Cast E on an enemy before Qing for maximum damage
- Consider laying E on enemy bruisers diving your carry in teamfights to give them some nice extra armor penetration
- Do not use E in lane


Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300 /450/600 extra health and longer attack range (~25). While the storm rages, he drains 3/4/5% (+0.01 per ability power) of nearby enemies' max health each second (max of 240 magic damage per second per enemy) and converts 6.375% of the damage done into bonus attack damage for himself until the sandstorm wears off.
Cost: 150 mana
Cooldown: 120 seconds
Radius of AoE: 350

Most badass-looking ult ever. Nasus' ult does a lot and surpasses his brother

% Health Damage Per Second- This is extremely powerful damage on paper and spits in the face of


AD gain: An excellent steroid if you can get a good ult off, but again, you suffer from being kited, and by the time the bonus reaches a significant amount the teamfight will usually be over. Even though the AD bonus has a lot of potential, Nasus doesn't have any AD scaling anyway and your attack speed is nothing to brag about since you are building full tank. A large amount of AD, but with little use compared to most other bruisers. To be honest I rarely notice this.
Health Gain: Basically a free built in heal bait. This very useful early game and is a redeeming point on this ult. This is what you'll be using your ult for 99% of the time early game.
As a whole, this ult is definitely worthy of ult status, but it goes in too many directions at once, and it becomes meh by late game due to lack of useable scaling. It grants you significant potential damage, but suffers from being kited like the rest of your kit. Therefore, it is important to not pop your ult unless you are dying or the fight has clearly started. An easy way to waste your ult is to use it while the initiation is still happening, because you just beg the enemy to back off and waste your ult. One thing this ult really has going for it is intimidation, so use that to your advantage. A running or zoned enemy is an enemy that is doing no damage.
Tips:
- Ult (especially if being towerdived) to heal bait
- Ulting baron will do lots of damage and allows for quick early barons
- Do not be afraid to Ult if you need some lane sustain to get that last bit of gold for your next item, it will generally be up whenever you need it anyways.
- Do not ult before the teamfight has already begun
- Do not ult if you are already winning a 1v1 fight in lane. Despite the looks of it, Nasus' ult in a 1v1 situation provides hardly any damage and has a hefty mana cost

Skill Sequence
A lot of my ability sequences are pretty standard, i max










However, I am taking it a step further and suggesting that you should not even get


- Use E to farm in lane- E does not provide Q farm and pushes lane since it is AoE. As Nasus, the last thing you want to do is push lane, since it makes you even more vulnerable to ganks. Against harder matchups, you will also be zoned early if you are too far from your tower.
- Use E for damage in ganks- With such mobile top-lanes today it is highly improbable that the enemy will stay inside your E, even with wither. If they do, they would likely have died anyway since you cannot escape perma-wither without escapes in the first place. Lastly, if the gank fails, you put yourself really far behind in lane because a single WEQ combo is 1/4 to 1/2 of your mana
- Use E for getting vision in brushes- Wards. That is all. Costs 0 mana and are much more reliable in lane.
- Use E for harass- This suggestion makes the least sense to me. Would you rather deal 300 damage for 40 mana, or 400 damage for 110 mana? Yes, there is more damage, but in the grand scheme of things you are losing out on damage since your damage per mana is lower.
- Use E while zoned to get some gold- This suggestion makes the most sense, but using E is actually counterproductive in this situation. You may get a cs or two while using E, but you will push the lane in the enemies' favor, causing him to only zone you easier and lose you more cs in the long run. In a few matchups you may even be zoned under your tower, but in those situations you have already lost regardless of a couple cs you may be able to get.
Honestly, I cannot figure out a reason to use E in a laning situation. I suggest to just not get this spell until you have to, extra slow and cdr on wither is infinitely more useful.
Recommended Items
Boots-
Because boots. No explanation needed, I hope.






Armor-
Armor is a primary tanking stat, all tanks need armor! There will never be a team with no physical damage since autoattacks are physical, so armor will always be needed. Your primary armor slot will always be Frozen Heart since nothing else synergizes as well with Nasus, but you can have additional armor in your situational slot.

Magic resistance-
Like armor, you need this to be tanky. Without MR, a mage could simply burst you down before you can take out the enemy squishies, and there's not much you can do about magic damage other than build MR. There is no MR item with super-amazing synergy with Nasus, so you have a choice (albeit a small one).


Health-
Tanking 101: Each point of resistances actually increases the strength of a point of health, so at a certain point you will need to buy health to maximize your tanking efficiency. Like for MR, you have a choice, but a small one.


Damage Item-
Previously, this section was known as "Trinity Force", as Trinity Force is widely considered a core item on Nasus. However, after further experimenting, I have concluded that Trinity Force is not necessarily core on Nasus. I know that I will come under fire for this idea, as most Nasus players build their Trinity Forces religiously, but honestly.....its 4000 gold, and Nasus doesn't really need half the stats. This especially applies to games where your team is slightly behind, and you become unable to tank all the damage in a teamfight. In this situation, it is much better to get tankyness and be able to continue shrugging off damage in a teamfight.


Situational-
Like the name suggests, this slot is situational, which you means you have an actual choice now. I recommend these three items:


Other Items-
These items are not permanent parts of your build, but they are the most important things you will get.

This item will make your early game bearable against most matchups, and you will actually be able to straight-up out-trade easier matchups with only autoattacks and occasional Q's because your sustain is so insane. AP and AD carries get



Sight Ward: Another item that you will absolutely need on Nasus. The best way to throw an easy farm lane is to die from a gank, and with your zero escapes and low movement speed, getting ganked is a huge issue. Always, always, always get enough wards so that you will never be caught unaware. This usually means 2 wards, since 6 minutes of vision is the same as the cooldown on your


Building Order




1. If the enemy laner deals mostly physical damage, go


2. Usually

3. If you have 2


Now, you must evaluate your team's position. Is your team stronger or weaker as a whole? Does your team already have a strong front line, or are you going to need to be the entire front line? Does your team need damage or a tank line? After evaluating this, choose between the following end-game builds:
Classic Trinity Force Build: If your team is already ahead or has a solid tank line, the Trinity Force build allows you to quickly snowball the game and gain a lot of damage and chasing power.

Tanky Build: If your team is behind or you have to function as the sole damage-soaker, this build helps keep you in the fight. If you die, often the teamfight is lost, so staying alive while still being able to take a beating can be very important. Your score may not look as good, but your team as a whole benefits greatly.


Unrecommended Items







If you really want to go for a damage build, I recommend AP Nasus, since AP items also give decent survivability with comparable damage (


Shurelya's stats itself are not very good either, since it is mostly an item for gold-starved roles. Heath and Mana Regen are mostly laning stats, the health pales in comparison to warmogs, and the CDR has been replaced by runes and masteries. This leaves the speed boost as the one advantage it has over Warmog's, and the reason why I consider it as an alternative. However, the speed boost is very short and can easily be negated by a single slow or hard cc in teamfights. In most situations I would take the 800 extra health on Warmogs over a situational speed boost any day.







I can't think of any other item that any Nasus player would buy (not counting AP Nasus), but please remind me in the comments section if there are any other items sometimes built on Nasus that I have forgotten to mention.

Pre Game- Before Minions Spawn
Ok, so you managed to get in a game with Nasus, hopefully your teammates aren't trolling or ragequitting yet, now what do you do? Buy your Cloth+pots as soon as possible, and prepare for early invades or defense. Invading as Nasus is generally a bad idea, but if your team does decide to, hold off putting a point into a skill, as if you catch an enemy, you can take

When minions spawn, you are faced with a choice to help you get the greatest early lead possible. First off, you could leash for your jungler if he is starting on the top side of the map. However, without boots, you will usually have to sacrifice some minions before you can return to lane, so unless the jungler really needs help and/or your mid is preoccupied, you generally shouldn't help leash. Scumbag move, but sometimes it has to be done.
Your second choice is pretty situational. If you see an easier matchup but a strong early ganking jungler on the enemy team, you can start with


Your third choice is kind of a cheese option, but you should attempt this if you have nothing else to do. As a side effect of increased creep-block, you can now also somewhat blocks creeps, delaying them from reaching lane. As the creeps are coming to the lane, try to walk in front of the second one, as delaying the first one delays the entire wave and doesn't really do anything. The main way to block creeps is to move sideways into the creep, causing it to move to the side and hopefully slightly backwards. This is especially effective as the creeps are about to meet and begin to turn (since top lane is curved), as they collide into you while you collide with them. Be careful not to overdo it on a single minion, as the game will recognize this and buff the minion's movespeed, counteracting your efforts. This is somewhat unreliable, especially without boots, hence why it is a cheese strategy. But if you can pull it off, your lane starts off pushing towards your tower, and this is a massive, massive benefit.
Early Game- Pre 20 Minutes
In a regular game, this should be the first 20 minutes of the game. Your job here is to just farm farm farm and disregard everything else, since you are too weak to do anything else anyway. In lane, you need to play with what I like to call "The Nasus Mindset". Nasus does not lane like any other champion. Your whole purpose is to farm and survive, because your


The main objectives to go for at this time are mid turret (which you should ignore, since you aren't mid) and dragon. Against an easier matchup you can


Last-Hitting is very simple technique, but completely necessary to learn, especially on a champion like Nasus. You probably already know what last-hitting is, but just in case, I’ll elaborate. Essentially, last-hitting is killing a minion when it is down to its last sliver of health. This allows you to push your lane the least, while still getting gold from minions. Most competent top lane players will use this technique to control their lane and keep the minion wave where they want it to be (either at the enemy turret, at your own turret, or in the middle of the lane). As a Nasus player, you want the lane to be at your tower for the majority of the early game, where you can farm with the added protection of your tower. Therefore, you will absolutely need to last-hit early, which, along with lane freezing techniques discussed below, will allow you to farm at your tower. Later, when you believe that you can shrug off enemy harass, and more importantly, you have a good supply of wards, you should ward and begin to push to the enemy tower. Last-hitting becomes less important, as you now need to push and get Q farm as quickly as possible. This will pin the enemy to his tower, and prevent him from roaming while you rack up the last few cs you need.
The following rules apply to last-hitting under tower specifically for Nasus, so even if you know how to last hit, it still doesn’t hurt to read them. After all, no one will last-hit every minion consistently; there’s always room for improvement.
Early on, your Q’s cooldown is still fairly long, so last-hitting with autoattacks will often be necessary, especially under tower. In general, two tower hits+an autoattack will kill a full health melee minion between the 4 and 14 minute marks, which is the majority of laning phase. Otherwise, 1 autoattack followed by 2 tower shots will bring a full health melee minion into last-hit range. This is important, because the general rule is 2 tower hits+1 autoattack, but since you build no AD, you will eventually have to pre-hit melee minions as well. Meanwhile, caster minions will require an autoattack, a tower shot, then another autoattack to last-hit successfully. During earlier levels, this means it is better to pre-hit full-health caster minions under tower whenever you can, so when the tower hits it you can pick up the easy last hit with a single autoattack. However, keep in mind that your own minions will often deal damage to caster minions that are closer to them, so give more priority to pre-hitting caster minions farther away from your minions. This way, your minions will not over-damage pre-hit caster minions, while providing damage to full-health caster minions to save you the trouble of pre-hitting them. When your level reaches the double digits, pre-hitting isn’t as necessary, since your base attack speed is fast enough that you can attack a caster minion as soon as the tower targets it, and follow up with a second attack before the tower can hit again. Regarding cannon minions, it is often more difficult to gauge when the last-hit them, expect to have to Q them often. Clicking them and monitoring their health number (in the top left) until their health drops below your AD gives you a good chance to last-hit them without Q.
When dealing with already damaged melee minions, your goal is to get them to a range where only 1 tower shot will bring them to last-hit range. With enough experience, you will be able to gauge exactly how much damage a tower will deal to a melee minion, and you can pre-hit it (sometimes multiple times), preferably before it gets under tower range, so that a single tower shot will bring it to last-hit range. For heavily damaged melee minions (as in they won’t survive a single tower shot) and damaged caster minions, you just have to kill them before the tower gets them. This usually involves using Q, or autoattack and then Q if your Q isn’t high enough. Remember, don’t always use Q whenever its up early on, wait until you see a minion you know you cannot last-hit, and save the Q for that minion. You can also take advantage of the auto-attack reset that Q provides to quickly last-hit 2 minions in a short span of time.

Freezing lane is a basic lane-controlling technique that keeps the lane at your tower for an extended period of time. Often this is used to zone the enemy, but with Nasus it is essential to know this skill in order to survive in lane. Whenever i mention "farm under tower" in the champion matchups section, this is what i mean. In order to freeze lane, only last-hit (explained above), and let your opponent push by attacking you or the minions. If your opponent attacks you, your minions will begin attacking him, which means his own minions are not taking damage, and allows his minions to defeat yours. If you see that your opponent's minions are gaining a clear advantage on yours, try to minimize this advantage by autoattacking a bit, so only a few of the enemy's minions make it to your tower. Once the minions are near your tower, there are two kinds of lane freezing.

Type 1: Complete Freeze
The complete freeze is something you should use if you can shrug off the harass of the enemy laner. This is the kind of lane freeze shown in this picture. Ideally, the enemy ranged creeps should be far from tower range, the enemy melee creeps should be just outside of tower range, but your creeps should be under tower range. This way, you can dance between the melee minions and have your tower target a melee enemy if he tries to attack you. The tower also cannot hit any enemy minions, so it cannot push the lane back. Only Q enemy minions when last-hitting or when they enter tower range, in order to keep the lane in this position.
Type 2: Passive Freeze
The Passive Freeze is useful when you can't outsustain your lane opponent's harass, if your opponent is ranged, or if it’s very early in the game, and the minion wave you are tanking starts doing a lot of damage to you. The enemy ranged creeps should be just outside of turret range, while melee creeps from both sides should be under turret. This kind of lane freezing is beneficial because melees cannot harass you at all without taking tower aggro, and the enemy ranged minions will slowly amass to keep your minions pushed under tower indefinitely. A downside of this is that you will have to compete with the tower for last-hits on melee minions, which is something that comes only with practice.
What does freezing lane accomplish? Freezing lane will allow you to farm safely and indefinitely, while losing minimal cs to the turret. This is the way you survive early game. An added bonus is that the enemy actually has to go under your tower to farm minions, making him vulnerable to ganks. In easy matchups or after you buy some armor, it is a good idea to tank minion damage right outside of your tower range just to reach this position.

Wards are the unsung heroes of league. Warding goes hand in hand with freezing lane. While most laners cannot dive you 1v1 while you are freezing lane, most can and will if they have help from the jungler. Therefore, you need wards to watch for junglers so that you won't die in lane and can farm forever. Another use of wards is to see where your enemy laner is. If you freeze lane for an extensive period of time, a smart enemy will generally be constantly disappearing and reappearing. If you are a team player and call MIAs (which you should, if just to avoid rage from angry teammates), this can make for a lot of unnecessary MIA call spam. With wards, you can see when the enemy laner is heading down the river, rather than just sitting in the brush. Needless to say, if you come out from under the tower, you need wards even more.

This image shows common ward placement positions. Position 1 is inside the brush, so it has the advantage of seeing inside the brush and being undetectable by pink wards/oracles from outside the brush. However, you see incoming ganks latest of all the ward positions, so i do not recommend this position unless the enemy is clearing your wards. Position 2 is inside the purple tribrush, so you get a large warning if the enemy is ganking you through the tribrush. On the downside, you get very limited vision to protect you from river ganks, so usually only blue side wards here. However, if you are being pushed to your tower constantly on purple side, the only way an enemy could feasibly gank you is through tribrush, so it’s a good idea to ward at this position.
Position 3 is my favorite position. Here, you will have moderate vision of both river and tribrush ganks, and will have a reasonable amount of time to respond. I usually ward here on blue side, or when the lane is pushed when on purple side. The last position is position 4, which you can only see on the minimap. It is further down the river, around baron's cave. If you ward this position, you will have a lot of time to respond from river ganks and also can monitor this jungle entrance for potential counterjungling attempts. However, you are completely blind to tribrush ganks. This gives you a huge warning time if you are purple, but if the enemy jungler circumvents this ward, you are completely blind and probably dead.

The last concept I want to discuss is ganking. Ganking is when either jungler appears and tries to kill the opposing laner with the help of the allied laner. Ganks have the most effect on top lane, and assuming similar skill levels between the two laners, the jungler will often single-handedly win (or lose) the lane. Even a failed gank will often heavily impact the lane by changing the way the minions are pushing and burning health potions. This is because unlike the other two lanes, top laners will often build tanky items as well as damage, so even with a small advantage they will reach a "critical mass" where ganks are no longer effective against them, and they can slowly wear you down with minimal fear of death. Meanwhile, even if a bot/mid lane is reasonably ahead, the opposing laner(s) will still pack enough damage to take them down if given an opportunity, like a jungle gank.
Escaping from ganks as Nasus is straightfoward, you just





If the enemy starts noticing that you are warding around river (which you should, of course), they might begin lane-ganking. This means that they will try to get into the brushes in top lane unseen, and wait for an opportunity to gank. There’s not much you can do about this other than trying to farm under tower until you are confident that you can just tank the gank and walk away. Also, watch for “tells” of a lane gank, such as a weaker opponent who has deliberately been avoiding you suddenly trying to trade with you.
On the other hand, your ganks are a limited resource and need to be used wisely. This especially applies to solo queue, where your jungler may be discouraged to gank again if his gank fails the first time. As Nasus, ganks are the only thing that can keep your opposing laner in line early game, so you may be tempted to beg for as many ganks as you can. However, often it is not a good idea to gank for Nasus frequently.
Why, you ask? Because ganks, when failed, will waste your mana and push lane, opening yourself up for ganks from the enemy. As Nasus, you bring very little to ganks besides

However, against harder matchups, or in a premade, getting a few ganks is extremely helpful for giving you an upper hand in lane. Like I said before, top lane is often won or lost due to jungler presence, and a well-orchestrated gank can turn any hard matchup into a much easier matchup. The earlier a gank is, the more it will affect the outcome of a lane, due to how snowbally top lane is. On the flip side, very early on, the minion wave will be roughly in the center of the lane, and any small disturbance (such as, say, a gank), can send the wave in either direction. You absolutely do not want the lane near the enemy tower early game, since you won’t have wards yet, and will be extremely vulnerable to ganks. Not to mention, many tops can zone you by themselves if you come out from under tower. Therefore, you need the gank to happen late enough so that the minions are pushing towards your tower, yet early enough to make a large impact on the lane. I find that usually, both these conditions are met around levels 3-4. In general, this is a good time to get a gank, as the wave will be slowly pushing to your turret. Ganking at this time also has a higher chance of success, since it’s a long run back to the enemies’ tower.
Keep in mind though, that the goal of ganking isn’t to get a kill, it’s to help you farm safely and dissuade your opponent from playing hyper aggressive. The kill is merely a possible bonus. If you can force the enemy back, deal a lot of damage, or even just burn a lot of their mana, the lane will be noticeably easier, and the gank was a success.
So, what are the do's and dont's for asking for early ganks? (Emphasis on early, once you get farmed, you should always welcome ganks). Well,
- DON'T ask for ganks against champions with dashes. Your only form of cc is
Wither, which does not slow down dashes/blinks at all.
- DON'T ask for ganks against easy/medium matchups. Your job is to farm, if they cannot bother you then you should just farm and outscale them.
- DON'T ask for ganks until you have the lane frozen at tower. This gives your gank the greatest chance of success, and doesn’t hurt you as much if the gank fails.
- DO ask for ganks against medium-hard champions who will bully you around early, but become easier to deal with later. I am thinking of
specifically.
- DO ask for ganks against all hard matchups. I don't want to know how you got in a hard matchup, but you have no chance against a competent opponent, so you might as well get a gank and pray for an early kill as a desperation attempt.

Mid Game- 20-30 Minutes
At the beginning of Mid-Game, laning should be ending and if you are keeping up, you should be around 300-400 Q farm. This is still not enough, but teams will begin grouping up and teamfighting now, if not earlier. You definitely do not want to miss a team fight, since a single lost teamfight can set you behind a long way. Fortunately, you have

If you did your job early and got a good amount of farm, you shouldn’t need to afk farm and ignore your team past 20-25 minutes. Many bad Nasus players think that their only job is to farm Q, and stay up top lane for days doing so while their team gets destroyed 4v5. Not only is this a huge middle finger at your team, it’s a terrible strategy for winning games. During late game, carries get


When you do get into a teamfight, right now the mages should be dominating, while an unfed AD Carry should do almost no damage to you because of your Glacial Shroud/Frozen Heart. Early mid game is sometimes the exception to the rule "always wither the AD Carry"; you can engage with wither now or use it to stick to other targets with little consequence. If the enemy mage is a sustained damage mage (




Late Game- 30-40 Minutes
Entering late game, you should hopefully be farmed Nasus with 500+ Q farm. This is your time to shine, so take advantage of this time by engaging in teamfights whenever possible (assuming both teams are somewhat even). Farming becomes less important now, as you need to take advantage of this phase of the game where you are most dominant. Only farm during stalemates or when waiting for respawn timers. Baron takes center stage at this time, since teams are able to baron quicker and with minimal health losses. Both teams should always be near baron, but luckily, you are an exception due to teleport. During stalemates, you can opt to split push bot lane. If you see any enemies bot lane without teleport or a global ult, quickly tell your team to start baron and teleport in when needed. This will secure you a win/possible comeback. By the end of this phase, the game should usually be decided if it hasn't been already.
During teamfights, Tanky Dps reach their peak strength at this point, so you should be the most feared person on your team. AD Carries will still take a while to kill you, but they actually deal noticeable damage now to most of your team. Therefore, the game turns into "kill the AD Carry", which fortunately you are very good at. Your role in teamfights is either to kill enemies diving your AD carry, or to kill the enemy AD carry. If your carry is ahead of the enemy, protect him, otherwise dive the enemy AD carry. Regardless of situation, make sure to keep withering the enemy AD Carry whenever possible.

Very Late Game- 40+ Minutes
Contrary to popular belief, you will begin falling off slightly here. Yes, you will bring more damage than any other Tanky Dps, but the enemies can begin taking you down relatively quickly, and you can no longer control the flow of the fight single-handedly. By now, a single ace will often lead to a game-winning push, so it is important to play carefully and stick with your team at all times. Baron is still important now and can be done very quickly, but you should be looking to end the game soon by getting towers and inhibitors. With your farmed Q, you can down structures extremely quickly and often destroy towers without the help of minions if you don't get caught by enemies.
In teamfights, AD Carries will become very important people on both teams, sometimes even surpassing Nasus in strength. As long as your Carry isn't far behind, he should be as powerful as you are, and it is your job to protect him. Keep trying to wither the enemy Carry, but by now he may have



How Much Q Farm?
Under 200 farm- You get wrecked by nearly everyone at this point. Focus on farming.
200 farm- Aim for this amount between 10-15 minutes. You can now beat easy tier champions in 1v1s, and survive against medium tiers. Farm more.
300 farm- Aim for this amount between 15-20 minutes. You can now outtrade most matchups (assuming they fought you head-on). Farm more, but begin paying attention to teamfights.
400 farm- Aim for this amount between 20-25 minutes. Laning should have ended by now, perhaps earlier if you were against a harder matchup. At this point you can carry your weight in a teamfight, but you cannot carry your teammates yet. Teamfights take center stage here, but you still need to farm up to reached "farmed Nasus" levels.
500 farm- Aim for this amount by 30 minutes. This is the time where you're dominant in team fights, so start making plays now and only farm when there's nothing more important to go for (dragon, towers, baron). It's perfectly ok to end a game with this amount of farm, you should be about the strength of 2 people.
700+ farm- Getting this amount of farm is uncommon, but if you do then prepare to enter raidboss mode. If you reached this amount, either it's 50 minutes in the game or you farmed all day and never missed a cs. After about 700 farm extra farm becomes irrelevant, you do so much damage already any additional damage is essentially unnoticeable. Congratulations, you have farmed Nasus and now you essentially ARE the teamfight.
I have divided lane matchups into four levels levels of difficulty: Easy, Medium, Medium-Hard, and Hard. Here, you will see the magic of vampiric scepters at work. Lanes that any other Nasus players would call impossible drop down to Medium-Hard or even Medium difficulties on this list with the help of a vamp scepter or two.
Easy= Picking Nasus is an excellent choice, you are basically guaranteed to get farmed up in these matchups even if you misplay early. Free win with correct play.
Medium= Picking Nasus is a strong choice. These matchups require some passivity in lane at the beginning. However, the matchup is favored towards you, and you will usually get farmed up.
Medium-Hard= Nasus is an ok pick here if you have some Nasus experience under your belt. This is a skill matchup favoring the enemy, but you can still get farmed up with correct play.
Hard= If your opponent is semi-competent, even the Vampiric Scepter gods cannot save you now. Prepare to get wrecked, and remember not to pick Nasus against these champions anymore.
Also remember that just because items are listed under "First Buy" doesn't mean that you have to go back as soon as you can afford them, in fact i would recommend staying and farming if you can do so safely. It just means that these are high priority items that make your laning a lot easier.

Easy Tier
Champions in this tier:































Medium Tier
Champions in this tier:



































































Medium-Hard Tier
Champions in this tier:




























Hard Tier
Champions in this tier:










Nasus vs. AD Ranged
Sometimes, you will get an AD Carry top lane in an attempt to counterpick you (usually Vayne, but I've seen others). I won't go through each matchup since this isn't that common, but I will go through the general ideas in this matchup. Nasus can sustain against most AD Ranged (medium tier) besides



Start:


First Buy:


Build Order:




Nasus vs. AP Mid
Nasus is not often seen mid, but he will actually do well against most AP mids at top lane. Most APs will fall in either medium or medium-hard tier. AP mids are used to playing against squishy enemy laners where every bit of damage they deal counts, not tanky monsters like yourself who couldn't care less about how much they hit you. Again, the main factor here is mana costs. Away from their precious mid lane, the AP no longer has access to blue, so you can quickly run most APs out of mana. Also, many AP mids are easy to gank, so take advantage of that by freezing lane at your turret and forcing the enemy to overextend and get ganked. The one thing that you have to watch out for is that an AP mid's kill potential will skyrocket once they get ult, since their ult is usually a very damaging move. Before

Start:


First Buy:


Build Order:




That being said, why isn't Nasus played mid? The answer lies in Nasus' weak laning presence. When you farm at tower at top lane, top lane is in the middle of nowhere so it doesn't really matter. However, at mid lane, once you get pushed to tower, the enemy mid can roam and apply pressure to your entire team. Your team will not appreciate this. Therefore, I do not suggest playing Nasus mid against players who actually know how to push and roam.
In the rare situation where it would be beneficial for your mid to go top (





Nasus 1v2ing
In lower skilled matches or if the enemy lane-switches top and bot, you may encounter 1v2 top. While Nasus isn't the best choice for 1v2ing, he can still pull it off against most matchups. In lower skilled matches, 1v2's are annoying, but it's lower-skilled matches after all, so they probably do not know how to take advantage of the 1v2 lane yet. The difficulty of this matchup depends on how many ranged champions you are facing, and if there are any opposing champions in the medium-hard or hard tiers. Regardless, you should be farming under tower, but against 1 ranged you should consider building double

Build varies based on the damage type of the enemy duo lane, but it should be cloth 5 start into chain vest or negatron cloak, then a vampiric scepter or two.
However, as lane-switching becomes more common, sometimes you may encounter a legitimate AD+support combo top, who will know how to take full advantage of the lane. As said before, you generally don't want to 1v2 as Nasus, but it's do-able and sometimes even optimal in premade games (for example, if you were facing a teemo).
Whether or not the lane switch works in your favor is dependent on two main factors: The zoning potential of your bot lane compared to theirs, and the 1v2 capability of Nasus compared to the enemy top. Nasus is noticeably worse at 1v2ing than






As for comparing bot lanes, most carries are relatively similar. Obviously burst "Holy trinity" carries (



A-Tier:



B-Tier:





C-Tier:


If you do find yourself in a 1v2 lane against a non-C Tier support, this is the only situation where I would suggest leveling


Good luck to all future Nasus players,
Deluth

Credits:
-jhoijhoi for her guide to BB Codes
-Kachsten for the Nasus image in my intro.
-IceCreamy for reviewing my guide and offering helpful suggestions
-albableat for reviewing my guide
-You, for reading so far and hopefully not downvoting :) *cough*. Haha i kid, downvote if you believe this guide is bad, but please do vote one way or another
And of course, thanks to Riot Games for making this game, and for the skill icons/skins in my dividers.
-Nasus

5/20/12: Began Writing Guide
5/28/12: Guide Released
5/29/12: Added warding section, ganks section, rearranged Champion Matchups alphabetically for ease of access, fixed cheat sheet item build, updated credits, fixed some wording/grammar/bb codes
5/30/12: Reached top 10 Nasus Guides, thanks to everyone for the support
6/1/12: Switched Champion Matchup section with Gameplay section, added a bit about laning theory. Also reached top 5 Nasus Guides.
7/13/12: Changed masteries, moved boots up build order and FoN down on the AD build, added Heart of Gold to unrecommended items
7/15/12: Archived Guide
11/6/12: End of Season 2. Guide updated and re-released. Removed AP/Jungle Nasus Section, added State of Nasus section, Added new build, Added Rengar/Kha'Zix, moved Vlad to Medium-Hard, updated some matchups, added 1v2 and pre-game sections to gameplay, updated some gameplay sections.
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