You might consider checking the recent tournament matches.
I think the guy's name was Sypher or Sipher.
He played straight CDR tank Nasus, and built no damage. Worked really well.
If you're gonna hybrid your masteries, I suggest 0/14/16 instead, because MS and more flashes are just too good.
SoS is strong, otherwise you might consider a 0/9/21.
I think the guy's name was Sypher or Sipher.
He played straight CDR tank Nasus, and built no damage. Worked really well.
If you're gonna hybrid your masteries, I suggest 0/14/16 instead, because MS and more flashes are just too good.
SoS is strong, otherwise you might consider a 0/9/21.

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^I assume he grabbed
Frozen Heart then? I can see
Ionian Boots of Lucidity working, as many grab them on champions like Renekton. I end with something like 25-30% CDR with my build/runes anyway ^^


Items:
Ninja Tabi+
Trinity Force+
Randuin's Omen+
Force of Nature+
Atma's Impaler+
Warmog's Armor
Why:
I like the concept of a dodge-focused Nasus. Merc treads are obviously an option, but dodge is a great counter to the current AD-heavy meta. I prefer RO to FH because of the health and passive/active. The rest of it is the same as yours pretty much.
Runes:
Greater Mark of Desolation+
Greater Seal of Evasion+
Greater Glyph of Cooldown Reduction+ Greater Quintessence of Desolation
Why:
I explained dodge earlier. CDR glyphs are necessary since I don't take
Frozen Heart. Armor pen is great since
Nasus is AD-focused, but doesn't really have room to build any arPen at all AND doesn't use the offensive tree (in my or your builds). Compliments
Spirit Fire a bit.
Masteries:
0/16/14 or 0/9/21
Why:
Nimbleness
is the important thing. The first setup is if your against a tough solo top, the second gives more utility for lategame if you're against an easier opponent.
Summoners:
Teleport+
Flash/
Ghost/
Exhaust
Why:
Teleport for solo topping and backdoor awesomeness.
Flash if you need an escape.
Ghost if you want more offensive capability AND an escape.
Exhaust if you want a very strong offense.
Ability Sequence:
R>Q>W>E or R>E>Q>W depending on your lane opponent. The second sequence is more for a 1v2 lane or if you're against an aggressive/non-AD opponent.
Why:
R is obvious. Q is great for farming and general DPS. W is good if you can make use of it. E is a waste of mana unless you focus on it, which is a situational choice imo.






Why:
I like the concept of a dodge-focused Nasus. Merc treads are obviously an option, but dodge is a great counter to the current AD-heavy meta. I prefer RO to FH because of the health and passive/active. The rest of it is the same as yours pretty much.
Runes:
Greater Mark of Desolation+


Why:
I explained dodge earlier. CDR glyphs are necessary since I don't take



Masteries:
0/16/14 or 0/9/21
Why:

Summoners:




Why:




Ability Sequence:
R>Q>W>E or R>E>Q>W depending on your lane opponent. The second sequence is more for a 1v2 lane or if you're against an aggressive/non-AD opponent.
Why:
R is obvious. Q is great for farming and general DPS. W is good if you can make use of it. E is a waste of mana unless you focus on it, which is a situational choice imo.

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jhoijhoi wrote:
My build:
-






Why: Other items don't seem to utilise Nasus' full potential. He is possibly one of the only tanks that can build completely tanky and still do a huge amount of damage. Taking advantage of this is what leads to a successful game.
You've got the right idea down, but your item order and boot choice is a little off. Merc is the better choice in most cases. Even with dodge runes. Tabi should only be bought in those rare cases where you actually need dodge more than CC reduction (Nasus is real weak against kiting).
You should probably be building Warmog before other major items if you're going to be building Atmog.
I'd prolly do something like this:
Item Sequence






Health Potion
50

Nomad's Medallion
850

Boots
300

Sheen
700

Mercury's Treads
1100

Warmog's Armor
3000

Atma's Impaler
2300

Force of Nature
2800

Trinity Force
3333

Frozen Heart
2700
If not building Warmog I'd build

Quoted:
Runes:
-
Greater Quintessence of Movement Speed + greater mark of desolation +
Greater Seal of Evasion +
Greater Glyph of Cooldown Reduction
-



All fine except for the CDR glyphs. MR glyphs are just overall more helpful in most cases since there are a lot of top laners that have magic damage.
Other good options in quints are HP and HP5.
Like I say below dodge isn't a necessity. (more on that below)
Quoted:
Masteries:
- 0/16/14
(spec'ing for Dodge Chance + Movement with Dodge, Veteran Scars, Quickness and Meditation)
- 0/16/14
(spec'ing for Dodge Chance + Movement with Dodge, Veteran Scars, Quickness and Meditation)
Bad idea. I see very little benefit in taking mixed masteries instead of 21 in either tree.
Either 0/21/9 or 0/9/21. Dodge runes with 21 defense and I (personally) would probably use armor seals and grab


Keep in mind that the CDR in utility is stronger than the CDR in glyphs, so that is a better choice if you really want CDR.
Quoted:
All good. Those 3 along with

Quoted:
Can't see a problem here.
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There is no heavy AD meta. Where are you guys getting this from?..
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Item order isn't like that, just wrote down the final items lol :P
0/21/9 - don't think it's necessary. I'm a fan of getting the best possible out of the mastery tree.
Gimme the team comp of your last 10 games and tell me if there were more AD or more AP ^^
0/21/9 - don't think it's necessary. I'm a fan of getting the best possible out of the mastery tree.
Gimme the team comp of your last 10 games and tell me if there were more AD or more AP ^^
More AD obviously, because more junglers are tanky AD. But other than the fact that junglers are mostly AD it's pretty balanced in magical/physical damage. There are also a ton of physical abilities that can't be dodged.
It does not warrant using dodge.
It does not warrant using dodge.
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When you consider the team composition is basically AD, the armour components of the guide make sense. In terms of Dodge, you're the tank, mitigating auto-attack damage is a necessity, and
Nimbleness
is very sweet. With regards to physical abilities... what do you mean? Like Nasus' Siphoning Strike, which can be dodged?
Also, spells shouldn't come into the equation when discussing dodge, as of course dodge doesn't dodge spells... :P

Also, spells shouldn't come into the equation when discussing dodge, as of course dodge doesn't dodge spells... :P
Most "on hit" abilities can't be dodged. Poppy's Q, TF's pick a card, Wukong's Q, Garen's Q all can't be dodged.
I don't know if Siphoning Strike can be dodged because it's one of those rare abilities that can crit, but then again; GP's Q can't be dodged (if I remember correctly).
No **** sherlock >.>
Armor helps with that too. The reason I don't consider dodge runes+mastery that important is because armor+SoS makes your earlygame a LOT better, while dodge barely helps with that at all.
I don't know if Siphoning Strike can be dodged because it's one of those rare abilities that can crit, but then again; GP's Q can't be dodged (if I remember correctly).
Quoted:
mitigating auto-attack damage is a necessity
No **** sherlock >.>
Armor helps with that too. The reason I don't consider dodge runes+mastery that important is because armor+SoS makes your earlygame a LOT better, while dodge barely helps with that at all.
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So I've decided to come here and see what everyone else thinks an ideal Nasus build would be and why. This will help me get an idea of where everyone's thought processes lie, and it'd be a great source of information to draw upon.
Summary / tl;dr of my guide:
My build:
-
Why: Other items don't seem to utilise Nasus' full potential. He is possibly one of the only tanks that can build completely tanky and still do a huge amount of damage. Taking advantage of this is what leads to a successful game.
Runes:
-
Why: Swiftness is to allow Nasus to farm his
Masteries:
- 0/16/14
(spec'ing for Dodge Chance + Movement with Dodge, Veteran Scars, Quickness and Meditation)
Why: I don't feel the full 0/21/9 is necessary, and as I'm buying
Summoners:
-
Why:
- Nasus will go solo top, so
Ability Sequence:
-
Why:
- Nasus is all about siphoing strike farm, and a lower cooldown on this ability will make sure he gets more creep kills stacked on it, furthering its damage.
So, if you guys could fill out this form, or just write a quick response, that would be great :)
Items:
Why:
Runes:
Why:
Masteries:
Why:
Summoners:
Why:
Ability Sequence:
Why:
If I have the time, I'll upload all form completed responses here, so if anyone is interested in the community responses, they'll be able to find it easily here.
Thanks in advance, guys :D
Items:
Why:
I like the concept of a dodge-focused Nasus. Merc treads are obviously an option, but dodge is a great counter to the current AD-heavy meta. I prefer RO to FH because of the health and passive/active. The rest of it is the same as yours pretty much.
Runes:
Greater Mark of Desolation+
Why:
I explained dodge earlier. CDR glyphs are necessary since I don't take
Masteries:
0/16/14 or 0/9/21
Why:
Summoners:
Why:
Ability Sequence:
R>Q>W>E or R>E>Q>W depending on your lane opponent. The second sequence is more for a 1v2 lane or if you're against an aggressive/non-AD opponent.
Why:
R is obvious. Q is great for farming and general DPS. W is good if you can make use of it. E is a waste of mana unless you focus on it, which is a situational choice imo.