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Nasus: The Tank of the Sands






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Spells:
Teleport
Ghost
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Chapter 1

05/04/2011 - Replied to questions and downvotes. Most of them were troll votes.
- Moved greater mark of desolation from optional to recommended runes.
- Moved

- Fixed the items, it had apparently caused a lot of confusion, since most people did not read the guide, and only looked at the build.

17/02/2011 - Updated the abilites section with a few details.
- Redid the skill order. Maxing


- Added a new section where I explain my skill order. Go have a look.
- Updated the layout of the changelog, making it less cluttered.
- Changed the items:
- Removed

- Moved

- Added

- Changed the last item (this item should be replaced by Sheen) from


- Made the Build Order more detailed, showing which items to buy first for certain items (such as



- Updated the Items and Situational Items sections.
- Added a new section to masteries called "Why not these masteries". If you wonder about me not picking some masteries, that you think I should, go check it out and you might find an answer.
- Added important information in the "Not level 30 yet?" in Masteries, that I had forgot to write. If you are not yet level 30, go check it out
- Updated my recommendation of Exhaust in my "Summoner Spells" section, since I had not updated it since Riot buffed Exhaust.
- Updated the Patch Log layout to make it less cluttered.
- Updated the Patch Log with patch notes from patch v1.0.0.111.
07/01/2011 - Updated the abilities section by adding the info about AD scailing with Fury of The Sands.
- Fixed a spelling mistake in the update log below.
1/01/2011 - Updated the masteries section with a better layout, making it easier to read and find the information you need.
- added a "Not level 30 yet?" section you both the masteries section and the runes section.
- added a buying order for runes in the runes section. Go check it out, if you do not have all the runes already.
30/12/2010 - Changed masteries; I removed 3 points in



I did this change since quite a few have insisted on putting points in






14/12/2010 - Removed the second sunfire cape due to the patch v1.0.0.107 and added Banshee's Veil instead. Patch notes for Sunfire is here:
Upgrade cost increased to 800 from 700
Passive is now unique
13/12/2010 - Changed greater mark of vitality to

- Recent Changes
- Pros and Cons
- Abilities
Skill Order - Runes
- Not level 30 yet?/buying order
- Other Runes - Summoner Spells
- Masteries
- Why these masteries?
- Not level 30 yet? - Items
- Situational Items - Laning and Play style
- Laning Partners - Work In Progress
- Final Words
Pros
Great for supporting his team by debuffing the enemy team
Able to lane long, or quickly recover for a team fight(passive)
Is often targeted in a team fight
Cons
Often runs out of mana
A bit "squishy" early game. A bit like Jax, so no towerdiving before level 6 ;)
Patch Notes
v1.0.0.111
* Fixed a bug where attack damage granted by Fury of the Sands was not showing in your stats/character sheet
- A bug fix. I do not really think that anyone is going to notice this, because who looks at their character sheet when they have popped their ult? Some might take a quick look at the stats, but it is a bugfix, and it is great that Riot is fixing the bugs out there.
* Fury of the Sands now updates the buff tooltip to explicitly state how much attack damage granted
- Finally! This is something I've been waiting for ever since I started playing Nasus. I was lucky to find a thread on leagueoflegends.com where a few guys had tested it against dragon and other minions and calculated the amount of AD recieved, and that was then later confirmed by one of the guys at Riot, and I then included it in my guide.
v1.0.0.109
* Base movement speed increased to 325 from 320
- Nice buff. Great for his ultimate. And for fleeing or chasing of course.
* Siphoning Strike damage bonus per kill increased to 3 from 2
- This is just great! 50% more bonus damage from kills is just great! Really improves Nasus.

Nasus drains his foe's spiritual energy, giving him a natural 10/15/20% lifesteal. The lifesteal value increments at levels 1,6, and 11.
This is a great passive, it allows him to jungle(though, it's not worth it to jungle with Nasus; He is an awesome laner:)), to lane for longer periods of time and to get back to pushing turret after a team fight where you would normally have to go back to spawn.

Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Nasus's next attack will deal an additional 30/50/70/90/110 damage (+). Siphoning Strike permanently gains 3 damage whenever it kills an enemy.
This is an awesome skill. It is going to be your bread and butter early and mid game. It's great for last hitting, and it deals quite a big amount of damage, if used to last hit a lot. Also remember that this kill resets your auto-attack, so it is very important that you don't mash your q button. Press it right after you've made an auto-attack. If you are doing this, you will see a great increase in your damage output (remember to do this against turret too).
I put 1 point in this at level 1 so I can start building up the damage on this spell

Nasus ages his target, decelerating their movement and attack speeds over 5 seconds.
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3/6/9/12/15% each second for 5 seconds.
Pretty self-explanatory. A great slow with a decent cooldown. This skill will ensure many kills for your team. It can also be used to slow chasers when trying to escape.
It is very important to notice that it doesn't only slow movement but also attack speed! This is great for throwing on the AD carry in a team fight making them almost useless.
I put a point in this at level 4, so I have the slow for laning and fights in the lanes(it can also save you and your laning partner from a gank) and then I start maxing it from level 12-15, so it can be used for team fights in mid game.

Nasus unleashes a delayed spirit flame at a location, dealing damage and reducing the armor of enemies who stand on it.
After a brief delay, the target area becomes desecrated. Enemies in the area have their armor reduced by 20/25/30/35/40 and are dealt 20/34/48/62/76 (+0.2) magic damage each second.
This skill has many uses. It actually has more uses than I can mention, but I will mention some of them; it is a great farming tool when thrown into the middle of a minion wave. This usually keeps the enemies on the lane away from your minions. But there is also the part that says "reduces armor". Now this is the best thing about the spell. At rank 5, it reduces the armor of enemy champions by 40! And since it reduces the armor, it can also go below 0. The AD carries on your team will praise you to the skies when you use this spell in the middle of a team fight!
This is the first spell I max, due to the amazing farming capabilities and the 40 reduced armor. Why only 2 points in it before level 8? Because at level three, this spell deals too much damage to caster minions, and you do not want that, since you are going to lose a lot of last hits that way; You want the minions low hp, so you can go last hit them with you Siphoning Strike, but not too low, so your minions are going to get the kills.
It is important to remember not to spam it. It costs a lot of mana for Nasus, so don't you use it on every single minions wave. Use it if they are pushing, to prevent it. Use it if you need to push a little more. A nice ground rule (Ground rule, as in something you can do if you are still learning Nasus) is to use it when the minion waves with the cannon come. I personally use it, apart from the cases above, every time I am at full mana; another ground rule: If you have full mana, use a spell, unless it is just before something that might turn into a teamfight where you are gonna need all of your mana for success.
Using Spirit Fire (watch on Youtube for HD 1080i):

Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains additional Health and drains nearby enemies' max health and converts it into bonus damage for the duration of the skill. Nasus becomes empowered in the sandstorm, gaining 300/450/600 health. While the storm rages, he drains 3/4/5 (+0.01)% of nearby enemies' health each second (240 damage max per second) and converts it into bonus attack damage.
This is an extremely nice ultimate. It increases your chance of survival in a teamfight, in increases your damage in team fights and it either makes people run away from you, or focusing you, because they want to take you down, since you suddenly became a major threat. The only thing about this skill is when to use it. Never use it in the start of a team fight, use it when everyone is standing close, so your ultimate will drain hp from more enemy champions. It can also be used when you have lost a lot of health; the bonus damage is great. It is also great for the mid of a teamfight when you are about the 70% of hp. The increased HP actually demoralize the enemies, since it becomes quite har to take you down.
The added bonus damage is quite nice, even when tanking. Combined with


Another thing that makes this spell awesome is the duration. It is not just 4-6 seconds as a lot of other ultimates, giving you the upper hand in fights.
I of course, max this skill ASAP.
I start off with a point in

At level 2 and 3 I put points in

At level 4 I put a point in

The point in

From level 7 to level 10 I max

After this I just max

Once


I take 3x

I take 9x

I take 9xgreater mark of desolation These runes are excellent on Nasus, since they make

I take 9x

Not level 30 yet?/buying order
If you are not level 20-30 yet, do not buy any runes. It might be tempting, but don't; it is a waste of IP. Wait until you reach summoner level 20, and then start buying runes. Start out by buying




This is a section with other runes that you can you use. I recommend the runes above, but there is not a big problem in using the runes below.



Thanks to Searz for recommending these runes.




This are the ones that I use, and that I recommend the most, but the ones below are also valid.



Summoner spells that are ok






Summoner spells not to pick:



IMPORTANT: If you choose any other summoner spell than the one I recommended, remember to adjust your masteries after that spell, so you can improve it (unless it is Rally of course).
For masteries I get 16 in defence for the increased HP, dodge and armor/MR and 14 in utility.
Defensive = 15:
Resistance: I put 3 points in this, increasing my magic resistance by 6. This is a flat amount so this is 6 magic resist at level 1-18. Magic resist is important for a tank, so he doesn't get nuked by casters.
Hardiness: I put 3 points in this, increasing my armor by 6. This is a flat amount so this is 6 armor at level 1-18. Armor is important for a tank, so he doesn't get eaten by AD champions.
Evasion: I put 4 points in this, increasing my dodge chance by 2%. It is a low amount, but it is the best of the defensive talents at this tier, and dodge is never bad for a tank.
Nimbleness: This is quite nice, as you are most likely gonna dodge attacks in teamfights, so the 10% increased movement speed allows you to keep enemies withing range of

Harden Skin: I put a single point in this, blocking 1 physical damage, as there is no need for more points spend in defense, before I can put points into the next tier. The 1 physical damage blocked is decent. It is not, but it is never the less the best option you have.
Veteran's Scars: I put 4 points in this, increasing my health by 48. This is by far the best talent you can get in defense. The 48 hp can be crucial early game and can often be the difference of loosing or winning the battle for first blood.
Utility = 14:
Spatial Accuracy: Reduces the cooldown of

Haste: A great talent. Not only does it increase the movement speed of

Good Hands: I put 3 points in this, reducing the time dead by 10%. You might think that the 3 points in reduced time dead (

Awareness: I put 4 points into this, increasing my experience gain my 5%. This is great, since it allow me to reach higher levels faster, possibly winning a lane fight, because we are level 6 and they are level 5. This can also be a turning point for midgame teamfights or reaching level 11 fast, so you can kill Baron.
Utility Mastery: I put 2 point in this, increasing the duration of neutral buffs (Golem buff, lizard buff and baron buff) by 30%. This is great for Nasus, since all buff are good for him, and he needs the Golem buff, so it is great if the duration is increased bt 30%. It is also important to notice that it is not just lizard and golem, but Baron buff too, giving your team a major advantage in teamfigths for a longer period.
Meditation: I put my last 3 points in this, increasing my MP/5 by 5. This is a great mastery for Nasus, since he is so mana hungry, and the best part is that it is flat Mana Regen, allowing for more


You might wonder why I don't have any points in perseverence(Increases your total health and mana regeneration by 2/3/4%.). This mastery looks great at first sight; but only at first sight. I did some math, and the MP/5 and HP/5 from this master is (25*0,04) 1MP/5 and (48*0,04) 1,92(2)HP/5 at level 18. This outcome is too low to be any good. I would consider it if the was the bonus at level 1, but sadly, it does not give the 1MP/5 before end game.
The next mastery I've recieved a few questions about is Strength of Spirit. Let us take a look at what i does first.
"Increases your Health Regeneration per 5 seconds by 0.33% of your maximum Mana.". It is possible to spend three poitns in this, if you do it is 1% of your mana that is given as Health Regen. Once you have all of your items, this is 14.6 health per 5 second. Yes, this does sound quite nice, but you already have


This is the way I recommend that you build your masteries. This is the mastery build that has served me the best, but if you really insist, you can go 21/9 if you want.
Just spend your masteries in the order I explained above and it will fine, but always remember to put points in improved [insert your masteries here]. If you follow my advice, and you are let's say level 11 you are going to have 9 points in defence and 2 points in utility (improved teleport and ghost).
Explanation

The Doran's nerf and how it effects Nasus
The Doran nerf, if you do not know yet, is that they incresed the cost of the three Doran's item to 475 from 425, so you cannot buy a Doran's item and a potion anymore.
I know the nerf of the three Doran's item was a bit harsh for some champions, and some even had to change their builds, but it almost did not change a thing for Nasus. He does not need a potion due to his

Mercury's Threads These are the boots thay you want to grab most of the time. The reduced CC is nice, making you able smack out more damage and by that making the enemies focus you. The magic resist is also pretty nice, and since you get the boots early, they might help you lane against a champion like Annie or Ryze.





Look at the situational items for more information on what to pick here against a caster team

The stats are also pretty nice, it gives a fair amount of armor and magic resist that is just going to make you even more unkillable.
Replacements for

This is pretty simple.
If you face a team with 3 or more AD champions, pick

If you face a team with 3 or mor AP champions or a team with 3 or more CC spells mercury's threads
If you somehow end up facing a team with very little CC, use

Replacement for

If you are playing against an entire team of 3-4 Ap champions and they rely a lot on a single dangerous spell (such as Karthus, Annie, Nunu, Galio, Nidalee etc.), replace Warmogs with


Replacement for

If the enemy team is 4 or above AD champs (including the tank), go for



Randuin's vs Frozen Heart
These are the two items you can chose between when fighting heavy AS team. I personally recommend


One last drawback is that Randuin's has been nerfed a lot lately, It used to have a CDR of 15%, but it is now only 5%.
The range of Frozen Heart is larger than the range of Randuin's Omen's active, so Frozen Heart has an advantage against ranged champions.
The conclusion is, if you are used to play with active items, and know how to use them wisely and often, get


If the enemy team is 3 or above AP(if the tank is AP/tank hybrid Nunu/Galio/Singed/Vladimir, include the tank here), you should build




End game replacement for

If you are done with the build, and the game is still going on, there is a lot of choices for you to replace Sheen with:
If you have no problem with staying alive, but you would liek to increase your damage, you should upgrade Sheen to a

If you have followed the core build, but the enemy casters are starting to burst you down too quick, you should replace Sheen with


If you have followed the core build, but the enemy AD champions are getting you down too quick, you should replace Sheen with



If you have followed the core build, but both the AD champions and AP champions are dropping your health too fast, you should replace Sheen with another

If the enemy team escapes team fights too often and your


End game replacements for

This item is great early, mid and late game, but if you happen to finish your entire build, you can replace this item, with any item that you feel you need. Read the description above to decide which item to pick, in most cases you should pick something to counter their most fed champion. If they have a damn fed Yi, buy one of the armor items. If LeBlanc is fed like mad, buy one of the MR items. If they are all quite fed, buy Warmog's to counter both.
Mark one from the other team, cast your slow on him and then rush towards him, then throw you Spirit Fire. Assuming that all of your team follows you, you will either kill the enemy champion, or the enemy team will rush in and a team fight has begun. Pop your ultimate and cast Spirit Fire as often as you can. Remember to keep using Siphoning Strike on the squishies, it hurts real bad, and might be the difference between taking out the carry and losing the team fight. This action will often make the carries focus you, because a Nasus with ultimate popped who keeps hitting hard with Siphoning Strike, can scare the hell out of any carry. Save your slow for when someone is low hp and then cast it on them so they can't escape. You can also use it, if one of your own is about to die; cast it on the guy attacking your teammate, it is such an extreme and long period slow that most chasers will give up immediately.
In this part of the guide I will tell you about which champions you should lane with whenever you can, which champions are ok to lane with, if you can lane with any of the recommended, and about which champion you should not lane with.
These are all the champions that you at any time should try to lane with. All of these combos the pair will benefit greatly from laning together. In general you want to lane with some good burst damage, but there are of course a few exceptions. You also want to be with someone who can farm minions by themselves. Yes you need minion kills for



















































Don't worry; more comming up soon! It is just taking a hell of time testing all of these combos alphabetically ;)
Good, ok and bad laning partners comming soon!
Videos explaining tactics comming soon!
Myself(of course).
Monobryn(Mobafire = Manass] for participating in videos.
Scrax for helping with the making of the bbcode (suchs as icons, index etc.).
^Thank you, without you guys, the guide wouldn't be nearly as good.
I would be very glad for some feedback, as this is my first published build.
If you have any questions do not hesitate to write a comment, but please remember to come back and look at my reply, or I am just wasting my time ;). I usually reply in 1 - 4 days.
-DavidSS
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