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Recommended Items
Spells:
Ghost
Teleport
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Rumble
He just ****s on you.
Ideal
Strong
Ok
Low
None
Introduction




This is what this build aims for 80 percent tank with trinity force as your only means of damage output from items or

Now

[NOTE: Item order could vary, for eg: if your up against an AP champ rush


Many play
Nasus wrong. A lot of people do. They buy warmogs or rush trinity or farm little or just play him completely wrong.
I will list his objectives on how to play him properly.
[*] Level your
Siphoning Strike as quick as possible, so you farm quicker (lower CD)
[*] Do not level your
Spirit Fire in lane, burns way to much mana, or level it only once
[*] Rush CDR items.
[*] Play passive but do not be afraid to trade to keep the enemy at bay
[*] Always bait with ultimate and wither
[*] Only play him against a handful of champions
[*] Aim for 100 bonus damage by 8-20 minutes
[*] Split Pushing is your main objective along with disregarding the enemy ADC.
[*] Ward baron and dragon at all times so you can
Teleport if necessary
[*] When given the chance ward deep within the enemy jungle so when you see the opportunity,
Teleport there and push down the enemy turrets

I will list his objectives on how to play him properly.
[*] Level your

[*] Do not level your

[*] Rush CDR items.
[*] Play passive but do not be afraid to trade to keep the enemy at bay
[*] Always bait with ultimate and wither
[*] Only play him against a handful of champions
[*] Aim for 100 bonus damage by 8-20 minutes
[*] Split Pushing is your main objective along with disregarding the enemy ADC.
[*] Ward baron and dragon at all times so you can

[*] When given the chance ward deep within the enemy jungle so when you see the opportunity,


+ PRACTICALLY UNKILLABLE LATE GAME
+ HIGH DAMAGE OUTPUT
+ INFINITE DMG TO HIS Q
+ AMAZING DUELING ULT
+ CAN 1v1 ANY CHAMP
+ TEAM FIGHTING SPECIALIST
+ WITHER IS BETTER THAN EXHAUST
+ ANTI-CARRY
+ BEST PUSHER IN GAME
+ ******ED SUSTAIN
+ THE ONLY CHAMP WHO CAN BUILD TANK AND STILL DEAL HUGE DAMAGE

- KITE-ABLE
- CAN BE CC'd TILL YOU GO INSANE
- NEEDS TEAM TO CO-OPERATE WITH HIM
- HAS BAD EARLY GAME DAMAGE
- NO FARM NO GOOD
- PEOPLE EXPECT A LOT
- GAMES SOMETIMES END QUICK AND HE NEVER REALLY SHINES
Okay
Nasus by characteristic is a 'pusher', 'fighter', 'off-tank/tanky ' and 'bruiser'. The best way to put it is he is a complete tank with one late game AD item.
Now what does this all mean? You might be thinking.
PUSHER: A champ that 'pushes' lane and towers down fast, simple as that.
OFF-TANK/TANKY: By definition there are no such things as 'off-tank' champions, this simply means that a champion that is pretty tuff or has tank-like qualities and via items can lean towards the tank side, thus the term 'off-tank'.
FIGHTER: I can't really explain this, so I'll just say, observe champions such as
Olaf or
Riven, because that it what it is.
FULL-TANK: the body guard, the sack of meat, the boxing bag, the ultimate guard for your team. You are a TANK simple. For example:
Rammus
NASUS'S ABILITIES

Okay, this is what keeps you alive in lane, the passive lifesteal let's you disregard a lot of damage so you can keep farming and eases the harass you will get in lane, since you are very bad early game. It grants you a total of 20% lifesteal! in phases of 14/17/20. Along with Lifesteal Quints, you still start off with 20 percent lifesteal!

The core reason why
Nasus exists. This ability has the potential of 'infinite damage'. At level 5 it has the base damage of 110 with the addition of your entire damage AND the number count of how much you farmed with it. Each minion last hit with this ability adds 3 permanent damage to this ability. Thus why this ability is maxed as fast as possible, so its CD goes lower (faster farming) and thus why his early game items are all CDR (cooldown reduction). [Note: killing big creeps or jungle creeps/champions will double its raise in damage (6)]

By far the best 'slow' CC (crowd control) ability in the game. It is what makes Nasus what I call 'anti-carry' he completely shuts down any DPS in the game. At level 5 this can slow an enemy up to 95% of their movement speed and half of that towards their attack speed for an entire 5 second duration! On top of that this with max CDR it has a gap interval of only 2 seconds! So this ability alone can render the ADC completely useless as well as making getaways impossible.

This ability is an AoE (area of effect) ability where a portal of some sort lays on the ground draining life of minions or damaging enemy champions as well as lowering their armor at a maximum of 40. Now do not level this up in laning phase, for heaps of reasons why? Because it drains your mana a LOT, i mean A LOT. It rapes your mana pool. Keep away. Overall it is a pretty good ability. I suggest when your in mid-late game you drop it on someone and Q them within the portal to deal massive amounts of damage. This with the addition of your armor penetration from runes your damage from your Q will be enormous.

'R'
Fury of the Sands: What can i say about this ult? When levelled to 16, this ult grants you 600 extra health. it gives you an aura around yourself that sucks or drains anything with health around it converting it to extra damage. In team fights pop this ult once the team fight starts, stand in the middle of everything and gain massive amounts of AD. It lasts 15 seconds long so do not waste it and walk around without even fighting, or just using half its time. In addition to all this you can bait greatly in laning phase. If you have low health and they are going to tower dive simple ult, wither, Q and watch them die.
[Note:
Nasus in his ultimate form is basically unbeatable in 1v1, it grants him everything he could need to beat any AD champion, does max percentage magical damage, grants him a ******ed amount of bonus AD, increases his cast range on his abilities as well as granting him an extra 600 health]

Now what does this all mean? You might be thinking.
PUSHER: A champ that 'pushes' lane and towers down fast, simple as that.
OFF-TANK/TANKY: By definition there are no such things as 'off-tank' champions, this simply means that a champion that is pretty tuff or has tank-like qualities and via items can lean towards the tank side, thus the term 'off-tank'.
FIGHTER: I can't really explain this, so I'll just say, observe champions such as


FULL-TANK: the body guard, the sack of meat, the boxing bag, the ultimate guard for your team. You are a TANK simple. For example:

NASUS'S ABILITIES

Okay, this is what keeps you alive in lane, the passive lifesteal let's you disregard a lot of damage so you can keep farming and eases the harass you will get in lane, since you are very bad early game. It grants you a total of 20% lifesteal! in phases of 14/17/20. Along with Lifesteal Quints, you still start off with 20 percent lifesteal!

The core reason why


By far the best 'slow' CC (crowd control) ability in the game. It is what makes Nasus what I call 'anti-carry' he completely shuts down any DPS in the game. At level 5 this can slow an enemy up to 95% of their movement speed and half of that towards their attack speed for an entire 5 second duration! On top of that this with max CDR it has a gap interval of only 2 seconds! So this ability alone can render the ADC completely useless as well as making getaways impossible.

This ability is an AoE (area of effect) ability where a portal of some sort lays on the ground draining life of minions or damaging enemy champions as well as lowering their armor at a maximum of 40. Now do not level this up in laning phase, for heaps of reasons why? Because it drains your mana a LOT, i mean A LOT. It rapes your mana pool. Keep away. Overall it is a pretty good ability. I suggest when your in mid-late game you drop it on someone and Q them within the portal to deal massive amounts of damage. This with the addition of your armor penetration from runes your damage from your Q will be enormous.

'R'

[Note:


greater mark of armor penetration great mark of armor penetration: Armour penetration runes. Gives 8 armor penetration. The best choice. Makes your Q hit harder. You don't need AD runes because your going to last hit with your Q and Nasus does not need AD, all your damage comes from your
Siphoning Strike.
[Note: I put 3 marks in AD, so I can start off with 60 AD at level 1, a nice rounded number, also making it easier to last hit]
Greater Seal of Armor: Flat armor runes. Simple. You do not swap these runes for anything else. In any circumstance. Nasus is a really weak early game champion he will get a ton of harassment, these are a must.
For Glyphs I now start off with 5 precent flat CDR and scaling magic resist.
Greater Quintessence of Life Steal: An extra 6 percent lifesteal. Needed for lane sustain and letting you farm. I am not exagerating when I say Nasus becomes broken with sustain when he has these quints on. Your opponent will lose their hair trying to gut you down only to see you heal up everything. Plus lets you duel very well and Hyfe uses it as well ^^

[Note: I put 3 marks in AD, so I can start off with 60 AD at level 1, a nice rounded number, also making it easier to last hit]


For Glyphs I now start off with 5 precent flat CDR and scaling magic resist.



STARTING ITEMS:
1. As I wrote above and below depending on the champs your up against, you pretty much have to change your starting items. If they are auto attack reliant like,
Tryndamere,
Fiora,
Jax, start off with
Doran's Shield, and remember if you think you have low sustain due to only having one health pot, you have your passive and
Teleport to back you up.
2. If their an AD caster, like
Riven and
Garen start off cloth armor + 5 pots, to be durable and have massive sustain, enough to return with a
Chain Vest etc.
3. Against most AP champions like
Rumble,
Singed or cho' gath. Why boots and pots? Because pots are always nice for one :D. Secondly if you have not noticed for all three of those champs you will need movement speed. For once to dodge
Cho'Gath's abilities like rupture. To outrun
Singed, so if he
Fling's you into his poisen, you can quickly run out without him lapping you dealing tons of damage on you. As for
Rumble, I like dodging his E, early game as well as running out of his flame spitter.
CORE ITEMS:
I posted 4 items in total above, but it does not mean you get all of them, you select.
There is no order in these itemization, it just must be included, because nothing more can help out
Nasus than these items.
1.
The best magic resist item in game
Spirit Visage, it gives you 10 percent CDR. Which helps you farm your Q. It gives massive magic resist, it gives A LOT of health along with the best thing, it gives better healing effects. It increases your lifesteal above 30 bloody PRECENT!
2.
Frozen Heart or
Iceborn Gauntlet. Choose
Frozen Heart if they have lets say a
Jax,
Tryndamere or
Vayne in the enemy team. Get
Iceborn Gauntlet, for the early game extra damage on your Q if your up against a champion like
Renekton. They both give armor and CDR. One gives more damage, whilst the other (frozen heart), gives more utility, like its attack speed slow designed to counter specific champions, whilst giving more armor and CDR. Sometimes even get both? But never EVER, get
Iceborn Gauntlet then
Trinity Force, because this does not make sense and is a waste of money in buying double
Sheen! So If your going to buy
Frozen Heart, and need that
Sheen regardless of anything, you have two options, either get the
Iceborn Gauntlet, or
Trinity Force depending on how well your doing in terms of money, if you need to lean towards the bruiser side etc.
If you do not buy
Frozen Heart at all, I suggest you buy
Iceborn Gauntlet and
Randuin's Omen. Because if you choose
Trinity Force over
Iceborn Gauntlet you will lack the 40 percent CDR
Nasus needs and you will be extra squishy.
OTHER ITEMS:
Randuin's Omen: This along with
Frozen Heart and your
Wither, is actually a joke, the enemy has no ADC. although if you buy this item you will be lacking somewhat in the magic resist department. So only buy so if they are heavily AD, like a
Vayne and
Zed enemy mid laner comp.
Locket of the Iron Solari: If the support does not get this item, get it, it is amazing, gives mixed durability as well as a shield which helps so much in team fights.
Last Whisper: late game when you have 5 items completed, usually an item like
Guardian Angel, comes into mind, making you indestructible. However the best item you can go for is
Last Whisper, this is to make sure your Q hits like a truck. you will notice for example, if the enemy mage buys
Zhonya's Hourglass, your Q will be doing minimal damage, instead of doing 700 it will be doing like 380 which is unacceptable. This item assures your damage output to stay strong and not let simple low amounts of armor like 140, counter half its damage.
Thornmail: I personally think its a horrible item by design, but SOMETIMES, just SOMETIMES, that moment comes when it just seems so good. It has the highest base armor, it basically negates all the lifesteal the enemy ADC has, so what is so bad about it? And when is it good? Firstly its bad because it brings nothing to the team, why would I buy that when I can get
Randuin's Omen? Which gives me the ability to slow down the attack speed of the adc. So basically it brings nothing to the team to screw up the enemy ADC. So why is it good sometimes? Well believe it or not in Silver rank, sometimes the enemy ADC is ******ed, they either don't know what their doing so they attack the front line AKA you the tank, or you pressure and zone them out so much that they need to kill you. And basically they end up duelling you, I know its funny but it happens. And believe it or not a
Draven or
Vayne has the ability to actually kite and duel you, so when you see that the most damage that is killing you comes from the ADC,
Thornmail in this case is a great item, since it makes them think twice about hitting you, also if you do get the chance do duel the enemy adc and lets say support, you get the ability to sustain through the fight and making them kill themselves basically by hitting you.
{note: life steal and magic resist negate
Thornmail damage}
Ravenous Hydra: If you buy this, if you actually buy this weapon, im pretty sure you will lose the game. It is useless, you don't need AD, you don't need more life steal than 30 precent, the passive doesn't proc off your Q and on top of all this it costs fregging 3000 bucks. Making you so behind in tank items, not only will you not be able to put damage down via this item, you will die before you get to the ADC.
1. As I wrote above and below depending on the champs your up against, you pretty much have to change your starting items. If they are auto attack reliant like,





2. If their an AD caster, like



3. Against most AP champions like






CORE ITEMS:
I posted 4 items in total above, but it does not mean you get all of them, you select.
There is no order in these itemization, it just must be included, because nothing more can help out

1.


2.

















If you do not buy






OTHER ITEMS:



















{note: life steal and magic resist negate



Okay so
Nasus
Siphoning Strike is his 'bread n butter'. So I level this and his
Wither before anything. You need to lower the CD of your
Siphoning Strike as quickly as possible and farm as quick as you can. I level
Spirit Fire last because I personally do not use it ever, even for farming. It wastes too much mana and is not needed for me. However for you it is your option. But believe me when I say I doubt there is a person that's played
Nasus in-depth as I have, so when I say you don't really need
Spirit Fire, you don't really need
Spirit Fire. It's use is in mid-late game where you can drop it on a target and Q inside for maximum damage. Lastly level your ult as soon as possible, 6/11/16.









The two spells I have chosen are
Ghost and
Teleport. There are many reasons why I have chosen this.
Ghost is used to chasing down your enemies since most carry's will have faster foot speed than you. Or it could be used to get away, since it will take a while to kill you since you are very durable. In addition to this you are really kitable thus
Ghost.
Flash does not help solve kiting issues.
The
Teleport spell is basically a must. Why? Because for so many reasons:
1. It lets you get back into lane to continue farming If you have been harassed early game greatly.
2. Short trips back and forth
3. Allows you to gank other lanes very well, or co-ordinate fights tricking the enemy that they have outnumbered you
4. Late game it allows you to take turrets with ease, place wards in their jungle, teleport to it and start splitpushing, or better yet splitpush and teleport to team fights when they occur. Also it allows you to stop dragon taking and Baron.





The

1. It lets you get back into lane to continue farming If you have been harassed early game greatly.
2. Short trips back and forth
3. Allows you to gank other lanes very well, or co-ordinate fights tricking the enemy that they have outnumbered you
4. Late game it allows you to take turrets with ease, place wards in their jungle, teleport to it and start splitpushing, or better yet splitpush and teleport to team fights when they occur. Also it allows you to stop dragon taking and Baron.





cho' gath

























































































































I put A LOT of time into this so people get the right idea about Nasus, His purpose what he must do etc.
I had this created in season 2, it got outdated and I never touched it again, until the past couple days. I hope you guys enjoy it and vote and comment telling me what you think and even telling me better ways for playing Nasus.
I had this created in season 2, it got outdated and I never touched it again, until the past couple days. I hope you guys enjoy it and vote and comment telling me what you think and even telling me better ways for playing Nasus.

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