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Spells:
Clarity
Clairvoyance
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
The Skill section is huge. (Close to the 5k minimum by it's self.) Read through it anyway. Some of the things are important.
Abilities

Soul Eater: Your passive which gives 15/20/25 life steal. It's not a great passive until you start to Siphoning Kill everything.

Siphoning Strike:Siphoning Strike is your best skill by far. If you are bad at last hitting, you will fail hard with this. It resets your auto attack timer so you can effectively last hit a you just hit once you know you attack animation's speed. Doing this is crucial to learning to stomping with Nasus. It snowballs fast and effectively into late game. The bonus damage it gives your attacks, also works on turrets.

Wither: Wither is your one and only form of CC. It's also your only spell that will break a


Spirit Fire:A nice bush checker/stealth deterrent. Lowering armor of things standing on it is a nice bonus. Combo it with


Fury of the Sands: You ultimate and the skill that really makes you fit into the Tank/DPS role. Giving you bonus HP and dealing a percentage of all nearby enemies' HP per second and adding to your AD for a while. This is not a skill to be taken lightly. Using it correctly could mean the difference between death and surviving a 5v1 gank. (This happened to me. I died because I turned around and got cocky.)
Skill order
In ideal situations, you want your skill order to be








"Correct" Skill Usage

Do's
- Do last hit with it active.
- Do use it to quickly push turrets.
- Do use it in combination with
Fury of the Sands or
Spirit Fire if possible.
- Do use it whenever possible when fighting Baron/Dragon/Buffs
- Do use it to nuke down opponents.
Don'ts
- Don't use it just to slightly damage enemies other than champions or super minions.
- Don't trigger it unless you are coming to a minion line or camp with enemies you know you can one-shot.

Do's
- Do use it on a fleeing enemy.
- Do use it on an enemy to pop a Banshee's Veil bubble if your caster is readying up all their most powerful spells.
Don'ts

Do's
- Do use it to de-buff people during team fights.
- Do use it to help you farming of
Siphoning Strike
- Do use it a slight stealth deterrent. (Saved a Sona with it a couple of times)
- Do use it to check bushes.
- Do use it in combination with
Wither and
Siphoning Strike for more damage.
Don'ts
- Don't use it as a form of harass.
- Don't use it if you won't have enough mana for another skill.
- Don't forget about it when stealth-able melee champions are involved.

Do's
- Do use it in the middle of many enemies.
- Do use it to escape surprises if needed. (Yes, 5v1 ganks are an acceptable surprise)
Don'ts
- Don't use it while fighting the "big" buffs unless you are "surprised". (Dragon/Baron)
- Don't use it whenever it's off cool down.
Buy a



After buying the





Rush a





If you are dying a lot, buy


The final slot can be filled with whatever you want. If you feel a little slow, buy another


Primary Marks
Greater mark of Desolation
Makes your

Primary Seals

Armor for the early game tanking. These are fairly negotiable. You can take whatever will gave you more staying power in lane. Don't get mana regen runes though. You have

Primary Glyphs

Flat CDR runes because all your skills, other than your ult, are on fairly short cool downs and only

Primary Quintessences
Greater Quint of Avarice
I use money Quintessences. These are completely up for debate. I take them because once I start roaming, it becomes slightly hard to earn money if you can't easily kill things. If you don't want these, take whatever you want. Maybe flat HP, ArmPen, or something else.
In general, don't take these rune types if you can help it: MP5, HP5, AD, AP, or any scaling runes.


There are very few alternatives I would suggest.
Things you shouldn't take:





Anything else is fine but I don't recommended it.
The dodge mastery is to give you a slight bit more tankitude. The move speed bonus is just a bonus. Splitting up the 4 points needed in the first tier of the defense tree gives us a bit more defense towards either form of attack. if the other team has more of one kind of attack, move those points around accordingly.
Extra EXP and GP is needed so you can stay caught up in levels and cash. Once you start roaming, your team will start having a nice level advantage if your team isn't terrible. In this tree, relocating points from anywhere other than Meditation is probably a bad idea.
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