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Spells:
Teleport
Ghost
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction




So for runes I've chosen a bit of utility in the quintessences by grabbing movement speed. You might be wanting an explanation of why I don't just go for flat our damage or defence. Starting without boots tends to cost you your life because either you cant outrun the enemy solo-top or can't outrun the enemy jungler. Movement speed quints will give you a bit of a bonus early game while being even better late game because they'll go on top of the movement speed buff from
Trinity Force and make you an unstoppable untouchable madman.
For glyphs and seals I go for the defense, taking armor in the seal department, and magic resist glyphs. This is purely to get the best possible bang for your buck because seals are better for armor and glyphs for MR.
Finally, I take vitality marks, giving me health per level. While this isn't much early game, it will be a large asset late game, and as I'm sure we all know, Nasus is a monster late game.

For glyphs and seals I go for the defense, taking armor in the seal department, and magic resist glyphs. This is purely to get the best possible bang for your buck because seals are better for armor and glyphs for MR.
Finally, I take vitality marks, giving me health per level. While this isn't much early game, it will be a large asset late game, and as I'm sure we all know, Nasus is a monster late game.







My item build for



Now we commence farming that





So you can outrun anybody AND slow them. What's next? Well, something that will help you even more in team fights is



By now we've finished our support tank portion of the build and now it's time to focus on something we've been neglecting for a little while. The mage. Buy some MR with either a


So you say
Nasus is easily countered, huh? Unfortunately, this is very true.
Riven: Riven is very deadly for our friendly Doberman curator. She counters
Nasus by denying him farm with her consecutive melee combos which also CC, therefore denying him farm during the laning phase.
Olaf: This is just one of those champions who is difficult to win lane against no matter who you're playing. He can punish
Nasus every time he comes to farm with his Q with
Reckless Swing and keep him at bay with his bit of ranged attacks.
Kayle: I freaking hate playing against her top lane. With her E, she gains a lot of range and can deny anyone farm like crazy. She's also difficult to escape, with her movement speed buff to herself and allies, and slow to enemies.
Teemo: Not only is he ranged, but because of that has excellent kiting abilities, which is a mechanic that counters
Nasus. One of the most annoying things on him is his blind, which will make you miss your next hit (including
Siphoning Strike), making farming your Q a *****.
Garen: Another painful person to lane against. Difficult to catch and with excellent sustain unless you're ranged, very difficult to beat in lane and 1 on 1.
Garen serves as a counter to
Nasus because of his potential to zone (therefore denying farm), and is a very good duelist.
Rumble: This annoying yordle has a lot more harass, which isn't good if you're
Nasus. Anyone who can harass and kite
Nasus will destroy him in lane. If you're up against one, try to punish him by hitting him with
Siphoning Strike. While losing out on a bit of farm, you could eventually end up zoning him, and becoming able to farm once again.
Kennen: Again, just too much harass for the poor guy. This is why you need to pick last as solo top because in a 1 on 1 lane counters are ridiculously important aspect of the game.
Renekton: Sadly,
Nasus is countered by his arch rival. Don't worry however, because he can still win lane if he farms and keeps him slowed every time he tries to harass. The problem with
Renekton is that he has no ability cost therefore is amazing for harassing people in lane with his generic combo of slicing in, using his aoe + stun, and then dicing back out. An aggressive
Renekton could probably beat
Nasus in lane, but a more passive one will certainly lose. Gank top early against a
Renekton to give you an early advantage and force him to play more passively.
Thats great, but who can
Nasus counter?
Yorick: Now this is a counter I admittedly don't understand completely myself either, but if you think about it, you could use his minions to farm your Q, so he's basically giving you extra damage.
Yorick is also kind of squishy early game, so by using your Q on him every now and then rather than getting a farm or two could pay off by forcing him to farm from a range, using a lot of mana.
Irelia: Usually a good duelist, but just can't outsustain
Nasus anymore. With his free lifesteal and potential to ignore some harass,
Irelia stands little chance.
Tryndamere: Is just really squishy, and now that his lategame has been nerfed, has very little against
Nasus. Try harassing him with your E, then hitting him with Q for even more damage due to the armor reduction. You'll be zoning him in no time.
Hecarim: Very weak against
Nasus.
Hecarim is another champion who has to get up close and personal to farm, and even though he has a movement speed buff,
Nasus has a slow, so it's also difficult to escape his Q damage. If
Hecarim wants to heal by damaging minions, he needs to do so in the middle of the fray, which can be punished with more siphoninh strikes and more zoning.
More counters and counter picking coming soon.
























Thats great, but who can













More counters and counter picking coming soon.












Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01 per ability power). Total Max Health to Magic Damage Ratio: 45 / 60 / 75% (+0.15 per ability power). Total Magic Damage Possible (to a single enemy): 3600. Total Bonus Attack Damage Possible (from a single enemy): 229.5 <that number seems like a lot, but that's only achievable by building him AP.
It's boring. I'll be the first to say it because if there's anything you should know about
Nasus it's that he has a really boring laning phase. Basically what I can't stress enough is that you ignore your enemy. They're not important. Slow and deal as much damage as you possibly can during ganks but don't fight too much because you have to put farming above all else. Your passive will let you do this. Don't get zoned, but try to ignore harass and your enemy all together as much as you can. It's good to fight a little bit to show them who's boss (
Nasus) but focus on farming warding and sustaining yourself in lane, not the enemy.


My summoner spells of choice:
Teleport: Teleport is one of my favourite summoner spells because it give your team bonus map control, the ability to countergank and makes it easier to return to your lane if it's being pushed, or any other tower.
Ghost: Ghost is a fun summoner spell to have because it makes you super fast and scary. It's also great for booking it the hell out of there! Along side Teleport, nobody will be out of your reach. This is because you can quickly get to your lane, ghost and then wither the enemy pusher to allow an easy kill (given you can take them 1 on 1 to begin with).
Other Summoner Spells:
Flash: So why no flash? well you could go for it. You can always go for flash, it's a great ss, no doubt, just not one of my favourites. Use it to be a sneaky jerk and jump over walls or close that little but of distance you need.
Heal: Like on
Renekton, this ability is OK, but doesn't really do much for you considering your ultimate is a free summoner heal and since its nerf, really has become much less viable.
Exhaust: I really like this one as well. It allows you to either win any one on one fight with its damage reducing agent, escape, or chase down. Consider it as a replacement for ghost, but on this champ, I'd go with ghost.
Ignite: is a wonderful summoner spell because of its ability to reduce healing done to enemy champions (take THAT, Mundo!) or secure a kill with it's fantastic dot damage. I would take this in place of Teleport for a chasing killing lane if you like, which would work very well, but I love Teleport.
Cleanse: is something you really shouldn't need unless you're like, AD carry. It, as well is a good summoner spell to have, but you don't need it at all on
Nasus.
Clarity: Er...no. It's not a terrible summoner spell, but you REALLY shouldn't need it on
Nasus.
Revive,
Smite,
Surge,
Promote and
Clairvoyance are all on the nono list!

Teleport: Teleport is one of my favourite summoner spells because it give your team bonus map control, the ability to countergank and makes it easier to return to your lane if it's being pushed, or any other tower.

Ghost: Ghost is a fun summoner spell to have because it makes you super fast and scary. It's also great for booking it the hell out of there! Along side Teleport, nobody will be out of your reach. This is because you can quickly get to your lane, ghost and then wither the enemy pusher to allow an easy kill (given you can take them 1 on 1 to begin with).
Other Summoner Spells:

Flash: So why no flash? well you could go for it. You can always go for flash, it's a great ss, no doubt, just not one of my favourites. Use it to be a sneaky jerk and jump over walls or close that little but of distance you need.

Heal: Like on


Exhaust: I really like this one as well. It allows you to either win any one on one fight with its damage reducing agent, escape, or chase down. Consider it as a replacement for ghost, but on this champ, I'd go with ghost.

Ignite: is a wonderful summoner spell because of its ability to reduce healing done to enemy champions (take THAT, Mundo!) or secure a kill with it's fantastic dot damage. I would take this in place of Teleport for a chasing killing lane if you like, which would work very well, but I love Teleport.

Cleanse: is something you really shouldn't need unless you're like, AD carry. It, as well is a good summoner spell to have, but you don't need it at all on


Clarity: Er...no. It's not a terrible summoner spell, but you REALLY shouldn't need it on






So last hitting is possibly the most important part of the game, right? What if you had an ability that made it easier to last hit, and got stronger every time you did with that ability? It sounds perfect! Every time you kill an enemy unit with your Q, it gains 3 additional damage next time you use it. This makes
Nasus' early game incredibly important. As long as you farm
Siphoning Strike, carrying a game into lategame will pretty much guarantee victory. The thing about this ability is that you'll be one-hitting caster minions by the time you get sheen, which is amazing, because I always feel like a boss as soon as I can one-hit anything. While you should literally be farming your q all game, don't forget that it is a team game, so if your team needs you somewhere, stop farming for a second and start helping.


So basically, the entire point of this whole guide is high mobility, map control, farming your Q, and dealing a ridiculous amount of damage while being super hard to kill. This guide is quite new and there will be more revisions to it in the future along with more and more detailed chapters. All feedback, positive and negative in the comment section is appreciated and have a nice day!
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