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Recommended Items
Spells:
Smite
Ghost
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction
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If you want to watch more of my jungling, follow my stream! http://www.twitch.tv/yodatv
Pros
Spirit Fire is best wave-clearing spell in the game
Wither lasts longer than almost any other CC in the game. Several AD carries have been known to consider suicide after playing a game against
Nasus.
Siphoning Strike and
Fury of the Sands mean you pretty much don't ever have to build any damage items, and will still do damage late-game.
Fury of the Sands guarantees victory in almost any 1v1 duel, and offers insanely safe/fast dragon and baron kills.
Cons
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Armor seals are mandatory on almost all junglers since they are so much more efficient than the other runes.
Movement speed is essential on

For glyphs I prefer flat magic resist, but you can take a mix or just take all scaling magic resist if you prefer. I find that the magic resist helps a lot in early skirmishes so I take all flat. Magic resistance is the most efficient stat from glyphs for tanks, so don't take anything else (you can consider CDR if you see 0 magic dmg on enemy team).
Attack speed marks are for faster clear speed. You can also mix in some armor penetration marks if you like, it's preference here - faster clear, or more late-game damage on



Starting Items:
Machete/5 is the standard jungle start. I would never do anything different.
Core Items:
Your first two items should be





Mid game:
These are the two most efficient tanking items in the game, so we will build them. Remember that we don't need CDR that badly and we definitely don't need to buy damage items, so our only goal when itemizing is tankiness.
End-game Items:
Once we've finished both of our mid-tier tanky items, we want to just keep building tanky.













We take and max



You almost always want to start at the blue golem with
Nasus. The red lizard buff doesn't help that much, and you really want to secure the golem so you can farm early. Generally try to stay away from ganking unless it's a completely free kill, as your lack of CC makes it easy to escape. Your options other than just farming camp after camp are to hold lanes, shove lanes when your allies want to go farm, and counter-gank.




When it gets to the mid-game, our ganking power actually gets real.


Other than turret diving,
Nasus has insane split pushing power from
Spirit Fire. If you ever see an empty lane, don't shy away from just walking up to it and pushing it. An over-farmed
Nasus is one of the hardest things to deal with, and the easiest way to get over-farmed is solo lane experience. Also, if you ever see an opening, be ready to solo dragon - especially just after you hit level 6. If you're at your wraiths and you notice that the enemy bot lane just went home, boom free dragon. Just walk up, press R, and right click it until it's dead - you'll only lose like the 300 health you gained from
Fury of the Sands.




Late game
Nasus is one of the most fearsome things in the game. If you built properly and aren't behind, you're among the most tanky champions in the game. Keeping this in mind, there are three ways to play team-fights:
1) Bum-rush enemy AD. This is most effective when they have poor kiting ability. If you're running this, generally it means the enemy AD has no escape spell (this includes flash), and his team is also poor at peeling. If you do this against an AD that can jump over walls or with a proper peeler (ex:
Janna) then you will be a sad dog that wastes ghost/ult getting kited. On the other hand if their team is 4 divers and a
Draven, this is the best thing you can do.
2) Wither enemy AD, peel for allies. This is what you're going to do most of the time. If both AD carries go unmolested except that theirs is getting
Wither cast on him/her, you're probably going to win the team-fight. This tactic is especially strong since
Fury of the Sands buffs
Wither cast range by 100, so you usually can't get hit without being able to cast
Wither.
3) Wither enemy bruiser, peel for allies. You pretty much only do this if the enemy ADC is really really poor, yours is really really farmed, or if someone is really really out of position and you can just collapse on him without fearing damage from the enemy team.

1) Bum-rush enemy AD. This is most effective when they have poor kiting ability. If you're running this, generally it means the enemy AD has no escape spell (this includes flash), and his team is also poor at peeling. If you do this against an AD that can jump over walls or with a proper peeler (ex:


2) Wither enemy AD, peel for allies. This is what you're going to do most of the time. If both AD carries go unmolested except that theirs is getting




3) Wither enemy bruiser, peel for allies. You pretty much only do this if the enemy ADC is really really poor, yours is really really farmed, or if someone is really really out of position and you can just collapse on him without fearing damage from the enemy team.


1) Double-hit with


2) Getting 9 points for

This should go without saying, but always strive to last-hit monster camps with





3) Popping

As mentioned earlier, this isn't really a special "technique." However, mastering



4) Brush-checking with

One of your enemies' primary ways to escape will be to run into a brush to avoid your



I hope you all have enjoyed my
Nasus guide! His dueling potential and wave clearing are unmatched by any jungler in the game, and he is one of the few junglers that can be classified as "Hyper-carry." He is also currently (3.9 patch) considered one of the top 4 junglers in the game (along with nunu, zac, and jarvan iv), so it's definitely worth learning!
Here's an embed of my stream! www.twitch.tv/yodatv

Here's an embed of my stream! www.twitch.tv/yodatv
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