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The Devil Reborn (Updated for Patch .109)






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Spells:
Ignite
Ghost
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Chapter 1
I. Preface
II. Introduction
III. Skill Explanations
IV. Summoner Spell Explanations
V. Rune Explanations
VI. Mastery Explanations
-- Defense Tree
-- Utility Tree
VII. Core Item Build Sequence
-- Physical Situational Items
-- Magic Situational Items
VIII. Laning & Play Style
-- Early Game Phase
-- Mid Game Phase
-- Late Game Phase
IX. Tricks & Strategies
X. Closing
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Builds
- They do not make you a good player
- They will not make you invicible
- They do not make a baddie a pro
- They do differentiate winning and a losing for equally skilled players
- They do maximize effectiveness of champions
- They do minimize planning and down time at base.
Champions
- Champions are not OP or UP. They are balanced or unbalanced
- Any champion can defeat any other champion
Example:




- All champions are situational.
Example:





Runes/Masteries
- Makes a small difference
- Can help you OP an equally skilled player
- Will not make you a better player
- Will not make you able to destroy a level 5 player
Abbreviated Terms
AA = Auto-attack [Basic Attacks]
CC = Crowd Control [Stun, fear, slow, snare, etc]
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArP = Armor Penetration
MPn = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
AOE = Area of Effect
IMO = In my opinion
OP = Overpowered
UP = Underpowered
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This is a full rehaul of my old Devil of the Sands build. It has been reorganized revamped. I also reworded all of the strategies and tactics to be easier to follow and more effective.
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Nasus is a champion that primarily shines in team fights. He can devastate almost any tank in the game and can endure massive burst damage from nukes. Nasus' strengths lie in his innate ability to deteriorate carrys and endure tanks while constantly providing threat to keep his team alive.
This, like most Nasus builds, is not for the faint of heart or the dull of mind. Nasus is a champion of timing. Timing will be the difference between victory and defeat. Nasus can and will become an all consuming storm, both untouchable and devastating, when used correctly. Timing is not just when to defend it is when to strike and when retreat. It is when to

Pros:
- Extremely good at laning 2v2
- Great Anti-harass
- God-like Ult that lasts
- Best In-game Slow
- Game Changing AOEs that most don't realize
Cons:
- Poor Farmer
- Last Hit Dependent Ability
- Poor chaser
- DPS is unreliable
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PASSIVE -

A great passive, which is exactly that: A passive. You should not focus your build on the fact that

Q -

This is one of the most annoying abilities for both teams. It can be completely underpowered if not diligently farmed. However, this ability does stack with on-hit effects such as



W -

IMO best in-game slow. It will completely shut down AS DPS such as


E -

It can be a great Anti-harass skill. It does great damage to minions when used correctly to setup last hits. Softens greedy tanks for a few quick pops and can outright harass some DPS.
R -

This is one of my favorite ults in the game. This ult deals % damage to enemies based on max HP. This is great for whittling down high hp tanks such as


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This allows for an early first blood (Nasus sucks at finishing early on). It scales very well with level, so it always stays useful. Great for shutting down healing/LS. AN ABOSULTE MUST

This is a great escape mechanism. It also helps for running down those pesky DPS. Can help when you need to rush to someone's aid if need be. Highly Recommended for Soloing when you can't count on your team



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Greater Mark of Desolation x 9
- One of the best Marks in the game
- Gives an AP boost because he has none
- Good damage boost early game

- Great for survivability
- Good at every stage of the game

- Allows for longer laning
- Allows for more staying power
- A mana-less Nasus is a weak Nasus

- 25% boost to health start game
- Decent boost throughout
- IMO much more useful than the per/level HP GQ
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The offense tree doesn't match the rest of this build. The utility tree is a great tree for nasus because of all the CDR; however, I believe that a defense mastery benefits him more. I suggest a 0/21/9 distribution; but, a 0/9/21 where the defense tree focuses on dodging is very effective as well.
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Tier 1

- MR based off a percentage
- Scales well
- Great synergy with the rest of the build

- AR based off a percentage
- Same as above
Tier 2

- Increased dodge percentage
- Required for the next amazing mastery
Tier 3

- Exceptional ability
- Great synergy with runes
- Great for chasing or escaping

- Great little damage reduction
- Point holder mainly
Tier 4

- Great HP buff
- Great with early game setup
- Makes you very tough for early game
Tier 5

- Nice little buff to AS and AP which are both useful
- Mainly a placeholder
Tier 6

- Amazing for any tank
- You've already gone this far on this tree, right?
- Great for survivability
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Tier 1

- Important for any nasus
- Scales well
- Great synergy with the rest of the build

- Amazing and almost necessary boost to

Tier 2

- Great for keeping the level advantage
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- Great starter item
- Allows for sustained damage early on (Great enduring early ganks)
- Increased staying power in the laning phase

- Grants a small boost to laning time
- Efficient use of starting gold (All of it)

- Great all around item for MR and CC reduction

- Great buffs to multiple stats
- Grants a good team buff early game

- Great synergy with

- Small boost to your MP

- Great Armor
- Good boost to HP and HP Regen
- Awesome passive that has chance to slow
- Active can turn the tide of a fight

- Great buffs in almost every stat
- Ridiculous Active that makes


- Gives the tank with the most staying power in game even more
- Generates high amounts of threat on towers due to tower diving potential
- Great Defensive bonuses

- Great synergy with

- Gives him the long awaited AD that he needs
- Highly increased survivability due to lifesteal
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Swap


- Better armor
- Better dodge
- CC reduction is underpowered on a rangeless/casterless team
Swap


- MR goes to waste
- Nuking happens less often if at all so fewer suprise deaths
-

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Swap


- Better MR
- Blocks one spell (nuke) per 30 seconds
- Boosts HP and MP
Swap


- Aura won't be as effective due to nuking
- Great HP Regen and movement speed
- Massive MR
- Helps run down the annoying little casters
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The key to laning with Nasus is to never overextend. He has no fleeing skills and isn't really able to CC very much. When you engage with Nasus pick your moment and fight till the end. You can kite a little with

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Levels 1-5
Try to sparingly harass with your



Levels 6-10
This is where you can be a little more daring with your


Usually, try not to go back until you can at least afford your boots. But remember, the longer you wait to go back the more geared your competition will be in comparison. Not going back could grant you some more xp and gold, however it usually results in a death which is better gold and better xp for the competition.
This phase usually last until level 10 or so IMO. Hopefully, you will have gotten your first tanking item by now,

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Levels 11-15
This is the most vital phase IMO. It is the phase where either 1. The winners become too cocky and push too far, get wiped and even the playing field or 2. Where people play to defensively and allow the enemy to slowly push them down. Things to remember for this phase:
[*] Never leave your tower unless you have a partner or you have wards to watch for ganks
[*] Team fights are very common try to have them at your towers
[*] Don't overextend to get a kill (Trading leaves no one on top)
[*] Finally, be wise with your Ults
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Levels 16-18
Nasus should not pop his Ult unless he is about to die or you are in a fight and are down past half health. Usually, if you pop his Ult people run. LOL. Pop it when the tide of the fight is about to turn and it will turn in your favor. Always try to make the fight about you, not your nukes or carries. Nasus' Ult makes it harder to target those around him. This includes your team and theirs. Use this to your advantage.
By this time you should be mostly geared including your


Ignite can be used at this point for last hitting and for negating LS and healing. This is an amazing tool for shutting down LS


Make sure your team realizes that you can take quite a beating when your Ulting. I have randoms leave on me. I'll last through my entire Ult 1v3 and die because my team backed off. No respect.
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By now, if you have had a decent match, everyone is getting close to full gear which means you have the most annoying thing on earth for a Nasus to have,

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- Place

- Always use



-

-


-





-

- Nasus is best a bushwhacking. Waiting in the bushes and ganking when they pass through it.

- Nasus really should not solo. He is too valuable in creating kills 2v2. You may not get the kill, but your team is benefitting.
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When your team begins a team fight, make sure they know what you are going to do before you try this. And you should not try this until at least level 11 and you must have


1. Do not attempt with noobs
2. Almost exclusively a premade technique
3. Can be a bad strategy when your team has no CC
I have used this technique with hilarious results. A lot of WTF just happened. It is very difficult to accomplish correcty but can net you a cool ace that can allow you to push towers or finish off their nexus.
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Nasus is best played as a tank or off-tank. Nasus has amazing staying power. He should be used to absorb damage primarily. He can kill but he is not meant to. He is meant to keep his team alive by taking the hits. And he excels at that above and beyond almost any tank in game. His greatest weaknesses are that he can't initiate, and he doesnt have a taunt. Other than that, he has the best survivability in game and can shutdown almost any DPS with his

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