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Spells:
Ghost
Teleport
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Nasus's Story
''The Keeper of the Sands, though contemplative, is not to be trifled with.''
- Great laning phase
- Can clear whole minion waves in seconds with
- Great staying power with a passive 10% life steal from Soul Eater size
- People rarely understand how hard
- Easily the best slow in the game
Cons:
- Very mana hungry before you get your philosopher's stone
- If you lane agaisnt double ranged it can make it hard to farm your
- Even with your philosopher's stone your entire combo takes a lot of mana
Great passive for staying power. It's basicaly being able to buy a
Nasus's next attack will deal 30/50/70/90/110 ( + ) physical damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy.
Cost 20/25/30/35/40 Mana Range 300
You main damaging ability through out the entire game so you need to make sure to farm it as much as possible. I've seen a lot of Nasus guides where they max out
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3/6/9/12/15% each second for 5 seconds.
Cost 100/100/100/100/100 Mana Range 700
A really strong slow just from a movement speed point, but combine that with the attack speed slow this can easily turn the tides of a fight against a physical champion. Don't forget that it slows even more the longer it is on the target so if it looks like they might get away just wait they are going to get a lot slower.
After a brief delay, the target area becomes desecrated. Enemies in the area have their armor reduced by 20/25/30/35/40 and are dealt 20/34/48/62/76 (+0.2) magic damage each second.
Cost 70/85/100/115/130 Mana Range 650
Some people see this as the better ability to level first because of the amount of armour that it shreds as well as the ability to clear entire minion waves in one spell. In a team fight you should be using this constantly even if it means losing an auto attack or two on the enemy. The armour reduction makes it worth it, that combined with your armour pen runes (if you took them) you are going to be hitting champions like
Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300/450/600 health. While the storm rages, he deals 3/4/5 (+0.01)% of nearby enemies' health each second (240 damage max per second) as magic damage and converts it into bonus attack damage.
Cost 150/150/150 Mana Range 20
A great utlimate to have on a champion that has enough damage already since it gives you some extra tankiness from 600 health. Riot didn't stop there though, they decided to give it a damage aspect aswell dealing 5% of everyones health around you. That is amazing conbined with
The first set of runes are more Damage oriented and should be used against a really squishy team ie;
greater mark of desolation
greater quintessence of desolation:Increases the damage of your
Alright now to the tank oriented runes, these would be useful agaisnt a team conprised of beefy champions ie;
so you need something to increase your magic resist.CORE ITEMS:
These I usually don't change the order from game to game
- Great starting item gives you some extra health and armour. Some extra bulkiness for early game allows you to overpower those other dps champions who need a damage item to be effective. Don't worry too much about harassing with your
philosopher's stone - I usually go back when I have about 1500 gold so that you can buy your
- Most people see this as a support item but I really like this item. It has everything; armour, magic resist, damage, health everything you want. You don't really want to save up and buy it all at once, go for which ever item you need the most when you happen to go back.
- Not much to say about this, by now you need the full movement speed that they give you and the reduced CC duration allows you to stick you those carries.
- BEST ITEM EVAR ON
- A really nice item for any tank. Gives you health and armour but the main reason behind getting it is the 40 damage per second. That combined with your SITUATIONAL ORDER:
After you complete your
- Great item not only because it boosts your already high armour and magic resis but becuase of the revive effect it allows you to just stand in a team fight without worrying too much about your health. Asuming that you aren't supper fed and the team is made up of three or more physical champions this is the item that I would get after the Sunfire Cape.
- Basicaly Sheen] on steroids, instead of just 100% of your AD it gives you 150% of your AD on your next attack. Making your [[Siphoning Strike hit even harder will put even more stress on the enemy team because now they have a very tanky champion that can destroy their carries and there is nothing they can do to stop it. If you are really fed then this is what you need just so you do even more damage and get even more fed.
- When making this guide I was haven't some difficulty deciding between After deciding what you will need after your
- If you game is going this long then you will want to even out your armour and magic resis as well as giving you a bunch more damage. This is what Recommended Summoner Spells
- Your champion ignores unit collision and moves 27% faster for 10 seconds.Great spell since you don't get your
- After 4 seconds, teleports your champion to target friendly non-champion unit. 3 minute cooldown if cancelled.Great for so many reasons. Saving towers, helping ganks, saving team mates from a gank, getting back to your lane as fast as possible so you don't miss out on experiance and gold, and my personal favorite is pushing over enemy towers. Nasus is a great tower pusher since your
Optional Summoner Spells
- Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 3 seconds.Excellent choice if the enemy team has a lot of AD champions. Also a nice choice for solo laning top, since without a gank you will be 1v1ing the enemy.
- Removes all stuns, slows, taunts, fears, snares, sleeps, silences, blinds and immobilizers and reduces the duration of subsequent crowd control effects applied by 65% for 3 seconds.Not that you should be getting focused with any major CC since you aren't a squishy carry, if you are going up agaisnt a really CC heavy team then this might be a good choice so you can continue to do your job destroying the enemy carries.
- Ignite is a damage over time spell that targets a single champion dealing 50 true damage plus 20 true damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target’s healing and regeneration by 50%.If you like to play more agressivly then this extra damage can help you grab a couple of kills early. Also a nice choice if they have a healing heavy team like
Once you get your
Now that you have
And finally you get the level 6 and get your ultimate
If your team already has a main tank (
Amumu,
Malphite,
Galio)
In this situation you aren't need to keep the enemy carries off your team that the main tanks job. So what do you get to do? run straight for the squishiest ranged carry and spread the pain. Throw down your
If your team wants you to be the main tank
This is not the ideal situation for you to be in since this isn't a main tank
I highlighted the penta to let you know what you are looking for in that screen, don't start raging at me since you didn't get your own with this guide since they hardly ever happen and I was really lucky to get this one
This is where I will note all the changes in patches on
Nasus's abilities or items that are in the guide as well as the dates on which I alter the guide.
23/03/2011 - Changed
23/03/2011 - Spaced out the skill sequence chapter to make it easier to read
09/06/2011 - Switched out
31/08/2011 - Added the screenshot section and updated the rest of the guide (Pros/Cons), Runes and Patch Notes
Patch Notes
Patch 1.0.0.118[/2h]
- New Stat: Tenacity
- Tenacity reduces the duration of stuns, slows, taunts, fears, snares, sleeps, silences, blinds and immobilizes by 1% per point. Multiple Tenacity effects do not stack, but Tenacity does stack multiplicatively with other disable reductions (for example Irelia's Ionian Fervor).
- New Item: Cloak and Dagger
- +20% Attack Speed
- +20% Critical Strike Chance
- +25 Tenacity
- New Item: Moonflair Spellblade
- +50 Ability Power
- +25 Tenacity
- New Item: Eleisa's Miracle
- +25 Health Regen per 5 sec
- +20 Mana Regen per 5 sec
- +25 Tenacity
- Mercury Treads now grant +35 Tenacity.
- Sunfire Cape area of effect damage per second reduced to 35 from 40
A nice patch for people that feel getting mercury treads means sacrificing too much damage since now you have more than one choice for cc heavy teams. If you want to choose something other than mercury treads I would go for the
Cloak and Dagger because of the extra crit that it gives you. If you have a good farm on your siphon strike the crits that you will get off are completely devistating.
Patch 1.0.0.123[/2h]
- Attack range increased to 125 from 110
- Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%
- Wither
- Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks
- Mana cost reduced to 80 from 100
- Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)
- Spirit Fire
- No longer has a 0.5 second delay before taking effect
- Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds
- Fixed a bug where Siphoning Strike sometimes gained extra lifesteal
Nice little change to
Wither so they will still be slowed to the maximum even if the during is reduced, this means that the incriments that increase the slow will just be larger when the duration is reduced. The change to
Spirit Fire allows for easier harrassing since it does half of it's damage right at the beginning, also if you are trying to finish someone off by catching them through a wall it will be easier. Finally the extra lifesteal on your passive makes laning even easier, I have found that once you get to the third stage of lifesteal you can just ignore harrassment and heal through it without a problem.
- Attack range increased to 125 from 110
- Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%
- Wither
- Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks
- Mana cost reduced to 80 from 100
- Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)
- Spirit Fire
- No longer has a 0.5 second delay before taking effect
- Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds
- Fixed a bug where Siphoning Strike sometimes gained extra lifesteal
Nice little change to






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