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Nasus Build Guide by Productiveinsomniac

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League of Legends Build Guide Author Productiveinsomniac

(NASUS Top Lane) Anubis Protector of Tomb's and Top Lane

Productiveinsomniac Last updated on December 24, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 0

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 18

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Nasus and Ancient Egypt (intro by Jagged)

Nasus as you can see bears a huge resemblance to the Old kingdom's most important god of the dead: Anubis!

Anubis was the

Protector of Tomb's
, the guardian of the dead, and the God of funerals and burials.

He was depicted as a Dog like head on top of a human body.. and it is fitting that Nasus looks this way!

since Nasus is a true threat to top lane and anyone in late game!

if he is built right he can Out trade/out tank and out farm any top laner!

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Greater Quintessence of Armor is very good rune againts AD champions, because it's giving you big survability in early game. Unfortunately armor is very effective only to 40 points, so three "Armor Quintessence" aren't the same effective as two " Life Steal Quintessence", and one "Armor Quintessence".

Greater Quintessence of Magic Resist is very good rune against AP champions, because it's giving you big survability in early game. Unfortunately magic resist is very effective only to 40 points, so three "Magic Resist Quintessence" aren't the same effective as two " Life Steal Quintessence", and one " Magic Resist Quintessence". But sometimes I will use 3 " Magic Resist Quintessence" + A Crystalline Flask start against Ryze, because it can be a very hard matchup against that burst early game into late.


Greater Mark of Armor Penetration is the best rune for Nasus, because if you grab armour penetration marks you get a %damage boost that scales throughout the game, on your Q and auto-attacks.


Three Greater Glyph of Magic Resist are necessary statistic againts AP top laners.

Six Greater Glyph of Cooldown Reduction are very good in every single situation. They are giving you, with Sorcery , 10% CDR, what is leting you stack your q Faster, additionally it's gives you 40% CDR with Frozen Heart and Spirit Visage.

Three Greater Glyph of Scaling Magic Resist are very good againts AD top laners, because you don't need magic resist in this matchups, additionaly it's scales realy well into the late game againts AP champions.


Greater Seal of Scaling Health is the best rune for Nasus because it's giving you hp which scales idealy with Frozen Heart.

Greater Seal of Armor is teoriticaly good option against AD top laners, but you don't need that much armor at level 1.

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Farming with Nasus

This is super important for Nasus. You should be doing it all the time. Sometimes it's even more important than killing the enemy laner.

FIRST MINUTE of the game

Siphoning Strike Tactics

Stand in the middle of the lane and wait for the enemy minions to arrive. You should move to the bush above you if melee minions target you. Due to this all enemy minions should target your first melee minion, Which makes your minions lose, and the lane will push towards your tower which is beneficial to focus on stacking your Q.


Thanks to the two Greater Mark of Attack Speed runes you are able to hit every minion two times with your auto attacks, allowing you to take every single CS under the tower. It's really hard and needs a lot of practice though (even I still have some problems with that).

Sometimes you will have problems with last hiting, in situations like this the best way to cs is to use Spirit Fire on this one minion. Beware to hit other minions with it, because it prevents you from last hiting them.


In mid game, be sure to buy enough wards while farming because you are easy to gank. Additionally, if your enemy laner is, for example, Warwick you can just ignore him and farm, because he is really hard to kill.

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His Abilties

Soul Eater

: Passive

Nasus drains his foe's spiritual energy, giving him a natural 10 / 15 / 20% lifesteal .

This passive is amazing. It allows you to heal up during laning phase, and lane against much stronger opponents until you are farmed enough to kill them. Additionaly, if you force enemy laner to back of you can easily lifesteal before he comes back.

Siphoning Strike

: Q
Cooldown: 8 / 7 / 6 / 5 / 4
Cost: 20 Mana
Physical Damage: 30 / 50 / 70 / 90 / 110 (+ 100% AD) (+3 [+6] per enemy killed by Siphoning Strike )


Siphoning Strike is very original and funny ability which scales with farm.

It heals you for big amount of health(due to your passive) and when a creep, tower, champion or even ward dies from your Q it stacks damage. So each time you successfully last-hit with Siphoning Strike, 3-6 points of damage are added to the damage of the next Siphoning Strike. This damage can snowball crazily; on the other hand, a Nasus who doesn't last-hit is not going to scale well into late game, which can make enemies.

Tips and Tricks

You level up your Q first to lower it's cooldown(so you can stack faster). What with early Glacial Shroud and Kindlegem is leting you last hit all minions with your Q.
You want to use your Q for last hits in order to ramp up its damage, and then one shot every.
This ability resets your auto-attack. (If you don’t know what that means you can check it in the Tips and Tricks section).
This ability procs Sheen.
Can be used to destroy towers very fast.


: W
Range: 600
Cooldown: 15 / 14 / 13 / 12 / 11
Cost: 80 mana
Slows for 5 seconds from 35% to: 47% / 59% / 71% / 83% / 95%
Max attack speed slow: 23.5 / 29.5 / 35.5 / 41.5 / 47.5%
Duration: 5 seconds


This ability has the one of highest levels of slow in the game. If you find any enemy away from his team in later stages of the game just pop Wither on him, and kill him because he is completely vulnerable. Max this ability second when you are up against auto-attack reliant champions like; Fiora, Teemo, Trundle, Vayne, or ranged champions with big amounts of CC like; Lissandra.

Tips and Tricks

In a teamfight, you want to Wither the auto-atack reliant champion.

You don't want to and Wither the first champion you see - unless you know it will guarantee a kill. and your team the rest of the kills!

Use this ability to catch up to an enemy, or to escape one.
Against champions like Teemo or Vayne you can use this ability during laning phase to minimize their damage output.
With 40% CDR this ability can be cast every 6.6 seconds when maxed.

Spirit Fire: E

Range: 650
Cooldown: 12
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+ 60% AP)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+ 12% AP)
Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+ 120% AP)
Armor Reduction: 20 / 25 / 30 / 35 / 40
Diameter of AoE: 800
Duration: 5 seconds


Spirit Fire is an ability with high team fighting potential due to the AoE armor and magic resist shred. Additionaly because of the same thing it's great in 1 vs 1 fights. Max this ability second when you are up against all melee champions, not based on auto attacks; Shyvana, Dr. Mundo, Riven, Renekton.

Tips and Tricks

Most of the people don't know about the armor and magic resist shred, you can use this to win fights.
After Withering someone, cast Spirit Fire ahead of where they're walking, so they take more damage (from the damage dealt AND from the shredded armor), or they’re forced to take a detour if they want to avoid it.
Don't cast this on minions during leaning phase, because it would push your lane to the enemy tower,. This way you can't stack your Q.
In team fights you should cast it under the enemy adc to minimize his armor.

Fury of the Sands: R

Cooldown: 120
Cost: 100 mana
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3% / 4% / 5% (+ 1% per 100 AP)
Total Max Health to Magic Damage Ratio: 45% / 60% / 75% (+ 15% per 100 AP)
Total Possible Magic Damage (to a single enemy): 3600
Total Possible Bonus Attack Damage (from a single enemy): 229.5
Diameter of AoE: 350
Duration: 15 sec
Others: Gives an extra 50 attack range


Extremely strong ability. It's giving Nasus more damage depending on the enemy champions around him, huge chunk of health, and a lot of damage in an AoE around him.

Tips and Tricks

This ability don't have cast time so you can cast it while runing.
You can use this ability if you want to bait someone to dive you.
Stand in middle of the enemy team to maximize damage, which you are doing.

Aditional Notes : doesnt E do more damage than Q?

You want to level up Spirit Fire before Siphoning Strike if you are being incredibly denied, because almost all Nasus damage is coming from his stacked Q. For me only two champions can deny Nasus from farming Q,
and thats:
Teemo and Pantheon. But to date I wasn't playing against that good Teemo player, so 99% of you shouldn't max Spirit Fire anytime. but that requires another build.. you can get away with building Balanced build above with E maxed first!

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What items should i buy? and conclusion

Calculating Item-Effectiveness

Before I Conclude this "Nasus Guide". I want to teach you something. It’s called "calculating item-effectiveness". Let's take a look at Frozen Heart;

Chain Vest costs 720 gold and it gives 40 armor. Frozen Heart gives 100 armor so:
100(armor): 40(armor)= 2.5 | 2.5* 720(cost of Chain Vest)= 1800 gold.

Frozen Heart gives 20% CDR which you counts for 600 gold, because CDR is extremely effective on Nasus (10% CDR counts for 200 gold).

Next, Frozen Heart also gives 400 mana which counts for 700 gold because Sapphire Crystal costs 400 gold, and mana isn't very effective on Nasus.

Additionally, you need to add Frozen Heart’s Unique Passive, which counts for 450-1200 gold (depending on the situation and amount of AD champions in the enemy team), because Dagger gives 15% of attack speed.

So lets add everything:
1800(gold for armor) + 600(gold for CDR) + 700(gold for mana)+ 600(gold for Unique Passive)= 3700 gold

So for 2600 gold you have item for 3700 gold, but everything depends on situation. Why?

Lets take a look at Shyvana
Armor? Effective. CDR? Almost useless. Mana? Suck's.
So for 2600 gold we have item for 2600 gold, believe me, that’s not a good price for a late-game item.
Additionally if the enemy team has 4 AP champions, armor is way more useless. So for 2600 gold we have an item of only 1800 gold...

now you try it!! Happy building!

and Happy Anibus!