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Recommended Items
Spells:
Smite
Ghost
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
About this Build
I play Nasus as a jungler. Apart from allowing him to farm his Q in peace, Nasus is exceptionally quick at clearing camps, can solo dragon with ease, has good sustain and can duel and gank successfully. With this guide I present to you an utility centered build. I also do not get a
Please note that this guide assumes you already know the basics about LoL, I won't explain in detail, since I want to make this guide as short as possible. For more detailed information I suggest you first read jhoijhoi's Nasus guide.
- Why no
Sheen (and
) ? - Champions with On-Hit effects all profit from Spellblade items and Nasus is no exceptions. But are they neccessary and cost-effective on Nasus ?
In terms of damage they provide more burst but less DPS than pure AD. So I would say they are even or slightly in favor of Spellblade items, since they allow for easier Q-farm. But look at the rest of the stats they provide. They give you early Mana and Ability Power, both wich are weak for a jungle Nasus. When looking at a way to solve Mana problems, stacking Mana will require him to recall to base mor frequently and it will run out in the crucial stages of the game. Mana Regeneration is far superior and we already get a bunch of MReg items, so sadly, the Mana from spellblade items is superflus. And regarding the fact that his ult damage doesn't profit from AP (due to a maximum damage cap) I'd say AP is also weaker than AD. The last and most controversal thing about these items are the slowing effects. They pretty nice - thats the reason people buy them - but they are redundant. Unless you really need to slow several targets, your
Wither is the only thing you need. The really expensive slowing effects are not needed on Nasus - unlike other junglers.
To sum it up, AD is cheaper and works more reliably, spellblade items are just too expensive, trust me. I really advise you go for
Hexdrinker or
Spirit of the Elder Lizard if you need damage.
- Why
instead of
s ? - Because saving 180g (the equivalent of one jungle clear) is quite amazing early game. It means you can afford boots and wards when the other jungler can't, something that can snowball a game in your favor.
- Why CDR runes and no MR ? - Since MR is useless in the jungle and you will get an early
anyway I do not see MR Glyphs as the best option. CDR items are more expensive than MR items and the CDR Glyphs got buffed recently. I really love them, give them a try.
- Why don't you max
or
at lvl 9 ? - The reason is simple: You don't need that to farm or gank or fight. Ranking
Siphoning Strike first allows for more Q-farm but makes your clear speed (overal farm) and ganks weak.
Spirit Fire first makes your clear speed explode but your Q-farm and ganks drop and gives you mana issues. 1x
3x
5x
around lvl 9 is what works best for me.
Summoner Spells take
and either
,
or
. Allthough I recommend Ghost now, other summoner spells can still have a lot of use on Nasus, always remember he is quite speede as it stands and can lock down his targets with wither.My masteries go deep into utiliy with only some points into offense (CDR) and defense (reduced minion damage). We get the utility tree for
which allows for the
start, the increased sustain from lifesteal, spellvamp(!) and free pot, the huge CDR for more Q's and finally the movement speed increase, that makes Nasus ganks so strong.Runes are AD/Armor/CDR/MS and as many Lifesteal Quints as you need to stay at high health in the jungle (I usually take 2). Intrestingly Spellvamp quints give just as much sustain and you may also decide in favour of them. You can also take attack speed (AS) marks, but they won't improve your clearspeed since it is always the waiting time for your Q that matters the most.
HH
HH
No damage ?
HH
-
-AA-
-AA them. And if they believe they can escape with
or after it wears off - just follow them for the next Wither.
HH
-HP and 3 points clear your jungle. Beware of the Mana cost at higher ranks (I suggest you get
if you want to max it early).
HH
(and don't bother about
, your Health gain remains unaffected). Lastly the more damage you do, the more AD you will recieve. After some seconds you will get 200 AD (!) per enemy in your Aura. Know this and do not run away when you are low, you can easily clean up with
-
-
or just by auto attacking (!). There is nothing more you can wish for as an ultimate. Oh ... did I mention it makes you big and scary ... well it does.Get one point into
, saving 180g without any compromises. You can buy one additional
just in case. This puts you quite ahead of the enemy jungler as it is equal to one jungle clear! You can almost always afford to get boots or wards on your first trip back.Your
will clear the jungle camps and let you lasthit the big monsters with
. Sooner or later you will notice that in terms of sustain, you lack Mana, not Health. You should therefore get a Philosopher's Stone early. Together with the
and the Philo upgrades you won't have any Mana issues. Obviously you also want
asap. Also start building towards
wich is core to almost everyone of your first items.Please keep in mind that you have no points into defense. Always buy early resistances, especially if you have CDR Glyphs!
Depending on how well the game is going, you want to upgrade your boots, get some CDR and buy your first major item:
. You also need to think about wether you want to build an
(and probably a
) or
. Go for
,
or
depending on team composition - for Enchantment:
is a must have. As
gives CDR now, you may also choose to get it quite early - 500 HP, 10% CDR, Tenacity for only 2000g!Since the changes to
you can now happily rush
. Allthough CDR might be redundant,
can still help you and your team. Get
/
/
as your mid game items. As you also want damage you can start building towards
or
if you don't need the MR go for Lifesteal items like
or
instead. Please note that while these items give damage, we don't get them just for the sake of damage. They do just as much for your survivability with additional lifesteal, MR and handy active and passive effects.This is where games usually end and only occasionally you will get to the full build:
Note that this build is very balanced and will work in most cases; however, there are times that call for different items, so you might end up with something like this:
(But before you post, think about this: Its a miniguide, so takes those 60 seconds to completely read it and your confusions might be gone.
- I explain my skill order but I will never impose it on you. If you like to max Q early, be my guest.
- Runes are as always what each player individually thinks works best to win early game. Just because I take a CDR glyphs, doesn't mean you should, too.
- Masteries really don't need explanation, look at them, get the gist and put them where you please.
- If you don't want a specific item, well... don't get it.







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