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Introduction
Siphoning Strike stacks indefinitely allowing you to deal the most damage of any AD Bruiser in the game.
- Because Siphoning Strike scales with creep score you can spend the majority of your cash on defensive items and be a real tank for your team.
Nasus is the best AD Bruiser for shutting down carries late game (in my opinion).
Wither Reduces an enemy ADC's effectiveness in team fights even if you can't kill them.
The Cons:
Nasus' early game is one of the weakest in top lane champions.
- Teams that work together can secure objectives, such as
Dragon, early game while
Nasus is unable to help his team.
- Hard Crowd Control makes your job nearly impossible.
- Despite being massively tanky late game, you cannot initiate team fights very well.
- A full build is really expensive.



Alternative Spells that Also Work:



What not to Take:

The Rest: Really no top laner takes any other summoner spells except for




Soul Eater is what allows Nasus to lane so well despite being unable to harass his opponents. This passive gives him 14/17/20% base life-steal. This also contributes greatly to his tankiness late game.

Your main damage output. This spell gains damage when you last hit with it. For every small minion you kill you gain +3 bonus damage and for every cannon minion, super minion, large minion at jungle camps, champion,



Arguably the best slow in the game. Similar to



Spirit Fire is an AOE damaging and armor reducing ability. The mana cost is fairly high so this ability should be used sparingly. In team fights or when ganking your opponent it comes in handy, however, because of the armor reduction (40 reduction when maxed). Try to attack immediately after using it because the armor reduction only lasts for 1 second after the enemy leaves the radius. This ability also reveals brush, so you don't need to face check the bushes for a gank.

This ability grants Nasus bonus health and an aura around himself that deals damage over time as well as boosting his own attack damage based on the amount of damage he is dealing and increasing his attack and spell casting range. Do not neglect to use this ability at the beginning of a team fight. The added damage is invaluable. This ability can also be used to prevent yourself from dying to a gank or to bait your laning opponent into tower diving you and killing them.




Marks:
Greater Mark of Armor Penetration: I like to use 9 of these because they allow Nasus to deal the most damage late game to squishies like ADCs without requiring him to buy a



Seals:


Glyphs:



Offensive Masteries:
Sorcery: If you're going to go into the Offensive Masteries, then cool down reduction is a much better choice than attack speed because most of Nasus' damage is from
Siphoning Strike, not his basic attacks.
-
Deadliness : A much better choice than
Blast because Nasus' Q attack stacks with bonus attack damage but Ability Power only adds small amounts of damage to his
Spirit Fire and
Fury of the Sands.
-
Weapon Expertise : The main reason for placing our last 9 points into the Offensive Tree. That extra 8% armor penetration is great for keeping your damage output high late game when most everyone has armor items.
Defensive Mastery Tree:
-
Durability : While the health boost is quite small early game, it increases steadily as you level and allows us to put a point into
Veteran's Scars .
-
Hardiness : Obviously the extra armor is great for reducing incoming damage especially in the early game. I only put two points into it though because I like to have an even 2 and 2 in Hardiness and
Resistance .
-
Resistance : Great for laning against AP opponents and helps a bit late game as well. Again I take an even 2 and 2 in case my laning opponent is primarily one or the other. This way I am not at a disadvantage in either case.
-
Relentless : I've been debating lately if the slow reduction is worth it or not. You could also put the two points into
Unyielding instead, but I'm not sure if 2 damage reduction is really worth it either. Really it's up to you and your own preferences.
-
Veteran's Scars : That 30 health early game is incredibly valuable. One of the best Defensive Masteries for Nasus this low in the tree. It greatly improves his survivability at his weakest point, early game.
-
Tenacious : Not only is this great early game against champions like
Elise and
Pantheon with hard crowd control, but later in the game, during team fights, it makes kiting Nasus almost impossible for an ADC.
-
Juggernaut : More tankiness is always better. This bonus also stacks multiplicatively with
Veteran's Scars and
Durability .
-
Legendary Armor : Not only is this mastery a huge boost early game, but it continues to stack as you add on more items.
-
Reinforced Armor : I take a point out of Juggernaut to use here because in late game scenarios the enemy ADC will most likely be attacking you. Usually the ADC is the only player with critical strike chance, making reducing their incoming damage by 10% a great choice.
-
Honor Guard : The best mastery in the tree. Greatly increases your ability to tank throughout the game helping both in the early laning phase and in team fights.
AP Opponent Build Order: For laning against opponents who are pure AP or who deal a majority of their damage or a majority of their harassment damage using magic.
Null-Magic Mantle: Really your choices are early magic resist, or boots since your first item is going to be Merc Treads. I recommend the magic resist if you have the same runes/masteries as I use because you're already quite fast and that harassment early game is something you have to lifesteal through, so the less damage you take the better.
Health Potion: With either itemization always buy the max number of health pots, they always come in handy and while you have 19% or more life-steal, your early game damage is too low for this to be your only sustain.
Mercury's Treads: Tier two boots are a great first item. The magic resist, CC reduction, and movement speed make it incredibly difficult for you to be ganked or be forced out of lane because of too much harassment.
Crystalline Flask: This is an optional item. This is for laning opponents who deal lots of damage with their harass, or who you counter by using lots of ability combos. Either way I recommend this item in most lanes (unless you've already gotten a kill because of a gank from your jungler).
Negatron Cloak: This item is also situational. If your opponent is dishing out lots of damage and you can't 1v1 them yet, then get this item. However, if your opponent is low on the damage output then generally you can skip this item for an earlier
Sheen.
Sheen: The first of two major damage boosts. This item is a MUST HAVE on Nasus. This item applies its damage boost to
Siphoning Strike and greatly improves your dueling abilities.
Warmog's Armor: Pretty much the go to tank item in the meta right now. However, I do not recommend skipping armor/magic resist to go straight for Warmog's because while Warmog's makes you hard to kill in a duel, the armor/resist make harassment deal less damage, requiring you to heal less while in lane.
Trinity Force: The big damage booster to Nasus. That little bit of critical chance and attack speed may not seem like a big deal, but it is. This item is core and should never be skipped. It also allows for even better chasing because it applies slowing affects.
Enchantment: Alacrity: The only other Enchantment I would consider is
Enchantment: Homeguard. It's all about that speed. If your team is mostly offensive, then you get Alacrity, but if you're losing the game, Homeguard.
AD Opponent Build Order: This build order is for laning against opponents who deal their damage physically, or who deal their harassment damage physically.
Cloth Armor: This item builds into
Ninja Tabi, and since Nasus is meant to play passive early game, reducing harassment damage is always a great choice.
Health Potions: Buy all five. You may have 19% or more life-steal from the start, but when you are below level 5 this life-steal is not enough to sustain you in lane against heavy harassment, or mistakes on your part.
Ninja Tabi: Tier two boots again allow you to avoid ganks, skill shots, most harassment, and the passive helps reduce harassment as well.
Warden's Mail: Can be bought before or after
Sheen. Against an opponent who deals heavy damage with auto attacks (a level 6
Jax for example), this item should come first. It reduces incoming attack speed and damage, making sustaining in lane much easier.
Sheen: Almost always comes after
Warden's Mail, but possibly before. The first of two major damage increases a Nasus player will buy.
Warmog's Armor: As mentioned before, the ultimate health item in season three. Greatly increases dueling capability, but does not help as much as armor does against a heavy harassment opponent such as
Pantheon. Should still be your 4th major item.
Trinity Force: Always build
Trinity Force, ALWAYS! The damage increase is not only amazing, but greatly needed to keep you intimidating in lane and in team fights.
Enchantment: Alacrity:
Enchantment: Alacrity or
Enchantment: Homeguard based on if your team is being offensive or defensive.
Core Late Game Items:
Mercurial Scimitar: This is a late game situational item. If the enemy team has lots of CC, or if they have very little AD, get this item. The active removes all debuffs and increases movement speed for 1 second. It also adds a large amount of attack damage and magic resistance. I placed this item in the build cheat sheet because it is one of my personal favorites, but some games it is wasted money because the enemy team has so little CC.
Randuin's Omen: This item made it into the cheat sheet because of it's great bonuses and utility. It builds from our early game
Warden's Mail and allows us to slow all enemies at a crucial moment in team fights. Because Nasus is melee range, this active hits multiple enemies and helps him close the gap for a kill on the enemy ADC.
Guardian Angel: A great late game tank item. If you do not plan on your 6th item being a major damage output item, then GA is the way to go. Not only is the passive great, but having both armor and magic resist prevents you from falling behind in one or the other.
Alternative Late Game Core Items:
Frozen Heart: Great for games in which the enemy ADCs are fed, or doing better than the AP carries. Also adds a fair amount of armor and CDR to Nasus, don't be afraid to go for it so long as no one else has already bought one, and make sure to buy it instead of the Randuin's if no one else on your team plans to.
Spirit Visage: I only place this item under alternative instead of core late game because I would rather have the bonus damage from the
Mercurial Scimitar. However, Spirit Visage gives an incredible amount of magic resist, cooldown reduction, and life-steal. In situations where you need or want any of the three, by all means go for it.
Thornmail: Great for games in which only one enemy ADC is fed, or in which you are the most fed and focused player on your team. Very situational. Most games Thornmail is not as good as
Frozen Heart or
Randuin's Omen because it offers nothing to the team as a whole.
Runic Bulwark: A great team item, but the support should really be the one on your team to buy it. I only see this being a potential buy if the enemy team has lots of fed casters and your support is building something else or is too far behind to get this item when it is really needed.
Late Game Damage Options:
Infinity Edge: Rarely if ever purchased, however the damage output is downright overpowered. Only to be bought in games where your team is currently winning or the enemy damage dealers are a long way behind, or the enemy team fed you early game. With 500 added damage to
Siphoning Strike from minion farming, a
Mercurial Scimitar, and a
Trinity Force, adding an
Infinity Edge allows Nasus to deal approximately 2500 damage per
Siphoning Strike to unarmored targets. However, this item is incredibly expensive, and leaves Nasus vulnerable by costing as much as one and a half tank items.
Bloodthirster: Not an item that I ever buy on Nasus (mostly do to personal preference), but it does synergize with your passive life-steal. However, I believe that if you are going to buy a late game damage item, then
Infinity Edge is a better investment because of the raw damage increase.
Ravenous Hydra: I personally have never used this item on Nasus, but from my understanding it is a better
Bloodthirster for melee champions only. For the same reason as
Bloodthirster I do not see this as being a very good item on Nasus and its high cost reduces his tankiness quite a lot.
Items I do not Recommend:
Sunfire Aegis: This item can really be purchased at almost any time after
Sheen against an AD opponent, or after
Trinity Force against an AP opponent if you have your heart set on it. I do not find much use in the item because the damage output is minimal and the money could be better spent, but it does give you a bit more power in team fights while not cutting down on your potential maximum tankiness by much. It also synergizes with
Fury of the Sands.
Iceborn Gauntlet: I used to be a big believer in this item, until I realized that instead of providing 150% damage after using a spell it only offers 125%. Plus this item adds no critical chance or additional attack speed. After many games with both I have decided that despite
Trinity Force's much higher cost, it is worth the extra money.
Blade of the Ruined King: Another one of those interestingly situational items, and with the latest patch, incredibly niche. This item is good for killing opponents with lots of health, but this should not be bought on Nasus. Why? It gives lots of life-steal and more damage based on enemy health, that sounds good doesn't it? Late game you should be focusing carries, who have the least health of anyone on the team. So this passive is wasted and the item is too expensive for the rest of the stats to make up for it.
Farming: You want to play as passively as possible early game. This is because, if you attack your laning opponent, his creeps will target you instead of your creeps. The damage dealt to you will not be dealt to your minions and your lane will be pushed towards your opponent's tower. You want to try to keep the enemy's minions just outside your tower's range, but on your side of the river. This will allow you to farm safely because the turret is nearby to run to, and it also makes ganking your opponent easier for your jungler. If your opponent has AOE harass (





Pushing a Lane: There are only a few rare instances in which you want to heavily push your lane. For the most part however, try to avoid pushing at all costs. The only times you should try to push your lane are:
1. Your laning opponent has left the lane to help his team secure

2. It is mid game (approximately level 9) and you have just killed your laning opponent and the other lanes are still visible on the map. In this instance you may not kill the turret right away, but you should have enough damage on your Q (which can be used against turrets) to push to and take down the turret to two thirds of its health or less.
When To Use



When Can I Be Aggressive in Lane?: The short answer is, it depends. The longer answer is, when you start to deal large amounts of harassment damage. If you can use a basic attack, Q, basic attack combo and take out a large amount of health, especially against an opponent with little sustain, then do so. If you can 1v1 your opponent and win, then sit between him and the creeps to stop any last hits. If you are warding properly you won't be ganked and your laning opponent will lose CS to the point where he can't recover. It all depends on your opponent and how well you have been doing in the game. Generally speaking, Nasus gets a huge boost of power at level 6, when he buys


Difficult Lanes:



Some things to Remember:
1. Do not bother getting armor items, Elise's basic attacks deal magic damage in spider form.
2. Her stun is a skill shot and can be blocked by minions.
3. Her human form has ranged basic attacks which some Elise players love to use against you. Allow these players to hit you once or twice, but not more, because it will draw minion fire to Elise and help push the lane to your tower.

Things to remember:
1. Garen moves slower while spinning if he is going through minions.
2. Garen's


3. If you are harassing Garen (after getting



4. Follow AD opponent itemization, but build defensively and skip the




Things to Remember:
1. Let Pantheon push you to your tower, but, unlike other lanes, return harassment if he jumps to you with

2. Pantheon is mana based, so he can't do non-stop harassment (thank god!), but if he tries to he will be vulnerable in lane while low on Mana.
3. Pantheon's

4. Pantheon's block,


5. Pantheon has no sustain other than potions and items.
6. If he wanders into turret range, try to hit him before the turret does because his block will block a turret shot
7. This lane will require lots of patience and potions.

Things to Remember:
1. Go for a


2. In lane, try your best to dodge his

3. If he overheats and starts spitting flames, back up, if you have to, use Wither on him to get away.
4. He will always have a CS lead and he will have a huge damage lead in 1v1 situations until at least level 10, usually level 12 or more.
5. Rumble has a shield,

6. Rumble's slow is AOE, so don't stand near your minions.
7. Try to avoid giving up kills and hope your team can carry you late game.





Things to remember:
1. Teemo's speed boost,


2. Teemo's ultimate,

3. Try to wait until



Moderately Difficult Lanes:


Things to remember:
1. Darius will use his AOE spin attack,

2. Also remember that Darius can pull you to himself with


Things to remember:
1. While Malphite's basic attacks are physical, follow AP itemization because his harassment and the majority of his damage comes from his magic based abilities.
2. Malphite's natural shield makes harassment harder, but if you're going to go for it, be sure to keep the pressure up after the shield is broken or else you're just wasting time and mana.
3. A pure tanky Malphite is not worth trying to harass in lane because you'll be missing valuable CS for no gain.

Unique Build Order:
1.


2.

3.

4.

5.

Notes on Special Build Order: You need the




Things to Remember:
1. Be the more passive player. The most passive Nasus wins the lane. If he harasses you with his Q that's a good thing. Not only will you just life-steal through it, but he won't get as many Q stacks on the minions. After only 10 minutes or so of being harassed in lane you will have a 40 or more damage lead on him.
2. If you're the first Nasus to get a

3. If you're ahead but you can't secure the kill because Wither vs. Wither fights are ridiculously dumb, call for a gank, but otherwise play passively until you have the Sheen advantage and then be hyper aggressive.

Things to Remember:
1. He doesn't push the lane very hard, but if he takes damage he has to heal. His sustain is purely based on dealing damage, but he has to hit 3 times to heal at all.
2. By level 6 you should start to harass him to force him to heal on minions and keep the creep wave at your tower.
3. You may want an early gank against this lane unless you're going to hug your tower all game.
Easy Lane Matchups:





Things to Remember:
1. Jax's stun,


2. Jax has no sustain, if he harasses you, get in a basic attack/Q/basic attack combo and back off. He'll come out the loser even if you took more damage.
3. Use your




Things to remember:
1. Actually stand away from your minions. While his harassment is AOE and staying near the minions would push the lane, Mordekaiser has to ability farm. Standing back from your minions until after he uses an ability will ensure that your don't also take the harassment.
2. Don't try to harass or engage when his shield,


Things to Remember:
1. Talon's W,

2. Using


3. He's squishy, so don't be afraid to harass him if he gets too close. It's worth it unless you're missing huge amounts of CS for it.



Things to remember:
1. Vladimir will use all of his abilities to harass you (or at least he should), but with 2 magic defense items (



3. Vladimir has no hard CC, but his pool slows you if you stand in it and it heals him as it does damage to you.
4. Vladimir's

5. Past level 3 or 4 you most likely will not need potions and will be able to ignore Vladimir's harassment while farming.
6. Past level 8 you should be able to almost completely shut down his farm and if you leave lane you most likely won't have to worry about him killing your turret since he is an AP caster and it will take him a long time to knock it down.




Things to remember:
1. If you're going in for a


2. If you throw out

3. If you're chasing Wukong and he throws out his Decoy and you've already Withered him, continue to walk forward, he won't move quickly enough to ditch you even if he runs in the opposite direction so you are guaranteed another Siphoning Strike.
4. Be careful of his knock up,

5. Despite the advantage you will have past level 6 or so, Wukong can still surprise you if he builds enough life-steal, so don't be overconfident in dueling with him. Always try to do it close to your turret and never chase him under his turret unless you have a huge portion of your health left.
Update: Alright guys, I understand if you don't like something in this guide, but if you're going to downvote it then let me know what you didn't like so I can make the appropriate changes.
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