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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Wither: Support Nasus

In this guide I will be covering Support Nasus' role and play style, as well as his pros and cons.
In this section I'll be addressing common responses when I say "Support
Nasus"
But Q farm Jon. The Q farm (
Siphoning Strike)
The purpose of Q farm is to charge it up so come late game, you'll deal tons of damage. Obviously, standard
Nasus play dictates you spend 30 minutes farming and charging this up. However, this is if you take him top lane. If you take him support, damage becomes a very low priority for him. In the same sense that a mid lane
Lux or
Morgana will be pretty painful as opposed to them being a support.
If you want his
Wither, why not just take
Nunu & Willump?
True that
Nunu & Willump offers similar utility through his
Ice Blast but the range man. Dat range.
Let's put this into perspective. You have a ward in river and scary
Maokai is coming to gank you.
Ice Blast has a range of 550 whereas the strong, mighty
Wither has a range of 700.
Twisted Advance has a range of 650. Would you want
Nunu & Willump to run up and
Ice Blast him or would you want
Nasus to
Wither EZ MOAD?!
He has 0 ways to buff his AD carry though
But he makes up for this by having multiple ways to debuff the enemy as well as being bulky to protect him.
Wither which should be obvious. This single spell shuts down the opposing AD carry for EZ MOAD harass from your own AD carry.
Spirit Fire is largely underrated. This spell reduces their armour as well as dealing damage in an area. This means
Nasus can zone out the enemy from their creeps.

But Q farm Jon. The Q farm (

The purpose of Q farm is to charge it up so come late game, you'll deal tons of damage. Obviously, standard



If you want his


True that


Let's put this into perspective. You have a ward in river and scary








He has 0 ways to buff his AD carry though
But he makes up for this by having multiple ways to debuff the enemy as well as being bulky to protect him.



Here I'll be talking about the differences between build 1 and build 2.
Build 1: Counter Sustain Lanes
This build is ideal at countering a sustain lane, so against that pesky
Soraka,
Taric or
Sona (to an extent
Janna).
The priority is to focus on engaging and either out damaging their sustain, or killing them outright. Through maxing
Wither first, you ensure that your own AD carry has the advantage in every engage, and by prioritising
Siphoning Strike next, you can deal more damage within the time frame of the engage.
Build 1: Counter Kill Lanes
This build focuses around
Spirit Fire instead of
Wither, but don't get me wrong;
Wither is still
Nasus' strongest tool in lane.
You want to take this build against kill lanes such as
Blitzcrank or
Leona. The idea is to abuse the fact they have no sustain and whittle them down with
Spirit Fire from a far while using
Wither to control their AD carry.
Obviously, this has a much greater mana drain, so we supplement that with a
Chalice of Harmony. Unfortunately, this has the side effect of a weaker late game opposed to build 1.
Build 1: Counter Sustain Lanes
This build is ideal at countering a sustain lane, so against that pesky




The priority is to focus on engaging and either out damaging their sustain, or killing them outright. Through maxing


Build 1: Counter Kill Lanes
This build focuses around




You want to take this build against kill lanes such as




Obviously, this has a much greater mana drain, so we supplement that with a

These three are compiled into one chapter, as there's not much to say about them.
Runes
Simply some tanky runes. If you feel that there is an alternative set up that you feel benefits your tankiness better, then by all means take them, but the idea is to build Nasus to be real bulky.
Masteries
Same concept. Make yourself real bulky. Delve into Utility to grab the extra GP10 and starting gold, and a single point into Offense to buff the
Exhaust. The rest is pooled to make Nasus bulky.
Summoner Spells
Exhaust is a must. It's like a
Wither but you can chain it with
Wither.
Wither ->
Exhaust ->
Wither again is strong against the AD Carry.
Flash can be swapped out for
Ghost if preferred.
Runes
Simply some tanky runes. If you feel that there is an alternative set up that you feel benefits your tankiness better, then by all means take them, but the idea is to build Nasus to be real bulky.
Masteries
Same concept. Make yourself real bulky. Delve into Utility to grab the extra GP10 and starting gold, and a single point into Offense to buff the

Summoner Spells
















The Holy Trinity
They're the Holy Trinity for a reason. Strong burst and sustained damage, with a gap-closer/maker.



The Other Strong Match-ups

A great range and a high damage skill shot with





Respectable range, but a really punishing



A low cooldown







During the laning game, establish brush dominance by standing in the brush closest to your AD carry. Ensure to keep the river warded up to keep check on the enemy jungler. If the enemy support makes great use of their brush like a
Blitzcrank or a
Sona, make sure to keep their brush warded too.
Wither will be the main spell of the game here. You should
Wither and chain into
Exhaust if needed in these situations:
Siphoning Strike serves as an auto-attack buffer. Use it straight after a standard auto-attack as it resets the swing. Use this to harass if you think you can get away with it as well, for example when the opposing support is standing in the line brush that you have warded, while you're standing in your own unwarded. Charge up
Siphoning Strike, smack them, and run back out. TEEHEE!!





- Wither the AD carry when he/she tries to last hit.
- Wither the AD carry when he/she is out of position.
- Wither the AD carry when they are trading/engaging/retreating.
- Wither the support if the AD carry is out of lane, and yours is within range to engage.
- Wither the jungler if the enemy jungler attempts to gank.
- Wither the AD carry if your jungler comes to gank and is ready to engage, as well as your AD carry.


For team fights
Wither remains a powerful tool, but its first application in any team fight is the most decisive. Ask yourself a few questions about the general state of both teams, then assess the situation.
If no-one is diving your AD carry, or you answered that it is more important to kill their AD carry, then obviously
Wither their AD carry
Outside of that, land
Spirit Fire on the target that the physical damage is landing on. Don't worry about what your AP carry is doing, as
Spirit Fire only reduces armor.
Pop
Fury of the Sands when stuff gets serious, yo. Continually use
Siphoning Strike as an auto-attack reset.

- First, is your AD carry strong or is theirs stronger? If yours is stronger, then you will want to keep yours alive as a priority. If theirs, you will want them dead as your main objective.
- Second, is your AD carry getting dived and requires aid? This should factor into it. If you answered that your AD carry is stronger, and that they are getting dived, save
Wither for whoever attempts to dive your carry.
If no-one is diving your AD carry, or you answered that it is more important to kill their AD carry, then obviously

Outside of that, land


Pop


jhoijhoi
- A guide on making a guide. Very useful: Click here babes.
Send in your screenshots if you want to show off your games as Support
Nasus. I'll be posting some of my own soon.

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