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Recommended Items
Spells:
Teleport
Ghost
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Pantheon
Pantheon is a HUGE counter to Nasus as he has his Stun. Once he get's that Stun off on you and then his E and Q you're practically done depending on what he has.
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Items vary from player to player. I happen to go Hybrid (for those of you who don't know what it's a mix between AP and AD Items) as it gives me advantages in many different situations which I will get into later.
I usually only go one or two AP items but occasionally early game I tend to go three. Late-Game I would, however, consider getting rid of that third AP item and get something a little bit Tankier. But hey, once again, my play style.
AP Items allow you to boost your E and R which can indeed come in handy. Your E allows you to poke from a good distance away and your R allows you to give that extra boost during team fights (which I will ALSO get into later).
AD Items allow you to maintain longer. In lane for example, you can get your CS faster and deal more damage when engaging. Tri Force and Hydra are my two personal favorites when it comes to AD.
I usually only go one or two AP items but occasionally early game I tend to go three. Late-Game I would, however, consider getting rid of that third AP item and get something a little bit Tankier. But hey, once again, my play style.
AP Items allow you to boost your E and R which can indeed come in handy. Your E allows you to poke from a good distance away and your R allows you to give that extra boost during team fights (which I will ALSO get into later).
AD Items allow you to maintain longer. In lane for example, you can get your CS faster and deal more damage when engaging. Tri Force and Hydra are my two personal favorites when it comes to AD.
***. YOUR. W. I've seen guides and people say that your W should get maxed out BEFORE your E which is COMPLEEEEETELY wrong. Your E is what you need the most. Your W does nothing but act like a slow and don't get me wrong, it does come in handy, but for those far away kills you need your E. Learn to master your combo, you're a doggy God.
Nasus Combo:
E > W > Q > R
[Tip]: Only use your R as a last resort or if you're going up against more than 1 opponent.
Nasus Combo:
E > W > Q > R
[Tip]: Only use your R as a last resort or if you're going up against more than 1 opponent.
Some go with all Defense, some go with all Offense. I go with a bit of both. I like to have a little bit of AP and a decent amount of AD while still having some room for some Defensive Points. If you don't like AP perks then I HIGHLY suggest getting some Defensive masteries. The ones I like to get are Hardiness and Resistance. Those two are my personal favorites. In the end, you can of course do some tweaking.
Either go all Life Steal Quints, all AD Quints, or all Health Quints. The Combo that I like the most are 2 AD Quints and 1 Life Steal Quint. You can deal that damage while gaining some health in return, allowing you to last much longer in lane and once again, in team fights.
Seals:
Seals of Armor x9
Marks:
Mark of Armor Pen x9
Glyphs:
Glyph of Magic Resit x9
Seals:
Seals of Armor x9
Marks:
Mark of Armor Pen x9
Glyphs:
Glyph of Magic Resit x9
Ghost. That is all you need. Ghost. Ghost allows you to chase those ones who are low hard and fast.
[Tips]: If someone's near turret and they're low on health, pop Ghost then R to dive the shiet out of him or her.
For your second Spell I would either get Barrier, Heal, or Tele. Tele and Barrier are by far the best but once again, it's up to you.
[Tips]: If someone's near turret and they're low on health, pop Ghost then R to dive the shiet out of him or her.
For your second Spell I would either get Barrier, Heal, or Tele. Tele and Barrier are by far the best but once again, it's up to you.
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