[Champion] Nasus - Page 21
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RouaF
France4120 Posts
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trollbone
France1905 Posts
I have seen some very bad lee sin with doran shield and could not land a q for god sake and some very good one with a red elixir + pot trying to all in me at lvl 2 and succeeding Check his items and check his level as a lee sin in the first minutes of your lane. If he start red elixir try to make him blew it without dying then hug tower and grab some minions with spirit fire. remember if he doesnt get a kill he blew away 350 gold. U can give him some minions, dont be greedy. If he starts doran blade, u lane normally but care if there is not a lot of minions with you he could try to all in you. This matchup is so much about positionning. But against a good lee sin player it's not easy in the first levels | ||
ZERG_RUSSIAN
10417 Posts
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schmutttt
Australia3856 Posts
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WarSame
Canada1950 Posts
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DiracMonopole
United States1555 Posts
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WarSame
Canada1950 Posts
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koreasilver
9109 Posts
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WarSame
Canada1950 Posts
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koreasilver
9109 Posts
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checo
Mexico1364 Posts
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WarSame
Canada1950 Posts
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krndandaman
Mozambique16569 Posts
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Slayer91
Ireland23335 Posts
On November 10 2013 03:30 RouaF wrote: Correct me if I'm wrong but I think people saying q max is bad are mixing things up between top nasus and jungle nasus. Afaik when nasus jungle was OP nobody maxed Q, however for toplane it has always been the best thing to max. this was before people even jungled nasus pre buffs or w/e On November 10 2013 03:58 trollbone wrote: the matchup vs lee sin is very high variance, because lee sin is such a hard champion to master. It depends also on his item start. I have seen some very bad lee sin with doran shield and could not land a q for god sake and some very good one with a red elixir + pot trying to all in me at lvl 2 and succeeding Check his items and check his level as a lee sin in the first minutes of your lane. If he start red elixir try to make him blew it without dying then hug tower and grab some minions with spirit fire. remember if he doesnt get a kill he blew away 350 gold. U can give him some minions, dont be greedy. If he starts doran blade, u lane normally but care if there is not a lot of minions with you he could try to all in you. This matchup is so much about positionning. But against a good lee sin player it's not easy in the first levels doesn't matter how good the lee sin q is a skillshot it depends on the skill of both players, and in any case nasus can just hide behind creeps and force you to use spells to push wave, and then even if you land q you will land it only in tower range. don't ever use spirit fire to farm it pushes the lane and sucks at last hitting anyway. Always try to rely on your autos and q only it also saves mana On November 10 2013 11:51 ZERG_RUSSIAN wrote: Although I have no experience in the matchup aside from a random normal blind pick, I assume Fizz counters Nasus pretty hard. Thoughts on this? Double reposition + healing debuff with all-in potential is really strong and because Nasus' main damage comes from his Q and standing in spirit fire I think Fizz would be a pretty hard counter. I'm gonna try it out next time I see someone pick a top Nasus in draft. when I play nasus I almost never use spirit fire (only for pushing hard after a gank or during ganks/hard all-ins) and it only does like 70 damage lol The reposition doesn't matter too much because fizz needs to be in melee range to do damage and nasus doesn't have anything you can really avoid. fizz can all-in pretty hard, I think I got stomped once by a fizz when they lane swapped and he was like 3-0 or something and I probably built armour, but it was basically because of 1-combos. Fizz basically can't abuse his repositions at all except to run away or chase, in a straight up 1v1 it doesn't help. I wouldn't say fizz is any harder than any other lane bully, you just let him push by going aggro and then you patiently farm at tower until you get negtron and some levels. edit: anyone who plays any top laners should have mr quints. Against any AP champs they are the most solid choice, spending on runes seems better than having tons of useless runepages lol. You only need 2 runepages to top lane anyone. AD/Armour/MR and then armour/mr quints. It's not optimal on everyone but its the best overall 2 runepages you can have. | ||
krndandaman
Mozambique16569 Posts
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Slayer91
Ireland23335 Posts
You shouldn't be getting in situations when you are both low, your finishing move amounts to hitting him with your stick so when cds come up again you just die, so you don't chase a low hp fizz in the bush you just go back and TP with full hp if he really forces the all in and have enough MR+pots that you can heal up again on creeps after he makes a trade. Spirit fire doesn't do that much damage for clearing a wave at level 1, (but it will shorten the team for tower to clear it, but not enough to stop any reasonable dive timing) and I means you won't get any of the ranged creep cs if you don't get dived. The best counter to a dive is to have full hp before it starts, and that way they can only do it if its super obvious by walking right up to you before starting and it gives your jungler tons of time. Even if it's the worst possible situation and your junger isn't anywhere close and you die and they don't desite having full hp you can TP to recover mostly. Most people die to standard pattern dives where they get combo'd while the creeps are pushing because they aren't playing defensively enough and then have to back off completely which lets a huge wave build and start to damage them when they try to last hit and then jungler comes up to collect the free kill. The more healthy you are the riskier it is for them to dive. Most dives rely on 1 guy tanking the damage and leaving, and the 2nd guy finishing the kill and running at the last minute, so theres a huge chance of double kill if jungler is there, or even if he isn't if you are using ghost+w+pots. | ||
checo
Mexico1364 Posts
On November 11 2013 12:20 WarSame wrote: Checo, doesn't that give you a bit of trouble last hitting under turret? If you toss in a AD quint or some AD marks it may help you get casters under the turret. I havent really try it, but i dont seem to have lots of trouble last hitting under turret, just hit caster twice, once before the tower hit one after, maybe miss one if i get distracted, but im going to give it a go and see if my CS improves in the early game, thanks | ||
koreasilver
9109 Posts
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Complete
United States1864 Posts
That being said I prefer AD quints to help last hit under tower. Also I'd imagine LS quints are much better the later the game goes on. | ||
koreasilver
9109 Posts
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