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Choose Champion Build:
Spells:
Flash
Ghost
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
PLEASE READ THE ENTIRE GUIDE BEFORE DOWNVOTING AND INSULTING IT!!! Some of my ideas may seem strange to you (AP Nasus) but I explain myself later on so bear with me.
PROS
|
CONS
|
AD tanky bruiser
A standard skill set utilizing Nasus' infinite damage buff on his Q






Extremely basic passive lifesteal that grants him greater solo lane survivability than most other champions. Shares a passive lifesteal ability with
Warwick.


- Cost: 20 / 25 / 30 / 35 / 40 mana
- Cooldown: 8 / 7 / 6 / 5 / 4 seconds
- Next attack has more damage buff lasts for 10 seconds
- Physical Damage: 30 / 50 / 70 / 90 / 110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike). Resets auto attack timer and procs on-hit effects.
Nasus' extremely powerful ability and the basis of his power. A Nasus that can farm this baby up will dominate late game, for obvious reasons; 1. Massive damage and 2. Natural lifesteal from
Soul Eater making him very hard to bring down if the opponent in not fed. The main reason Nasus does not need kills to win and creates a very real priority on last hitting minions with this ability over harassing the enemy. It procs on-hit effects so if you were so inclined you could buy those kinds of items and they would work but that shouldn't be the aim of your build. You might be thinking that this move can be easily shut down with CC such as blinds however this is not the case as it will cause the basic attack to miss thus not activating the strike and so the next attack buff is not expended until after the blind is over. This also counters
Jax's
Counter Strike as the bonus damage seeps through his block of the basic attack aspect. CAUTION,
Fiora's
Riposte does deflect all the damage back to your so you can activate
Siphoning Strike and feint to make her waste her
Riposte which lasts for 1.5 seconds while
Siphoning Strike lasts for 10 seconds waiting before hitting her... or you could just farm minions with it to buff it up even more. This move affects towers and other buildings so SPAM IT WHEN PUSHING A TOWER! You also gain extra damage if you kill that building or ward (includes
Jack In The Box,
Vision Ward,
Noxious Trap and any other ward you might find) or pets (
Summon: Tibbers,
Summon Voidling) or minion.
Tiamat procs on the damage but on the target initially hit will produce the damage buff if killed.















- Cost: 80 mana
- Range: 700
- Extra Slow: 12 / 24 / 36 / 48 / 60 %
- Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Nasus' ridiculous slow. This can have devastating effects on 1v1 combats and pretty much destroys all chance of escape at rank 5 with it's 95% slow after 5 seconds. Even a flash can't get you away from that most of the time. And with full build at 37% cooldown reduction you can chuck this on them every 7 seconds! That's only 2 seconds of fair chase before you chuck this on them again! Use this to keep them in your
Spirit Fire's radius for that extra armor reduction and pummel them down with
Siphoning Strike.



- Cooldown: 12 seconds
- Range to Center of AoE: 650
- Diameter of AoE: 400
- Cost: 70 / 85 / 100 / 115 / 130 mana
- Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+0.6 per ability power)
- Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+0.12 per ability power)
- Armor Reduction: 20 / 25 / 30 / 35 / 40
A lovely little AoE armor reduction to bring the whole teamfight around in your AD carry's favor, with an added little burst. Really brings out the damage from your
Siphoning Strike and with
Wither keeping them in there for a while you can dish out some serious damage. That said don't spam it. It's high mana cost means NEVER USE IT TO FARM MINIONS. Save them for your
Siphoning Strike. This also means that you can use it to scare opponents laning against you off with it as they quickly realize just how much burst you can pull off with this thing. Use it sparingly because you need to save your mana for buffing up your
Siphoning Strike because if you OOM then you will NEED to go back to base because any minion kill gained without siphon strike is a kill wasted.





- Cost: 150 mana
- Cooldown: 120 seconds
- Diameter of AoE: 350
- Health Gained: 300 / 450 / 600
- Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01 per ability power)
Nasus becomes doom incarnate, gaining health, an AoE magic damage aura stacking off his maximum health that gives him more attack damage by percentage of damage dealt by this AoE. Couple this with his AoE armor reduction and 5 enemies giving him damage he rucks everyone. His damage increase gets capped at an additional 300 damage and is lost once the sandstorm dies down but for those 15 seconds; You Are God.
I build a general 0-21-9 based around armor/magic resistance (depending on who your versing) and health to give you more early game durability while your farming your Q initially. You NEED the farming phase otherwise you will just be pushed out of lane too easily later and the armor and health regen really help to prolong this stage. Also grab cooldown reduction so that your Q is off cooldown more often allowing you to last hit more minions with it. In the utility tree grab points in mana and mana regen and movement speed to allow Nasus to spam his
Siphoning Strike and never run out of mana plus some chase/escape mobility. Using this set up provides a greater advantage than getting attack damage or cooldown reduction in the offense tree because you often don't have a large engine for mana early game and this causes you to lose precious farm time and survivabilty.

Marks
Almost always grab greater mark of desolation to give your


Seals
Grabbing some





Glyphs


Quintessences































philosopher's stoneThis item solves most of your mana problems but you will still have to look out for too many








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PROS
|
CONS
|
Seeming as you are building AP Nasus this is where this guide will differ from most other guides. Firstly you need to build up your only AP move:
Spirit Fire instead of
Siphoning Strike as is the norm. This will give you a skill sequence something like this:
The main reason that AP Nasus actually works is due to his ultimate and the armor reduction granted by
Spirit Fire allowing for a massive nuke with
Siphoning Strike utilizing
Lich Bane.
And just in case you didnt read it above here is an explanation of his abilities
Soul Eater: (Innate) Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal.
Siphoning Strike: (Active) Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy champion, minion or neutral monster.
Wither: (Active) Nasus ages his target, slowing their movement and attack speed by 35%. Additionally, they are reduced further to reach an extra 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.
Spirit Fire: (Active) Nasus channels for half a second and then unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Fury of the Sands: (Active) Nasus becomes empowered in the sandstorm for 15 seconds, gaining extra health. While the storm rages, he drains a percentage 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.


The main reason that AP Nasus actually works is due to his ultimate and the armor reduction granted by



And just in case you didnt read it above here is an explanation of his abilities

Extremely basic passive lifesteal that grants him greater solo lane survivability than most other champions. Shares a passive lifesteal ability with
Warwick.


- Cost: 20 / 25 / 30 / 35 / 40 mana
- Cooldown: 8 / 7 / 6 / 5 / 4 seconds
- Next attack has more damage buff lasts for 10 seconds
- Physical Damage: 30 / 50 / 70 / 90 / 110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike). Resets auto attack timer and procs on-hit effects.
A very nice move for your standard Nasus but not the reason you came to this part of the guide. Sure you need to farm it up decently but you main power will be coming from your ultimate during teamfights however this too can become an AP nuke if you buff it up with
Lich Bane


- Cost: 80 mana
- Range: 700
- Extra Slow: 12 / 24 / 36 / 48 / 60 %
- Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Nasus' ridiculous slow. This can have devastating effects on 1v1 combats and pretty much destroys all chance of escape at rank 5 with it's 95% slow after 5 seconds. Even a flash can't get you away from that most of the time. And with full build at 37% cooldown reduction you can chuck this on them every 7 seconds! That's only 2 seconds of fair chase before you chuck this on them again! Use this to keep them in your
Spirit Fire's radius for that extra DoT and more
Siphoning Strikes



- Cooldown: 12 seconds
- Range to Center of AoE: 650
- Diameter of AoE: 400
- Cost: 70 / 85 / 100 / 115 / 130 mana
- Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+0.6 per ability power)
- Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+0.12 per ability power)
- Armor Reduction: 20 / 25 / 30 / 35 / 40
Your main damage source as an AP Nasus which sadly has a fairly high mana cost leasving you with not much choice but to use it tactically... Drat! You need to think of the positioning for this move and always try to include some minion farm inside it so that its time duration does not go to waste. Its large enough that you should hit your opponent every time and include those minions for the extra gold.

- Cost: 150 mana
- Cooldown: 120 seconds
- Diameter of AoE: 350
- Health Gained: 300 / 450 / 600
- Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01 per ability power)
Nasus becomes doom incarnate, gaining health, an AoE magic damage aura stacking off his maximum health and AP that gives him more attack damage by percentage of damage dealt by this AoE. Couple this with his AoE burst and armor reduction and 5 enemies giving him damage and he rucks everyone. His damage increase gets capped at an additional 300 damage and is lost once the sandstorm dies down but for those 15 seconds; You Are God. This is the reason you're here.
You should just build a conservative utility based mastery tree based around the cooldown reduction/magic penetration in the offense tree while bringing some sustain in with mana and mana regen points in the utility tree. Not really much more to say around this apart from you will NEED that mana, especially if you dont grab
Clarity in your summoner spells.

Marks
To help AP Nasus level and scale into mid-late game grab


Seals
Grabbing the


Glyphs
Using the greater glyph of replenishment will allow you to sit in lane for ages and will grant you the mana to keep up the farming. Seeming as

Quintessences
Now, currently you aren't doing much AP damage so you'll need to grab some



























catalyst the protectorCatalyst the protector was originally built for AP based tanks to allow them to gain mana h=and health, both of which they should be using if they were doing a good job. This is a perfect early item for Nasus due to the extra survivability and lane durability granted by that health and mana regen.































Massive thanks to jhoijhoi for her guide-making guide which really helped me compile my ideas and put them out in an interesting way. Hope you guys liked my Shaco guides and if you have any questions or queries don't be afraid to chuck a comment down below or pop me a PM. Have fun with your new found ownage character :P
A Special thanks to SiIverFOX and the balls he had to make his AP Nasus: Team Fighter Guide before me :3
Another thanks to Isthatok and his code helping and hints which just made my guide look nicer ^_^
A Special thanks to SiIverFOX and the balls he had to make his AP Nasus: Team Fighter Guide before me :3
Another thanks to Isthatok and his code helping and hints which just made my guide look nicer ^_^
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