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Choose Champion Build:
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Tank Nasus
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Trinity Tank Nasus- AD
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Trinity Tank Nasus- AP
Recommended Items
Spells:
Teleport
Ghost
Items
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Introduction

Unkillable Nasus
This guide focuses on surviving the laning phase of the game with quickness and health regeneration while passively farming. Nasus can and will turn into a Hyper-Carry if you succeed in doing this. Therefore, it’s important to itemize accordingly. This guide will give you the tools by maximizing your CDR without sacrificing tank. For those not familiar with Nasus: He can best be described as a top lane Off-Tank. The unique part of the Keeper is that he does not scale with attack damage or ability power much at all, but rather farm. Even when built full tank a heavily farmed Nasus will kill and put out more damage than anyone. We could even consider him somewhat of an Assassin. This is because if you are able to locate someone alone on the map, they are as good as dead with little chance of getting away due to Wither and built-in CDR. Needless to say, Nasus is a top notch 1v1 champion. If you are a person that has patience, hope, and a thing for being an unkillable wrecking dog: You need to play Unkillable Nasus! |
The Ultimate Nasus Tutorial
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NETRO decided to feature me in one of his awesome tutorial videos. Special thanks to him for all his hard work putting this together. If you enjoy this one feel free to check out his other videos and subscribe! NETRO's Channel |
Pros / Cons
PROS
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+ Durable + High Damage + Fast Base Speed + Top 1v1 Skill Set + Anti-Carry Due To Wither + Strong Pusher |
Nasus is a quintessential bruiser having good defense through items and ultimate while also maintaining high damage from abilities. His inherit quickness and scaling damage ensure he does well into the late game. |
CONS
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+ No Dash Escape + Lacks Damage w/o Farm + Only 1 Single Target CC + Kiteable in Team Fights |
Nasus suffers from quick games, or in situations where he is forced to fight in the early game. His one crowd control, while strong, does not work well in AOE team compositions. Given his lack of instant mobility, enemy CC is an issue. |
Generally speaking, Nasus prefers a few things in his lane enemies:
- 1. Melee (To be in range of his attacks/ultimate and have no ranged harass)
- 2. Mana (Limits the amount of harass that can be given to Nasus)
- 3. Auto Attacks (Nasus is a direct counter to AA champions with Wither)

Nasus drains his foe's spiritual energy, giving him a natural 10 / 15 / 20% life-steal.
Explanation
This passive is very good, and has only gotten better with the nerfs to life-steal. It allows you to lane against much stronger opponents until you are farmed enough to kill them. If you leave a fight low on health and are confident no enemy is near to kill you, go ahead and keep farming and reach max health in just a few seconds. That works wonders for continual Q-stacking.

Cooldown: 8 / 7 / 6 / 5 / 4
Cost: 20 Mana
Physical Damage: 30 / 50 / 70 / 90 / 110 (+ 100% AD) (+3 [+6] per enemy killed by Siphoning Strike)
Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy. This bonus is doubled to 6 stacked damage if the enemy killed is a champion, big monster or big minion.
Explanation
This is the ability Nasus is most known for. It starts out being very weak in the early game, and gains strength continually as you last hit minions with it. Always be mindful of last hitting with this ability until it becomes second nature. Siphoning Strike resets your auto-attack, and also damages towers with the farm you've accumulated. Given the low mana cost feel free to use it for counter-harass early, and once damage is attained, harass of your own. With the recent buff it has received Nasus can stack it faster than before and is a viable jungler.

Range: 600
Cooldown: 15 / 14 / 13 / 12 / 11
Cost: 80 mana
Slow over 5 seconds from 35% to: 47% / 59% / 71% / 83% / 95%
Max attack speed slow: 23.5 / 29.5 / 35.5 / 41.5 / 47.5%
Active: Nasus ages his target, slowing their movement speed by 35% with an additional slowing effect increasing over the duration of the spell. The target's attack speed is also slowed by half the amount, initially slowed by 17.5% and increasing over the duration. If the duration of Wither is reduced, the added slowing effect is applied faster.
Explanation
You're going to love this ability. While Nasus may not have a gap-closer, he does have this amazing slow that allows him to catch his enemies. Wither also happens to make summoners rage about the length and cool down of it. It's very strong and shuts down any auto-attack champion from doing damage. You will need this to survive ganks, so get used to casting it quickly and running away. In higher ranks it can be cast almost continually, as 40% CDR gives you a low 6.6 second cool down on a 5 second ability. There is a high mana cost to this so use it with caution in early game.

Range: 650
Cooldown: 12
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+ 60% AP)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+ 12% AP)
Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+ 120% AP)
Armor Reduction: 20 / 25 / 30 / 35 / 40
Diameter of AoE: 800
Active: Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Explanation
Fairly simple ability that has good team fight potential. It has modest damage, and a good 40 armor shred that will help your carries do damage. Feel free to cast this on someone after you slow them so your Siphoning Strike will hit hard as possible. It's also a high mana cost ability that can not be spammed. It should be saved mostly for ganks and will rarely be used in lane. Remember to use this on brush that may contain enemies if you suspect there could be some lurking around, it will give you vision.

Cooldown: 120
Cost: 150 mana
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3% / 4% / 5% (+ 1% per 100 AP)
Total Max Health to Magic Damage Ratio: 45% / 60% / 75% (+ 15% per 100 AP)
Total Magic Damage Possible (to a single enemy): 3600
Total Bonus Attack Damage Possible (from a single enemy): 229.5
Diameter of AoE: 350
Active: Nasus becomes empowered in the sandstorm for 15 seconds, gaining bonus health, and 50 bonus attack range.
Explanation
One of the better ultimates in the game. It gives you health, does good damage, and converts 6.375% of the damage done into bonus attack damage for himself. That damage gain may seem small but I promise you it isn't! If you sit in a crowd of champions with this on you will easily exceed 300 damage. Combine that with your already high damage from farming and you are now putting out carry level damage. If you make use of this skill wisely it can make teams target you before anyone else, and that's a good thing. It is also useful for baiting someone to dive you under tower.
There are two main methods to follow when maxing skills on Nasus. The first is to max spirit fire ahead of Wither for enhanced trading in lane and pushing power. This is the preferred method in many cases where the enemy isn't attack speed reliant.
The alternative to that(pictured above) follows a pretty simple format. As always with champions, you want to rank up




So how does Nasus win a lane without damage? Simple, he abuses his starting lifesteal via

1. They allow for self sustainment via passive.
2. They damage opposing champions that try to stop you.
3. They hold lane position.
In addition to his passive, lane positioning and freezing are also important to understand. For someone with no dash or escape, being able to farm at or close to turret is the best position you can be in as a Nasus player. This is because Nasus has a couple of defensive manuevers with his


Unfortunately for enemies, harass given to Nasus usually results in the lane pushing to Nasus side of the map. Since harass is almost guaranteed in order to try and stop Nasus from farming, this situation tends to happen a good bit. It is due to the game mechanics of allied minions attacking enemy champions when they either harass or are out of lane position on Nasus’ minion wave side. This in turn makes enemy minions stop taking damage and push the wave. It can also be due to abilities that have area of effect damage, such as Darius’


There are many enemies that are aware of this Nasus tactic and will try their best to avoid this situation. Sometimes they will even intentionally miss multiple CS just to ensure the wave comes away from Nasus side in order to get camped by the jungler. This is obviously both good and bad for Nasus. Under ideal situations you either have a ward available, can farm nearby jungle monsters, or are in need of returning to base anyway. There are even times the jungler insists on camping top and pinking wards you may put down. Let your team know this is happening and farm/gank elsewhere the best you can until the wave arrives back at tower range. It is generally not advisable to call your own jungler for a 2v2 fight at top lane. Nasus will most likely lose any confrontation early on.
Also, you may be wondering how you’re supposed to farm under turret against champions with ranged poke, such as




1. Your jungler is ganking for you.
2. Your team is challenging dragon and absolutely needs you to teleport down.
Generally, if things are going well and you are farming contently you DO NOT want ganks in your lane. This is for multiple reasons. Having a gank means I spend time trying to do something else other than farm. It pushes the lane. It takes away from Nasus’ very limited mana pool early on. And also, Nasus strength does not come from getting kills. While kills certainly help, getting them is not top priority like it might be for other lanes. All of this being said, ganking for Nasus can be a guaranteed kill depending on who is top, and who is jungling. What I mean by this is: Nasus’ wither combined with a Red buff gank or Ultimate is incredibly strong. However, it helps considerably to have a jungler that doesn’t have to depend on Nasus for damage(not farmed yet). A good example of this would be


If things are not going well in the lane, chances are good that an unconventional top is what you’re dealing with and will need a gank. An example of this would be


One thing to keep in mind when laning is that if the lane becomes heavily pushed, go ahead and farm the top Golems or small creeps at blue. Maybe even take blue if the team agrees to it. Not only does this let you get farm more safely, it keeps the jungler from seeing you pushed and making his way top. The less time that the lane is pushed with you over extended the better.
Regenerating Nasus health is the key to his laning. One thing that helps with this is double hitting. Nasus can do this because

If the enemy is bent on attacking you with area of effect abilities such as Garen’s spin, make him push the wave by always walking through or at least near the creeps. A pushed lane is Nasus’ best friend because he can farm under tower better than most. Remember that the melee creeps take two tower hits and can be SS. The ranged after 1 tower hit. And of course if SS is on cool down feel free to auto-attack the ones near death.
Do not concern yourself much about your enemies creep score in the early game. There isn't much you can do to deny them, but it also doesn't really matter. Why? Because Nasus scales far and away harder than any other champion. Give Nasus just 60% of another champions farm and he will likely destroy them.
There are some champions that will push as hard as possible and try to take your turret to start roaming early. When this happens it's important that you try to protect it while farming under it. Don't let an enemy just hammer it down in 5 minutes if they are pushing hard, such as Singed. Wither them if mana is plentiful, and attack them under the turret for free hits. If you do this enough they will become very susceptible to ganks and back off. In the event the turret becomes so low that the enemy can knock it down with just a few hits while your defenses are still low, it can no longer provide adequate protection for Nasus. In this situation it is likely better that you allow them to take it and continue farming close to the next turret.

During this phase it's important to look for opportunities to help your team succeed. After all, you've put the pressure on them early game so why not return the favor. Do not concern yourself as much with last hitting everything with Siphoning Strike. It's still important that you gain damage on it throughout the game, but more important that you put pressure on the enemy team with Nasus' wonderful pushing abilities and be with your team to secure objectives.
Also, be mindful of your build during this time of the game because you will be needing to counter more than just your lane now. Feel free to add magic resist or armor if none has been built yet, and look to add health behind already purchased armor you may have.
Finally, be looking for ways to support your team. If there is heavy pressure in mid-lane, roam down to help defend it. Likewise you could also counter-gank bottom lane or help do dragon with Fury of the Sands. Options are plentiful at this point, just be sure you make use of them while keeping an eye on top lane.
All that farming is done, now for some team fights. This is where many Nasus players will literally see a reversal of the game. The team may be dramatically behind in kills when you show up to help. But woe is the enemy at this point because you’re ready to bring the pain. Do not initiate unless you catch someone well out of position and Wither them for your team. Once a fight has commenced, ALWAYS seek out the carry and wither them. You don’t have to necessarily catch and hit them if you are also being CC’d because they are useless anyway. But it’s important that you take any opportunity to do so if it presents itself. They will probably die in 2 or 3 shots of a well farmed SS. |
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If you’re finding it hard to reach the carry just be sure you’re in the thick of everything with your ultimate on, lay down the

One thing to keep in mind is to not have tunnel vision and chase the carry out of the fight while your team is being destroyed. Not only does this waste your Ult damage, but it wastes SS damage you could put out for your team. I am guilty of this sometimes and it’s easy to to do if you’re not careful.
If your team has a successful fight and has an opportunity to push towers, do not hesitate to join them. Nasus Q-farm also damages towers making him one of the best pushers in the game. He can literally solo a tower within seconds.
Remember, Nasus is one of the most capable champions you can have late game at the bruiser position. If you have made it this far, your team is fortunate to have someone like you available. Make sure your presence is known, and be confident that you can lead them to victory if given the opportunity. Part of playing Nasus is enjoying how much power you have at this time in the game, so do it.
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How much farm do you need? As a general rule of thumb, I like to have +200 and my ![]() Don't be alarmed if your behind these farm levels. Some enemies are very capable of zoning Nasus and it will happen to you eventually. Either ask for ganks to remedy the problem, or just get whatever farm you can and heal back up at base for another round. Under no circumstance should you contest the enemy and give up kills trying to farm. |
If they happen to take your turret and you are behind in farm, just continue to lane relatively close to your next turret. The enemy will be forced to over extend trying to stop you setting up kills for the team.
If you're behind, it's important that the team you're on try to hold out on team fights while you continue to farm an extra 5-10 minutes to catch up. This is the sacrifice of losing the lane unfortunately.




Optional Summoner Spells



Not Recommended Summoner Spells




The first viable start includes a




The second start involves getting a

The 3rd viable start includes

The last start contains






A closer look at some items and why Nasus works well with them:
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Physical Effective Health = Max Health × (1 + (Armor / 100))
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• Zeke's Herald This item provides a very wide AOE buff to your team. It just so happens to be highly efficient and contain many stats that Nasus needs, namely CDR. If facing a heavy AD team it can be substituted for Frozen Heart. The reason it's not defaulted to this is because it would leave you too heavy on armor. Since armor has diminishing returns it would be an inefficient purchase. Also it would be another large mana investment that, when combined with IBG, is unnecessary. The health and AOE buffs fit the tank build better in most scenarios.
Being flexible in Nasus' build is important, especially early game where he can be denied. You won't always have enough gold for






One thing to keep in mind when looking at tank items is the game armor mechanics. Stacking armor is never viable much beyond 200. Therefore, it's wise to invest in some health items. Since there are plenty of both in the build you may try tinkering around with the last item slots.
There are multiple viable options for the last couple slots and really it rests on how the game is going and what the team needs are. Most of the time I feel like Nasus needs more tank items to absorb the punishment he has to endure late game and I listed our best options in the build. Which one to choose is a matter of what type of damage you are taking. If damage isn't a problem and the enemy team is being locked down well, go ahead and build a


Situational Items


Other Viable Defensive Items
Other Viable Offensive Items
The pages I'm currently running contain a large mix of defense, only dipping out to grab CDR and a little movement speed from utility. I also run a similar version of that with 9/21/0. If you prefer the more offensive build you can take the points out of



If you've followed the history of this guide you'll know that I've historically been a fan of the utility tree for Nasus. However Riot made some mid-season changes to masteries and these did effect bruisers a good bit including Nasus. Right now I see the bottom half of the defense tree being stronger than before. Sure,

I'll continue to test iterations of these changes and make updates as needed.

Runes will likely be your most changed throughout each Nasus game. This is because you can focus your defense extremely well here. For example, are you facing a heavy AP? Grab some flat MR glpyhs and scaling health seals. Being flexible and having multiple pages ready to play with will be important to your success. Also, knowing why your using each rune is important as well. Here I've listed your best options to choose from.
Marks

• Greater Mark of Armor Penetration(1.28 Armor Pen): These give the most damage late damage.
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Glyphs

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Seals

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Quintessences

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Contrary to popular belief, a well played Cho is somewhat of a threat early game. The good thing is he suffers from the AOE pushing effect and will likely be at your tower constantly if he chooses to harass you. However, don’t get careless! If Cho hits 6 before you do, be alert that his combo hits very hard and he will burst you if given the opportunity. Also, Cho is like Nasus in that he makes for good ganks on his lane. If you are pushed into his territory without ward, be afraid. Other than that, build some early MR and it becomes a farm fest. You can potentially kill him if he’s careless and builds AP and no armor but I wouldn't count on that happening. Being hit with rupture and silence over and over again is a good deterrent and makes for a hard kill. |

This is a fairly decent lane for Nasus. Without jungler help there's nothing he can do to stop you from farming. Now, that doesn't mean you shouldn't be careful. He puts out very high damage and you will find yourself recalling a good bit against him. Be advised if this champion gets a couple early kills, his scaling will allow him to rush and kill you in one encounter. Do not let it get to this point, and be wary of early ganks. The trick is to keep the lane pushed to your side and call your jungler for an easy kill. If the jungler is a complete failure and doesn't show up, Darius will try to harass you down with ![]() ![]() ![]() ![]() |

I don’t see this guy come top very often, but each time he hasn’t been a real threat. The main concern I see with him is ganks. He has a terrific perma-slow with ![]() |

This was a very challenging lane before her damage and mana nerfs took effect. Since that time, Elise is very prone to running out of mana trying to push Nasus out of lane with ![]() ![]() ![]() |

The first few levels against this girl are a real terror. Luckily, we have plenty of pots to run through and we counter her very hard as the lane progresses. Max ![]() ![]() ![]() ![]() ![]() |

Here is another very good early game to be careful of. Be prepared for many ![]() ![]() ![]() |

This is a fairly easy lane if you can survive the first few levels. He will likely be pushed to your tower trying to harass you down. Just be prepared to go through pots and maybe an early recall. After you acquire some armor it should turn into a farm fest. Therefore, once you acquire some Q stacks, check his armor. If he’s not building any go ahead and start returning damage, especially if you have Sheen. It’s very possible for you to push him out and possibly dive him. You will need plenty of mana and Ghost available to do this, however. Garen is quite fast and can remove your slow, so remember to move after each auto-attack to stay ahead of him. Unless their jungler gives you special treatment, I can’t see Nasus losing this lane. |

In most circumstances this is going to be a good lane for Nasus. Every so often you’ll meet a superior Irelia that can make things a tad difficult, but even then it’s still possible to farm and become stronger than her before mid game. The idea here is to not get into an auto-attack battle while her true damage is active. Staying mobile and using Wither when she has ![]() ![]() ![]() |

Here is one of those lanes where you definitely want to think about taking ![]() ![]() ![]() ![]() |

This lane follows a different path than many others due to the nature of Jax’s abilities. You will have an easier time than most lanes early game. However, you need to take advantage of this quickly and farm as much as possible. When Jax hits level 6, Nasus is going to struggle from the constant burst Jax has. It may take some recalling but you need to survive this onslaught. Rush a ![]() ![]() |

Fairly easy stuff right here. His abilities push the lane hard and use mana to maintain. Unless fed from some other means, he doesn’t have the damage to successfully push you out. The real danger with him is his combo stacked with a jungle gank. Ward as needed, go with a standard AD itemization and you’ll do fine. Just remember to double hit with ![]() |

This champion has terrific early game damage, is partially ranged, can heal herself, and has a ranged slow . This sounds good against Nasus in theory but the few weaknesses Kayle has against him are quite substantial. The majority of her damage is AOE meaning she will push the lane. She also relies profoundly on auto-attacks to put out her damage with ![]() ![]() |

This might be one of the hardest early games you have to face. Lee Sin is an early game monster with good sustain and shielding. Trying to push him out of the lane is mostly out of the question until close to mid game, so don’t even try it. The only saving grace you have here is that his ![]() ![]() ![]() ![]() |

Get ready for an endless stream of ![]() |

Here is another lane you won’t see very much but it’s one of my favorites because of how easy it is to win. Mordekaiser is a strong laner, but he suffers hard from his AOE harass with no escape. Think of him like an AP Darius, but worse. He may push you out of lane a few times due to harass but there is no way he is going to stop you from farming completely. If he chooses to harass, farm under the tower and call the jungler for an easy kill. Mordekaiser is very squishy early game, has no crowd control, and needs his items to become a force. Do not let it get to that point and punish him with coordinated ganks that will more often than not succeed. He should not win this lane and even if the jungler fails to help, you will overtake him before mid game. Follow AP itemization and rush kill him once you have the upper hand. |

This girl is considered a very safe pick for a solo lane. As such, it takes patience and careful laning to win this matchup. The real problem here is that she is ranged, has good sustain, and an ability to kite like no other. Don’t even bother trying to catch her, it’s not going to happen. Even with a gank there is a high probability she will escape. Luckily, her damage is just modest and if you play safely you can farm pretty well against her. She has a tendency much like Teemo to wear Nasus down with auto-attacks so don’t let yourself get to low or she will try to pounce on top of you for an execute. The good news is she can’t out-scale Nasus and has a horrible team fight presence. While Nasus won’t destroy this lane like he can some others, he won’t lose it either. |

This is a fairly tough lane for Nasus and will stretch the limits of what you can sustain through. You are certainly going to need plenty of pot help early game. If Nunu comes to lane with a full AP page expect enough ![]() ![]() ![]() ![]() ![]() |

Welcome to the true-damage king. This guy will force you into a build path that is a little different than other lanes you will face. Lucky for us, most of the items Nasus players like to build contain health. I’ve found that Olaf is extremely tough. He will likely level his ![]() |

Be prepared for many ![]() ![]() ![]() ![]() |

This would be a tough lane if it weren't for the fact he pushes the lane quite hard with a couple of his abilities: ![]() ![]() |

Let me start by saying you should not be facing this match-up if it is top lane. He will wreck you. This is for a few reasons. Rengar has: no resources to burn through, high single target damage, sustain, and a constant gap closer from top bush from which to harass with. All of this comes with very little minion wave push. This basically means there's no course of action for Nasus except to die. I would suggest either trading lanes or going jungle if you are picked into this matchup. I'm aware Rengar is up for a rework so this may change in the near future, but as of now avoid this guy. |

This lane is absolutely critical pre-6; more so than usual. If she can successfully kill Nasus early her scaling potential will allow her to snowball out of control. This will make Nasus' life-steal near useless by taking more than half health each combo. On the flip side if she's unable to make the kill she will become utterly useless after armor is acquired and easily killed due to her wanting to build damage. While her abilities are on cool-down, be sure to hit a few minions to life-steal from to supplement your health pots. You are safe to do this as long as the lane is coming to you, which it should be. Rush heavy armor early, grab Sheen, and Riven is worthless the entire game. She is a pushing machine and will be at your tower if she’s trying to kill you. Once you attain about +150-200 and Sheen, bash her face in. She should die to you at least once before realizing she can’t win the lane. The only way she wins is with jungler help. You may think about working some armor glyphs into your build here. Also, be aware of her starting red pot, and receiving a very early jungle gank. They have a high chance of success here so keep your finger on the flash button and miss farm that would put you in a danger zone. |

There are multiple issues with this match-up, and I’ll go over them briefly. He has no mana for you to sustain through. He is ranged ability power, making your ![]() ![]() ![]() |

While he may not pose much of a threat to Nasus in lane, his global presence can be overwhelming in comparison. Nasus is locked in lane early game and has to be careful about which skirmishes he chooses to join. Shen has no such problem and will give the rest of your team hell with ![]() ![]() |

This is a decent lane for Nasus to farm in. However, keep in mind Singed is going to make your life hell in team fights with his tremendous crowd control and tankiness. You need to rush standard AP itemization and avoid his ![]() ![]() ![]() |

This champ thrives on killing squishy carries with little to no resistance. Needless to say that isn’t Nasus by a long shot. Talon may be one of the easiest matchups you can face. His harass with ![]() ![]() ![]() |

This is not going to be an easy lane. With that out of the way, it's not an impossible task and can be done. Played well, there is little reason a Nasus should die to Teemo. Why? Nasus has two backup plans that Teemo can't do much about: Wither, Ultimate. In my experience you will struggle heavily early game and he will out-farm you moderately. If we were playing any other champ besides Nasus you might be in trouble but thats not the case here. You can have well below his farm level and still win this lane. Again, stay behind your minions and pick your last hits wisely. You want to limit his opportunity to hit you at all costs. If he's good he will place himself close to the creep wave and guarantee himself multiple hits on you each time you last hit. This will eventually wear you down but you should be able to farm decently without death. It may take a little longer to win this lane because of the farm advantage he has early. However, if you hang strong to get about +200 on Q, you can start winning trades and force him out of lane for good. Like all Nasus lanes, try to freeze the wave at tower and abuse the power of your wither for a jungler kill. |

Although he’s a ranged manaless AP, it could be worse. His damage is modest but consistent. You should be able to lifesteal through his harass with pot help early game. When you go back, pick up your ![]() ![]() ![]() ![]() |

This isn’t a champion you may see much of but rest assured he’s very viable and hard to kill when played well. Wukong’s early game damage is quite good and he carries a strong burst when he hits 6 so don’t get too low on health. Play safe and rush heavy armor to maintain the lane. The good news is Wukong has a few issues that keep him from dominating you. He can run out of mana fairly easily when trying to harass you down, he has no innate sustain, and he’s melee. You need to abuse these traits to your advantage. Also, even though there is no way to dodge his skills, be sure to stay near minions so he will push the wave with the small AOE he has on ![]() ![]() |

There was once a time when Yorick was a challenging top lane for Nasus. That time is over, and Yorick is nothing more than a supplemental farm distributer. Yes, you can farm his gouls to stack ![]() |

Be ready for a huge sustain war here. Zac will constantly punish you with repeated magic damage abilities while sustaining through his ![]() ![]() ![]() ![]() |

Here is another strong assassin that really strikes fear in carries. Unfortunately for Zed his laning is rather lackluster against sustain champions, including Nasus. Most of his lane may consist of safe distant farming, or hard pushing depending on their play style. Although neither way is a real threat, be sure to call MIA's since his roaming can easily result in kills for him. The one real moment that Zed can make a play on Nasus is when he hits six first while Nasus is missing a considerable chunk of health. He does carry massive burst in the early game if no armor has been purchased. Therefore, be on high alert before going back the first time. Once modest farm and armor is attained Zed will be purely defensive and should die fairly quickly in a straight up fight. This is due to his normal build of AD glass cannon. He can be slippery to catch with ![]() ![]() |
It is noticeable when facing good opponents that Nasus tends to get his lane camped by the jungler. This can be a good thing or a bad thing for Nasus' team depending on how he handles it. If he can escape the gank on his lane, the minion wave will usually make its way back to Nasus side where he wants it. In addition to that, all of this pressure Nasus inherits is taken away from the rest of his team. However, if the ganks are successful and Nasus feeds, the results can be disastrous for him if the game is ended quickly. This is an important thing to note because Nasus WILL come back from being camped if given the chance. It doesn't really matter if he dies 1 time or 3 times, he will eventually overtake his top lane opponent in power. Do not allow Nasus to free farm, and if he chooses to do so, take map objectives with the team.
Also, don't allow yourself to be led by the masses that say Nasus needs 30+ minutes of farming or he's worthless. This is completely false. Nasus only needs to farm 10-15 minutes to start becoming a force of his own. Be aware of this, and coordinate with your team to take him down.



Lane Picks:
Nasus is not a perfect jungler. He has weaknesses that include low early game damage, slow first time clear speed, and of course being kited in ganks. Because of these flaws it is advisable to make lane picks to soften these areas for him. Try to pick someone with good damage and fair amounts of crowd control. Some appropriate examples of this type would include:







Skill Sequence:
There seems to be some disagreement among the community as to which skill should Nasus max in the jungle. There are many high level players saying it should be


Ganking
Nasus doesn't have any special gap closer or a way to gank over terrain so we'll be looking for overextended lanes that aren't warded. Remember, Nasus has little burst and tankiness early; so getting kills can be hard to attain if the lane you're ganking has mediocre damage as well. Due to this, having red buff on pre-6 ganks will go a long way towards enhancing any early kill potential. Sometimes it may be necessary to use

Once Nasus reaches level 6 the true power of his jungling can be shown. Go ahead and pick up a pink ward when possible. The ward in this case will not only give Nasus a clear ganking path but also open up Dragon control for your team. With a tank item and health from our ultimate we can now perform a dive on vulnerable lanes. Always be sure to grab turret aggro when doing this for your team and get out in time to survive.

Dragon
Nasus has some of the best Dragon control in the game. As soon as he reaches level 6 he can solo dragon with ease. This is where the pink ward we purchased earlier comes into play. If you spot an opening to take dragon, feel free to pop your ultimate and take it quickly. It should take about the length of

1. Farming with Spirit Fire -
In lane, this is almost never recommended. However, if you are in the unique position of having plentiful mana and not wanting to risk your lane position; it can be used sparingly. This is typically done in situations where the lane is coming to you and the jungler may be on top of you ready for a gank. The best way to go about doing this is to make sure your position of the Fire hits as few creeps as possible so it doesn't push the wave. Here is an obvious example of that.
2. Wall Withering -
Don't forget that Nasus' Wither can be cast over walls if he has vision of his enemy. Since Nasus doesn't have an ability to scale walls, this may be one of your few ways to help a team mate. Spirit Fire can also be cast over walls, but instead of needing vision, it will grant you temporary vision. Chain these two abilities together and you can catch enemies by surprise!
3. Maximizing Life-steal -




4. Chasing With Animation Canceling -
This is something you'll be doing very often as Nasus and as such you should become exceedingly efficient at it. If you aren't sure what I'm referring to a quick search online will provide plenty of resources. The jest of the idea is to enhance your auto-attacks and movement; both of which are crucial for melee champions that may have a small window of opportunity to do damage.I'd also like to give special thanks to:
NETRO - For creating an incredible Nasus video and allowing me to be a part of it. Drop by his channel and check out his other work here: NETRO
jhoijhoi - For sharing her guide making expertise and style with us all, including me. If you'd like to learn more visit: Making A Guide

2/16/2014 - Edited TF and Jungle builds.
2/28/2014 - Edited and renamed Tank AP Masteries. Added mastery notes. Placed lore in spoiler.
3/5/2014 - Added Atma's Impaler to viable offensive items.
3/7/2014 - Edited TF build masteries.
4/14/2014 - Edited runes to adjust for balance changes.
5/25/2014 - Updated various chapters and builds. Published.
5/27/2014 - Edited TF build mastery.
5/29/2014 - Added Stream chapter.
7/13/2014 - Changed starting items for tank builds. Moved one mastery point.
3/18/2015 - Season 5 update.
6/30/15 - Updated builds to reflect mastery changes from Riot.
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