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Spells:
Exhaust
Ignite
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Summary
'Q' spell its best to hit a minion to below 3/4 health so you don't waste mana and loss your chance to farm the spell. Also the 'Q' spell can also reset autoattack meaning that when you attack a minion and you press q afterwards, you instantly attack the minion again.
Pros
-
Has good damage output
If his 'Q' spell is farmed he can carry
His slow is very effective against running champions
Good 1v1
Has passive lifesteal
-
Doesn't have effective ranged attacks
If 'Q' spell isn't farmed he will not have alot of output damage
Ghost: Ghost is good for chasing champions and good for escaping. I somtimes use it together with my ult to chase down champions with low HP.
Exhaust: Exhaust followed by Wither is good when focusing a single champion. Its also good to use as an escape spell as you can Wither one champion and Exhaust the other.
Teleport: Teleport is good for this champion. If you see a chance to farm Siphoning Strike if a snowball of minions is pushing one of your lanes. Also helps against backdoorers like Yi.
Cleanse: Cleanse gets rid of a CC that's on you (not suppression though). This helps because a CC'ed Nasus can't do anything.
Flash: Flash can be used in place of ghost. It's good for chasing/escape.
Ignite: Ignite can help you kill other champions that has alot of health regen. You can use this spell also to ensure the kill.
Clarity: Clarity is good to have in situations where you have no mana.
Clairvoyance: This spell is useful to spot junglers around the map.
Heal: Heal will heal you instantly if you use this spell in a battle.
Fortify: Fortify helps defend turrets that are being attacked. You can also use this if your being jumped at turret.
Revive: I wouldn't use this spell for Nasus.
Rally: Rally is a spell i wouldn't never use. But if your the person who likes to use this spell to power up your minions and yourself in a fight then use it.
Smite: This spell can be used for Nasus if you choose him to be a jungle.
Exhaust: Exhaust followed by Wither is good when focusing a single champion. Its also good to use as an escape spell as you can Wither one champion and Exhaust the other.
Teleport: Teleport is good for this champion. If you see a chance to farm Siphoning Strike if a snowball of minions is pushing one of your lanes. Also helps against backdoorers like Yi.
Cleanse: Cleanse gets rid of a CC that's on you (not suppression though). This helps because a CC'ed Nasus can't do anything.
Flash: Flash can be used in place of ghost. It's good for chasing/escape.
Ignite: Ignite can help you kill other champions that has alot of health regen. You can use this spell also to ensure the kill.
Clarity: Clarity is good to have in situations where you have no mana.
Clairvoyance: This spell is useful to spot junglers around the map.
Heal: Heal will heal you instantly if you use this spell in a battle.
Fortify: Fortify helps defend turrets that are being attacked. You can also use this if your being jumped at turret.
Revive: I wouldn't use this spell for Nasus.
Rally: Rally is a spell i wouldn't never use. But if your the person who likes to use this spell to power up your minions and yourself in a fight then use it.
Smite: This spell can be used for Nasus if you choose him to be a jungle.
Passive: Soul Eater.
Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal..
In my opinion this passive is one of the best in the game. This helps you stay in lane longer as it gives you more health when attack creeps. In late game this can also stack with your other items that has lifesteal so its good when your in a 1v1 situation.
Q: Siphoning Strike
Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy.
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Cost: 20 / 25 / 30 / 35 / 40 Mana
Extra Damage: 30 / 50 / 70 / 90 / 110
Siphoning Strike is Nasus's main damage output. This spell can be farmed to gain more damage for the spell. During early game this spell is pretty weak against minion/champions but if it gets farmed it will do a tremendous amount of damage. This spell can be used to attack minion, champions, turrets, inhibitors and the nexus. You can also double hit with this spell meaning that you can instantly use this spell after autoattacking your target.
W: Wither
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further each second for 5 seconds.
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Range: 700
Cost: 80 Mana
Extra Slow: 3 / 6 / 9 / 12 / 15 %
Wither is a great single target slow. This spell can be used to slow down champions who are trying to escape with low HP or to slow down a carry with a lot of movement speed and attack speed. This spell is also great in a 1v1 situation as it slows down their movement and attack speed making it easier for you to kill your target.
(INFORMATION FROM FURBER'S GUIDE)
E: Spirit Fire
After a brief delay (0.5 sec cast, 0.5 delay), the target area becomes desecrated. Enemies in the area have their armor reduced for 7 seconds and are dealt magic damage each second for 6 seconds.
Cooldown: 12 seconds
Range: 650
Radius of AoE: 400
Cost: 70 / 85 / 100 / 115 / 130 Mana
Area of Effect: 400 (estimate)
Armor Reduction: 20 / 25 / 30 / 35 / 40
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)
Spirit Fire is not an ability for damaging. Its main use is the armor debuff, in a decently large AoE. You can screw tanks like Rammus and other armor stacking champions. It is important that you and/or your allies fight the enemy(s) while they are on the SF, so as to maximize its effect. SF costs a good bit of mana, so if you plan on spamming it in the laning phase, you better plan on b'ing for mana a lot. When placing SF, put it behind our enemy in the direction they would retreat too, but still having them inside the circle. SF is also a good scaring technique, even though its damage is pitiful alone.
R: Fury of the Sands
Nasus becomes empowered in the sandstorm for 15 seconds, gaining health. While the storm rages, he drains the health of nearby enemies each second (240 damage max per second) and converts it into bonus attack damage.
Cooldown: 120 seconds
Cost: 150 Mana
Area of Effect: 350 (estimate)
Magic Damage: 3 / 4 / 5 % (+0.01% per Ability Power) of max health
Health Gained: 300 / 450 / 600
Nasus's ult makes him a god. You can tank more effectively as well as put out more damage. Throw this on in team fights when the fight is initiated. An important fact to remember is that when you use your ult, you immediately gain health. If you are about to die, use this like the summoner spell Heal. Also remember that because it gives you more AD, your life steal passive will help more. In addition to gaining stats and having a little aoe sand storm around you, your figure becomes larger. This means you can more easily block skill shots to protect your teamates, and the enemy will have a hard time getting around you. Another thinh to keep in mind is not to ult if you have reduced healing from ignite or something. You will heal yourself for less.
Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal..
In my opinion this passive is one of the best in the game. This helps you stay in lane longer as it gives you more health when attack creeps. In late game this can also stack with your other items that has lifesteal so its good when your in a 1v1 situation.
Q: Siphoning Strike
Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy.
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Cost: 20 / 25 / 30 / 35 / 40 Mana
Extra Damage: 30 / 50 / 70 / 90 / 110
Siphoning Strike is Nasus's main damage output. This spell can be farmed to gain more damage for the spell. During early game this spell is pretty weak against minion/champions but if it gets farmed it will do a tremendous amount of damage. This spell can be used to attack minion, champions, turrets, inhibitors and the nexus. You can also double hit with this spell meaning that you can instantly use this spell after autoattacking your target.
W: Wither
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further each second for 5 seconds.
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Range: 700
Cost: 80 Mana
Extra Slow: 3 / 6 / 9 / 12 / 15 %
Wither is a great single target slow. This spell can be used to slow down champions who are trying to escape with low HP or to slow down a carry with a lot of movement speed and attack speed. This spell is also great in a 1v1 situation as it slows down their movement and attack speed making it easier for you to kill your target.
(INFORMATION FROM FURBER'S GUIDE)
E: Spirit Fire
After a brief delay (0.5 sec cast, 0.5 delay), the target area becomes desecrated. Enemies in the area have their armor reduced for 7 seconds and are dealt magic damage each second for 6 seconds.
Cooldown: 12 seconds
Range: 650
Radius of AoE: 400
Cost: 70 / 85 / 100 / 115 / 130 Mana
Area of Effect: 400 (estimate)
Armor Reduction: 20 / 25 / 30 / 35 / 40
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)
Spirit Fire is not an ability for damaging. Its main use is the armor debuff, in a decently large AoE. You can screw tanks like Rammus and other armor stacking champions. It is important that you and/or your allies fight the enemy(s) while they are on the SF, so as to maximize its effect. SF costs a good bit of mana, so if you plan on spamming it in the laning phase, you better plan on b'ing for mana a lot. When placing SF, put it behind our enemy in the direction they would retreat too, but still having them inside the circle. SF is also a good scaring technique, even though its damage is pitiful alone.
R: Fury of the Sands
Nasus becomes empowered in the sandstorm for 15 seconds, gaining health. While the storm rages, he drains the health of nearby enemies each second (240 damage max per second) and converts it into bonus attack damage.
Cooldown: 120 seconds
Cost: 150 Mana
Area of Effect: 350 (estimate)
Magic Damage: 3 / 4 / 5 % (+0.01% per Ability Power) of max health
Health Gained: 300 / 450 / 600
Nasus's ult makes him a god. You can tank more effectively as well as put out more damage. Throw this on in team fights when the fight is initiated. An important fact to remember is that when you use your ult, you immediately gain health. If you are about to die, use this like the summoner spell Heal. Also remember that because it gives you more AD, your life steal passive will help more. In addition to gaining stats and having a little aoe sand storm around you, your figure becomes larger. This means you can more easily block skill shots to protect your teamates, and the enemy will have a hard time getting around you. Another thinh to keep in mind is not to ult if you have reduced healing from ignite or something. You will heal yourself for less.
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