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Recommended Items
Spells:
Ghost
Ignite
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction


Most any time you play






The terminology for this guide is more suited for experienced players, so please be warned. If you are a beginner player, this guide may not be the best suited for you.
Personally, this is my second guide on Mobafire, so all criticism and advice is fully welcomed. I personally play at Diamond IV (Franqly, NA). I actually used to think

I give credit for helping my guide to jhoijhoi's guide on making guides:
jhoijhoi's "Making a guide"
Thank you for the much needed education.
Without further ado, my Nasus guide. Enjoy.
Edit 9/10/13:
I've been playing Nasus top recently and have been doing well. The majority of this guide is not current and all that useful. I may alter the rest of the guide later, but currently items/ runes/masteries/etc have been updated.
Pros
|
Cons
|
In my opinion, masteries don't make all that of a tremendous impact on the game. However, guide readers probably expect some explanations on the validity of the mastery choices, so I'll put my bias aside =P I like 0/21/9 on
Nasus for several reasons:

- The defensive tree provides defensive stats useful to provide a little more survivability early in the game
- Movement speed is important, so picking up both movement speed masteries is nice.
- CDR is important, though 1 point in that mastery is ultimately wasted (20% from FH, 15% from Shur + 8.1%)
I choose my runes this way for several reasons:
- Armor Penetration marks allow for more damage output, and do not have replacements I feel are worth as much.
- Armor seals allow more protection against harass heavy ad solo tops.
- Scaling MR glyphs for a slight bit more tankiness.
- Movement Speed for all around goodness.
Marks
- Greater Mark of Desolation - Recommended.
Greater Mark of Attack Damage - Not sure why, needed another mark to show =P
Seals
Greater Seal of Armor - Recommended.
- Greater Seal of Replenishment - More sustain on mana.
- Greater Seal of Vitality - healthiness over armor.
Greater Seal of Health - ^^^
Glyphs
Greater Glyph of Scaling Magic Resist - Recommended.
Greater Glyph of Scaling Cooldown Reduction - Useful for different builds.
Greater Glyph of Magic Resist - Great against aggressive AP solo top.
Quintessences
Greater Quintessence of Movement Speed - Recommended.
- Greater Quintessence of Desolation - Damage instead of Movement Speed, if available, take the movement speed.
Greater Quintessence of Health - Tank over damage question, preference.
Viable Summoner Spells
I choose
Flash and
Teleport most games.
Occasionally, I'll pick
Exhaust over
Teleport because someone else on the team has port (e.g. Revive/Port
Karthus). In general, though, I feel
Teleport is an essential summoner spell on
Nasus. It allows him to maximize his early game XP, which aids him into smoother farming mid game. It also allows him to farm while a team fight is beginning to form, then join the fight when he needs to. Every team should have a
Teleport, imo.
The choice between
Flash and
Ghost is very difficult on
Nasus. For an escape maneuver top lane,
Flash is better against stun oriented tops/junglers, while
Ghost is better against slow oriented tops/junglers. Later in the game both spells provide a gap closure.
Ghost tends to be more useful in fights in the open, while
Flash is very useful for its ability to jump over walls, say, over the baron wall to initiate a fight, or to follow the ad carry who has jumped over a jungle wall. Ultimately the choice of
Flash or
Ghost is completely dependent on a per game basis. In normal games, I tend to take
Flash because I feel in general it provides more protection and utility than
Ghost.
Also,
Shurelya's Battlesong kinda functions like
Ghost does, so keep that in mind when making the decision.
Less Viable Summoner Spells
I choose


Occasionally, I'll pick






The choice between











Also,


Less Viable Summoner Spells
Ignite - This spell is designed more for aggressive laning, and is not suggested for the passive lane of
Nasus.
Heal - This spell has become very popular, and could very well aid to a successful
Nasus lane. I do not like this spell, personally.
Clarity - This spell can be considered for lower level play, as
Nasus can be mana hungry. At more competitive levels of play, this spell falls out of favor.
Cleanse - I've never been fully comfortable with this spell, though feasibly it could be used effectively on
Nasus.
Surge -
Nasus is not AP or Atk Spd oriented, so this spell serves much less purpose than others.
Clairvoyance &
Smite - Support takes CV, jungle takes Smite.
Promote &
Revive - Added for completeness, but honestly should not be considered.






Using



By its nature, you want to use this ability whenever you can to last hit minions.









Gaining confidence and proper execution for when to time the use of




Proper use of









Occasionally,







It may seem obvious that this spell would have maximized output at the start of a fight. This is true in most cases, and should not be forgotten. For team fights, your ult signifies a commitment to the fight, as many other ults will do. You should always have

Timing comes into play when you are at the later laning phases of the game. If you've been playing passively the entire game, this is the time (about lvl 11) when your ult will provide you an incredible advantage over your lane opponent. Read the Game Play section for more details on these situations.
Level Q first; it is your best spell.
Level W second; it is much more useful than E, and benefits more from levels.
Level E last; it is your least useful spell.
Level R whenever possible; (lvls 6/11/16) Obvious.
Item Sequence

Boots
300
This build is a basic CDR and off-tank build for











Early Game
I start with







After








Choose


Mid Game
After






Late Game
At this point, your build is much more up for your own interpretation. When and which items to build are more preference oriented or team composition countering. I recommend finishing



Here is a summary of other options available to

Damage
Bloodthirster - When tanky-ness is no longer is an issue, this is the item to use to add more damage.
Atma's Impaler - It has great synergy with
Warmog's Armor, add some more damage.
Last Whisper - An option against someone like
Urgot.
Youmuu's Ghostblade - More for fun, though the active is useful, and it has CDR (useful when used instead of
Shurelya's Battlesong).
Warmog's Armor - Great source of health and health regeneration.
Sunfire Aegis - Has synergy with his ult, but is an inefficient build, imo.
Frozen Mallet - A reasonable item, but with
Phage usually building into
Trinity Force, this is not an item suited for
Nasus, generally.
Randuin's Omen - This is a great Armor item to get, though
Wither performs the same way the active does, so keep that in mind.
Guardian Angel - Imo, not really all that useful, but it can fit into many builds and can make a huge difference depending on the situation.
Thornmail - Great against AD, auto attacking heavy teams.
Force of Nature - With percent health regen, works well with health items like
Warmog's Armor. The movement speed is also effective.
Banshee's Veil - A viable alternative to
Force of Nature. The extra health and mana are great, but I feel the movement speed and health regen make FoN a more suited item for
Nasus.
Maw of Malmortius - I fairly solid item, though the passive probably wouldn't be utilized well.
Aegis of the Legion - Though your support or jungler should get this, the team may need you to be the one helping with this item. Certain team comps may call for this to be the case, and with massive farm on
Nasus, he seems suited to take the responsibility.
Oracle's Elixir - A strong
Nasus shouldn't have any problem not dying in fights, so having an extra (or the only) oracle's is a solid choice.



Here is some advice for farming with Nasus:
- Do not push your lane!
Nasus cannot and should not play aggressively early.
- Do not use
Spirit Fire to farm the lane. This is a generally rule, and can be broken, but for the most part do not use it to farm.
- Understand how much harass you can take. Understand the capabilities of your opponents.
- If farming you Q requires you to overextend or be harassed too much, forcing you to recall before you want to or puting you in a position where you could die, do not farm! This is a difficult concept for
Nasus players, but essential to understand.
- XP > Farm; this is a general rule, but very important. Higher levels allow you to farm faster and safer.
- Lvl 1-5, do not care especially if you are being denied farm or not.
Nasus builds his strength primarily during mid game. Then, you can hold much stronger ground against an opponent and have a much shorter
Siphoning Strike CD.
- Do not harass your opponent. At some point during the laning phase, you're going to want to engage your opponent, and you don't want them to know exactly how strong you're going to be. Many players underestimate the power
Nasus can have.
- Support ganks by first engaging without the slow, then throw the slow when your opponent starts to run. If you're laning correctly, you should almost always have the lane in a safe position, closer to your turret than the opponent's. This sets up fairly nice ganks.
- If you're being overly harassed early, call for ganks. Early ganks probably won't be sucessful, as
Nasus's early damage is minimal, but a jungler's presence will perhaps stymie extreme aggression from your opponent.
- Farm a lane as long as you can before a teamfight.
Teleport is very useful for this, as you can port to a fight after having been farming a lane.
- If your lane is not in a safe position (minions pushed farther than you'd like) ward in order to see ganks coming, then escape. Wards safe lives, especially your own.
- In almost all situations LAST HIT ONLY. Not only should you last hit, but you should last hit with the least possible health on the minion you are killing. This prevents your lane from being pushed. Begin breaking this rule when you don't care if you push the lane and can be using
Siphoning Strike to kill minions on CD.
- At a turret, as a wave is coming into range, hit the minions to proper amounts, so when the turret hits the minion, they will be low enough to finish off with
Siphoning Strike or an auto attack. This is more important early than later, as you'll have no problem one-shotting minions mid-late game.
- Don't forget to auto attack for last hits when
Siphoning Strike is on CD. Not only is it important to farm damage on your Q, it is also very important to maximize your gold income from farm.
- Know when you should freeze your lane and when you should push, especially when your first turret has been destroyed. Knowing how to control the lane allows you to dictate the flow of the game. Understand that pushing accomplishes nothing if an objective is not being contested, or a fight is not happening.
- Know when you should push a lane or not before recalling. Sometimes pushing is the correct decision, sometimes not. I still struggle to recognize the difference. Essentially, try to calculate whether or not you will be denying more farm to yourself or to your opponent. Generally, leaving your lane stronger, but not at a turret, is a bad decision. If you push, make sure your wave goes to the turret.
Sometimes you have to creatively come up with solutions to problems you're having in lane. This takes practice and knowledge of the situations you're in.
If you are ever forced to take top 1v2, all you need to change is your willingness to take harass for farm. You will certainly be under farmed going into mid game after having been in a 1v2. What you do not want to happen is to become under leveled. Do not fret a 1v2, because as long as you play it safe your team gains a great advantage by having a jungler over the other team not having a jungler.
Team fighting with any champ can be very difficult to put to words. Experience is the best educator on this matter, but I will try to explain it as simply as I can. Just remember, none of these are hard and fast rules, just general guidelines to keep in mind.
There are many more pieces of advice that could be given, but ultimately I think team fighting is best left to experience in order to fully master.
Nasus's role in a team fighting situation is similar to other AD bruiser types. He is suppose to take out the AD Carry, without putting himself too far out of position.
- You may also find it more useful to protect and/or peel for your own AD Carry instead.
- Throw your ult at the beginning of the fight so you drain the life of the champions around you. There is little reason to delay using the ult, but just know that using it commits you to the fight. If the fight does not break out as expected, you will have wasted it.
- Place
Wither on the AD Carry or an AD bruiser. If not either of these, then someone else dependent on movement would be a good choice. You should use it on an auto attacker over a caster, as the ability slows Atk Spd as well as Movement Spd.
- Place
Spirit Fire anywhere you can. Focusing on where exactly to place it is not where your focus should be. Get into the habit of placing it on the people you will focus, though it may be more beneficial to place it where your AD Carry will be focusing.
- Do not chase, unless you are sure the fight is a certain win for your team. And even so, many times it is better to push a lane and get turrets rather than chase the
Teemo around the jungle.
- If your team is behind, play defensivly.
Nasus is not incredibly suited for counter aggression, but is a very good defensive champion. While defending turrets, throw your
Wither on the opponent's AD Carry to prevent maximum damage to the turret, and wait for a dive.
- If your team is ahead, and you are plenty farmed, play very aggressivly. A farmed
Nasus is perhaps the deadliest thing in the game. Jungle invasion and camping bushes can work for teams that ward sparingly. For more competitive play, you will still be able to invade jungle to kill neutral camps (with buffs), and force objectives better (Dragon, Baron, turrets).
Nasus can push turrets very fast. Remember, you can use
Siphoning Strike on turrets. A farmed
Nasus can solo turrets, so if you feel it is necessary, you can backdoor.
- You are not unkillable, even when you are fed and farmed, but try to impose your will on the other team that makes you seem unkillable. What I mean is, do not engage and take focus on all 5 enemies, but instead, wait for 2-3 of them to focus another tanky champion on your team, then try to split their damage by having 2-3 focus on yourself. In other words, divide the enemy team's focus. Depending on the time in the game, you will have a sense for how much damage you will be able to take in a fight before having to have to escape.
There are many more pieces of advice that could be given, but ultimately I think team fighting is best left to experience in order to fully master.
Thank you for reading this guide on
Nasus. I hope you have learned a thing or two and are ready to kick tail your next matches.
Please leave comments on your results following the guide, any questions and concerns you have, criticism of the guide, or just anything else you want to tell me. I will address these questions and concerns whenever I can.

Please leave comments on your results following the guide, any questions and concerns you have, criticism of the guide, or just anything else you want to tell me. I will address these questions and concerns whenever I can.
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