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Choose Champion Build:
-
Nasus MS / CDR (15% start)
-
20% MAX CDR Start
-
15% CDR start with MR blues (a
Recommended Items
Spells:
Ghost
Teleport
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
A little bit about me


These are my stats playing


I am a platinum player (been there for last 3 seasons). I would probably get higher, but I guess im too prone to greedy decisions later in the game and I get bored of D'cane after playing him exclusively for longer periods of time.
This is taken from my op.gg profile (September 2016) :

October 2016 : Series to Platinum 1

I also apologise for the low quality of the graphic(s) above, I was never much into it :)
If you are Platinum 1 or below this build will work for you.
If you are Diamond

If you are new to

If you want to counter



Im not gonna write about obvious things, like what is Siphoning Strike and how it works. I am more focused on the strategic aims and tactical decisions, which are best for you. I am assuming you played

All you should know about me is this - I have Played way over 1000 games with

I've tried all kinds of builds, from DPS ones, thro hybrid ones to pure tank ones. After spending some time testing I had to admit that at Platinum level the best build was the one the pros were using. It was my main build for a long time. Then the lifesteal quints got nerfed and yellow flat armor runes too and I started testing again... After some time I decided to buy these CDR runes and this was the best decision I have ever made. After playing first game with this build I threw the old ways away and literally NEVER looked back. Since I am using this build i noticed my stacking ability in first 20 mins went up by average of 100 stacks per game! I noticed my KDA went up from around 2.3 up to roughly 2.9. I noticed I started carrying games on my own and my winratio skyrocketed. At the moment I am playing on 2000 elo, so my KDA dropped, cause I get camped a lot, but 65% winratio should speak for itself.
You want people to tell enemy top laner "GO AFK NOOB?"
To droll at the amount of stacks u get?
You want to two shot squishes?
You want to carry a lot of games?
You like to have an impact rather than be one of many?
This is a build for you.
If you ask people around you what is
Nasus everyone will answer straight away - late game monster! That is not entirely truth. Basically what
Nasus is - he is a heavy Q scaling dependant champion.
Which translate into -
Nasus can be a monster during any phase of the game. He doesn't base his power solely on items tho as other champions. He bases his strength on your ability to farm as many Q stacks as fast as possible.
You need to understand one thing.
Nasus can be very dangerous as soon as he hits 6, it all depends on how fast can you stack his thing. If you stack fast enough (for example 100+ stacks on lvl 6) you can go 1vs1 vs an early game monster like
Lee Sin with his ignite up and utterly destroy him.
Nasus is not a champ of early all ins however. When playing
Nasus you don't want to waste your mana and all in at 6. Nope. You gotta aim to be a reckoning force around 20 mins timer that takes turrets, wins 1vs2's and make enemy team surrender before they realize what hit them.
Nasus biggest powerspike hits the exact moment you get tanky enough so no1 can burst you (for example 1-2 defense items) and you get enough stacks to chunk away 30-40% of unarmored enemy hp with 1 Q.
If you manage that, you can carry games solo with
Nasus. Later on you can have impact, but you are just one of many.


Which translate into -

You need to understand one thing.





If you manage that, you can carry games solo with

First of all with my build you get 10% or 15% CDR from runes and 5% from masteries. Your aim, if the lane is easy enough is to rush -
Sheen and
Kindlegem. That gives you a 6 or 7th minute 35%/40% CDR which is all you need to farm your Q very fast.
If lane is slightly harder and enemy harasses you constantly you build 1 or 2
Cloth Armor with
Kindlegem - against AD or
Kindlegem with
Null-Magic Mantle - against AP). That's 30% CDR - its still a lot.
If enemy is a real deal and zones you pretty quick, you will have to remain at 20% CDR Base (its still way more than 99%
Nasus players out there) and prioritize getting
Warden's Mail or
Spectre's Cowl.
What's stupid amount of Q you ask?
100+ at level 6
200+ at around 12 mins
400 or more at 20 mins mark
I understand you sometimes might have problems achieving this - but this is your aim with this build. Get some tank Items early, get as much stacks as possible first 20 mins then go down the lane and help your team get 4 turrets in a row. Get an early Tripple. Make your team comeback from -10 frags difference.
That's what you can do if you play your puzzles right.


If lane is slightly harder and enemy harasses you constantly you build 1 or 2




If enemy is a real deal and zones you pretty quick, you will have to remain at 20% CDR Base (its still way more than 99%



What's stupid amount of Q you ask?
100+ at level 6
200+ at around 12 mins
400 or more at 20 mins mark
I understand you sometimes might have problems achieving this - but this is your aim with this build. Get some tank Items early, get as much stacks as possible first 20 mins then go down the lane and help your team get 4 turrets in a row. Get an early Tripple. Make your team comeback from -10 frags difference.
That's what you can do if you play your puzzles right.
Both items work on
Nasus really good, I used to prioritize Iceborn as it gave early tankiness and more CDR, so more stacking potential and easier laning. Also the cost was more acceptable than TF, which apart from giving dueling potential had very little to offer.
However after the changes to both items over the course of the seasons I started to pick Triforce in most cases over Gauntlet. The key was the 20% CDR which was achievable in similar gold expense (roughly 2k gold for 20% early CDR), but also the combination of passive and active MS buff made me reconsider my choice.
Gauntlet still gives you early tankiness (but only after completing full item - Glacial Shroud alone aint much of a tankiness) and CDR, Triforce after having two parts of it gives you early lane dominance if u stacked fast enough, along with the CDR which boost your stacking ability. On top of that you start moving really really fast, especially with 2 MS quints.
At this moment I chose the Triforce.

However after the changes to both items over the course of the seasons I started to pick Triforce in most cases over Gauntlet. The key was the 20% CDR which was achievable in similar gold expense (roughly 2k gold for 20% early CDR), but also the combination of passive and active MS buff made me reconsider my choice.
Gauntlet still gives you early tankiness (but only after completing full item - Glacial Shroud alone aint much of a tankiness) and CDR, Triforce after having two parts of it gives you early lane dominance if u stacked fast enough, along with the CDR which boost your stacking ability. On top of that you start moving really really fast, especially with 2 MS quints.
At this moment I chose the Triforce.
I would say first 5 mins of playing
Nasus are critical and set you up for good or bad.
Unless you are 100% sure you can get a CS without taking harass (or taking next to none), you only move in to Q. If you are not Q'ing this very moment you stay safely behind your minion wave and away from enemy harass range. Unless your enemy is a champ that cant harass you early you DO NOT move in to lasthit a minion with Autoattack. Its not worth it - you get free dmg for no Q bonus (bad), you push ur lane (not much but still - and you want enemy to be pushing), you are putting yourself at risk of being ganked for no Q stacks (bad !).
IF YOU ARE NEW TO
Nasus THERE ARE SOME BASIC RULES YOU SHOULD FOLLOW TO WIN YOUR LANE IN THE EARLY GAME (BEFORE 6):
1) Never overextend over your melee minions (just don't!)
2) Never go in for risky CS with
Siphoning Strike if you are below 50% HP (some champions even 75%)
3) Do NOT risk going for Autoattack CS into enemy harass reach, if its not to stack
Siphoning Strike.
4) Do NOT use
Spirit Fire at all, unless for some weird reason you gotta all in or its point 5. It's the easiest way to go oom early.
5) When you are heavily denied with 0 chance to get any
Siphoning Strike stacks you are allowed to use
Spirit Fire. I rather use it to zone enemy champion, than to farm with it - in most cases they will avoid standing inside it, which gives you some room for stacking.
6) Pay HUGE ATTENTION to enemy level. If he is higher level than you and it's early game, play even more careful than when you are equal level (don't let him catch you!) I cannot stress enough how IMPORTANT this point is!
Do not do it, if you aren't heavily denied or this will push your lane, making you even more screwed.
7) Do NOT use
Wither unless enemy is killing you or you go all in.
8) AND FOR CHRIST SAKE ASK YOUR JUNGLER NOT TO GANK YOU EARLY (And especially not a level 3 gank, because if enemy jungler counterganks there are two dead bodies on top - and it's not your enemies). If you even survive it your lane gets pushed and that's really bad!
9) If for some odd reason your jungler ganks for you before 6 (For example your against
Darius) - do NOT go in first - throw a
Wither, use
Spirit Fire and let your jungler go in first drawing enemy laner attention. If enemy top focuses jungler then you go in. Or not if you are too low on HP (don't risk it).
10) IMPORTANT - if ur jungler ganks and you get early kill or assist you should either try to shove the lane (if its near middle) and farm till u see ur enemy laner aproach. Then you run away, go back to base and reach your lane on foot. Tping to lane is a bad choice then cause you are on the wrong side of the map, possiblly dieing to a gank or 1vs1 vs enemy laner. I tend to do golems at top before backing if I am at that side, as they give 30 stacks if executed with patience. That gives enemy laner the time to push the lane to your turret and you can judge whether to TP or come back to lane on foot.
If and my jungler get the kill near my turret i refrain myself from pushing as most enemy tops will TP back to lane keeping it exactly where i want it to be.
11) Try to freeze your lane just outside of your turret reach, but dont risk your life to do this.
12) Never leave your lane early to help god knows who (you can help jungler with early RED / BLUE but that's about it). Do not give a fudge if your jungler gets caught up invading enemy RED, its his damn fault if he risks it and fails it.
13) If you get low and out of
Health Potion - TP to base, get items - TP back. Dont stay out too long, if u can get some tankiness and extra CDR - dont wait for it. You waste like 15 seconds doing it, missing like 1-2 Q's maybe, but you will get far more from the extra CDR. If enemy has strong level 6 (for example
Riven) do it before 6!
Remember the more chaos on TOP (your jungler ganks, enemy ganks, 2vs2 skirmishes, 3vs1 dives, etc etc) the worse. You want peace. You want to control your lane. You want to farm. So if that stupid
Lee Sin of your team comes 3 times in a row to 'help you out' in a failed gank attempt, tell him to stop coming. There is a little chance he will get you early kill, he will push your lane. He will draw enemy jungler. You do not want that. Tell him to go help bot or mid. If he doesnt understand it yell at him till he stops.

Unless you are 100% sure you can get a CS without taking harass (or taking next to none), you only move in to Q. If you are not Q'ing this very moment you stay safely behind your minion wave and away from enemy harass range. Unless your enemy is a champ that cant harass you early you DO NOT move in to lasthit a minion with Autoattack. Its not worth it - you get free dmg for no Q bonus (bad), you push ur lane (not much but still - and you want enemy to be pushing), you are putting yourself at risk of being ganked for no Q stacks (bad !).
IF YOU ARE NEW TO

1) Never overextend over your melee minions (just don't!)
2) Never go in for risky CS with

3) Do NOT risk going for Autoattack CS into enemy harass reach, if its not to stack

4) Do NOT use

5) When you are heavily denied with 0 chance to get any


6) Pay HUGE ATTENTION to enemy level. If he is higher level than you and it's early game, play even more careful than when you are equal level (don't let him catch you!) I cannot stress enough how IMPORTANT this point is!
Do not do it, if you aren't heavily denied or this will push your lane, making you even more screwed.
7) Do NOT use

8) AND FOR CHRIST SAKE ASK YOUR JUNGLER NOT TO GANK YOU EARLY (And especially not a level 3 gank, because if enemy jungler counterganks there are two dead bodies on top - and it's not your enemies). If you even survive it your lane gets pushed and that's really bad!
9) If for some odd reason your jungler ganks for you before 6 (For example your against



10) IMPORTANT - if ur jungler ganks and you get early kill or assist you should either try to shove the lane (if its near middle) and farm till u see ur enemy laner aproach. Then you run away, go back to base and reach your lane on foot. Tping to lane is a bad choice then cause you are on the wrong side of the map, possiblly dieing to a gank or 1vs1 vs enemy laner. I tend to do golems at top before backing if I am at that side, as they give 30 stacks if executed with patience. That gives enemy laner the time to push the lane to your turret and you can judge whether to TP or come back to lane on foot.
If and my jungler get the kill near my turret i refrain myself from pushing as most enemy tops will TP back to lane keeping it exactly where i want it to be.
11) Try to freeze your lane just outside of your turret reach, but dont risk your life to do this.
12) Never leave your lane early to help god knows who (you can help jungler with early RED / BLUE but that's about it). Do not give a fudge if your jungler gets caught up invading enemy RED, its his damn fault if he risks it and fails it.
13) If you get low and out of


Remember the more chaos on TOP (your jungler ganks, enemy ganks, 2vs2 skirmishes, 3vs1 dives, etc etc) the worse. You want peace. You want to control your lane. You want to farm. So if that stupid

This is the moment you should be able to feel comfortable at farming, getting a bid bolder with your actions (assuming you didnt die till 6). If you died, it will take time for you to feel really comfortable (assuming you dont die 2nd time). After 6 you farm your arsse up, freeze enemy mobs in front of your turret, so the lane is stopped out of its range, but u are still two steps aways from it. Ideally you should do it early levels aswell, but its not always working if enemy is good in harass.
Stack, stack, stack.
If enemy gets reckles or gets low, you see the kill opportunity, by all means you can go in.
But remember, if you do and fail to kill him you will probably end up OOM and you will have to back and loose some stacks. Be flexible and keep in mind stacking is crucial.
Also, you can always check how do your stacks feel on the enemy at any given time. Just punch him in the face and watch how much %hp he loses. If its a lot and u feel you can zone him out or kill him do so. Just dont spam your E or W too much or you will get oom. In some games when i get a respectable amount of stacks, i keep farming and if enemy comes close to minions i Q him and do it every time he comes. If he gets below 50% i all in with ghost and ult throwing everything at him. But only if i get enough stacks to be nearly sure i can take him out pretty quickly without losing too many stacks.
Ideally you should still try to freeze a lane near your turret and gank behaviour as points 10 of prev chapter :
10) IMPORTANT - if ur jungler ganks and you get early kill or assist you should either try to shove the lane (if its near middle) and farm till u see ur enemy laner aproach. Then you run away, go back to base and reach your lane on foot. Tping to lane is a bad choice then cause you are on the wrong side of the map, possibly dieing to a gank or 1vs1 vs enemy laner. I tend to do golems at top before backing if I am at that side, as they give 30 stacks if executed with patience. That gives enemy laner the time to push the lane to your turret and you can judge whether to TP or come back to lane on foot.
If and my jungler get the kill near my turret i refrain myself from pushing as most enemy tops will TP back to lane keeping it exactly where i want it to be.
Stack, stack, stack.
If enemy gets reckles or gets low, you see the kill opportunity, by all means you can go in.
But remember, if you do and fail to kill him you will probably end up OOM and you will have to back and loose some stacks. Be flexible and keep in mind stacking is crucial.
Also, you can always check how do your stacks feel on the enemy at any given time. Just punch him in the face and watch how much %hp he loses. If its a lot and u feel you can zone him out or kill him do so. Just dont spam your E or W too much or you will get oom. In some games when i get a respectable amount of stacks, i keep farming and if enemy comes close to minions i Q him and do it every time he comes. If he gets below 50% i all in with ghost and ult throwing everything at him. But only if i get enough stacks to be nearly sure i can take him out pretty quickly without losing too many stacks.
Ideally you should still try to freeze a lane near your turret and gank behaviour as points 10 of prev chapter :
10) IMPORTANT - if ur jungler ganks and you get early kill or assist you should either try to shove the lane (if its near middle) and farm till u see ur enemy laner aproach. Then you run away, go back to base and reach your lane on foot. Tping to lane is a bad choice then cause you are on the wrong side of the map, possibly dieing to a gank or 1vs1 vs enemy laner. I tend to do golems at top before backing if I am at that side, as they give 30 stacks if executed with patience. That gives enemy laner the time to push the lane to your turret and you can judge whether to TP or come back to lane on foot.
If and my jungler get the kill near my turret i refrain myself from pushing as most enemy tops will TP back to lane keeping it exactly where i want it to be.
You got stupid amount of stacks, you got tanky?
Good, take your enemy turret, take a second one.
Take mid turret, help getting
dragon really. Works as any other champ. Unless your team wants you to stay top don't do it. Don't let your team 4vs5 if you are a freakin beast. Carry them, this is your time.
To wreck havoc with
Nasus you need minimum of 300 stacks at 20 mins mark. The more the better. You need 40% CDR, some armor, some MR,
Boots and
Sheen.
This is the build I like to go with in teamfights :
Boots,
Sheen,
Glacial Shroud,
Warden's Mail,
Spirit Visage or if not enough cash
Spectre's Cowl. If you are not soaking heavy AD damage early you can finish
Iceborn Gauntlet instead of picking up
Warden's Mail and you can also upgrade your boots into one of three
Boots of Swiftness (if enemy has plenty of slows and u need MS),
Ninja Tabi if you are against AA focused champion on top like
Tryndamere or enemy ADC got fed early or
Mercury's Treads if enemy team has plenty of hard CC or you are having problems mitigating the AP damage early on top.
If you reach 300 stacks at 23 or 25 mins mark then sorry.... You are - just a regular
Nasus. A tank with some nice damage. You are not a hypercarry and you probably won't become one this game. You are still strong but its not enough for your enemies to run away from you the moment they see you, even in number adventage :) Don't worry, **** happends, play to your best ability and help your team secure objectives!
Good, take your enemy turret, take a second one.
Take mid turret, help getting

To wreck havoc with



This is the build I like to go with in teamfights :












If you reach 300 stacks at 23 or 25 mins mark then sorry.... You are - just a regular


Nope he is not.
He is really strong for a Bruiser/Tank but that's about it. He is not an assassin that will destroy enemy backlane before they notice. He gotta walk up to do damage.
Late game is ADC or assassin type heavy burst champions time. Enemy carries after acquiring enough items will shred you even with 6 defensive items quite fast and you gotta reach them to do damage. The very late game is not a good time for Nasus, nor any other melee champion without a reliable gap closer.
If the game comes to the moment that everybody has 6 items or similar, you can loose even with 1000 stacks if enemy team has a better ADC than you or a good peel composition. You will get kited to death and dumped upon a lot during the endgame. You can do your best, focus enemy carries / peel for yours and pray that your ADC has more skills / items than enemy.
That's why you are aiming at ending the game earlier. Possibly before enemy carries build armor / magic penetration items.
You are still a power to be reckoned with. But you gotta be at melee range sadly. You can try some sneaky backdoors tho as your a pushing machine:)!
If you get your arsse handed to you on a golden plate and loose lane do not try to get stacks back after 20 mins unless you see opportunity to do it without putting your team at risk. Remember its solo Q, 200 stacks
Nasus with Tank build in teamfight is better, than letting your team 4vs5 when you farm. Don't do it, it never ends good.


Its also pretty good if enemy plays a wombo combo AoE composition (like



To start of with, you gotta know that I played with all of the combinations of runes you can think of. Hell - I even tested armor red runes on
Nasus. Cooldown reduction is by far the most potent stat for
Nasus early, as having lesser cooldown on your Q helps you stack faster, which gives you more damage.
1) More damage means less time being a pushover, waiting till you stack enough to throw a challenge to your adversary.
2) More damage means you can farm all the mobs you want and use your CDR to your max potential earlier, cause you will be at adventage earlier, zoning your opponent not being zoned.
3) More damage on your Q also means you will have more early sustain, when your lifesteal kicks in.
After building first CDR item
Sheen /
Kindlegem) im 25% CDR.
35% CDR at 2nd item (if the lane is easy enough its 1850g), which means I'm near the stacking cap really quick. Last item -
Stinger - you build it after judging if you need CDR or rather tankiness. Depending how good you are doing on the lane. In some cases if you loose hard you build it later rather than sooner. In some - as your 3rd item.
So after taking runes that cap your CDR and are essential to your stacking ability you got :
Marks - it's not a brainer really. Lethality is broken right now so I ditched the flat AD runes this season and recommend doing the same.
For yellow runes my pick is 9x
Greater Seal of Health. My thinking behind this is simple - as yellow armor Seals got nerfed some time ago, Health Seals give you 18% more HP at lvl 1 and 9x
Greater Seal of Armor seals give you just 9 armor against AD opponent. Effect is similar in lane against AD opponent, but what if enemy swap lanes and you end up against AP carry top? What if enemy Riven is a mid pick, and Swain or Ahri goes top? You just wasted 9 runes to build an anti AD setup and you are soaking ap damage really quick without any defenses.
The thinking is simple.
Which runes are best early depending on enemy champion type of damage :
vs physical damage : Armor > HP > Scaling HP
vs magic damage : HP > Scaling HP > Armor
vs true damage : HP > Scaling HP > Armor
vs hybrid damage : HP > Scaling HP > Armor
Therefore I always take HP seals.
Ofc against some full AP champs its nice to get a bit more MR, then i recomment running 6 x
Greater Glyph of Magic Resist and rest
Greater Glyph of Cooldown Reduction.
This will give you 15 CDR start (-> 25% -> 35% -> 45%). That's runepage 3. You will have to ditch the MS quints in order to do that tho (and take CDR ones instead).
Last two quints I prefer the MS ones. They stack nicely with Triforce active and passive, they give mobility and tbh from season to season League is more and more about mobility. However if you want to have the highest possible stack count you can add 2 extra CDR quints for 5%. Remember tho that this will overcap your CDR after building all your CDR items (Runepage 2).


1) More damage means less time being a pushover, waiting till you stack enough to throw a challenge to your adversary.
2) More damage means you can farm all the mobs you want and use your CDR to your max potential earlier, cause you will be at adventage earlier, zoning your opponent not being zoned.
3) More damage on your Q also means you will have more early sustain, when your lifesteal kicks in.
After building first CDR item


35% CDR at 2nd item (if the lane is easy enough its 1850g), which means I'm near the stacking cap really quick. Last item -

So after taking runes that cap your CDR and are essential to your stacking ability you got :
Marks - it's not a brainer really. Lethality is broken right now so I ditched the flat AD runes this season and recommend doing the same.
For yellow runes my pick is 9x


The thinking is simple.
Which runes are best early depending on enemy champion type of damage :
vs physical damage : Armor > HP > Scaling HP
vs magic damage : HP > Scaling HP > Armor
vs true damage : HP > Scaling HP > Armor
vs hybrid damage : HP > Scaling HP > Armor
Therefore I always take HP seals.
Ofc against some full AP champs its nice to get a bit more MR, then i recomment running 6 x


This will give you 15 CDR start (-> 25% -> 35% -> 45%). That's runepage 3. You will have to ditch the MS quints in order to do that tho (and take CDR ones instead).
Last two quints I prefer the MS ones. They stack nicely with Triforce active and passive, they give mobility and tbh from season to season League is more and more about mobility. However if you want to have the highest possible stack count you can add 2 extra CDR quints for 5%. Remember tho that this will overcap your CDR after building all your CDR items (Runepage 2).
Ahri

Early laning difficulty: 8/10
Post 6 laning difficulty: 6/10
HP / mana sustain: 5/10
Gank assists: 7/10
Snowball / Roaming potential: 7/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 10/10
Type of damage : LOW CD MAGIC BURST
MATCHUP : FAVOURS HER HARD
This lane is pretty tough. First two levels she will give you some breathing room to farm in, but when she gets all 3 of her abilities up it becomes noticably harder. You have to play very carefully and not let her charm you. If she manages to land her charm you are guaranteed to loose 50% of your hp early.
After first back this lane ain't getting any better. Her poke is consistent, hits hard and doesn't really deplete her mana. You could kill her after lvl 6 with some stacks, but she has excellent self peel with a hard CC and one of the most annoying ults in the game. If you really want to go for her, you need to bait her ult and then catch her with your ghost.
Basically you can't really farm effectively in this lane, even with

My Start:




Early build order:


If she is bad and u farm comfortably rush



Aatrox

Early laning difficulty: 5/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 10/10
Gank assists: 7/10
Snowball/Roaming potential: 5/10
Teamfight presence: 3/10
Self peel from farmed Nasus : 7/10
Type of damage : HIGH CD PHYSICAL BURST
Matchup: FAVOURS YOU
This matchup can be somewhat tricky. He has owesome sustain, but his damage is somewhat lacking. He can deal burst damage but it lacks consistency to be a real threat for you, unless you make a big mistake and overextend for Q stack when under 50% health. His sustain and the fact that he doesn't use mana may seem harsh for you in theory, but all his harass abilities are skillshots which can be dodged and they have long CD for you to heal up in between.
His 1vs1 ability is not that strong. Theoretically you could start fighing him at any point of the game and emerge victorious (assuming same farm - even on eary levels!).
Even tho this is all true, if you commit to fighting for lane dominance early you will inevitably push the lane closer to his turret, leaving you vulnerable to early ganks.
On top of that if you manage to take him down, he still has that annoying passive, a good escape and probably an ignite, which might screw you over. Trying to fight for lane dominance, although possible, is risky and may put you behind. It's way easier to play a regular

Its easy to feel comfortable in this lane and push - u should not do that too early. Play passively, farm up your stacks, let him push the lane to your turret. Also watch out for his burst, if u are below 50% and u didnt hit 6 yet, he can combo you down with jump in, AA ignite and that ranged attack he has. Also be aware that Aatrox can assist ganks pretty well, he has a slow, a knock-up paired with dash and also his passive is owesome for diving turrets. Once played against a good Aatrox and a Zac jungle! Been dived 24/7.
Small tip : think twice before diving him when his passive is up.
Start:


Early build order:



If you farm comfortably early:


Akali

Early laning difficulty: 3/10
Post 6 laning difficulty: 7/10
HP / mana sustain: 7/10
Gank assists: 7/10
Snowball/Roaming potential: 10/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 2/10
Type of damage: LOW CD HYBRID BURST
Matchup: FAVOURS HER
This lane doesn't happen too often, but if you play a lot of Nasus you will encounter her sooner or later. Akali is a lot stronger than you are in the first 5 levels. She suffers from one major drawback - she can't reach you unless you let her. She can ofc harass you with her ranged attack but its not anywhere near enough to push you out of the lane (even when leveled first). Exploit her limited mobility and get yourself some nice stacks before she gains her dash.
This lane becomes noticably harder after level 6. She has giantic burst and sick scaling. If you decide to farm against her, building MR won't be enough to farm safely in the lane. You will also need some armor before you can feel comfortable on this lane.
After level 6 it's easier to go all in and kill her (if u farmed enough stacks), than trying to outsustain her, which is pretty pointless (unless u like to run to your base all the time). If you didnt farm enough stacks till 6 you cannot kill her nor outsustain her meaning you've lost the lane pretty hard.
Also if akali sees you are hard to kill or you are gaining adventage she will roam. This will make it easier for you to farm in but you have to spamping misses, otherwise she will get fed and ruin the game before you get fat.
Minus of this lane is that Akali is hybrid, mostly AP damage. She forces you to rush early Magic Resistance, making you vulnerable to ganks of a typical AD jungler. I do not recommend picking Nasus against her, because her roams to mid can end up really deadly. Lost quite a few games, because i was tied to my lane and she roamed freely getting fed early and carrying the game.
Start:


Early build order:



Alistar

Early laning difficulty: 3/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 4/10
Gank assists: 10/10
Snowball/Roaming potential: 2/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 8/10
Type of damage: LONG CD MAGIC with LITTLE BURST or Sustained Physical Damage
Matchup: FAVOURS YOU HARD
Welcome my friend to the stacking heaven! Allistar is more of an assistant than a threat on his own. He is a great tank, an owesome peeler and a CC monstrocity, but he lacks the damage to stop you from getting stupidly fed. The lane is yours to farm in, but remember that Allistar can be really deadly when their jungler comes to gank. I recommend heavily warding the lane and just farming until you get into state of a hypercarry.
Also, watch out if you decide to dive him, apart from his ridiculous CC (a knockup and a hard displacement) - his ult neglects 75% damage, so even if he is low HP but has his ult up he won't be an easy target to kill. He can also chain his CC's one way or another to make a combo. When you push the lane close to his turret keep in mind not to let him walk up straight to you, cause he will just knock you up and then push you directly under it! He can also use flash to pull it off, so watch out for this!
Just farm until 20 mins and keep up 1-2 wards all the time and you should dominate the game as soon as you leave top. Also, watch out, some Allistars build AD instead of AP, so you need to itemize accordingly.
Start:


Early build order:


Cho'gath

Early laning difficulty: 7/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 5/10
Gank assists: 6/10
Snowball/Roaming potential: 5/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 5/10
Type of damage: REASONABLE CD MAGIC BURST
Matchup: FAVOURS HIM SLIGHTLY
Cho'gath is an enemy I personally don't enjoy laning against. Especially early you gotta be really carefull and focus fully on avoiding his AoE knockup. He has good harass, he deals magic damage, if he lands his combo 2-3 times on you he might kill you early.
After building some magic resistance and boots of speed this lane becomes significally easier to handle. After 6 the score depends on how good can you stack against his harass avoiding his aoe knockup at the same time. You gotta be really careful if he whitles you down to around 50%. This mean he can knockup -> silence you -> and use his MONOMNOMOMNOMOM before you manage to ult.
There are three ways of handling his annoying lane presence :
1) Waiting for him to use the ability then quickly moving away (the actual zone of the knockup is tad smaller than the one shown in game). This requires constant focus and really fast reaction time.
2) Rather than trying to dodge a specific spell when he casts it, try to make it harder for him to predict where will you be in a next second. That means you should be constantly on the move, aproaching the lane from different angles, avoiding moving in a straight lane to get an obvious CS.
3) Going for obvious CS and then walking back midway to bait his knock up - this gives you some freefarm time until his ability goes off CD again.
In teamfights he is also very dangerous, cause he scales well and gets rly tanky. It is a lane that can go both ways. You can crush him if he is bad with skillshots and you will be on the ball with the knockups or he can kill you a couple of times if you don't pay attention.
Start:




Early build order:



Darius

Early laning difficulty: 9/10
Post 6 laning difficulty: 7/10
HP / mana sustain: 4/10
Gank assists: 7/10
Snowball/Roaming potential: 7/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 0/10
Type of damage: LOW CD HYBRID BURST, DOT and TRUE damage
Matchup: NIGHTMARE
Laning against Darius as Nasus is extremely tough. He has all the tools needed to harass you, zone you out and deny you. He is also hard to itemize against as he deals physical, magical and true damage. Kiting him thro your minions so they attack him aint an option, as he will just drag you into his own pile of mobs and bash you in the head with that giant axe. On top of that he has a passive that puts stacks of bleed on you, which means the longer he hits you, the quicker you die.
You will have to farm Golems/Big Wraith in this lane, you will have to recall very often, burn a lot of pots and wait for him to push the lane to your turret. Im not gonna lie, if he is any good your stacks will look miserable in this game.
There are only two good things when laning against Darius, first - his harass pushes a wave to your turret so he will be at your door 24/7. Second - he is very slow, has totally no escapes and is easy to gank. If you are facing Darius ask your jungler for early ganks. The more ganks the betters, most of them will grant you or your jungler an easy kill. Also, if you are below 60% do not engage first during the gang, just

When laning against Darius it's advisable to try to bait his Decimate (the AoE dmg spin he has) before going in for CS. After the latest changes it has a bigger armtime, so it's easier to anticipate it and move out of it. On the other hand he gained a noticable heal after using it. Remember that both his slow and Decimate are fairly low CD (<10s), but his Apprehend (the pull) has over 20sec cd, unless he lvls it up. Also, when you eat first portion of harass and manage to move away, do not go in unless the bleed stacks are removed or he will kill you easily. After 6 its not going to get much easier unless you get some armor, some hp and some stacks. You can counter his ult with yours, but latency can be a killer for you in that case.
Although the recent Darius changes made him slightly easier to handle in lane, he is still an extremely effective counter to the dog.
Start:


Early build order: forget CDRs, get HP and armor and your best not to die early.
Dr. Mundo

Early laning difficulty: 2/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 8/10
Gank assists: 7/10
Snowball/Roaming potential: 5/10
Teamfight presence: 10/10
Self peel from farmed Nasus : 8/10
Type of damage: Sustained Magic + %HP Damage
Matchup: FAVOURS YOU SLIGHTLY
This lane is really good for you in terms of stacking, however Mundo will also farm freely and turn into the late game monster. He is also very dangerous during ganks due to his cleaver permaslow.
During the begining of laning phase you should let him push the mobs to your turret. If he is smart he will try not to let this happen - but you can only lasthit when Q is up and he probably gonna want to cs every single minion from the first few waves. When that happends he will try to reset the lane using his AoE to kill the last few of your minions. Try to avoid this by tanking some minion damage. Ideally you should have Mundo at your own turret not the other way round.
From the gameplay perspective you should just hide behind your minions and stack. He can't kill you early if you don't do anything stupid. He has also no tools to stop you from farming early. After 6 it can become harder, his ULT is a low CD spell (<1min), that gives him a lot of health back in a short time. This lets him become more agressive, cause he can always trigger it and run away slowing you down if he gets into some kind of trouble. Also, don't let him kite you for too long. If you want to kill him, he is low without ult - a chase is advisable. If his ult is UP tho, dont overextend over your creep lane, cause his cleavers along with ult can turn the fight completely around. This lane is an exception, in which i sometimes decide to take


Also, you can easily tell if you are meeting a good Mundo or a bad one. Apart from the cleaver skillshot management, you can see how he uses his ult. A good Mundo will use his ult as soon as he hits 50% to heal up to full and keep bothering you, cause he knows that he will get the CD shortly. Bad Mundos tend to wait till they get low or in trouble, these are the ones you can kill way easier.
In this lane your mana management is critical. If Mundo becomes overly agressive after 6, you should just stay behind minions. This will force him to go melee range, then you smack him with a Q and walk away just a tiny bit. If he comes closer, you smack him again (you should have enough stacks due to easy early game stacking to make him think twice). Don't waste your mana on

Start:


Early build order: rush





Elise

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 2/10
Gank assists: 6/10
Snowball/Roaming potential: 5/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 6/10
Type of damage: Sustained High Magic Damage
Matchup: FAVOURS YOU SLIGHTLY
Elise used to counter Nasus, but that's no longer the case. Since the season 4 masteries and some minor Elise nerfs her laning phase is not anywhere as oppresive for you as it used to be.
The Spiderwoman suffers from one major drawback. Mana. If she gonna harass you a lot she will run oom in the end. Her damage is high but steady, so you can see when she has a chance of killing you. She has similar problems to Malphite during laning phase. If she builds damage she lacks the mana sustain/tankiness to be dangerous. If she builds mana sustain, she wont have the damage. If she builds tanky its a free farm for you.
During the laning avoid cocoons, hide behind minions and try to grab as many early stacks as possible. Regardless of her mana issues you should play really careful till your first shopping. She has tools to kill you, if u end up below 40% without a hp pot, just recall and come back to lane. After getting some MR and ult her harass is nowhere near enough to push you out of the lane. Also if you are planning to all in her, try to bate her Cocoon first. If you are planning to dive her, remember that she can Reppel which makes her untargettable for a brief amount of time. If you dive her, make sure you have enough HP to eat a couple of turret shots.
Start:


Early build order: rush





Ekko

Early laning difficulty: 5/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 3/10
Gank assists: 7/10
Snowball/Roaming potential: 10/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 10/10
Type of damage: Medium CD Magic Burst
Matchup: FAVOURS YOU SLIGHTLY
He used to be a very popular champion to take top lane till his recent nerfs.
Back then tanky

If he builds tank now he can't stop you from farming nor challenge you when you get stacked. Wining this matchup is all about not walking into his skillshot slow sphere (that turns into stun if u stay in it too long) too many times and rushing early magic resistance. Playing safe, building tanky, dodging skillshots is a key to handling this lane.
If you are however playing against a full AP

The problem with this lane is his ability to walk out of some ridiculous situations with both his mobility and his ultimate. He also has really nasty CC to slow you. Possibly one of the hardest matchups there are if you are planning to go for the kill. Also he has a really big roaming potential and snowballs really hard.
Regardless - You will get stacks tho, lots of it.
Start



Fiora

Early laning difficulty: 8/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 1/10
Gank assists: 3/10
Snowball/Roaming potential: 10/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 3/10
Type of damage: LONG CD Burst + Sustained Physical DMG
Matchup: FAVOURS YOU
This champ has absolutely sick damage early game. You will have to play defensively and pick your last hits carefully. The moment you get some armor however and ur ult she almost immidietely stops being a threat and the lane is urs to farm in.
Do not die to her till you hit level 6, even if that means having 20 cs less than she has. Step out of turret range only with full HP and get ready to

After 6 and collecting some armor however you can feel very comfortable laning vs her, you can kill her easily even with her ignite up, whilst not having much stacks - assuming she does not riposte your Q - that can kill even a well fed nasus :)
Additional tips :
1) If you see her shine for a second, that means she triggered her Ripposte. Do not Q her then, but autoattack and then Q. Otherwise you will take a lot of dmg and she will take none. Even a nicely stacked nasus with armor can die to her if he gets 1-2 of his Q's baited on riposte.
2) Her ultimate boost her damage noticably and heals her, so its good to bait it, before all inning her if u aren't sure u got enough stacks to just wipe her out.
3) if she dashes thro you or your minion her next dash cd will come up sooner. She can kite you pretty well if she knows what she is doing, so keep that in mind when planning an all in.
After losing her lane to you, she is still dangerous in teamfights and when she roams. It's one of those champions that never gets completely useless.
If you however die before lvl 6 you will have problems. Similary to Riven this little extra gold can give her opportunity to snowball and ruin the game for you. Stay alert.
Start:


Early build order: Rush




Fizz

Early laning difficulty: 6/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 1/10
Gank assists: 3/10
Snowball/Roaming potential: 10/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 5/10
Type of damage: Reasonable CD Magic Burst
Matchup: FAVOURS YOU
He is not popular top pick and there are reasons behind this. He has nice burst damage, but he needs melee range to deal it. His CDs are fairly long and as an assassin, he is very squishy. The only bad thing about this lane is that he forces you to build early MR instead of armor.
During laning he doesn't have the tools to push you out of lane unless you do something stupid. In most cases he will combo you, but then you got your 10-12 sec window to heal up thro auto attacks / Q's and potions. He lacks consistency to deny you and he pays the price for it. On the other hand - if he gets you below 50% before 6 and you can't heal up just recall to base and tp back up with some MR. At 6 he becomes a problem for most mid laners, but not for you. Your ult totally counters his ult. You can see it coming, it takes some time before it will deal damage to you, so you can safely trigger your own ult. Result? You are at the same HP levels or higher than before ulting. Additionally his ult can miss, yours cannot.
During the whole laning phase, he can be annoying with his jumps and not being targetable when you would like. Don't worry about it. Stack yourself up and just kill him when u get enough. One jump can't save him for long.
Also, he snowballs really hard so make sure you don't die early to him and spam ping misses if he starts to roam. He is a champion that can carry games alone, so watch out for him.
Start:


Early build order:




GangPlank

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 7/10
Gank assists: 3/10
Snowball/Roaming potential: 7/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 7/10
Type of damage: RANGED PHYSICAL BURST EVERY 5SECS + MELEE AA
Matchup: FAVOURS YOU
GangPlank is an annoying matchup. He can and will harass you from range with his


Also, you can use his explosion boxes to your adventage. The boxes he spawns have hit points, so when he shoots it when they are at 1 hp they explode. On the other hand if you hit them when they are at 1 hitpoint they despawn and u earn stacks (yay!). As he is a ranged champion and you are melee you need less time to land a Q than he needs to land his Parley onto them. This means if you have good timing you can totally get rid of one of his harass options. Remember tho, dont try to dismantle the 2nd explosive he spawns, always the first one first. This is because if u walk into 2nd explosive box radius and he detonates the first, he will chain the detonation onto the 2nd one damaging and slowing you down.
Also, he is really hard to kill due to his


Start:


Early build order: Rush



Garen

Early laning difficulty: 7/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 6/10
Gank assists: 3/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: LONG CD Physical BURST + Sustained dmg
Matchup: FAVOURS YOU SLIGHTLY
First few lvls are tough cause he can deal a lot od damage, making your Q farm harder cause of the silence - my advice always go in with Q already activated for a lowhp mob. Dont go in and count on getting creep low with AA then Q. He will just silence you and spin to win, leaving you with 0 bonus Q stack and free dmg from exchange. Also if you go in for Q he will use skills that will push the lane to your turret which makes it a lot easier.
When you acquire your armor (after 1st back) he is only potentially dangerous if he rushes armor too. If he goes dmg - you will just outtrade him the moment you get 200 stacks or so rendering him useless annoying moscito in lane. However if he rushes armor he can make your dmg really low till you get a LOT of stacks.He can also kill you if you get reckless and let him engage you when you are below 50% without your ult up, which should - if played correctly, never happen. His ult can take around 20-25% of ur hp instantly. Silence, spin, ignite, ult combo can be potentially very deadly at any point of the game if you arent paying attention.
Also his Q removes your


Start:


Early build order: Rush







Gnar

Early laning difficulty: 5/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 3/10
Gank assists: 4/10
Snowball/Roaming potential: 6/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 3/10
Type of damage: Sustained Physical Damage
Matchup: FAVOURS YOU HARD
This by far my favourite ranged opponent. In theory he should be a problem for you, but he is not. He is a champion that can be countered HARD by thinking. He is also one of the squishiest champions out there. Taking into account most Gnars choose to build damage first you can destroy him as soon as you get some stacks and stacking vs him aint really that hard.
There are few instructions how to beat

1) If they choose to lvl

2) The moment he levels his




3) After achieving some stacks and lvl6 don't engage him at all until he uses his

4) Never engage him when his rage bar goes close to full. He pushes the lane nicely in his megaform so just walk away, let him do it and continue farming.
5) If you want to go for a kill the best moment to engage him is when he is just about to get out of megaform. Most Gnars get confused there, not sure whether to fight or run. In most caes they will choose to run as they see they will be soon vulnerable. Their low MS and the fact that most




After you kill him once, its really easy to kill him again. And again. Gnar is very squishy and have nothing apart one jump to get away from you. As soon as you get a slight adventage you just walk over him.
Even tho most


Start:


Early build order: Rush






Gragas

Early laning difficulty: 6/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 6/10
Gank assists: 9/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 8/10
Type of damage: REASONABLE CD MAGIC BURST
Matchup: FAVOURS HIM
He is a problem. He can't completely deny you, but he will make last hitting problematic at times, especially early. Furthermore you will not kill him on a lane even with a lot of stacks if he has half a brain. He also deals out some nasty magic damage, which forces you to start with MR build. His teamfight presence is on pair with yours and he is great at assisting enemy jungler ganks (stun, slow + displacement).
Although you might get some nice stacks in this matchup, his CC will make u suffer not only during laning phase but also in teamfights. If he knows what is he doing he will keep you away from his carries dealing a lot of AoE damage meanwhile. He is probably one of the few champions that can't deny you from stacking Q's, but can deny you kills hard.
when laning against him, you gotta remember to play carefully at all stages of game, cause he is a CC machine and if you get too low on HP he will just kill you. Also his ULT can throw you away from your turret so you have to keep that mind. Furthermore his ganks assists are just deadly - ward a lot and play smart. He punishes any kind of yolo actions hard. If you decide to go for a kill, make sure his ULT is on CD and he just stunned you, you will need to burn ghost in order to secure the kill.
Start:


Early build order: rush






Illaoi

Early laning difficulty: 7/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 5/10
Gank assists: 5/10
Snowball/Roaming potential: 5/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 3/10
Type of damage: Heavy Physical Burst Damage
Matchup: FAVOURS YOU HARD
Illaoi is a really easy matchup if you know how to play versus her.
First thing you should know about her - she spawns tentacles. The places she plants them is totally random, but they always spawn next to a wall of some sort. It's her main source of damage and the thing that makes this lane so good for you at the same time.
RULE NUMBER ONE
1 TENTACLE = 3 STACKS
This means that you prioritize killing tentacles over killing minions (unless its a cannon one), so if you gotta choose, you Q stack the tentacle and last hit minions with ur autos. To kill a tentacle you need to AA it and Q it cause it has two hit points, which requires two attacks to take it down. Keep in mind that when Illoai is not there, his tentacles will go dormant - which reduces their hitpoints to 1, so it's a nice idea to clean them up when he is not there.
Also remember, when she duplicates you and starts killing your image you should just walk out of its range, most likely under ur own turret or even behind it. Doing this will slow you and curse you - meaning - you start spawning tentacles too (you remove the curse by killing 4 tentacles). These are your extra 12 stacks. However - when you spawn the tentacles
RULE NUMBER TWO
MOVE WHEN YOU SPAWN TENTACLES
When you spawn a tentacle - it will hit in the same direction you used to stand, when u started to spawn it. I suggest you keep moving until the tentacle hits the ground, so you can collect the stacks for free.
This lane is very easy to stack, but similar to Yorick lane, at some point you will struggle to stay alive, cause of her constant harass. Rush early armor to counter that.
Although stacking in this lane is pretty straight forward - killing Illaoi is a lot harder. If you want to kill her you not only need to get stacked, you also need to :
RULE NUMBER THREE
RUN WHEN SHE ULTS
if she ults she immidietely spawns several tentacles, which hit like ******* trucks, so even if you are 400 stacks and fed - IF SHE ULTS YOU - YOU MOVE AWAY. It's that simple.
It is also possible, to go for the kill then - but it's risky. You gotta keep in mind that the tentacles from ult will hit the exact direction you used to stand when she started casting. It is possible to avoid most of the damage if you for example move slightly to the left or right and forward instead of backing off. It is a big gamble tho as any form of CC or minion pack can cost you your life.
If you follow these directions - you shouldn't have much problems facing Illaoi. Happy stacking!
Irelia

Early laning difficulty: 5/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 5/10
Gank assists: 5/10
Snowball/Roaming potential: 7/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 3/10
Type of damage: REASONABLE CD Physical Burst
Matchup: FAVOURS YOU HARD
You counter her. She is tad stronger till 6 (especially with ignite). But she cant kill you or deny you if you don't do anything stupid. You will get your stacks. From lvl 6 onwards its a skill or rather stack matchup. If you get enough you can ruin her even at lvl 6. If you don't get enough by the time you hit 6 (I nearly always do), then you will ruin her later on, when u get enough stacks.
When playing against Irelia you need to be aware that if she has less HP than you, she can stun you. She has nice sustain when 1vs1, but nothing even remotely comparable to yours.
Also remember that she deals true dmg (her weapon shines and makes a clear sound when she turns it on), getting some HP early might be a good idea. Armor won't save you from her true dmg, but it will help you out survive other of their abilities so you gotta build that too. She has a strong ult, but if you don't die early on and get a fair amount of stacks, she should have no chance of challenging you with it.
Irelia is by far one of the most pleasant lanes you can get. From time to time ofc, you can meet an exceptional Irelia that will make it tad harder, especially early, but if you play smart you will stomp her anyways.
I normally start






Jarvan IV

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 1/10
Gank assists: 10/10
Snowball/Roaming potential: 8/10
Teamfight presence: 9/10
Self peel from farmed Nasus : 6/10
Type of damage: REASONABLE CD Physical Burst
Matchup: SKILL MATCHUP
This lane is somewhat tricky in many ways. Meaning - if you make a mistake early you can die and loose this lane badly, as he snowballs pretty hard. He has really high burst damage, so if he catches you below 50% you are probably already dead.
If this game only involved you and him, I would say the laning favours you. The plan would be to play defensive till 6, farm up some armor and wreck him. Sadly there is a lot of things that can go really wrong in this lane due to his burst and amount of his CCs.
Focus on not dieing till 6. Do not stand on his banner, or between him and the banner. If he throws the banner behind you, never run back, but rather move to the side. I recommend you start with ghost and flash at this lane due to the nature of his ultimate.
Jarvan is a lane bully with a lot of CCs. If u get armor, he becomes way less dangerous, but he never gets totally useless even if far behind. Many times I had a feeling that I'm winning the lane (having clear adventages in 1vs1s), but he played defensive and waited for gank which was super-deadly. I remember once getting 350 stacks+ in this lane around 20th minute mark and going 1/4, because of him being a CC machine. Later on, he was destroying my carries a lot more effective than I could kill his.
This lane can be really easy if he is bad or you play it good and he gets little or none help. On the other hand he can totally destroy you if he gets good ganks or you play your cards poorly. Not a good matchup, similar to

Start:


Early build order: Rush


Jax

Early laning difficulty: 3/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 2/10
Gank assists: 6/10
Snowball/Roaming potential: 10/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 8/10
Type of damage: Sustained Physical Dmg with Magic Burst (Hybrid)
Matchup: FAVOURS YOU
This lane is very good for you. You can farm freely till lvl6 and CDR build will help you with it. He will ofc try to prevent it, but he has even less tools to do it than

Besides without him using his



After 6 he gets a big powerspike, but if you farmed good and stacked your Q near perfectly you will be able to dunk him even at lvl 6! He deals hybrid damage, so if you aren't sure of your stacks, don't engage him until you get both - some armor and some MR in lane. Also remember that


Also he is really good at running away so don't get discouraged if he manages to slip away from you a couple times in a row. Remember that after him obtaining level 6 his every 3rd consecutive attack gives him extra damage. Don't be scared when he attacks you and you loose a lot of HP. He can't do that constantly. You deal way more sustained damage, if he wants to fight you, let him come!
Start:


Early build order: Rush




Jayce

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 1/10
Gank assists: 4/10
Snowball/Roaming potential: 7/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 7/10
Type of damage: Physical Reasonable CD Burst
Matchup: SKILL MATCHUP
He is ranged. He is annoying. He has a good poke. Its hard to kill him. There are few things however that makes this lane easier that it seems from the first glance.
1) you can predict when he tries to do serious damage. If he opens his gate focus on avoiding his powerball. If he doesn't empower his ranged nuke with the gate you can mitigate through it just fine.
2) He has no early sustain, exploit it! he is a mana user, so his harass is limited to his mana.
3) He has an arming timer on his switch weapon, so if he switches it to melee, he can't switch it back for ranged straight away.
4) If he wants to do consistent damage to you he needs to build mana in order to do so. The new item


If you want to kill him (assuming you got enough stacks and some armor), wait for him to engage you with his





If you play this lane carefully and don't let him do too much free damage to you, you should be more than fine. The laning works very similar to teetto lane, where the higher level you get, the easier the lane becomes.
In teamfights you are a reckoning force. He is just another poke and run champion with very little teamfight presence. However you gotta remember than he is a high damage champion with owesome mobility, so even if he loses his lane his roams are always dangerous and he can get back into the game easily.
On the other hand if you let him get an early kill the lane might shift from an 'annoying but steady' for 'run for your life'. You definetely don't want that, so do yourself a favour, don't die till 1st back.
Start:


Early build order: Rush


Katarina

Early laning difficulty: 3/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 3/10
Gank assists: 8/10
Snowball/Roaming potential: 10/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 5/10
Type of damage: Reasonable CD Magic burst
Matchup: FAVOURS YOU
On contrary to Akali lane this matchup is actually not that bad. She has less damage than Akali face to face, similar poke but she can also teleport herself close to you very fast. Her ult deals a lot of damage but its the only way she can kill you at any point of the game.
Before 6 you should be able to farm without much problems.
The moment she gets lvl 6 you should already have the resistance needed to survive thro her ultimate. If you haven't visit the shop yet and she is 6 this means you are playing va'banque. The only real threat in this lane is her roaming potential and sick scaling. Even if she does really awful, dies several times to you she can still carry the game hard if she roams and for example get a lucky double kill bot or a clean-up triple during teamfight. The recent nerfs to her ult CD were fully justified in my opinion, cause she was on my permaban list for quite some time.
Start:


Early build order: rush either



Kayle

Early laning difficulty: 8/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 5/10
Gank assists: 4/10
Snowball/Roaming potential: 7/10
Teamfight presence: 10/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Magical Damage + some burst (Q)
Matchup: FAVOURS HER
She is a ranged AP champion with a lot of damage under her belt, so this is not good matchup for you. It could be far worse tho. She has some weaknesses you can try to exploit to deal with her.
First - she pushes like crazy which makes her vulnerable to ganks and lets you be where you like to be - at ur turret.
Second - her damage is heavily countered by

Third - In early phase you can bait her to blow her




The first phase of the laning phase is really annoying and hard to stack in. After gaining some MR and lvl 6 it becomes easier, but I wouldn't encourage you to go all in till you get your




On the other hand - keep in mind that Kayle is naturally really squishy, so if she makes a mistake don't hasitate to punish her for it.
I would say this lane favours you in the end, if it was only about 1vs1s. Sadly her teamfight presence is huge and her ULT is a gamechanger that can single handely win a game even for a team that is far behind if casted the right moment on right person.
Start: my pick on this lane is


Early build order: rush



Kennen

Early laning difficulty: 8/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 3/10
Gank assists: 5/10
Snowball/Roaming potential: 6/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 7/10
Type of damage: High Consistent Magic Damage with BURST during ultimate
Matchup: SKILL MATCHUP
This is teemo version 2.0. Annoying to deal with. Hard to catch. Ap. Ranged. He is not that good nowadays tho. His dmg is high but consistent. If you play it good you can get decent farm and wreck him later with all in with ghost. If you kill him once, he wont bother you again. Magic Resistance makes this lane a lot easier so that's what you should be rushing.
During the laning phase you gotta watch out for his passive. Three auto attacks or spells against you means you are stunned for one second and give

His basic poke

After 6 and obtaining some magic resistance this lane becomes significally easier to farm in. However if you are planning to all in him, make sure he just wasted his dash, otherwise he will be next to impossible to kill.
His teamfight presence is solid, however he needs items to be played to his full potential. If you play safe and don't give him free kills, he won't be anywhere as strong as you. This lane is all about patience and waiting out his mistakes. He will do it sooner or later, don't get annoyed by his poke. Control it.
Start: I would go with



Early build order: rush



Kha'Zix

Early laning difficulty: 7/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 3/10
Gank assists: 6/10
Snowball/Roaming potential: 8/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 7/10
Type of damage: LOW CD Physical Burst Damage
Matchup: FAVOURS YOU
Kha'zix is more popular in the jungle than on top, but you can win this lane easily by building early

Before 6 you should be focusing on not giving him a freekill. If he manages to build

Kha'zix is heavily gimped if he's on the lane not in the jungle, because if you stay in close proximity of your minions, his


These passives combined with his Q/W nuke and a really long leap (especially when upgraded) give him great tools for exterminating squishies, especially if he catches them alone - so untill you are squishy he is really danagerous. Also his roams are pretty deadly, so if he disapears from the lane make sure everyone is aware of it.
Later on, if you did not feed him hard you just walk over him like a train. Don't die till 6, get some armor and wreck him.
Start:


Early build order: Rush



Lee Sin

Early laning difficulty: 6/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 7/10
Gank assists: 7/10
Snowball/Roaming potential: 7/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 6/10
Type of damage: Medium CD Physical Burst Damage
Matchup: FAVOURS YOU
Lee Sin is so called nasus-counter. Nope. Its not true at all. All you gotta do is survive till 1st back, come back with

From time to time you will ofc encounter an extraordinary Lee Sin that may give you troubles laning - especially early. Happily 95% of them can't stop you, if you play it smart.
Lee Sin is all about landing his

The biggest difference between a good Lee and a bad Lee is not only landing his skillshot but also his ability to not be hit by you in exchanges. After 6 and gaining some armor you are stronger than him, assuming you stacked pretty well. Okay - you feel like you got your adventage, but don't let him bait you into chasing him unless you are 100% sure you wreck him. He can deal nice burst dmg, especially when his CD's are up, so a good Lee will attack you, then if he gets low try to kite you and force you into running after him. When he gets his CD's back he will attack again. Do not let him control you like that. Engage only if you are sure you got enough stacks to kill him between his CD's. Don't waste your time, if you aren't certain. Patience, patience, patience.
If you make a mistake and die to him early - don't get discouraged. Just don't let him do it again or you will make him snowball, making this lane really difficult for you.
Start:


Early build order: Rush




Lissandra

Early laning difficulty: 7/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 3/10
Gank assists: 8/10
Snowball/Roaming potential: 7/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 8/10
Type of damage: Low CD magic poke + medium CD magic all in (burst)
Matchup: FAVOURS HER
Ap, ranged, great CC, hard to catch, owesome harass, has a gap closer, root, build-in zhonya, low CD poke. You won't enjoy this lane.
Has mana - you can exploit that as she is quite mana hungry early. Stay way behind minions to avoid her low CD

On paper she has the tools to dump on you, but her mana hunger won't allow her to totally cut you off. She is also very strong in teamfights due to her AoE damage, so outscaling her is not an option, as she will probably be more useful than a fed

Start:


Early build order: rush




Lulu

Early laning difficulty: 6/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 4/10
Gank assists: 8/10
Snowball/Roaming potential: 5/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 10/10
Type of damage: Low CD magic poke
Matchup: FAVOURS HER
Laning against her is not that tough. She has some nice poke, but she uses the same spell to waveclear. Don't stand directly behind minions but more on the side and she will have to choose whether she wants to farm minions or harass you. Her damage can be high but its consistent and predictable. If you rush early MR you can negate most of her damage easily and maybe kill her if u burn ghost at right moment (slow on CD). Although you might do okay on lane vs her - she renders you totally useless in teamfights. At least if you try to play offensively and chase her carries. Her kit is designed around keeping melee champions away from her and her carries.
Her slow is low CD, on later levels it feels like a permaslow - she can also polymorph you to keep you away from her squishies. If you are against Lulu in teamfights I recommend peeling for your adc instead of chasing enemy ones. If I see Lulu in enemy team there is a big chance I am building

Start:



Early build order: rush





Malphite

Early laning difficulty: 4/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 2/10
Gank assists: 8/10
Snowball/Roaming potential: 5/10
Teamfight presence: 10/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Magic Damage with HIGH Burst Ultimate
Matchup: FAVOURS YOU
This is a good matchup. You will get plenty of stacks. He can get a little annoying before you build your MR or if you decide to rush








On paper


Remember not to come close to him if you are below 30% and he has his ult up! You might not be able to trigger your own ult in time to save yourself then! Better just trigger your own ult first and then aproach him and minions. He will naturally back off then, and you will emerge with 70%+ hp after the ultimate ends, which should extend your laning time before recalling quite a bit.
Also - watch out, he might not be that dangerous solo, but his gank assists are pretty crazy. Ward a lot when playing against him. Good vision is a key to winning this lane.
To summarize this : you will get your stacks easily during this lane, just make sure you don't feed him with kills during the farmfest. Remember : playing against


Start:


Early build order:
Either rush






Maokai

Early laning difficulty: 4/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 6/10
Gank assists: 7/10
Snowball/Roaming potential: 4/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Magic Damage
Matchup: FAVOURS YOU HARD
This matchup resembles

The lane itself is a stacking heaven and one of the easiest you can ever hope to get. Regardless of all that - remember to ward during your laning phase. His root is an owesome tool for assisting ganks, so you gonna die a lot if u get too careless. Also, don't fight him for lane dominance too early, focus on getting your stacks, you will wreck him later on with ease. Also, if u decide to fight him without a clear adventage, move out when you see a circle AoE effect around him, this means he triggered his ult and if u don't move out in time you will take some really nasty magic damage.
Start:


Early build order:
Either rush






Master Yi

Early laning difficulty: 7/10
Post 6 laning difficulty: 6/10
HP / mana sustain: 7/10
Gank assists: 8/10
Snowball/Roaming potential: 10/10
Teamfight presence: 9/10
Self peel from farmed Nasus : 6/10
Type of damage: HIGH True&Physical sustained damage
Matchup: FAVOURS HIM HARD
This lane is as ugly as they get.
Master Yi is a champion that beats you on every level of the game, assuming similar feed.
He is also really good at zoning




Similar to Lissandra lane - Master Yi is not a popular solo top and only handful of people know how deadly he is when laning against


Start:


Early build order: Rush





Nidalee

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 7/10
Gank assists: 5/10
Snowball/Roaming potential: 5/10
Teamfight presence: 3/10
Self peel from farmed Nasus : 10/10
Type of damage: Either PHYSICAL OR MAGIC BURST (depends on build) - requires landing skillshot or you to step into trap to be effective
Matchup: FAVOURS YOU
She is annoying to lane against early. Spear, spear, spear, spear, spear, zone, deny, spear, spear, spear. However if u manage to get some MR (or armor if she for some odd reason builds AD - although I didnt see AD nidalee in ages due to her changes). and avoid her traps and Javelin tosses you will outscale her hard later on. Remember, if she hits you with spear or you set up the trap she can double dash and deal a lot of damage in a split second, so back off to a safe distance immidietely and wait for the debuff to wear off.
The lane gets a lot easier to farm in after building some defenses and getting your ultimate. On the other hand you gotta be really careful before that. If

If you play it safe and smart early, you should build a lot of stacks quite fast. The problem comes when you will try to go for a kill, which is a huge challenge. Her dash is a low CD spell, she also can heal herself up. Best moment to engage her is when she tries to kill you, either bate her when she thinks she has an adventage or burn ghost in the right moment.
During teamfights she is really garbage. If she is AD she has a bit of poke and a nice 1vs1 damage but she blows up really fast if she gets into middle of the fight. If she is AP her main dmg source is the

PS. Always check LOL-nexus or another lol scout site to check if she is AP or AD, as its crucial for the early game.
Start: Rush magic resistance into early CDR.
Early build order: Flexible. Depending on how comfortable you are in avoiding her skillshots and harass you may either rush






Olaf

Early laning difficulty: 7/10
Post 6 laning difficulty: 8/10
HP / mana sustain: 7/10
Gank assists: 5/10
Snowball/Roaming potential: 5/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 4/10
Type of damage: Sustained Physical Damage + low CD TRUE damage burst
Matchup: FAVOURS HIM HARD*
*Assuming he knows what he is doing.
Competent Olaf can deny you. There is no doubt about that. If you play it very carefully however and he aint that good, you can win this lane.
A lot depends on how you play your cards early, but even more on how good is the




Something that has to be said about this lane - it gets noticably harder after first back! Assuming one thing - he rushes early armor and lvls his true damage move first called



Also remember that Olaf passive called




There is one thing to be said about this lane. You can play perfectly and get destroyed. Olaf is a very complex champion that needs experience to be played to his full potential. This lane may occur piss-easy if a nonexperienced





Also you will need to alter your build order slightly, as you do need HP early in this lane along with armor. Remember that his ultimate move -



Start:


Early build order: Rush Chainvest into


Pantheon

Early laning difficulty: 10/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 3/10
Gank assists: 10/10
Snowball/Roaming potential: 10/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 5/10
Type of damage: Low CD physical burst
Matchup: FAVOURS HIM HARD
Now, this is the lane I hate playing.
For starters, there are two things that can make this lane a lot easier for you :
1) he takes teleport instead of ignite (rarely happends)
2) he starts with something else than

First 6 lvls of this lane are a total and utter nightmare. This is the kind of lane you should be thinking of running armor Quints instead of CDR ones. Basically - you never want to play against


If you ever get forced into this lane, you will have to do everything in your power not to die in first 6 lvls (easier said then done) and rush early armor. His early scaling is just ridiculous and if he rushes



he has a stun connected with a gap closer, long range low CD



Also be aware that his diving potential is huge. If his jungler comes to gank, they might dive you without 0 problems because




If you manage not to die and get a reasonable amount of stacks and armor this lane becomes a walk in the park. However getting to that point is the real challenge. There is a much bigger chance that he will just wreck you (especially if his jungler has any brain) and proceed to roam everywhere to wreck your team aswell pushing an early adventage into a won game. Better avoid this lane.
Also, if

Start:


Early build order: Rush




Renekton

Early laning difficulty: 8/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 8/10
Gank assists: 8/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: Medium CD physical burst
Matchup: FAVOURS HIM
This matchup is really hard till level 6, especially if he picks up ignite. Basically he has a dash (double dash if first dash goes thro your minion or you), a stun and an AoE harass / heal ability + an ultimate that works similar to your own.
Till 6 his early damage is really high, and if he gets level adventage over you - you shouldnt aproach his harass range at all, but rather wait till either ur under ur turret or you have the same lvl as him.
You should also watch his ragebar carefully, if its full then going into his range is a big risk, especially if you are below 60% hp. He may kill you in split seconds then.
After 6 the lane becomes noticably easier to handle, especially after getting some early armor and some stacks. On the other hand its sometimes easier said that done - if he kills you before 6, he may snowball out of control and totally wreck you.
After 6 he is still very strong and may kill you, especially if you let him harass you constantly, but if you play it carefully you should be able to trade him after getting around 200 stacks, armor and


Similar to


Basically if you get stacks and armor, a good


Start:


Early build order: Rush




Rengar

Early laning difficulty: 5/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 7/10
Gank assists: 7/10
Snowball/Roaming potential: 10/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 7/10
Type of damage: Short CD Physical burst, requires nearby bush or ult up to utilize fully
Matchup: FAVOURS YOU SLIGHTLY
This lane in terms of laning and stacking your


The plan is to stay away from bush and let him push. Farm carefully, get early armor and ult. Then you can dump on him. He is not that hard. He has nice dmg, but fully neglected by armor. Also, his ult grants him invisibility so he will be painful to take down without a pink ward if he has any brain. He can also jump out of his invisibility mode same way as he jumps out of the bush. Apart from that bush/ult jump he has 0 gap closers so you should try to exploit that. Especially early levels. He has great sustain, high burst, a skillshot based slow that can immobilize you, but if you play carefuly he should never kill you without a gank.
I would say this is a very favoured lane, but it's not so easy as you may think. If the game comes closer to late he will blow up your carries before you can Q-strike twice. Similar to Fiora lane even if he loses the lane he is stil a threat. Also watch out for his roams! Ping your mia'ss multiple times if he leaves the lane. His damage is ridiculous if he somehow gets ahead.
Start:


Early build order: Rush



Riven

Early laning difficulty: 5/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 5/10
Gank assists: 7/10
Snowball/Roaming potential: 10/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: Long CD Physical Burst
Matchup: FAVOURS YOU
This matchup is by far the one I've got the biggest experience in playing. Not only because a lot of people try to counter






I remember once when I picked




I will explain shortly why. The only way


Till 6 this lane is somewhat tricky, but if you pick your Q-stacks carefully you should have no problems surviving it. Also, during her harass attempts / all in attempts on you she pushes like a storm, so let her do that and farm under turret. She can't kill you in 1 combo, unless you walk up next to her when she has level adventage over you :) If you play it safe avoiding her and going only for safe Qstacks I dont see why you should die 1vs1 against her early. There is also a key information here - Riven CAN and WILL kill you in 1 combo if she gets 6 before you and catches you outside of turret range (hell, even under it).
That's why this part is KEY to handling a




There is one thing certain about this lane. If you by any chance give her an early adventage (you die early, or she gets a kill on your jungler or roams mid and gets a kill or two there etc) she will wreck you. Hard. No lube. If she has enough damage to take you in 1 combo you die. That's it. If she doesn't - she dies. A simple lane. A lane I really enjoy playing, because most



Also, in teamfights

Start:


Early build order: Rush



Rumble

Early laning difficulty: 6/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 6/10
Gank assists: 6/10
Snowball/Roaming potential: 6/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Magic AoE damage (with burst and dot damage ultimate)
Matchup: SKILL MATCHUP
He used to be a strong counter for the doge. Since new s4 masteries that's no longer the case. You can outsustain his harass. Hide behind minions to avoid his skillshot based slow (he can cast it twice in a short timer). Before 6 mitigating his damage ain't that hard, but there is so much bulls*it going on your screen that you might find it tough to stack against him early until u get used to all the flames, noises and stuff.
Personal note :
He has probably the most ridiculousely annoying skin called "Ultra-Galaxy Rumble", the skin is so loud and so annoying i find myself muting LOL when playing against the Rumbles who use it. To all you Ultra Galaxy Rumbles out there - I HATE YOU! I FREAKIN HATE YOU! I REALLY DO!
On a more serious note, his damage is high but sustained, so you can play pretty safe till 6. If he takes you down below 50% however and u are out of potions you should strongly consider backing to base to buy some MR and next bunch of pots. The problem is also his ult. It deals incredibly high damage and you gotta move out of it ASAP or you gonna die. If you ever played World Of Warcraft you have probably already learnt the most basic rule of the game - NEVER STAND IN A FIRE. This applies to Rumble matchup too! Quite frankly it's probably the most important thing about this lane. Also, his ult not only burns you if u stand on it but also leaves a DOT that ticks for a lot of damage too. Basically, if he ever takes you below 50% and he has his ignite up you should strongly consider backing out of the lane.
He is as annoying as only a yordle can be (look : teemo), but he scales a lot worse than you. Rush MR, watch his consisent dmg, dont go in if your low. Later on you dump on him hard. When teamfights break out he is still a threat, especially if he lands his AoE ultimate in a good spot.
Start:




Early build order: Rush



Ryze

Early laning difficulty: 5/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 3/10
Gank assists: 8/10
Snowball/Roaming potential: 7/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 7/10
Type of damage: LOW CD MAGIC BURST
Matchup: SKILL MATCHUP

He also gains stacks as you do, but he stacks his

The problem for

On paper he has all the tools to destroy you, but his early mana hunger, the fact that you can anticipate when he is dangerous and when he is not works in your favour. He is probably one of those champs that are annoying to lane against, but still very doable.
He is also very vulnerable to ganks, as he can stop only 1 person at a given time. He is nice at controlling 1 champ, but two is a problem for him. Also he has zero hp sustain until he builds some spellvamp, so you can try to take adventage of it. Ganks help great deal with that. If he just came back to the lane and he gets low HP, he probably won't back again. He also won't have the balls to harass you as he is risking his life then. This means even if

If he is good he will give you some troubles until you get some MR and probably after first back too, but you should have enough MR to farm thro it until he gets oom. He is not the beast he once was, but you should never underestimate him too.
As both champions work really similar - both have a prolonged arming time and (



Start:


Early build order: Rush



Shen

Early laning difficulty: 3/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 7/10
Gank assists: 7/10
Snowball/Roaming potential: 5/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Low Damage Magic Harass + hybrid all in
Matchup: FAVOURS YOU HARD
This lane favours you hard in terms of stacking (I only once had a problem stacking against


Apart from that 1 game, every

Apart from all the good things a





PS. Don't let him taunt you under turret. Just don't.
Shyvana

Early laning difficulty: 6/10
Post 6 laning difficulty: 4/10
HP / mana sustain: 5/10
Gank assists: 5/10
Snowball/Roaming potential: 8/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 8/10
Type of damage: Sustained Hybrid Damage
Matchup: FAVOURS YOU SLIGHLTY
This matchup slightly favours you, but it can go very wrong at many points of the game. Shyvana might not be the champion I would pick to counter

I got a fairly good grasp on the matchup as I played both


This lane, if executed properly as





She is also one of the most dangerous divers in the game, so if you are low under your own turret and her jungler comes they might easily dive you and walk out alive so you gotta pay special attention to that. If you don't screw up at any point during the first 6-10 lvls (depends how quick u stack), get some armor and mr she becomes a nuisance. She is still hard to kill, if she has any brain (she should rush some armor against you). She is a great pusher, owesome teamfighter and if your ADC doesn't have any 'oh sh*t buttons' (like Varus, Jinx or MF) a fed

Anyways, if you let

Start:


Early build order: Pick 1 of the following for starters :




Singed

Early laning difficulty: 4/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 7/10
Gank assists: 4/10
Snowball/Roaming potential: 5/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 10/10
Type of damage: Sustained Magic and Dot Damage (poison)
Matchup: FAVOURS YOU HARD
There are two things you should do straight before the start of the laning.
**This is critical and it's matter of your life and death**
1) You say to yourself LOUD, at least 3 times - I WILL NOT CHASE SINGED. So it gets stuck to your head - even if you get annoyed and feel like chasing him. DON'T LISTEN TO YOUR INSTINCTS HERE - I KNOW YOU WANT TO CHASE HIM - DON'T.
2) After that you are almost ready to go, but you gotta remember to tell your jungler to NEVER EVER come top.
When it comes to the laning its fairly easy. First few lvls his poison will be dangerous and you will find it hard to sustain yourself thro it, especially if he flips you repeatedly into his poison and minions when you go for your Q-stack. Anyways, you still should be fine, playing defensively, picking your Q-stack minions carefully in such a way that he cannot flip you every time u want to stack. After getting

At this moment he can't do anything to you apart from being really annoying. So just relax and treat him like a fly that's not worth your attention. If he flips you over into his minions just walk away back to your side. Hit some minions to heal back on the way. If he tries to poison you, step out of it. If he wants you to chase him - do NOT do it. If he tries to farm between your turrets - let him and get your stacks. He is just a fly. You can sustain everything he can dump on you easily. Just dont let him flip you into his minions too often early and don't be reckless.
You can kill him sometimes, but in many cases he just baits you to chase him. A good Singed can win if you start chasing him if he is at least 30% (even if you are 100% hp or near), so I only chase if I get a ridiculous amount of stacks and





PS. To all the

Sion

Early laning difficulty: 4/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 7/10
Gank assists: 5/10
Snowball/Roaming potential: 5/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 5/10
Type of damage: Reasonable CD physical damage
Matchup: FAVOURS YOU HARD


He is an owesome tank and scales really good with just defensive items into mid game making him really tanky, but he has no tools to stop you from farming.
He has nice stun, but it has an arming timer, so not really hard to move out of it, especially after getting boots (before getting boots if he uses it I recommend moving on the side or behind him, rather than trying to run back - cause then it wil probably hit you). Some ranged harass when he kicks a minion into you, but its not anywhere near enough to push you out.
To push you out or kill you, you would have to repeatedly, time after time stay in his stun zone, when he is performing it or simply get ganked :) I always get a lot of stacks in this matchup, but if

Rush




Swain

Early laning difficulty: 7/10
Post 6 laning difficulty: 6/10
HP / mana sustain: 7/10
Gank assists: 5/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: Heavy Sustained Magic Damage
Matchup: FAVOURS HIM


This lane used to be a lot tougher and although Swain got buffed in many areas, he is now easier to handle as Nasus. Swain is overally a lot easier to farm with, he scales better into later stages, but is reasonably easier to play against at early levels.
His


He used to be a hard counter with his








When dueling him after six you cannot kill him without a lot of stacks solo, because to kill


My Start :




Early build order :


Talon

Early laning difficulty: 6/10
Post 6 laning difficulty: 1/10
HP / mana sustain: 4/10
Gank assists: 5/10
Snowball/Roaming potential: 7/10
Teamfight presence: 5/10
Self peel from farmed Nasus : 6/10
Type of damage: Medium CD Physical Burst
Matchup: FAVOURS YOU HARD
Talon is a champion that is designed around exterminating squishies. The difficulty of the early game reflects this. The moment you stop being squishy this lane becomes a walk in a park. Rush early armor and stack yourself up. Even tho you should comfortably farm in this lane, you might have some problems killing him due to his ult making him invisible and giving him 40% extra MS. In the early game he might become dangerous if you don't pay attention. It gets somewhat tricky at times, so better play it safe till you get some armor. I don't think you should have any problems handling this lane that way, but you should spamping everytime when he is gone roaming (even if you think he went back shopping).
Start:


Early build order: either





Teemo

Early laning difficulty: 8/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 3/10
Gank assists: 4/10
Snowball/Roaming potential: 5/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 4/10
Type of damage: Sustained Physical/Magic/Hybrid + DOT Damage
Matchup: SKILL MATCHUP
Welcome to your legendary adversary!
The type of damage is in most cases mostly magical (as most Teemo's go AP) with addition of some AD damage from his AA's. He can also build AD and then the damage shifts the other way round. Very few teeemos build hybrid damage, but these are probably the most annoying ones. Checking enemy players rune pre-game and building accordingly to his item purchuases is mandatory in this encounter.




There are some obvious bad things about this lane :
1) Teemo is a ranged champion that can move pretty fast
2) Most of his damage comes from his autoattacks so he doesn't need mana to be deadly
3) He has a blind that makes you miss your Q as its related to your auto-attack
4) He deals hybrid damage (mostly AP in most cases, which also sucks)
5) He has build-in global taunt that makes you swear at him and if the rage ain't contained can and will force you into a reckless premature attempt to kill him. Ignore this inner voice of yours whispering "KILL HIM!!! KILL HIM NOW!!!".
6) His Shrooms give him huge vision, can turn a fight completely around and piss you off even further.
On the other hand you get plenty of room to work in :
1) Teemo has absolutely no HP sustain outside of pots, he can't even get one later into the game, unless he goes AD (Spellvamp doesn't work on him).
2) He is very squishy and blows up really quick, when focused.
3) Your

4) He has 0 cc's (unless you walk into a shroom).
5) Everybody hates him! (if he loses the lane to you he will be flamed as hell for picking

6) If you die against


Point 6 is very important when judging how good is



When it comes down to any tips, when playing against

The plan is to be patient enough to score enough stacks to kill him easily.
He will probably get a big lead in farm pre-6, don't worry about it! He really needs a huge adventage to ruin you. Buy a lot of pots, buy defenses. When you go back to base, buy more defenses and more pots. The longer you survive, the closer you are to winning this lane. Don't engage him prematurely, try to bait his blind before going for a planned Q-stack. Play safely.
Second is understanding how





When you feel you got enough stacks and that you are ready to take him, wait for him to use his


Playing safe is enough to win this lane in 95% of encounters.
The other 5% are the extraordinary hamsters (or are the games you totally missplayed).
In these games


Start:


Early build order: Defenses (his build will tell you which)
Trundle

Early laning difficulty: 5/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 10/10
Gank assists: 5/10
Snowball/Roaming potential: 7/10
Teamfight presence: 10/10
Self peel from farmed Nasus : 5/10
Type of damage: Sustained Physical Damage with Burst+Dot Ultimate
Matchup: FAVOURS HIM
First I will talk a bit about his skills as Trundle is not a very popular pick and if you aren't playing LOL a lot, you might not know what his abilities REALLY do apart from the visual effects :
His passive


His Q

His W -

His E -

Finally his ultimate called



This game differs from many others. As Trundle doesn't have a real gapcloser, the early game stacking is a battle of skill and aproaching minions, when he can't reach you or taking CS without him taking too much of your hp. One thing you should refrain ureself from when playing against


The problem with this lane is simple. You cannot fight Trundle.
You just can't. The only way to fight him is to get ridiculousely fed, when he is not or fighting him when his ult is on CD (it's like 1 minute cooldown so you wont have too much room to exploit that). So if he ults, I recommend that you just

I will explain it by example : I assume you both have the same maximum health. If you have your ultimate and decide to fight




The only time you can try to take him in 1on1 with his ult up is if u get a lot of stacks and he builds zero tankiness, then you might get some chance of killing him fast enough. Remember a good

A bad

Apart from the laning phase, which slightly favours you if you play safe and patient there are the teamfights. And in these Trundle will make your tankiness look pitiful. You can get a lot of stacks and get focused down in teamfights first and just melt in seconds.
You may think that if you loose 40% of your armor/mr you should build straight damage instead of tankiness - that's a mistake many people do. If you do that he will just utterly destroy you and dump on you during the lane. Follow your standart path, try to bait his ultimate in both laning and teamfights. If you do that, you can win the game against him.
I would start






Tryndamere

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 8/10
Gank assists: 5/10
Snowball/Roaming potential: 8/10
Teamfight presence: 6/10
Self peel from farmed Nasus : 8/10
Type of damage: Sustained Physical Damage (gets spiky when rage bar is full)
Matchup: SKILL MATCHUP
In a big shortcut this lane is exactly the same as

In bigger details :
There is one important thing u need to know about

The important thing about this lane is the lvl 6 powerspike. In a typical lane

The plan for this lane is slowly regaining control of it. If you don't let him kill you and snowball thro that or he doesn't do twice ur amount of cs you should be able to slowly push him away from farm and off the lane. You should occasionally check how much your Q's hit him for. If it's quite a lot (as he won't build armor) you can try to zone him from minions, which will make him harmless, cause he needs to hit something in order to build up his rage. If he doesn't do that, he does a lot less damage and he cannot sustain himself (as his heal depletes his rage and its strength depends on how much rage he has at that specific moment). If you zone him and he aproaches minions you gotta come up and hit him again so he doesn't have time to generate rage. You should have no problems getting nice stacks in this matchup, but if he is good, he will be really strong too.
Killing him is somewhat tricky due to his ultimate and his gap closer, which is really big and can help him go thro cliffs/walls/trees. It's like a build in flash, but a bit slower. You will distinguish a bad



Tricky lane and taking into account his insane mobility, sustain and his amazing ult I rate this lane as harder than Riven overall.
Only viable start :


Items to rush :



Items that make this hell lot easier


Udyr

Some old


Due to low amount of data, I am not gonna rate this matchup.
Vayne

Early laning difficulty: 9/10
Post 6 laning difficulty: 6/10
HP / mana sustain: 7/10
Gank assists: 6/10
Snowball/Roaming potential: 8/10
Teamfight presence: 8/10
Self peel from farmed Nasus : 9/10
Type of damage: Sustained Physical Damage, Every 3rd consecutive attack true damage
Matchup: FAVOURS HER HARD
I was hasitant how to rate this matchup untill I learnt how to play her and started taking her top to check how viable it is. I gotta say she is pretty hard to play and requires a lot of skills to play against gap closer champs. Taking into account that she is very squishy, she isn't really that good top, because ganks can screw her hard.
Anyways, my first game as Vayne top was against....

1) %hp damage every 3rd attack - this means, if she builds for true damage (rushes attack speed) she doesn't care how much armor or hp you build.
2) She has a build-in chasing mechanism - this means, if u come in her range she has 0 problems packing 3 shots on you in a row (contrary to

3) insane scaling
4) the hard displacament can stun you if you stand against a wall.
Stacking against her is a living hell. I mean it. If you want to stack for more than 60 seconds without burning 5 potions meanwhile, you need to either push her out or kill her. I'll be frank here - unless she is really bad you won't be able to do that without help. You don't have stacks to kill her early and if she knows what she is doing you won't get them this game. You need to ask your jungler to help you. Either she comes and you kill her or he zones her and let you farm up a bit.
You need that in order to stand up against her, otherwise - you gonna die a lot or get thrown out of the lane all the time.
My advices :
- don't stand up against any wall/terrain when you are laning against her (turret included)
- if she stands up at wall you shouldn't engage her, cause she is baiting you to come to quickly


- be afraid if she buys some armor with attack speed early, you won't have any chance dueling her then. If she has ignite ask your jungler for a babysit.
- if she stalls lane near her turret WATCH OUT. If she has enough room to chase you down you are as good as dead if you won't


- do your best to avoid getting hit 3 times in a row.
The things you should be counting on :
- high skill cap - a lot of people take


- she is really squishy and top is a really long lane. If she pushes there is a big chance that you can secure a kill if your jungler ganks for you.
- there is a chance their team won't have tanks if she is picked for top.
- if you manage to farm up early (due to jungler zoning her few times or her not being overly agressive) you might have a fighting / farming chance.
But don't get your hopes up - last 3


Only viable start :


Items to rush :



Items that can make this lane easier


Vi

Early laning difficulty: 6/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 4/10
Gank assists: 7/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 5/10
Type of damage: High CD Physical Burst + True damage
Matchup: FAVOURS YOU HARD
Not a usual laner, Vi is known for being a deadly jungler, but nearly nobody plays her top lane. Why? Well, she has some really big issues when playing top.
1) element of surprise is gone, so even if she locks you down its still 1vs1, not 1vs2.
2) her biggest damage move (

3) she is a hard pusher and if the lane is frozen near your turret she cannot risk using her

Playing against



Start





Vladimir

Early laning difficulty: 7/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 8/10
Gank assists: 7/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 7/10
Type of damage: Sustained Magic Damage with bursty/dot ultimate
Matchup: FAVOURS HIM HARD
Ah, Vladimir.
The vamp of top is really annoying to play against as

Outscaling him into late game is not an option, as he is a better teamfighter than you, has AoE damage and is a typical late game champion.
So he is stronger than you early and late. What do you then?
First thing you can do is count on getting help. Ganks can turn this lane in your favour pretty easily. Although that's not really reliable way of handling Vlad, as he has a jungler too.
If you wanna win vs

One important thing to know if you wanna kill vlad solo is his mechanics. He stacks

Early game is all about stacking as fast as possible without dieing, the problem with

To kill vlad in mid game you gotta wait for that 1 occasion when :
1) The lane is somewhere near your turret, giving you room to chase him
2) You got a healthy amount of stacks (200+), 40% CDR (For fast Q's), some base Magic Resistance (



3) you are at least at 80% HP he has at that point (counting before you ult).
4) 3) He has dropped his

If that opportunity ever araises you should go balls deep and pray you got enough stacks to take him down.
Would be nice if his trollpool was on cooldown too, but let's be realistic here - I doubt he gonna be stupid enough to burn it, unless he is an idiot.
Anyways, this lane favours him hard.
If you die early, he will be stronger.
If he has better jungler, he will be stronger.
If you don't stack fast, he will be stronger.
Focus, aim at the midgame, never engage him on 4 stacks. Goodluck.
Volibear

Early laning difficulty: 6/10
Post 6 laning difficulty: 5/10
HP / mana sustain: 6/10
Gank assists: 6/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 5/10
Type of damage: Sustained Hybrid and %HP damage (over 50% is physical tho)
Matchup: SKILL MATCHUP
Although Volibear might not be popular top pick nowadays he is very much viable.
He has a speedboost connected with flip similar to Singed called





The problem with this lane is simple - he doesn't fall off at lvl 6 as most of your adversaries do, because he has a really powerful ultimate during which you get hit by Physical, Magical and %HP damage from frenzy. He also enjoys prolonged exchanges at which

If you play this game smart, buy a lot of pots and keep your hp lvls quite high during the laning you shouldn't have problems stacking against him, you will eventually outgrow him if you play good enough. Just try not to let him flip you too often, especially when there is a lot of his minions around. This may lead to your undoing.
Start






Warwick

Early laning difficulty: 4/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 8/10
Gank assists: 8/10
Snowball/Roaming potential: 7/10
Teamfight presence: 7/10
Self peel from farmed Nasus : 3/10
Type of damage: Sustained Hybrid Damage
Matchup: FAVOURS YOU

Warwick is more of an utility pick than a threat on his own. He has nice sustained damage, high levels of sustain and a point and click lockdown ultimate and that's about it.
He doesn't have tools to deny you in lane, he has only 1 CC, which is his ultimate and it got nerfed pretty badly recently. You should have no problems stacking really fast against him, just remember that his main harass ability (which also heals him) deals MAGIC damage, so getting an early

Stacking might be very easy in this matchup, but the problem is his utility. He can lock down key targets easily during teamfights. That's why even a bad WW is never useless. On the other hand, if he gets fed he gets nearly unkillable as long as he can stand and hit his targets for sustain.
Start





Wukong

Early laning difficulty: 7/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 3/10
Gank assists: 8/10
Snowball/Roaming potential: 7/10
Teamfight presence: 9/10
Self peel from farmed Nasus : 6/10
Type of damage: Reasonable CD Physical Burst
Matchup: FAVOURS YOU
Yet another utility pick for top lane, that is bigger threat for your team than you.



During the laning phase you should be fine with stacking, he might be a little overwhelming early if you try to ignore him. Treat him like



Anyways this lane is pretty straightforward and you should have tons of stacks and possibly a kill or two when you leave it.
Start






Xin Zhao

Early laning difficulty: 7/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 5/10
Gank assists: 5/10
Snowball/Roaming potential: 7/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 3/10
Type of damage: Reasonable CD Physical Burst
Matchup: FAVOURS YOU HARD

People who take him top lane probably didn't play LOL for 2 years or so. After 10 milion nerfs he became garbage top laner, as he needs to be really far ahead to dominate anyone. He can still work in a jungle, where he has element of surprise on his side, thus he can ninja some kills off the lanes and snowball hard enough to carry.
Anyways,



Warning - not updated fully for the current season - Xin Zhao have been buffed apparently (more crits !) I didn't meet one top yet, so the guide remains unchanged. I advise caution if paired against him.
Start





Yasuo

Early laning difficulty: 7/10
Post 6 laning difficulty: 2/10
HP / mana sustain: 4/10
Gank assists: 7/10
Snowball/Roaming potential: 9/10
Teamfight presence: 4/10 or 10/10 (depends on knockups)
Self peel from farmed Nasus : 3/10
Type of damage: Reasonable CD Physical Burst
Matchup: FAVOURS YOU
Yet another squishy wannabe top champion. Similar to



The plan is simple, play really carefuly till 6, get armor and destroy him. Also a warning: If you die to him during first 5 lvls, similary to

To achieve those goals avoid getting knocked up by him in the lane early. You can see when he has it up, then you can see a little hurricane around him. It's a skillshot so if you don't move too predictibly, he's gonna miss it a lot. Also, if you get low on hp, just go back and tp back to lane. Don't risk it, cause its simply not worth it.
Remember when he moves (regardless if its walking or dashing) he is charging his shield up. You can see the charging bar where other champion have their resources, if the bar is full, this means he has a shield up worth around 15-20% of his health. Keep that in mind when you go for a kill and he starts kiting. If he kites you long enough to get the shield back he can totally twist a fight (assuming you aren't a monster already :D).
Basically all you have to do is surviving first 5 lvls, getting armor before he gets his ult up, tping back to lane. The lane becomes a lot easier to handle then and you can even kill him without having a lot of stacks if he is too reckless. later on, when u have like 200 stacks all he can do is hope you gonna let him live, because you wanna stack. He will count on that, try to play def but he has no tools to do that. Eventually he will go roam or feed, because he can't do much more. Very favoured lane.
Also, watch out if they have


There is also an important thing to remember :

Start





Yorick

Early laning difficulty: 6/10
Post 6 laning difficulty: 3/10
HP / mana sustain: 7/10
Gank assists: 4/10
Snowball/Roaming potential: 5/10
Teamfight presence: 4/10
Self peel from farmed Nasus : 3/10
Type of damage: Magic constant spam damage thro ghouls (till he goes oom) / hybrid in melee combat
Matchup: FAVOURS YOU HARD

This is one of my favourite lanes by far, all the records of stacking I ever got were against Yorick. He is your bonus farm distributor and treat him as such. Try to cs minions with aa's and Q his ghouls (it will require a little bit of practisse as they loose hp when they follow you, so the timing can be tricky at times). Whether its ghoul or minion, you should have opportunity to stack your

During the laning the early game can be a little bit overwhelming in terms of his harass. Especially if u try to ignore his ghouls and farm minions. Don't do that! Kill the ghouls before they stack up too much and deal enough damage to push you out. Keep it under control. Every single time I am against

Anyways, whatever he picks - it's a win win situation.
If you survive thro his initial harass, this lane becomes walk in a park and a farmfest. All you need to win the lane is some basic MR like



Remember, if you go for a kill early,

Early build order :



You reached level 6, but enemy has advantage and whitled you down? You have 30% hp and all you need is around 100g to get back to base, buy the stuff you neeed and tp back?
Don't wait under your turret and pray for enemy to let you cs there.
Activate
Fury of the Sands, throw your
Spirit Fire on the creepwave and
Wither enemy champion. Most enemies will think a jungler is coming and you are going for gank assist and will back off and let you get those few precious CS you are lacking to get what you wanted.
Playing vs strong lvl 6 enemy AD like
Riven, Trynda or
Renekton?
Go back to base before 6, get early armor, go back to lane. Farm at will.
If enemy has no initial sustain and overextends to harass you behind your mobback?
Wither him, move out of his range and let the creeps punish him for being too bold.
The lane is stalled near middle of your lane and enemy zones you?
Move back under your turret and pretend you are about to teleport back to base. Most enemies will start pushing hard then so you will loose the creeps. Cancel the teleport, farm the lane. You can go for big wraith / Golems also to achieve this.
Baiting turret shots
If you manage to freeze enemy minions just in front of your turret you have the opportunity to bait enemy and let him soak some turret shots for free. Make sure none of the enemy minions are inside your turret reach then pretend you are going for last hit and move away last second. Many melee champions in a harass attempt will try to hit you even if you move inside your turret range again. Requires some experience and a good 'feeling' of the turret's range. It's most effective against champions with little or none early sustain and hard to control dash like
Riven, but can be also good against champs like
Renekton or
Olaf.
Behaviour after killing enemy laner - gank or not.
It's simple - EXPLOIT THE GOLEMS if you are on the right side and let enemy push meanwhile when he gets back! If executed properly that's your 30 stacks! I tend to exploit that a lot over the course of the games I play.
Don't wait under your turret and pray for enemy to let you cs there.
Activate



Playing vs strong lvl 6 enemy AD like


Go back to base before 6, get early armor, go back to lane. Farm at will.
If enemy has no initial sustain and overextends to harass you behind your mobback?

The lane is stalled near middle of your lane and enemy zones you?
Move back under your turret and pretend you are about to teleport back to base. Most enemies will start pushing hard then so you will loose the creeps. Cancel the teleport, farm the lane. You can go for big wraith / Golems also to achieve this.
Baiting turret shots
If you manage to freeze enemy minions just in front of your turret you have the opportunity to bait enemy and let him soak some turret shots for free. Make sure none of the enemy minions are inside your turret reach then pretend you are going for last hit and move away last second. Many melee champions in a harass attempt will try to hit you even if you move inside your turret range again. Requires some experience and a good 'feeling' of the turret's range. It's most effective against champions with little or none early sustain and hard to control dash like



Behaviour after killing enemy laner - gank or not.
It's simple - EXPLOIT THE GOLEMS if you are on the right side and let enemy push meanwhile when he gets back! If executed properly that's your 30 stacks! I tend to exploit that a lot over the course of the games I play.
DECEMBER 2nd 2014
Preseason 5 didn't really affect Nasus laning against AD champions at top - he is still a very strong pick against most of them.
On the other hand the removal of
Negatron Cloak and increasing the
Null-Magic Mantle cost was an indirect nerf to
Nasus early game against AP champions.
I will shortly explain why.
720g was a really nice goal early game and the
Negatron Cloak itself gave all you needed to sustain yourself thro the early laning.
Null-Magic Mantle gives less MR and you will probably build it the same moment you used to build the Cloak. This means you are probably entering lvl 6 laning phase will less MR that you used to before this patch. Also starting with
Null-Magic Mantle is impossible now due to its cost.
The item that would make your laning comfortable early is now
Spectre's Cowl. Sadly, from what I've been testing the 1200g cost for the new
Spectre's Cowl is an aim nearly unachievable if you are playing against a good AP carry player (we are talking about the amount of money gathered before 1st back). However If you do try to achieve the 1200g goal you are putting your own self at risk of entering a level 6 exchange without visiting the shop.
Riot failed to achieve their goal with this change. If they wanted to create 'I need MR now' item, why didn't they make
Null-Magic Mantle cost 300g and give a little less MR than now? You could start mantle + 5 hp pots and build
Negatron Cloak out of two mantles.
This would make the AP solotop champions a lot less toxic than they currently are. The way the changes went are totally off for me, but guess that's Riot :)
DECEMBER 23th 2014
Riot realized their mistake and gave us back the
Negatron Cloak. Sadly they didn't put it back as a building item for
Spectre's Cowl so my stance on the change is the same as before. This is an indirect nerf to
Nasus against AP opponents.
It's been a while since the introduction of a
Turbo Chemtank item. I was hasitant whether it's worth to pick it up, but after some testing I got to a conclusion that this item is brilliant! Second ghost with an additional CC with some hefty hp. I build it literally in every single game now :) Go try it out! It's owesome!
DECEMBER 28-29th 2014
- added
Maokai,
Pantheon,
Renekton,
Rengar,
Riven and
Rumble matchups.
- patched out nearly 50 typos I found out and some minor mistakes in the guide itself. Also managed to patch out the bloody
Negatron Cloak from the early build section (thanks rito!)
I will have problems finishing this guide before new year as i planned, but I will do my best.
January 2015
- added
Ryze,
Shen,
Shyvana,
Singed,
Teemo,
Talon matchups (13 left).
- removed
Chain Vest from the early build order (since they changed the recipie for
Warden's Mail its better to get for example early
Glacial Shroud and two
Cloth Armor or just rush
Warden's Mail. I actually consider this a buff against AD champions, cause u dont have to get 720g to get more tanky against them. If they somehow push you out earlier you come back to lane tankier, which works in your favour :)
February 2015
- added
Swain and
Trundle matchups.
- tweaked
Ryze and
Renekton matchups accordingly to their current strength.
March 2015
I am sooo lazy, I know it. I should end this section long ago.
But hey!
Tryndamere and
Vayne matchups released. Also
Udyr got a honorable mention. Tweaked
Lissandra to reflect her mana problems if she decides to harass you early game (got some more games against her).
April 2015
- Added a bit of runes flexibility, as there are games at which they come in handy.
-
Vi,
Vladimir,
Volibear,
Warwick,
Wukong,
Xin Zhao,
Yasuo,
Yorick and
Sion matchups released. Matchups section is finally closed (for now :>)
April 2016
- done updating the guide for the current season
- added
Ekko and
Illaoi matchups
April 2017
Crucial gameplay update regarding itemization and runes in s7.
Preseason 5 didn't really affect Nasus laning against AD champions at top - he is still a very strong pick against most of them.
On the other hand the removal of



I will shortly explain why.
720g was a really nice goal early game and the



The item that would make your laning comfortable early is now


Riot failed to achieve their goal with this change. If they wanted to create 'I need MR now' item, why didn't they make


This would make the AP solotop champions a lot less toxic than they currently are. The way the changes went are totally off for me, but guess that's Riot :)
DECEMBER 23th 2014
Riot realized their mistake and gave us back the



It's been a while since the introduction of a

DECEMBER 28-29th 2014
- added






- patched out nearly 50 typos I found out and some minor mistakes in the guide itself. Also managed to patch out the bloody

I will have problems finishing this guide before new year as i planned, but I will do my best.
January 2015
- added






- removed





February 2015
- added


- tweaked


March 2015
I am sooo lazy, I know it. I should end this section long ago.
But hey!




April 2015
- Added a bit of runes flexibility, as there are games at which they come in handy.
-









April 2016
- done updating the guide for the current season
- added


April 2017
Crucial gameplay update regarding itemization and runes in s7.
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