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


Some will disagree but I believe having the following runes is the best for Nasus:
Greater Mark of Desolation - 15 armor penetration (9 runes)
- 13 armor (9 runes)
- 13 magic resist (9 runes)
Greater Quintessence of Desolation - 10 armor penetration (3 runes)
Lets take a look at the armor penetration. Often forgotten on the battlefield, armor penetration plays a huge role in, well... killing people!! And with 25 armor on the enemy champion that means nothing to you, that helps.
Next, the armor and magic resist. You will definitely need these in early game for defence against the harass of the ranged carries TRYING to prevent you from farming your Q ability
. This ability will be talked about in detail later.
Greater Mark of Desolation - 15 armor penetration (9 runes)


Greater Quintessence of Desolation - 10 armor penetration (3 runes)
Lets take a look at the armor penetration. Often forgotten on the battlefield, armor penetration plays a huge role in, well... killing people!! And with 25 armor on the enemy champion that means nothing to you, that helps.
Next, the armor and magic resist. You will definitely need these in early game for defence against the harass of the ranged carries TRYING to prevent you from farming your Q ability

Nasus runs a standard 9/21/0 mastery to maximize his defensive strengths. The 9 in offense is to obtain that 10% armor penetration that will go along nice with the armor penetration runes. The defensive tree however raises some questions that will be answered later. But obviously the last mastery in defense saving you from disables and increasing your health is a winner.


CORE ITEM BUILD



Trinity Force is the most expensive item in the game for a reason. It is amazing! You get the attack speed, movement speed, and crit chance of the Zeal



Warmogs is Warmogs. Love it or don't admit you hate it. 1370 Health and 45 Health regen per 5 when maxed, how can you hate it?? I WILL TROLL YOU IF YOU HATE IT <3
Atma's Impaler is great when you have a Warmogs (often refered to as Atmogs when in the same build). Based on the health by the time level 18 is hit, you will get aprox. 66 AD in this build, and the fixed 18% crit and 45 armor.
SITUATIONAL ITEMS


Both of these items are great but Mercury's Treads should be taken almost every game. The reason being that Ninja Tabi only provide 12% dodge and 25 armor (which is nice) but the Treads give you the Tenacity you will most likely need.
By all means if they have a Tryndamere




The Force of Nature is great but serves a lesser purpose if the enemy team doesnt have a lot of AP. Even so, rediculous health regeneration, and some movement speed is great. If the situation shows heavy AD on the enemy team, a Thornmail would be a better choice.
A little about the Thornmail: 1) People will either avoid you or kill themselves attacking you. 2) 100 armor?!?!
3) It will make the AD carry rage :)



Now, I understand why a lot of you are not a fan of the Guardian Angel. It seems like a troll item by giving you a second life. But get past that and notice the 68 armor and 38 magic resist. It does not seem like much, but it really does help.
MMM the Sunfire Cape. A lovely item that would help your Atma's Impaler slightly, and also grant you 45 armor. But wait theres more... 35 magic damage gets inflicted to nearby enemies while they are simply standing near you! So in a team fight that lasts 30 seconds, lets assume you live until the end (You probably will), and you are touching 2 enemies per second on average (most likely more), this means that you have inflicted 2100 damage by simply standing near people. Can you say OVERPOWERED?
And for the Banshee's Veil. 375 health and mana, with 50 magic resist. Another passive! :D every 45 seconds you block one negative spell the enemy throws at you. This is good on its own, but think of how it psychologically affects people.


I feel that this is a pretty standard skill sequence for Nasus. The Q first
so you may start farming right away, followed by the Wither
to either set up a gank or chase. Maxing the Siphoning Strike first is sometimes thought of as being an unskilled Nasus, but think about it. Faster farm and more damage, just do it.
Spirit fire is not my favourite skill, but it gets small jobs done like pushing minions and oddly enough, scaring people away.
This is known to every non-Nasus player as: "Oh noes he's in god mode, run! I know theres 3 of us but run!" And honestly, with Nasus's passive, Soul Eater
, Siphoning Strike, and the passive AoE damage from Fury of the Sands, Nasus can 3v1 against weaker champions.
Lets talk about the skills a little bit now.
This is the bane of Nasus's existence, the skill that enrages enemies, and the skill that needs much farming. Every time Nasus kills anything with Siphoning Strike, he gains 3 bonus damage for the next use. you need to be on top of your farming game in order to hurt with this skill. It has a short cooldown (8/7/6/5/4 seconds) which leaves you wanting more damage to hurt the enemy team. On average, you should be aiming for 450 bonus damage on this skill minimum, however there is no cap, go nuts! This means you need to Siphon 150 minions minimum. It sounds easy but you need timing (you will be suprised how many times you leave a minion with 1-20 hp). Late game, this skill will secure you many kills.
Every Summoner is familiar with the spell Exhaust
, How about having one on a 15/14/13/12/11 second cooldown? Sounds awesome! This makes Nasus a pain in the butt to fight because not only does it reduce movement speed, but it also reduces attack speed at the same rate (35+12/24/36/48/60%) Yes, what I am saying is it reduces the target enemy's attack and movement speed by 95% at level 5 (not initially, starts minimal, but increases per second for 5 seconds to 95%). Who do you hit with this? You guessed it! The AD carry, they will not be able to kill anything.
Again, not my favourite skill, but serves minor purposes. When you need to go back to the base while in laning phase, drop this down on the enemy minion wave to keep them from pushing your tower. Other than that, it is not a huge source of damage until level 5 when you deal 215 magic damage on cast, and 43 damage per second to champions standing in the radius. DO NOT use this to harass, you will be mana starved and not be able to farm Siphoning Strike efficiently in early game.
How much do you like massive AoE? You better be a fan because Nasus can take down 3/4/5% of multiple enemies health per second by using this skill, and also gain 300/450/600 health on cast. This is perhaps one of the most over powered ultimates in the game, and when used wisely can strike fear into the souls of your enemies. I prefer to use it after the re-birth from Guardian Angel for a suprise nuke from hell, but the choice is yours :).





Lets talk about the skills a little bit now.







Ghost: Ghost is a great spell to have that is very multi purpose. It can be used to chase a wounded enemy, run from a gank, save a team mate, the list goes on. Ghost should almost always be taken with Nasus because it ensures more survivability, and power to control your lane.
Teleport: Not going to lie, this is my favourite summoner spell. Also being multi purpose, teleport is under used and often replaced with an ignite -.-" Teleport can be used to gank, to farm an incoming minion wave, and to push a lane. What Teleport is not used for is to get back into your lane in early game. Just don't do it.
OTHER VIABLE SUBSTITUTES






WHAT SHOULD NOT BE TAKEN AND WHY







When playing Nasus, I usually take the liberty of shutting down the enemy carry (AD before AP). The reason for this is because Nasus is so good at it! Wither gives you time to land 2 Siphons on a champion. That being said, Wither the carry, and go to town! Siphoning Strike often 2 or 3 hits squishies and even if you do not kill them, they are eliminated from the fight.
Initiating: Nasus is always one of the most tanky on your team, so you will be doing the initiating. It is the best idea to open with Wither and rush the carry to Siphon. As a result, you will often be focused, but with
crowd conrtol is no longer a problem.
Initiating: Nasus is always one of the most tanky on your team, so you will be doing the initiating. It is the best idea to open with Wither and rush the carry to Siphon. As a result, you will often be focused, but with

If you have a lane partner, Nasus can play a minor support role in helping team mates. Obviously when your partner is being chased, Wither the enemy champion and engage. Why engage? They have no movement or attack speed!
When with your entire team, stand in the front and absorb that incoming damage for your team (because you can afford to be hit a few times). Engage with Wither and Siphoning Strike those Squishies!
When with your entire team, stand in the front and absorb that incoming damage for your team (because you can afford to be hit a few times). Engage with Wither and Siphoning Strike those Squishies!
THE MOST IMPORTANT ASPECT. If your farming game is weak, do not expect to do well with Nasus. You will get many assists but will not plow through teams and get triple kills. When in laning stage, only last hit. You should never auto attack unless you need health back from your passive
. Doing this will ensure you plenty of bonus damage from Siphoning Strike
and a faceroll champion late game.









THESE CHAMPIONS WILL GIVE YOU TROUBLE






TANKY PROBLEMS




YOUR PREY



A FIGHT BETWEEN BROTHERS


First of all, make sure you take your tower before making it your mission to take the mid tower. Winning your lane is important in LoL. What makes Nasus a great pusher, is his
. YES! You can Siphon towers! Once you get your sheen, you can drop towers from full to nothing in seconds! Use this advantage along with
to surprise push a tower as well. If you take 3 or 4 towers in a game, your team will love you and you will most likely win.
Taking towers wins games. Nasus is one of (if not) the best at tower killing.


Taking towers wins games. Nasus is one of (if not) the best at tower killing.
Here it is, the FaQ. Here are some of the questions that may come up in the average player.
1)Why all the armor penetration runes, why not damage? The first few months of playing LoL I thought the same thing, why not flat damage? Armor penetration is highly under rated by many Summoners but it is a great asset to Nasus. With this build, plenty of AD is established with
and
, no more is needed. Also, it avoids having to buy a
or a
. Next, many squishy enemies will not invest into armor, which makes them seem like they in fact have none. But even if they do, You have penetration(mainly for
)
2)Why not take utility in masteries? The only useful utility I can see for Nasus is mana regen and total mana. This is not worth giving up the 21 in Defence for Juggernaut and the 9 in offence for the armor penetration. Also, mana regen would only be useful in early game which is why you temporarily buy a
. Experience and gold utilities are not needed because you will have to be farming through mid game and into late game. You will have enough gold/experience.
3)Why not take movement speed in masteries?
gives you 12% move speed, and
gives you even more (if you decide to get it).
4)Are other roles for Nasus viable (ex. full DPS or full tank)? Yes in fact full tank Nasus is a great way to play him, but personally i like having the extra killing power. And for full DPS Nasus grabbing a
and
just seems impractical. Leave that to your AD carry.
5)Why Atma's Impaler and Warmogs (Atmogs)? This is purely a personal preference. Many of you readers will not like Atma's on Nasus and thats fine. A substitute would be a
and something else which is great as well.
6)Why
and not
with a potion? With your armor runes, and the Dorans, you will have a bonus 23 armor, which is plenty for early game. This way you can afford to be harassed a little with minimal effect. Also, 120 bonus health is very nice. And lastly, you have a lifesteal passive, you dont need a potion, attack the creep wave in your tower.
7)Would some AP benefit? Don't bother with AP on Nasus.
does not scale well with AP and you will only get an extra couple percent out of
1)Why all the armor penetration runes, why not damage? The first few months of playing LoL I thought the same thing, why not flat damage? Armor penetration is highly under rated by many Summoners but it is a great asset to Nasus. With this build, plenty of AD is established with





2)Why not take utility in masteries? The only useful utility I can see for Nasus is mana regen and total mana. This is not worth giving up the 21 in Defence for Juggernaut and the 9 in offence for the armor penetration. Also, mana regen would only be useful in early game which is why you temporarily buy a

3)Why not take movement speed in masteries?


4)Are other roles for Nasus viable (ex. full DPS or full tank)? Yes in fact full tank Nasus is a great way to play him, but personally i like having the extra killing power. And for full DPS Nasus grabbing a


5)Why Atma's Impaler and Warmogs (Atmogs)? This is purely a personal preference. Many of you readers will not like Atma's on Nasus and thats fine. A substitute would be a

6)Why


7)Would some AP benefit? Don't bother with AP on Nasus.


Thanks for reading guys! I had a lot of fun with this. If you try this build, Let me know how your game went, even post a screen shot of your results! I really do care about getting involved in the LoL community, and I would like to share what knowledge I have with you guys.
Any constructive criticism is accepted in open arms, so feel free to comment on anything you find needs work, I appreciate it!
Any constructive criticism is accepted in open arms, so feel free to comment on anything you find needs work, I appreciate it!
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