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Spells:
Smite
Flash
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Announcement
Major rehaul going on because of the new mastery trees and the fact that I have found a new item order. Expect this to be all changed within a few weeks. Masteries have been changed but item build and other information will take a while.

Hello there jungle user and welcome to the under-used jungler's guide. Nasus is a very powerful, but amazingly underused, jungler. Strong ganks due to Wither, strong buff control due to Spirit fire and his auto attack reset with Siphoning Strike and the fact that he can flip around at any moment with his ult and change fights around.
Pros!
+You are free to farm. No lane enemy means easy farming. +Jungling gives dragon/baron/buff control. Use it well. +Nasus can take down Baron/Dragon fast due to his % of max HP on his ult. +Wards that you buy save lives! (virtually of course) |
SPACEEE!!!! | SPACEEEE |
Cons...
-You lose a lot of farm on ![]() -You are forced to "waste" money on wards/oracles for your team. This leaves your cash lacking unless you can get kills fast or get to cover lanes a lot. -Expensive build means, kill or die trying usually. -When you get your ![]() ![]() |
These masteries are very strict when it comes to jungling Nasus.
These allow you to get in MASSIVE DAMAGE on all the jungle creeps. It does not, however, make you tanky at all. Items and your ult make up for this. It aims for more early dominance while maintaining threat level into the late game. Taking



Again, runes are fairly strict for jungling Nasus. There is some leniency that will change nothing but time and about 50 HP.
Runes





These are mandatory runes. If you do not have them, you will be better off laning. The attack damage and armor penetration is to increase your life steal. Had Jebus do a bit of math and having full AD quints is better than 2 AD quints and 1 AS quint.
The armor seals are pretty much common seals for junglers. Very few junglers don't use them and they usually shouldn't be jungling in the first place.
If you notice, I did not list mandatory glyphs. That is because these are completely free choice. My top picks for Glyphs are, in order of preference:
Greater Glyph of Cooldown Reduction: Helps you go through the jungle faster by having your
Siphoning Strike and
Spirit Fire up more.
Greater Glyph of Scaling Magic Resist: Tanky/DPS gotta tank and this helps you do it.
Greater Glyph of Attack Speed/
Greater Glyph of Attack Damage: Absolute last resort. Helps with your jungle if you make a mistake or two.

Flash: Great for GTFO-ing during your jungle if you absolutely have to. It also helps with grabbing kills on that guy who just flashed over the wall. It happens more than you think. Only cons to this spell is that it's on such a long cooldown and we can't afford the mastery points to lower the cooldown on it.
SPACEEEEGhost: Combining it with
Wither is a great chasing/escaping move. If you take it, take the point out of
Perseverence and put it into
Haste instead.
SPACEEEETeleport: If you're asked to cover a lane and you're all the way on the other side, this comes in handy big time. Also, because you're Nasus, you push really, really hard.
This amplifies your pushing power immensely because you can push one lane and then immediately teleport to another lane and push it as well. Again, if you take this, take the point out ofPerseverence and put it into
Spatial Accuracy instead.
Other spells I would use if I was against/with a specific champion.


Reasoning behind Rally




Small tips on it.: Using it to last hit anything, be it a turret, champion or minion, you still get the 3 bonus damage. It also resets your auto-attack timer. Using it right after an attack connects will make you attack immediately at a much faster speed.
Skill 2: Wither
Very interesting skill. It's a slow that gets stronger as it goes along. It used to be screwed but Tenacity and other CC reducing things but now, it gets better. Not much to say on this skill other than that. IT works like

Skill 3: Spirit fire
This is the main skill that allows you to jungle. Reduces armor of all enemies in it and deals a small amount of damage on cast and over the next couple of seconds. Impotant to note: It's not giving you armor pen, it is actually reducing their armor. People who rely on armor like Rammus and Malphite will be losing damage off some of their core skills. Using this at the start of a teamfight, or when everyone is clumped up, can have devastating effects. Max this third.
Ultimate: Fury of the Sands
Your 15 second wild fit of rage! Gives you a flat amount of HP based on level and hurts people in an AoE around you for a percentage of their max HP. This should not be used to start fights. This should be used, agan, when everyone is clumped around you for maximum effect. Because you are doing a percentage of max health, this is most effective for shredding tanks like Singed, Mundo or another Nasus. The cap on the damage is 240 per second, per enemy and it converts roughly 6.5% of the damage to AD. Final note. The AD bonus is not permanent. It will revert back after the duration of your ult is over.
If people are outrunning you and their armor isn't really a threat, you may get a few more levels of





Side note: When you gank mid, if you kill them or make them go back, push the tower! Do as much damage as you possibly can to it without you or your mid dying.
This is a massively expensive build. Don't feel bad if you can't finish it.
Item Sequence











After your core, build tanky items such as







Other completely acceptable items are, in order of preference:
Aegis of the Legion: Good item in general on Nasus. Gives armor and MR to your team wile giving some AD to make everyone a bit stronger.
Phantom Dancer: Good DPS item and helps you stick to targets after
Wither runs out.
Guardian Angel: Gives you a second shot at killing things. Free 750 HP every 5 minutes. If you are still empowered by
Fury of the Sands, it will still be going while you are reviving, doing the AoE all throughout the animation.
There's not that many substitute items really. Any increase you can get in AD as well as in survivability, is good item.
Substitute boot choices
You're not always going to be up against a lot of CC/magic damage. Acceptable substitutes are, again, in order of preference:Ninja Tabi: You are melee and most other melee champs are going to use AD as a base stat. This will also help you against kiting which is one of your larger problems.
Mobility Boots: If you see large opportunities to push or have to cover lanes excessively, these are best. Work well with your pushing because of the speed bonus it gives.
Ionian Boots of Lucidity: Shorter cooldown on
Siphoning Strike and Spirit fir means it's easier to farm and push. Giving a bit better cooldown on your ult is always good too.

Thanks to Xiaowiriamu for the awesome sig/banner than I am using to adorn my guide at the top there.
Thanks to Calibern for the suggestion on a ganking section. It had not occurred to me that people wouldn't know how to gank with Nasus.
Thanks to JebusMcazn for some math-crafting to optimize runes.
Thanks to Symphunny for the much better guide name.
Thanks to Confehdehrehtheh for exposing a few stupid typos to me. <_<
Names will be added to the list as they assist.
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