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Lately Annie top has become popularized in higher tiers of play due to how well she can harass melee opposition almost freely. Early game will consist of you having to decide when you can and can't stack until you can survive her Stun trades without being taken below half. If she pushes you in, get jungler to try to hover top and hope she uses her stun to farm. Having a gank show up with her stun up usually results in failure, and sometimes some of your own cds.
Cho'Gath
Cho'gath is a really iffy champion to see nowadays. He can either be a force to be reckoned with, or a complete push over. Be wary of his Feral Scream trades, and Rupture to harass, Vorpal Spikes also allows him to push under to your tower easily while also occasionally harassing you if you're standing in the wave. His Feast also makes for an insane execution if you are low enough. He is very immobile and the innate push means he is an easy gank target however.
Darius
Darius has the zoning potential of a god, for each time you try to stack off a minion within a reasonable range of him he can do at least half of your health in a rotation. His execute at 6 is also very difficult to deal with. Much like cho'gath, his mobility is limited due to how powerful he is once he actually is in a fight, ganks save your life in this lane.
Dr. Mundo
Dr.Mundo early game is very non threatening, Generally Mundo players will farm with Infected Cleavers rather than risk going into melee range unless against something just as weak early game. Pre 6 he is a fairly easy catch so ganks before then are always welcomed with open arms.
Fiora
Fiora has an incredible AD steroid through her Riposte passive making it very difficult to trade with her, on top of her reflected damage during Riposte's active. Her fall off is the fact she has no escape aside from her own gap closer, ganks should come before 6 to avoid fighting her with ult as it can win most 2v1's.
Galio
Galio early game is not bad, but not excellent, he can harass you decently with his Resolute Smite; however OOM's faster than a Paladin in WoW spamming Flash of Light.. that's not relevant, but it is fast. He has decent mobility with his Righteous gust making ganks somewhat cheeseable but not entirely, Bulwark also provides minimal healing whenever he takes damage. Post 6 you should never consider diving him due to his Idol of Durand, and going off the fact galio generally builds tanky.
Gangplank
Gangplank's Parrley! early game is incredibly strong and makes trades near impossible with him, level 2 his kill potential on you is exponentially larger than it already was at level 1, so play safe and stack only when you can without taking too much damage. Ganks are difficult to pull off as well due to the fact he can essentially shrug off any and all crowd control with Remove Scurvy.
Garen
Garen is a longtime counter to anything that scales into late game, most garens try to use brushes to hide themselves before charging out with Decisive Strike + Judgement combo, so be wary about that, Only wither when you know you can prevent him from getting near you, it is a very fast to OOM yourself. Ganks pre 6 are always a good way to keep yourself from falling too behind.
Gnar
As an Avid gnar player I can tell you right off the bat, Gnar's recent nerfs(4.20) definitely made lane phase more survivable, but you still have to be very wary. His hyper procs still do considerable damage early and late, Boomerang toss is still amazing long ranged harass, and his Hop provides a good enough getaway for ganks. Play safe and stack when available without getting hyper procced on you. Mega gnar is basically your golden ticket to stack freely unless post 6.
Irelia
Irelia early game isn't fantastic but at the same time it's made in such a way that trading with her isn't optimally doable. Her Hiten style makes trading in lane instantly not an option due to the damage she does with it up, and not to mention healing she gets. Try to stay either same or lower health than her as well to avoid her Equilibrium strike stun. Early ganks are awesome investments, and post first back try to avoid any trades or harass with her(assuming they got sheen, if they went anything else it is slightly safer, but not much)
Jarvan IV
People underestimate jarvan top still and I don't understand why, his autos and Dragon Strike shred armor like no other allowing him to trade with no contest. Try to avoid standing outside of wave so that when he does use his strike he'll push you under tower. He is very difficult to gank due to his Demacian standard and Strike combo as a gap closer/getaway, and Cataclysm can halt you or your jungler in your tracks as well and allow him to single out targets or force cds. Try to get ganks on him before level 4-5 if possible, but he is still gankable at 6 and beyond. Be wary of his roams as well as he does have a great kit for ganking.
Jax
Pre 6 Jax will be able to out trade you, but generally never force a kill alone. Your best time to be stacking is at this time. Try to get as many early ganks as you can as well because he scales like a monster. Keep an eye on your waves position and the next one's position, if he has one about to arrive he can just Leap to get out, try to time ganks when there isn't a wave arriving so he either has to waste a ward to getaway, or use a summoner. Post 6 avoid fighting him unless he doesn't have Counterattack up, which at this point is generally a 16 second cooldown, timing it is key.
Jayce
Jayce is a monster when it comes to harassing early game, and scales incredibly late game, like most heavy harassers however he lacks any solid escape, his Acceleration gate in Cannon form provides good move speed to get away, and the harass as well with an accelerated powershot. Try to stack whenever he is in hammer form and isn't close enough to combo you. Do not take free hits stacking though, as he can do 4 autos and quickly get out without taking a scratch back.
Kassadin
Kassadin is in a real rough spot right now so likeliness you will actually see him is very low, however it helps to know about him when you do. His Null sphere provides a good enough trade early game, and a shield so trading back isn't generally your best course of action. He has an auto refresh with Nether Blade allowing him to auto multiple times quickly as well. Pre 6 ganks are incredibly easy to pull off on him, so whenever he isn't right under his tower try to get a gank and set him back as much as you can. He excels on his post 6 roams so be ready to either push in to his tower if he TPs elsewhere, or tp to follow him wherever he's going.
Kennen
Kennen is a rare pick to see but still has a lot of threat to him, His Marks of the Storm allow great trades, allowing him to use Electrical Surge, and shurikens adding the next much needed stack of Mark to potentially stun you. He is very difficult to gank due to Lightning rush so your best bet mostly comes down to staying in your wave as much as you can, farming out of his auto range, and being wary of when he's charging in to use Slicing Maelstrom on top of you.
Lee Sin
Early game lee is horrifyingly powerful with his Sonic Wave/Resonating Strike trades, Tempest/Cripple provides a good enough slow for him to get a gank as well. Ganking him is difficult to manage as well due to his safeguard, stay in your wave as much as you can to avoid sonic wave, and if a trade is inevitable try to stay close enough to minions so his tempest will hit them and push you closer to your tower.
Lissandra
Lissandra can trade pretty safely with you, and escape ganks easily. To counter act this stand in your wave when she harasses so you'll be pushed under tower. Try to freeze as far as you can from tower though so you don't miss too much potential stacks or just the flat out gold. This also enables you to immediately shove if she attempts to roam.
Malphite
Malphite is a kinda either way matchup, If they go pure tank you probably won't kill them without a really strong gank, nor will he kill you without one. However if they go AP/Magic pen early(Doran's ring into haunting guise and sorceror shoes+tank) he can trade well and execute with Unstoppable Force, but as result to that is much easier to successfully gank.
Maokai
Maokai generally doesn't force kills 1v1 early game however does have great sustain to survive brawls, and good gank enablers/preventers. Stacking isn't too problematic and he generally pushes you in at a decent rate with his Arcane Smash. Ganks pre 6 can be done but be wary of him throwing Saplings into the River/Tri Brush.
Mordekaiser
Mordekaiser is an insane early game bully for melee champ, but has a major set back, he pushes like nobodies business and lacks mobility to make up for that fact. Ganking him pre 6 is vital to stop him from rolling out of control.
Nidalee
Much like Malphite, nidalee can go either way. AD nid will harass you at an alarming rate making farming very difficult, try to freeze near tower but if you're taking too many hits just let it collide with tower, never risk stacks if you have to take three+ autos from her. AP is a push over due to how easy you can cheese her only way of doing damage by standing in wave. If she autoes you just stand in minions so they'll harass her back for you. Ganking either is very difficult due to Bushwhacks acting as wards, and her very low cd Pounce. She roams very well as well, so be ready to shove. Once you reach 200+ stacks you can beat her with ease in 1v1.
Olaf
Olaf has handsome ranged harass with his Axe Toss(and Recovery refreshing cd almost instantly), on top of his reckless strike's true damage, Ragnarok prevents wither from being effective as well. Pre 6 try to gank him, and afterwards just avoid fighting alone at all.
Pantheon
Pantheon will at least kill you once early game if you aren't insanely careful, he is one of the most influential early game bullies due to how often he can kill a laner and not have to back, he is fairly easy to gank in terms of his mobility, but it is possible for him to 2v1 easily if he's ahead enough. Only stack when it's absolutely safe to do so and keep an eye out for his Skyfall, TP to follow or shove your lane in if he roams.
Renekton
Renekton has always been known for his awesome early game power, but he's fallen out of favor due to other 'better' early game harassers that also scale into late game on top of that. But he is still a force to be afraid of. His Cull the Meek shoves wave fast and does decent damage early on, Ruthless predator can serve as an auto refresh instantly making him trade for twice as much as he already did, and slice and dice can cheese most ganks. Ganking him early is a good idea, but only do it when it's safe to, because giving him a kill for a kill isn't much of a worthy trade for you.
Rengar
Rengar might start seeing more favor in top with current jungle changes, and he has been used here before. Most rengars generally go heavy early game damage by stacking Doran's Blade at least 4 times, making him very difficult to trade with. Try to stand in minions to avoid bola strike and if he goes into a brush avoid getting too close to it so he can't leap to you and use his Savagery/Ferocity charged Bola. Ganking him pre 6 is fairly easy due to his lack of a get away aside from brush jumping.
Riven
Riven is incredibly difficult to deal with due to how hard she snowballs off just about anything, Her Broken Wings and Valor serve as good harass gap closers and escapes making ganks very difficult. Farming against her is rough, just try to avoid stacking safely because that one kill on her makes all the difference in her power. Ganking her early is your best bet, but unless she's really far up don't expect anything to happen. Just survive at any cost.
Rumble
Rumble is a fairly high skillcap pick, so you never know what you're getting in with one. One that manages heat properly can trade with you decisively, shove lane, and avoid ganks pretty well, Pre 6 is best time to gank him so try to as much as you can, stand in your wave to avoid his Electric Harpoons, and back further back from them when he enables Flamethrower. Equallizer makes for an amazing execute as well if you are low enough, so be wary of your health when you hit 6. Get as much MR as you can to make up for the amount of magic pen he will build.
Ryze
Early game ryze suffers a lot since the base damage nerf, Stacking is fairly safe against him, however try to avoid isolating yourself from wave. Always stand next to an allied minion or as far away from him to avoid him optimizing Spell Flux bounces, If he Desperate Power's be ready to back up, because he will either trade with you in his favor, or shove lane, generally having him shove lane is more favorable. Ganking him is fairly easy pre 6 if you bait his Rune Prison before your jungler shows. But he enables ganks very well too, so be wary of where you are in lane.
Shen
Shen early game isn't too bad to deal with, trades usually only occur if you are too far up near his minions, in which case he will usually shadow dash to force them to aggro and hit you. Vorpal blade is also a really low cd ranged harass which is decent enough as it also allows him to heal if he hits you while it's on you. Once 6 he can roam very easily with ult, so be ready to shove or follow him with tp. If you can't follow try to hit him as much as you can before he tps out. He is also relatively hard to gank due to shadow dash making for a good escape, gap closer, or a tower dive turn-around.
Shyvana
Shyvana early game harass while short range, is powerful. Try to avoid standing in her burnout too long, and try to get early ganks, pre 6 aside from burnout she doesn't have much to deal with ganks.
Singed
Singed is always a trivial lane to go against, the only issue he brings up is the fact you will have to give up farm to tower. Ganks are not completely necessary, but can be done. Farming under tower vs him generally consists of this pre Trinity. Auto each caster of a wave once before it gets focused by tower, melee as well. Siege minions save siphon Strike for. This enables you to keep up optimal last hitting.
Sion
Sion is a heavy long range harasser, but can also do considerable damage when he's on top of you. Try to avoid standing parallel to him as to dodge Roar of the Slayer on minions. He is fairly easy to gank pre 6 as well.
Swain
Swain early game's only problem is mana management. His Torment combo is incredibly strong but can also shove wave pretty fast. Try to avoid standing in enough range for him to abuse his Torment's damage increase. If you get hit by it, move out of range quickly to avoid taking too much from Decrepify assuming he uses it right afterward. Pre 6 ganks are best time to take advantage of his very low mobility, post 6 fighting requires much caution due to how much power he has if he uses his mana correctly.
Teemo
Teemo is the definition of Stack denial. His blind is up before your siphon strike is, enabling him to stop you from ever using your Siphoning, Ganking him pre 6 is also fairly difficult to pull off due to his mobility but is the best time to do so. If possible try to avoid picking nasus in a situation where teemo is picked or probably will be picked.
Trundle
Trundle early game consists of a few ways to trade, he will either Chomp you while farming, or Auto then chomp you for the extra damage. All the while chomp provides a good enough steroid to allow him to trade for even more. Post 6 he has insane shred through Subjugate, pre 6 ganks are amazing as his only ways to stop it are using his Pillar of Ice and Frozen Domain which both cost a handsome amount of mana.
Tryndamere
Tryndamere early game is RNG like no other, he can win early game if he gets enough lucky crits, or just completely lose out without them. Try to avoid trading especially when his fury bar is above 50%, early ganks are very useful. and Post 6, try to be wary about farming because he can safely force a dive on you only trading his low cd ult, and maybe an ignite if he's running it.
Urgot
Urgot early game is fairly good for 1v1 situations against most melee top's, If he hits Noxian Corrosive Charge on you, be sure to get out of range as fast as you can before he forces your back with Acid hunter spam. Ganking him is very easy due to his overall lacking kit in terms of preventing ganks and low mobility.
Viktor
Viktor since rework is incredibly strong, but a strangely rare pick, his Siphon power is a low mana, low CD harass which also does a pretty good amount of damage early on, Deathray provides even more damage on top of that, stacking is very difficult here so ganks are much needed.
Vladimir
Vladimir is the very essence of your doom when it comes to pretty much any melee champ without a gap closer. He has sustain, and harass within his sustain, and it's free to cast. Pre 6 you will need as many ganks as you can get, you will need to stack as safely as possible regardless of how many you miss due to his easy potential of diving.
Volibear
Volibear is a very annoying champ to deal with when it comes to melee specifically. His Frenzy Active allows for him to do considerable damage, on top of his Roar to slow you and Rolling thunder to enable ganks on you fairly easily. Pre 6 ganking him isn't too hard to pull off, and is best time to do so. Once he has his thunder claws he can shove wave easily or force a kill on you in a dive and get away with his passive heal.
Warwick
Warwick has seen popularity in top in years past and still can be seen there occasionally, when you do see it be prepared as early game his q trade is expensive, but does a decent amount, and once he gets ult can instantly 1v1 any laner without a way out of his ult at that level. Ganking him is very easy, and he can't make much of ganks for him pre 6 except for keeping you lower health than him.
Wukong
Wukong has very good harass early game due to his Crushing blow's armor reduction, on top of his Nimbus strike and it's Attack speed increase. Try to avoid standing in your wave unless you're already in nimbus range as if he uses it on minions he can still hit you with it. Ganking him pre 6 is doable but not very easy due to Decoy. If possible get a Vision ward and put it in your lane brush so you can spot him out whenever he uses it, also get oracles pronto.
Xin Zhao
Xin zhao is generally seen in the jungle instead of top lane, but still possible to see in top lane, his Audacious charge serves as a good gapcloser to also utilize his Three talon strike, he can be ganked fairly easily pre 6, once he is 6 though his Crescent sweep can potentially stop your gank entirely.
Yorick
Yorick is a pretty decent range harasser with his Ghoul spam, but excels once his finally gets in melee range. Try to stand in wave so minions damage the ghouls off before they hit you too much. Ganking him is easy enough as his only movespeed increase is his Omen of Famine, which isn't that impressive. Post 6 ganking becomes a bit harder but not by much. Also enables him to dive you relatively safely, especially with his jungle.
Zac
Zac trades fairly well against those really weak early game champs and excels at the fact due to his passive allowing him to sustain the meanwhile. However he can innately push as well due to the harassing with unstable matter+Stretching Strike. Ganking him is relatively easy at all levels as long as he doesn't have slingshot up, or you have a way to interrupt it.
Akali
Akali is a snowballing demon, pre 6 she can harass you decently, but not enough to kill you alone generally, once she hits that level 6 milestone though she becomes a global threat. Try to get ganks on her as much as you can early, rush your oracle lens and keep a vision ward on you at all times pre Oracle to counter her Twilight Shroud.
Alistar
Alistar top has fallen from favor due to the damage nerfs, but you can still see him as such, or more commonly AP. Early game trades are pretty ok for his favor, good gank prevention as well due to Headbutt and Pulverize. but if you can bait those or time those ganking him pre 6 is very easy to manage. Post 6 his Unbreakable will prevents dives and cheeses most gank damage.
Quinn
Quinn, much like teemo is very good at farm denial due to her low CD blind, which is also an AoE so it's harder to avoid. Pre 6 she is moderately difficult to gank due to her W vision and leap to get out of range, but after those are used she has very little to actually get away. Avoid taking too many hits while stacking as she can hit you from an impressive range.
Aatrox
Aatrox is a very underestimated pick and with good reason, his late game is incredibly lacking, and mid game requires him to complete two very specific core items to be relevant. However his early game, specifically level 2 is very strong and if played right he can force a first blood at the cost of his Blood Well revive. Try to get ganks early on to keep his Blood Well's revive down, which is a 3 minute, 45 second CD. Time it if you can, as he is an easy target to pick off when it is down.
Nasus
Nasus V Nasus early game is completely based on who can stack better, faster, and whoever gets more successful ganks. If you can try to let him push you in to tower as much as possible, regardless of missing cs, as it enables you to get a gank, and forces him to play more passively, resulting in him having to give up more CS and therefore stacks, in turn.
Rek'Sai
Her all in at every point of the game(except level 1) is ******edly strong, it's hard to do anything against her other than build defense. Try to play as careful as possible to avoid getting her too ahead, because even if she's 0-5 she'll still one shot your carries, kills just amplify her power. Most will build ravenous so they hard push your lane so stacking in relative safety isn't too hard to accomplish at least. Queen's wrath also shoves pretty fast, She doesn't have the damage to dive a full health nasus with ult so you shouldn't be worried while under tower, however outside you're fresh meat if she can get in melee range of you.
Hey, I'm formerly Savlonic, now known as Suave Senpai. I am a Platinum 2 Top lane main and have been playing mostly top lane through all of season 4 and intend to continue playing in S5. This is my analysis on building Nasus top with the current preseason changes.
First off I'll start with who Nasus is as a champion and my experience with him. Nasus is a very late game oriented Tank whose designed to do a lot of Area based shredding, slow the opposition and do incredible damage without building for it. Nasus has a pretty relaxed playstyle and definitely can be useful to climb the ranks with, or just to have a good time in general; however the enemies experience will be less than invigorating... As for my own experience with Nasus I can't say I've used him in ranked as much as I'd like to have, but I do have a few hundred games in normal under my belt as or against him so I like to think I know my way around the block with building him and how to counter him. Let's dive in shall we?
After some more time playing Nasus, and a lot of watching Team2g's Sirchez play Nasus I've adopted his early 20% CDR rune+mastery set up, while it's relatively unsafe early game, in the majority of match ups it won't really matter. Once they take your outer you just free farm top till 300 stacks which doesn't take long since you max out CDR on Frozen Heart or Athene's Unholy Grail complete.
As aforementioned in the rune section I have adopted a fairly 'all around' point wise mastery page, keeping the key components you need at all times and getting a bit extra.
Offense Tree
Sorcery 4/4 is pretty much core, giving up your main stat is a silly thing to do.
Defense Tree
Block provides some safety in lane through damage taken reduction, Recovery offers sustain, and Swiftness makes you harder to kite.
Tenacious makes you more 'ironsided' and hard to deal with since CC won't last as long, Juggernaut bonus health is really good at all points, Hardiness and Resistance points can be switched pending on match up/enemy team comp.
Perseverance makes you harder to push out of lane, and gives you more regen late as well, Adaptive Armor gives a small boost in your other defense stat when you have to prioritize the opposite stat, Evasive reduces damage from a majority of AP champs. Reinforced Armor can be taken when you're against a Yasuo or Tryndamere.
Second Wind gives you more sustain in lane or the ability to get back to a decent amount of health before reengaging a fight without having to back, Enchanted Armor offers more late game defense stats, Oppression makes withered enemies do less damage to you giving them less ways to deal with you.
The Reason I skip Legendary Guardian is simply how gimmicky it is to make use of it since it relies on enemies nearby.
Soul Eater is Nasus's passive and provides him with extra baseline life steal which also effects how much you will heal per Siphoning Strike, having more life steal or just increased restore from Spirit Visage in general makes this an amazing sustain passive.
Siphoning Strike Nasus' bread and butter ability, it's what makes him, him. It scales off Attack damage, and Siphoned Souls. Siphoning Strike being activated makes your next killing blow give you 3 Souls or "3 Stacks" which increase the base damage of future Siphoning Strikes by whatever amount of stacks you have. Cannon minions, and neutral camp's big creeps give 6 stacks instead of 3. As well as 10 off Baron Nashor and Dragon. Siphoning Strike shreds tower HP incredibly fast the longer the game goes, assuming you're still stacking all the while and synergizes incredibly with Trinity Force or Iceborn Gauntlet and Elixir of Ruin.
Bonus Tip, Siphoning Strike works as an Auto Attack Reset/Refresh so try to weave in a normal auto, into a Siphoning Strike. Autos and Siphoning Strike damage is also increased by the armor reduce of Spirit Fire so try to keep your enemies in the field as long as possible.
Wither is Nasus' primary, and only CC, a slow that scales with duration. Slowing by a great amount at first, but by even more near the end of its cycle. At max rank Wither's cd is up only a few seconds after it wears off on a target that doesn't have some form of tenacity, meaning you could potentially keep chain slow on a target with ease.
Spirit Fire is an Area of Effect that deals low magic damage overtime to enemies within the field, but also reduces their armor based on rank. Comboing this with Wither is incredibly strong due to the fact you can force them to run through it and take several hits with the reduced armor.
Fury of the Sands acts generally as a life extension when used at a low amount of health, and can potentially save you with the extra restore from the AoE healing through magic damage. Using Fury of the Sands at the beginning of the fight also makes you more difficult to deal with because they have to grind away at an even more tankier Nasus right off the bat.
Using abilities optimally: Early game avoid using Siphoning Strike for anything but last hitting. Priority stacking always go to Cannon minions before anything else in a wave. If it's going to die before you can get a Siphoning Strike off on a melee then it, just forget aforementioned melee minion and secure the Cannon.
Wither should only be used when you are receiving a gank, or you need to stop your opposition's advance, fast. If it is to slow down your enemy in a 1v1 make sure you're going to be safe guaranteed with the use of Wither, due to it's fairly high mana cost.
Spirit Fire should almost never be used in lane as it shoves waves, and if your lane opposition is present is not a safe course of action to take. Once you reach one of your power spikes this quickly becomes a very very different situation.
Fury of the Sands can be used when you are fairly low health to turn around tower dives which generally is the main use of it early game, or at the start of a fight for extra damage and restore. Also serves as a pretty good resource for diving, though I wouldn't recommend it unless your enemy is extremely low or your jungler is present.
Standard defensive start, good mainly against hybrid champions or magic damage oriented bullies.
Fantastic start against a physical damage dealer, especially an early game bully such as Darius or Renekton provides more safety than Doran's would, as well as more pots.
Crystalline Flask is a great start item on heavy farm oriented champions such as Irelia, Jax and Nasus, and is a safe start if you think you are going to be getting harassed an extreme amount in lane.
Mid to Late game items
One of the best offensive items for Nasus as it acts as a steroid for his already powerful Siphoning Strike and shreds towers insanely fast. You also gain movement speed after dealing damage making chasing a tad bit easier.
Fantastic item for sticking to carries due to overlapping slows if you add in Wither to the mix, also provides armor and health giving you survivability on top of the offensive/defensive mobility reduction.
Amazing anti-AP or one-hit-wonder ability item. Can be built against a heavy AD team if they have a decisive initiate or pick off ability such as Malphite's Unstoppable Force or Blitzcrank's Rocket Grab. Especially effective against mid lanes that rely on burst combos such as Annie or LeBlanc. This can be more favorable over Warmog's Armor but ultimately is up to your own judgement on whether or not the passive ability block is worth it over the giant health and regen increase.
Provides a considerable amount of health as well as decent passive restore when not in combat. Much more survivability added on, usually prioritized against teams without any particular damage type focus.
Makes you even more difficult to deal with due to not only more defensive stats, but a revive. Allowing you to dive for -almost- free and press advantages from before you went down.
Pretty core item as it offers 20% CDR to cap you off and a sizable amount of armor along with an attack speed slow aura to make ADCs/3 hits to proc champs such as Vayne less of a problem
Provides 20% CDR to cap you, and MR to survive those really unfavorable match ups, can be traded for Spirit Visage and another 10% CDR item of your choice, or overcapping/trading with Frozen Heart later
Nasus's early game is very lacking in terms of kill potential, the name of the game is to farm as much as you can, above average Siphoning Strike stacks by 10 minutes is 200 against anything that doesn't harass you to an extreme amount such as a Vladimir or Teemo, in the case you are against one of the aforementioned champions, averaging 100 by 10 is very likely, and good if you can manage. By 20 against a non harass laner 400+ stacks should be apparent, or if you are against a harass laner, 250-300 stacks is where you hopefully will be by now.
Freezing Lane
To those new to top lane, or league of legends in general, the act of freezing a lane is where you manipulate the enemy minions in such a way that they will kill off your minions before yours can kill theirs off. This will cause what we call 'Wave pressure' to push against you, and shove you closer to your tower range. This is a vital strategy for many late game oriented champions and can mean the difference between surviving all of early game, or dying repetitively.
I will post a video demonstration of this as soon as I can, but until then I'll just need you to bear with me.
Mandatory Summoner SpellFlash: Teleports your champion a short distance toward your cursor's location. Pretty straight forward summoner, but takes practice to use effectively, all around strong summoner that enables escapes over obstacles most champions wouldn't be able to get over otherwise, can also quickly close a gap.
Ghost:Your champion can move through units and has 27% increased movement speed for ten seconds. Slightly weaker than Flash, but has it's uses as well, makes chasing easier and potentially offers more than Flash in terms of chasing with the Mercury's Treads - Distortion or Ninja Tabi - Distortion
Secondary Summoner Spell Choice
Teleport:After channeling for 3.5 seconds, teleports your champion to target allied structure, minion, or ward. Can be used on destroyed turrets. Another common choice for top and occasionally mid lane for second summoner, this requires a lot more map awareness to use effectively and can be a very decisive summoner in games, saving your team from a 4v5, or back dooring the enemy base before they finish off yours. Due to this having two varied CD times here are some when to and when not to's on using it.
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When to
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When not to
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Enemy minion wave is about to hit your tower, and there are at least 8 or more minions present.
Next/Current Enemy minion wave has a Cannon Minion present in it.
Enemy laner is attempting to take top tower after you back and your jungler can not defend.
Bottom lane is getting ganked and there is either an allied minion or ward behind the enemy, can you win the fight if you go down? use Teleport if so, don't use Teleport if not.
Your team is fighting a 4v4-4v5 at dragon, is your team healthy enough to reengage if you show up? Teleport in if so.
Mid lane has an enemy jungler enroute to gank them, unless your jungler can answer or the mid laner is in safe enough distance of mid tower. Teleport to the closest minion to your mid laner, the objective is to deter the gank, you don't need to finish the Teleport if he walks away.
Enemy jungle is spotted out by a ward, if your jungler/bot or mid laner(s) are going to intercept him, but they encounter their opposing laners as well, if there is a ward down Teleport in for assistance, or call for one to be placed. Use your judgement and current situation, if your team is strong enough to survive the 2-4v2-4 then just worry about keeping the enemy top lane in top and try to prevent him from Teleporting down.
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Your minion wave is pushing against the enemy, and is not near your tower.
NEVER Teleport to minion or ward in your own lane unless the wave is at an enemy inner/inhibitor tower and you can backdoor in time.
NEVER Teleport into a 1v5 unless you know you will immediately have your team closing in from the other side.
NEVER Teleport to the enemy team to give a Pentakill, you're being a nice guy sure, but you shoot you and your team in the leg giving them the extra 300 gold when they already just earned 1.2k before shut downs are taken account for.
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One more thing, you can not use Teleport on destroyed towers, I don't know why riot's description of it still has that bit of information included.
Nasus Excels at scaling into late game, but it takes awhile for him to reach this pinnacle, along the way you should also know that he is arguably one of the best Gank partners, with the power behind Wither halting your lane opposition enough to force a Flash/ Ghost from them, or a kill is easy with just about any Jungle. But these are the honorable mentions who are just absolutely god like with Nasus
Vi is a powerful ganker at every point in the game and also excels at sticking to priority targets unless they have a considerable amount of peel. When she ganks for Nasus you will usually start the gank with Wither being used on the target, Vi with follow up with Vault Breaker, at this point unless the target has Flashed away they are more than likely going to die from the armor shred coming out from Denting Blows combo'd with Spirit Fire which makes all physical damage coming in on them near true damage.
Lee Sin has been one of the top tier gankers for quite awhile now and with good reason. Sonic Wave/ Resonating Strike combo lets him close gaps quickly and do an insane amount of damage on top of that. He has Tempest/ Cripple to add on to your Wither slow, doing more damage, and slowing as well. Post 6 ganks are even more terrifying with the potential "Insec" Dragon's Rages he can pull off.
Pantheon currently is sitting high in term of priority jungle picks and with good reason, not only does he provide the ability for early dragons, but he also packs a punch in ganks. Withering target to open a gank, in which Pantheon will Spear Shot and Aegis of Zeonia to the target afterwards, followed by Heartseeker Strike and another Spear Shot make for a high damage gank, due to the slow from Wither, stun from Aegis of Zeonia, and armor shred from Spirit Fire, most champions will not survive this duo in a gank without having to spend some resources, namely Flash.
I play with some fairly low elo friends(gold and lower) and notice immediately how very little vision there ends up being throughout the game. This is one of my biggest pet peeves as it is so very vital as you progress higher in League of Legends, whether it be getting to a higher rank or just a higher level in general, level 20 to 30 comes to mind. While some think trinket is enough that is horribly incorrect and I still am irritated that they added it because it seems like it promotes not buying wards since you have a free gimp ward every other 2 minutes. Upon actually buying wards here are some common and effective placements for them. Both sides included
Teamfights work out well with Nasus as he can be a very durable front line, his major flaw with them is the lack of gap closing he has, Wither acts as a good way to catch priority targets, or to slow the enemy front line from reaching your carries, but overall an ADC and APC that know their positioning don't make themselves an easy catch for Nasus. When fighting always try to keep Spirit Fire up for the enemy front line so your ADC can shred the incoming threats faster than the enemy can finally get a grasp on them. Also be wary of Wither use, if you can use it on the enemy carry but can't reach them afterwards without leaving your carry wide open, do not risk it, and save it in case the enemy reaches your carry. It is an amazing peel especially for carries with dashes such as Lucian, Corki, and Graves. However regardless how well he performs in teamfights, split pushing is his forte, if possible try to avoid teamfighting unless absolutely necessary.
Split pushing is actually a really basic thing to go about and works exceptionally at all elos, and normals. There are however circumstances that some don't know when it comes to whether or not they should invest the time into it.
As I don't really want to spend hours writing down every single individual window of when to split and when not to, look at the match stats often, ask yourself these questions
Do they have good enough split push to match yours?
Do they have someone with tp strong enough stop you and still rejoin their team relatively unscarred?
Does the enemy team have hard engage?
Does your team have any wave clear and/or disengage?
What is the gold difference (estimate) between your carries, and theirs?
These are only a few things to ask yourself before deciding to split, there are a lot more circumstances but as I said, I can't really invest the time to cover all of them.
The enemy team has locked a top lane you are comfortable playing against, or don't think you will have issues stacking, and surviving early game without your jungle holding your hand all game.
The enemy team locked a jungle that can not gank well, if at all early game and you think your jungle will be able to provide some early assistance against your lane opposition.
To add on to prevention of sieges, if you have enough for a 1-3-1 split push with you on Nasus in top lane, and say an Udyr shoving bottom lane, it causes a lot of pressure and hard decision making for the enemy. They are bound to probably lose at least one tower, and maybe even more if you can collapse fast enough
When playing blind, or first picking Nasus you must build reactive against a few certain match ups, this section will cover those few and how to make it less one sided for them.
Teemo this match up is barely winnable by Nasus, however to win the match up he must differentiate his build and point order. Against Teemo rushing Athene's Unholy Grail so you have the MR to take less damage from his Blinding Dart and Toxic Shot, while maxing Spirit Fire giving you more early game trading power than him due to his lack of base stats, not to mention shoves the lane back into his tower, where CS'ing becomes slightly harder.
Vladimir you will want to adapt the same policy as the Teemo match up, however Vladimir can dive you much more decisively if he gets the chance to and has really good wave clear to answer your Spirit Fire push.
Tryndamere and AA reliant champs in general are iffy, most of them can kill you early with enough RNGesus blessings(Random crits) and if this does happen it becomes a problem, if you are in the misfortune of being against a Tryndamere with a huge advantage of CS or a kill or two, it's advised to max Wither before Siphoning Strike so he can no longer duel you, your early stacks will suffer but he'll be unable to make things happen in the lane on his own unless he picks up a Quicksilver Sash.
Riven is a really iffy match up, some Rivens are total pains to deal with and might force you to max Spirit Fire, and others will be so bad you just free farm and one shot them later on, just play cautious early on unless getting a gank and avoid letting them snowball because even a bad Riven is still a huge problem.
Nasus has his perks, but just as many if not more downfalls, namely how easily he gets hard countered in lane. He requires a lot of allied jungle presence to be safe, and needs stacks to be relevant.
Nasus synergizes well with ganks from just about any jungler, but really makes use of high damage gankers such as Pantheon or Lee Sin, can 1v1 once he hits his Siphoning Strike 200+ stack baseline, Sheen makes it even more decisive for him. Split pushing is his forte and few champions do it as well as he does.
Nasus is overall lacking in terms of closing in on high value targets, but can enable your team to catch them more easily and do more damage as well with Wither and Spirit Fire combo, Wither also makes for a good temporary peel to slow down enemy front lines before they reach your carries.
Nasus' core involves hitting your 40% CDR mark as soon as you can as it increases the amount of Siphoning Strikes you can manage to use per wave, thus increasing stack rate, and how early you reach your damage pinnacles. However due to this very little in terms of defense is actually built early on, especially against magic damage.
Playing Nasus ultimately comes down to your confidence on surviving lane early game, your stacking capability mid game, and using your stacks late game for the right task. Nasus is not a champion for everyone, as he can at times be fairly boring to play or difficult to survive laning phase with but he isn't particularly high skill cap to actually use for those who really want to pursue using him.
Thank you SO much for taking time out of your day to read through my first ever guide, I am completely open to any recommendations and will take result pictures with open hands to put here. Keep an eye out for updates on this as preseason continues, as I will make sure to stay on top of potential changes to item paths.
Send in your Match history results to me via gmail, meadorsjake96@gmail.com
Leave any feedback you're willing to so I can make this guide, and future guides better!
Keep an eye out for future builds from me as well, as I have a few more unnamed champions I want to make guides for.
12/5/2014 10:23 PST. Updated just about everything to be more relevant with what I've been using myself for Nasus. Slightly less CDR early on, more defensive stats. Also no more rushing CDR unless you aren't in risk of dying in lane constantly!
12/13/2014 12:05 PST. Massive over haul with the Design of the guide. Headers coming soon!
12/15/2014 17:55 PST. Headers have arrived!
12/16/2014 17:37 PST. Added Banshee's Veil to Itemization tab, and for sake of clarity made first page 'vs balanced type', page three 'vs pure AD', page four 'finished sets'.
12/18/2014 23:48 PST. Went back and resized Warding and You screenshots, text may be a bit more difficult to read now however, Going to work on a video explanation in the near future to make this somewhat easier.
12/26/2014 15:07 PST. "Revised" the Itemization section, went a bit more in depth on 'wrap up cdr' items. Also added trinket and elixir choice on fourth page of item build.
1/4/2015 19:03 PST. Updated Nasus vs Rek'Sai match up info for 4.21 patch. Will update in 4.22 as well.
7/18/2015 Added "Match ups section. Covered other ability leveling orders and why Athene's Unholy Grail is on the build.
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