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Spells:
Flash
Exhaust
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction/General Thoughts
TRY IT BEFORE YOU DOWNVOTE IT AND DON'T DOWNVOTE IT BECAUSE IT IS OUT OF THE CURRENT METAGAME, THANK YOU!
Full & more detailed build is at bottom of this guide, items in top just show parts of the build(s)
Last editing: 23.July.2012
Hello ladies and gentlemen, after my amazing guide for


Some of you might think now: What? Nasus? He must be kidding, because i play him most of the time on toplane and do an AFK-farmparty with stacking my Q the whole game.
But i say: Yes, supportnasus is the way to go now, since the newer toplaners and a decent laneopponent can completely disable nasus from stacking his Q and be a beast lategame. But why you would like to waste an up to 95% movement- and attackspeedspeedslow, an armorreduction AoE, which is as wide as a whole lane and a X%-damage-per-second-ultimate, that deals TONS OF DAMAGE (hi phreak!) and makes you really tanky?
This is not a guide for rookies, you should know how & where to ward, know the basic skills of supporting and should be able to make situational decisions, otherwise this way to play







About the runes: I generally take this runes on every supportchamp i play nowadays (and thx to premades in normal-draft, i have to play a lot of support), because they give you tankyness early on and allow you to eat a bit of poke/damage, so you can stay in lane longer early on. I was used to use Health-quints, but i noticed you do not need this extralife on the tankier supports. So i use nowadays gp10-Quints for a little bit more income and a MS-Quint for getting in range to cast my spells.
In general, i prefer tanky supports which are hard to kill (more time for your carry to escape/deal damage) over the gp10-rune-supports who have to recall every few seconds because they ate too much harass from the enemy team.
Same goes for the masteries: 0/21/9
Tankyness for more sustainability, Cooldownreduction, manaregeneration and additional mana for being able to cast more spells later in the game.










I like this summonerspells the most, every other spell is in my eyes not useful on a support, of course you could take


Way to build #1:
Game started:

Pro: Nice healthregeneration early on, combined with the runes used this allows you to eat some harass/stay in lane for quite a long time and also gives you the chance to chasing the enemies/open a battle with enemy creeps around you and get your health back after it.
Con: you do not have wards for some minutes, so you are quite a bit vulnerable to ganks and you and your laneparter have to be careful when your lane is pushing/is at the enemy tower
First recall: Philosopher's Stone + wards/pots
Second recall:


Your decision if you need more tankyness, or if you need the speedbonus from the boots.
If you have enough gold for both items, you have to decide if you want the speed/health-combination or if you prefer the early second golditem

Third recall:

After this, the build for getting gold is finished, 2 golditems and a bit of movementspeed.
For upgraded boots


Start to get Auraitems/ Items which will help your team after this, but always start with the items that gives you more tankyness & health (e.g.


Way to build #2
(i hardly use this way)Game started:


Pro: You can push early because you already own a ward so you see possible ganks coming
Con: Takes you longer to get your first golditem, also lower healthregeneration, so once your

First recall:



Situational buy again: more health or do you prefer the boots for fast movement?
Also: if you go for fast boots, you will have to wait even longer for your first golditem.
Note: I prefer

Second recall:





Decisions over decisions: Do you want to rush for



Core items you will have/should have in almost every game:





Total gold used so far:
- 5.800 gold (with

- 6.150 gold (with

vs. AD-heavy team:


Total gold:
- 8.050 gold after

- 10.825 gold after

vs. AP-heavy team:


Total gold:
- 7.550 gold after

- 10.265 gold after

Many AD-champions in your team:
Zeke's Herald instead of


Total Gold:
- 10.195 gold (vs. AD-heavy team, instead of

- 9.695 gold (vs. AP-heavy team, instead of

Many AP-champions in your team:
Don't pick




vs. AD-heavy teams:

After activation of

Really nice effect, especially when the enemy bruisers/tanks try to reach your carries. They will get slowed and their DPS will be decreased, so your carries have more time to deal damage or kite them.

If the enemies decide to focus you instead of your teammates, this passive will reduce their DPS-output and movementspeed.

Nice bonus: you can convert your


Frozen Heart has a passive 20%-attackspeedreduction, which will reduce the DPS from the autoattacking champions in the enemy team even more, combined with




Last but not least: 99 armor, tankynesslevel over 9000!
vs. AP-heavy teams:

There are not many items which make you able to help your teammates against magic damage. One of them,




Nice bonus: Emblem of Valor, part of












- can shut down enemy autoattacking champions really easily (

- gives your own carry nice damage even if the enemy team stacks some armor (

- tanky champion that also can tank nashor/dragons with hardly any items
Cons:
- no stun/hard CC
- not that effective vs. champions with many skillshots (e.g. Ezreal/Urgot)
Click on the games to get a link to the items bought in this game.



Special Informations for some of the games:
- Game from 2.April 2012 was a bit different, because we had a DC for 10 minutes, so i was able to take some farm & got some damage on my

Things changed:
- checked for some grammarmistakes, hope i fixed most of them
- added new topic: Lategame/Full build
- added a new topic: Games played as supportnasus (with url-link to the items bought)
- minor updates in runes/masteries
Things to be added:
- "How to"-guide for using


- add topic: reasoning for the itemchoices (Lategame/full build)
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