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Runes: Conqueror
+8 Ability Haste
+6 Armor
+10% Tenacity/Slow Resist
Spells:
Ghost
Teleport
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Threats & Synergies
Darius
Hard lane, avoid fighting him as much as possible. Ask for ganks from Jungle and/or Mid. His passive does magic damage, so get Mercury Treads. Can't really stop you from farming, outside of killing you. You should win late game, if you haven't fed him to oblivion.
Champion Build Guide




My rank? Currently Bronze 3. I am Top Nasus OTP but I do play Support fairly regularly, and can play multiple Supports with consistency.
Why do I play

Because I like his play style - Sit back and farm until you can make a (hopefully) huge impact mid-late game. Plus, I just think it's really satisfying to last hit things with his

+ Simple kit.
+ Late game is disgusting to deal with. If allowed to split push and farm, he can easily get enough damage to two shot an ADC.
+ His


+ Really tanky and can easily deal a ton of damage with zero damage items.
+ His

+ If you don't have a game plan, he's almost impossible to deal with.
Cons
- Extremely weak early game.
- Extremely easily kited.
- If kept off minions, or falls behind, he is pretty much useless.
- Bad team fighting if enemy team is super mobile or has tons of crowd control.
- Early game, he is countered by almost everyone in the game, due to his lack of damage/hard crowd control (stun, silence, polymorph, etc).

Honestly, he fits well in almost any team composition, but he is best in any of the following team compositions. (This includes Ally and Enemy team compositions):
1. A team that has high CC.
2. A team that is capable of 4v5s if he wants to split push most of the game.
3. A team that is capable of rotating if he needs help getting out of a sticky situation.
4. A team that is capable of applying pressure in the other lanes to pull the enemy jungler away from his lane so he doesn't fall behind due to being camped.
5. A squishy enemy team.
6. An enemy team with a lack of hard CC or mobility.
7. A team that has enough long range wave clear. So you can split push if your team is behind, and get pressure in side lanes.
What team compositions should you avoid picking

There's not many team compositions he is bad into, but here's some examples. (This includes Ally and Enemy team compositions):
1. A team with a lack of hard CC.
2. An enemy team that can block your

3. A team composition where you need to peel for your carries,


4. An extremely tanky team.

5. A team without any ranged champions, although this should never happen. If it does, PLEASE DODGE CHAMPION SELECT!
Any really good synergies with other champions?

This can and will vary depending on the matchup, but this is the rune set you will use in a majority of your games.











Bonus: Depends on the matchup, but I typically go with:
1. Cooldown Reduction (based on level)
2. Armor
3. Magic Resist
Can other runes work on

Honestly, almost any combination of runes can technically work on Nasus, with the exception of




After the recent changes to

Now, when you want to impact the map with a




At the highest levels of the game, map movements will have to be more purposeful, while things like tower dives can be done with a little more confidence, knowing that the enemy team will have to either decide not to help the target of the dive, or commit everything to help them.







While I will not go into depth on every item I listed at the beginning of this guide (don't have the patience to do that), I will go into the items you will get the most frequently. Did I miss an item you think I should add? Let me know!



























Damage: 30/50/70/90/110 +

Cost: 20 Mana
Cooldown: 7.5/6.5/5.5/4.5/3.5 sec
If












Maximum Slow: 47/59/71/83/95%
Maximum Cripple: 23.5/29.5/35.5/41.5/47.5%
Cast Time: 0.25 sec
Cost: 80 Mana
Cooldown: 15/14/13/12/11 sec


The flame then remains for 5 seconds, dealing magic damage each second to all enemies within the area and Armor penetration reducing their armor while they are inside, lingering for 1 second.
Magic Damage: 55/95/135/175/215 (+60% AP)
Magic Damage Per Tick: 11/19/27/35/43 (+12% AP)
Armor Reduction: 25/30/35/40/45% of target's armor
Cast Time: 0.25 sec
Cost: 70/85/100/115/130 Mana
Cooldown: 12 sec


While




Effect Radius: 400
Bonus Health: 300/450/600
Bonus Resistances: 40/55/70
Magic Damage Per Tick: 3/4/5% (+1% per 100 AP) of target's maximum health
Cast Time: 0.2 sec
Cost: 100 Mana
Cooldown: 120 sec
The following is very difficult to do consistently, but looks cool. If you're fast enough with it, you can blend your







At level 1 you'll be taking


At level 2 you will want to take





At level 3, depending on the matchup you'll either put another point in



After you reach level 6, and get



Mid/Late Game:
At around 300 stacks, and when you have a








In a majority of your games you'll still usually want to stay in a side lane and just split push, since it allows you to continue to effectively stack up your

You'll want to split push TOP if:
a) Baron is up but your TP is down.
b) Your TP is up, but baron is down and dragon is up/respawning soon.
You'll want to split push BOT if:
a) Baron is up/will be respawning soon and your TP is up.
b) Your TP is down but Baron is down as well and dragon is up/respawning soon.
Basically you want to be split pushing as far away from the most important neutral objective as possible, that way the enemy team can't collapse on you without giving up a free Dragon/Baron (make sure your team is aware of this and spam ping them to do the neutral objective as soon as you see the enemy team collapsing on you); and the enemy team can't just take it themselves or freely engage 4v4/5v4 because you have

When you notice a fight breaking out, you'll want to




Sometimes you can also use



I hope this guide gave you insight to how I play

Discord: iFetchStacks#0924
League IGN: iFetchStacks
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