![[image loading]](http://images2.wikia.nocookie.net/__cb20091218195108/leagueoflegends/images/5/58/NasusSquare.png)
Nasus, The Curator of the Sands.
http://leagueoflegends.wikia.com/wiki/Nasus_the_Curator_of_the_Sands
+ Show Spoiler [Patch Notes] +
v1.0.0.123 August 2011 Patch
# Attack range increased to 125 from 110
# Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%
# Wither
* Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks
* Mana cost reduced to 80 from 100
* Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)
# Spirit Fire
* No longer has a 0.5 second delay before taking effect
* Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds
Introduction
Nasus is a strong tank who excels against auto attacker and melee champions. He is somewhat weak against poke or ranged nukes since he lacks real burst and hard cc or a gap closer.
+ Show Spoiler [Skills] +
Read about them in the wiki, this just gives some explanation on how you use them.
![[image loading]](http://images1.wikia.nocookie.net/__cb20100407043351/leagueoflegends/images/e/e8/Soul_Eater.jpg)
Passive: Soul Eater; 14/17/20% Lifesteal.
Makes his laning phase really solid. You leech off your Q as well, so you get some serious lifesteal when you start to stack Q. Synergy with high resists so favour those. (especially in lane combined with hp pots)
![[image loading]](http://images3.wikia.nocookie.net/__cb20100407043340/leagueoflegends/images/e/ef/Siphoning_Strike.jpg)
Q: Siphoning Strike:
Your bread and butter spell. Focus on stacking this up as much as possible. CDR becomes your best friend for both stacking it and spamming it later.
![[image loading]](http://images2.wikia.nocookie.net/__cb20100407043335/leagueoflegends/images/a/a0/Wither.jpg)
W: Wither:
Your main utility. Use it wisely. Aside from obvious situations like escaping ganks or chasing, you sometimes have to choose between using it on someone who is diving or using it to mitigate an AD carries damage.
![[image loading]](http://images3.wikia.nocookie.net/__cb20100407043330/leagueoflegends/images/0/0e/Spirit_Fire.jpg)
E: Spirit fire.
Pretty high mana cost so avoid spamming this spell. The armour reduction is great for your Q's, and helps a lot if you have other physical dealers attacking the same target.
![[image loading]](http://images1.wikia.nocookie.net/__cb20100407043324/leagueoflegends/images/2/24/Fury_of_the_Sands.jpg)
R: Fury of the Sands.
Gives a plethora of benefits. AoE %hp magic damage, range increase, health boost, stacking AD boost.
Health boost: Combined with your lifesteal, means resistances become far and away the best stat to stack.
Stacking AD boost: Means if you use this at the right time you are hitting like a truck with no items towards the end of 15 seconds. However its a trap to use it too early when a fight isnt guaranteed.
Skill order:
QWQE
R>Q>W>E>
You have the option of going E>W when you think you will be in situations with static 1v1. Jarvan with or against your team might be a good reason to max it since you will get the damage and armour reduction for the full duration when he casts his ultimate. If they have someone who is going to dive your carry placing spirit fire on them helps the both of you DPS him.
In lane phase this is also more useful than W sometimes against champions like rumble or other non attack speed reliant. (if you jungle is likely to gank W might still be better)
Summoner Skills:
![[image loading]](http://images3.wikia.nocookie.net/__cb20091125005650/leagueoflegends/images/a/ab/Ghost.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091125005731/leagueoflegends/images/e/e8/Teleport.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091125005926/leagueoflegends/images/7/74/Flash.png)
Teleport can be replaced with
![[image loading]](http://images3.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/4/4a/Exhaust.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/f/f4/Ignite.png)
Masteries:
http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-0-3-0-4-0-0-0-1-0-0-0-0-0-0-0-0-0&tree2=0-3-4-0-3-3-0-0-0-1-0-0-0-3-0-3-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
This is an EXAMPLE mastery build. You should adjust it based on the situation.
-Prioritise armour vs AD lanes, magic resist vs Magic damage lanes. (obvious)
-Take block mastery against ranged auto attackers, or generally champs that have to auto a lot (aatrox trynd etc)
-Regen against anyone who will harass you hard.
-Take the CC masteries based on amount and type of enemy CC.
-If you have a difficult lane you can take points out of the %resist mastery and put them into the block/regen etc and you are say against riven you can remove your magic resist and put it into -stun cc.
-Taking points out of offensive tree for more defensive sometimes might be a good idea also.
Runes:
Quints: Armour/MR whatever relevant to lane. (HP regen vs super hard auto attackers, AD if it's not that hard a lane, especially if you expect to have trouble last hitting under tower)
Marks: Arp/AD (Arp is better, but AD is needed for last hitting under tower effectively early on especially)
Seals: Flat armour.
Glyphs: Flat magic resist, or mr/lvl. CDR would be an option but there are too many easy ways to get it right now.
My personal recommendation for people who don't have a lot of pages is to have an 2 general pages for all top laners.
Armour seals, MR/lvl glyphs, AD reds, AD quints
Armour seals, flat MR glyphs, AD reds, MR/HP regen quints (magic damage guys tend to harass more)
If you play more agressive top laners the loss isn't that great but having the wrong runes on a passive tank laner sucks more.
Build:
Starting items:
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319090309/leagueoflegends/images/e/ea/Doran%27s_Shield_item.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319090425/leagueoflegends/images/1/13/Health_Potion_item.png)
Dorans+1 pot is pretty safe and standard here. Regen and auto attack block makes it usually the best against any ranged champs, (worse than cloth+5 pots but you might not want to buy cloth vs magic guys for example and its best to just play passive early than burning the 4 extra pots), and against melee champs usually you won't have enough of a problem to need to waste money on a different build.
It's weakness is having no wards, however usually you intend to play passive. If you want to push early to help your jungle invade or something start rejuv bead or just pots+wards only.
![[image loading]](http://images3.wikia.nocookie.net/__cb20130319091331/leagueoflegends/images/0/0f/Rejuvenation_Bead_item.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319090425/leagueoflegends/images/1/13/Health_Potion_item.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20130319091504/leagueoflegends/images/1/1b/Sight_Ward_item.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20130319090730/leagueoflegends/images/1/1d/Mana_Potion_item.png)
![[image loading]](http://www.solomid.net/guide/items/cloth-armor.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319090425/leagueoflegends/images/1/13/Health_Potion_item.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091016143811/leagueoflegends/images/9/96/Null-Magic_Mantle.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319090425/leagueoflegends/images/1/13/Health_Potion_item.png)
Rejuv is okay if you really want the ward, playing passive without a ward is risky but cloth and nullmagic are super ideal. Cloth+a ward is doable vs laners without much power early on.
Sample build:
![[image loading]](http://www.solomid.net/guide/items/mercurys-treads.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319090339/leagueoflegends/images/5/58/Frozen_Heart_item.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319091528/leagueoflegends/images/6/6f/Spirit_Visage_item.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319091253/leagueoflegends/images/0/08/Randuin%27s_Omen_item.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319090446/leagueoflegends/images/c/c4/Iceborn_Gauntlet_item.png)
![[image loading]](http://images4.wikia.nocookie.net/__cb20130319090549/leagueoflegends/images/b/ba/Last_Whisper_item.png)
+ Show Spoiler [Item Building] +
Boots:
![[image loading]](http://www.solomid.net/guide/items/mercurys-treads.png)
or
![[image loading]](http://www.solomid.net/guide/items/ninja-tabi.png)
get mercs against heavy cc, ninja tabi against heavy AD, when in doubt get whichever is best for laning phase.
![[image loading]](http://www.solomid.net/guide/items/ionian-boots-of-lucidity.png)
Viable if you want to go for some kind of build where you don't get CDR but there are too many good CDR items for these to be worth it.
Damage: .
![[image loading]](http://www.solomid.net/guide/items/trinity-force.png)
This is pretty good especally if you're unlikely to be focused but usually getting tankier is better
![[image loading]](http://www.solomid.net/guide/items/last-whisper.png)
This is your best super lategame damage item because it means your q still hurts vs armour stackers.
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319090446/leagueoflegends/images/c/c4/Iceborn_Gauntlet_item.png)
Although I didn't like this originally, it turns out W is too valuable to a cooldown to use it on any target you want to focus and considering this covers both a slow and a sheen, and ghost covers movement speed, it kind of renders trinity obsolete these days. (Trinity still hurts more with autos because of the attack speed + crit that scales hard if your R has stacked up a lot of AD, usually not worth it.)
Tank Items:
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif)
Good tank item but doesn't give CDR and is a split resistance item so not great for lane either.
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184304/leagueoflegends/images/9/9b/Warmog%27s_Armor.gif)
Against something like xerath with tons of spell pen for example or heavy poke teams this is worth it but I'd usually avoid it.
![[image loading]](http://www.solomid.net/guide/items/randuins-omen.png)
I usually get this after I maxed out my CDR or If im behind and need high EHP.
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319090339/leagueoflegends/images/5/58/Frozen_Heart_item.png)
The mana helps in lane to deal with high mana costs and the constant mana drain of your Q. In an AD lane armour is your best friend because it scales with your lifesteal and health potions. The CDR helps stack your Q. Pretty perfect first item to get vs AD lanes.
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319091542/leagueoflegends/images/6/61/Sunfire_Cape_item.png)
If you're retarded tanky and want more damage to duel ADs with lifesteal this might be worth it but most likely thornmail is better.
![[image loading]](http://images1.wikia.nocookie.net/__cb20130319091528/leagueoflegends/images/6/6f/Spirit_Visage_item.png)
The healing boost works on your lifesteal so its not a waste and its the easiest way to get mr while maxing your CDR.
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319091613/leagueoflegends/images/4/4f/Thornmail_item.png)
Because it helps against lifesteal and it makes ADs cry when they realize you nearly have 300 armour even after they buy LW
Would normally only buy versus either heavy auto attackers who aren't getting LW (maybe aatrox and such) or against very heavy AD teams when its worth it to get combos such as IBG+Randuins+FH+Sunfire+Thornmail so even with LWs armour is still good and thornmail damage gets really high because based on their damage BEFORE it gets reduced and they are unlikely to have much MR
Play style:
Solo top. Mid lane is doable if it suits and jungle is okay but not optimal. (You won't get to stack a monster Q you are mostly W + E utility + R damage/tankiness.)
The most important thing to get right is balancing using Q offensively and just to farm. If in doubt, always just AFK Farm. Sometimes using it to harass will pay off later (mostly in conjunction with just auto hits, because your lifesteal means you don't need to out trade to "win" a trade). When its super farmed up you can use it to zone but make sure its worthwhile and you aren't missing too many stacks.
Level 1: You are strong level 1 because of 10% lifesteal and hit+Q combo. If you expect him to harass you early levels your level 1 auto hit+Q does a lot of damage and you should try to get it off if he is taking you lightly and just running past you to hit creeps.
Levels 2-5: Just try to let him push during these levels and farm. Just react to a gank with your W since its an easy kill. Don't get baited into good fights because you don't need to lose much hp before you can get tower dived.
Levels 6+. You have your ult+ghost to escape from nasty situations. Don't waste your mana in fights until you have either glacial or some mana pots or something if you plan a fight. You might want to stay in lane then TP back and buy and get wards and more pots. Don't overstay your welcome and die to a gank.
Guideline for Q farm:
At 20-25 minutes which is around when you have to start actually teamfighting you should have:
+200 if your laning has been difficult.
+300 if your laning has been manageable
+400 if your laning has basically let you free farm.
You ideally want +300 before you start fighting teamfights, farm two fold increases your effectiveness since it increases both your damage (q damage) and tankyness (items). However you're pretty strong even with a weak Q so don't pass up any opportunites. Nasus is cited as a lategame champ but really when AD carries and AP carries are really strong they stifle you. You can fight better than almost anyone with your Ult up as long as they stay in range, so don't pass up definite opportunites just because you are greedy for Q farm. At the same time don't waste time roaming around when you can farm a lane and push a tower down in ~5 Q's if they roam and you have TP up.
Lane match ups:
Have to take these on a case by case basis, but typically stack armour vs ADs and mr vs APs and rush frozen heart/spirit visage.
Teamfights:
You can't really initiate a fight as Nasus, what you can do is W a target and let him get poked, or if its a squishy someone else can engage on him.
Typically you want to go with the momentum as nasus, since you don't have any huge mobility or burst any decision is going to take time. If you choose to run after a low hp guy it might not be worth it if you catch him. Instead stick with the team and make the low hp guy come back to you if he wants to win the fight.
Dive squishy targets if the opportunity is there and there are no present threats that you have to deal with. A high damage target on your AD means its better to W and tank them, however you also don't want to miss an opportunity to burst a squishy if you have someone on your team who can jump them if you slow them. When in doubt you should just dive the AD carry, because you will win against tanks anyway. Just be careful not to overextend and get collapsed on.
+ Show Spoiler [Old Patch Notes] +
V3.6
Wither: Attack speed slow amount has been halved.
V3.02:
Siphoning Strike:
Fixed a bug where Siphoning Strike critical strikes were dealing more damage than intended.
Mana cost reduced to 20 at all ranks from 20/25/30/35/40.
Fury of the Sands:
Now increases attack range by 50 and cast range by 100 while active.
Mana cost reduced to 100 from 150.
V3.01:
Siphoning Strike:
Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster
V1.0.0.123:
Range increased to 125 from 110.
Soul Eater: life steal increased at earlier levels to 14 / 17 / 20% from 10 / 15 / 20%.
Wither:
Cooldown reduced to 15/14/13/12/11 from 15 at all ranks.
Mana cost reduced to 80 from 100.
It will now reach its maximum slow even if its duration is reduced by crowd control reduction effects like Tenacity.
Spirit Fire:
No longer has a 0.5 second delay before appearing. It retains the 0.5 second casting time.
Now deals half damage initially and the other half over the duration instead of it just dealing damage per second:
New: Initial 55/95/135/175/215 (+0.6 per ability power) magic damage and 11/19/27/35/43 (+0.12 per ability power) magic damage each second for the next 5 seconds.
Old: Deals 20/34/48/62/76 (+0.2 per ability power) magic damage each second for the 6 seconds the area lasts.
Fixed a bug where Siphoning Strike sometimes gained extra lifesteal.
+ Show Spoiler [Changelog] +
9th November, 2013. Fixed a lot of the images and such but I won't mess around too much until season 4 comes around.
1st July, 2013: Rehashed whole guide should be up to date.
+ Show Spoiler [old guide] +
![[image loading]](http://itsnothax.com/wp-content/uploads/2010/04/Nasus1.jpg)
Nasus, The Curator of the Sands.
http://leagueoflegends.wikia.com/wiki/Nasus_the_Curator_of_the_Sands
+ Show Spoiler [Patch Notes] +
v1.0.0.123 August 2011 Patch
# Attack range increased to 125 from 110
# Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%
# Wither
* Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks
* Mana cost reduced to 80 from 100
* Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)
# Spirit Fire
* No longer has a 0.5 second delay before taking effect
* Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds
Introduction
Nasus is a 'Tanky DPS' (AKA Bruiser) champion who specializes as an anti tank/bruiser because he has insane damage without having to build damage (bruisers generally can't get away with building a lot of crit or armour pen, the main counters to armour) and a huge movement/attack speed slow along with % based hp damage. (nice counter to warmogs atmas bruisers). He is well known as a very passive laner as in order to be strong in mid and lategame he has to spend the early game constantly using his Q to kill creeps meaning he can't use it to trade in lane without losing mid/lategame strength. He is the highest damage champion without any damage items in the game.
Things that Nasus is good at countering:
-Heavy Bruiser or melee comps, especially without an AD Carry, or one that is constantly under pressure from a champion like Annie or Akali.
-Laners that want to sit top all game and farm. Nasus benefits more from farm and becomes impossible to push out of the lane once he gets high level and some CDR. Low cooldown Q that can 1 shot creeps with high passive lifesteal makes him almost like lanewick. A lot of champions that try to farm for 20 minutes suddenly get pushed out of lane when Nasus has +400 damage on Q from farm and sheen.
-Assassins. Champions that are burst based and can't kill tanks very well. They get killed in a few Q's by Nasus and the slow hurts them.
Nasus can basically 1v5 a team with champions like master yi, pantheon, shen ,akali,katarina, renekton, providing they are not already fed.
Things that counter Nasus:
-Laners that shut him down and stop him farming, or at least make him use his Q to trade to stop himself getting zoned.
-Kiting or CC based teams with a strong AD carry. Brand and TF are great against him. Nunu and amumu are good also as tanks against him. AD carries like tristana or vayne can stop him from getting close and melt him with good farm. However, Nasus does have his whither and can build tankier than other bruisers but he has no instant gap closer, hard cc or large burst damage compared to say, a nocturne with ghostblade or irelia with trinity that can lock him down and force him to use his skills to get away from you before doing any damage, or risk getting focused by the whole team.
+ Show Spoiler [Skills] +
Read about them in the wiki, this just gives some explanation on how you use them.
![[image loading]](http://images4.wikia.nocookie.net/__cb20100407043351/leagueoflegends/images/d/d4/SoulEater.jpg)
Passive: Soul Eater; 14/17/20% Lifesteal.
Great for early lane and in general. Lifesteal works on your Q which means that once you get farmed with high resists you are basically unkillable by most Tanky DPS and burst APs 1 on 1 assuming relatively even farm levels. A 10/0 irelia with 300 CS and 250 armour is obviously going to own you with attack speed + Hiten style, but someone like Jarvan IV who relies on high burst more than sustained damage can't do much to you. This means in teamfights you can choose to stay back and deal with divers and protect your carry or just ignore their tanks and go for their AD carry. This depends on how much they can CC you, and how tanky their divers are. If that Irelia just has a Trinity Force, mercs, and 2 gold items with something like FoN or wits end there's a good chance you can keep her away from your Ashe with your sheer damage output.
![[image loading]](http://images2.wikia.nocookie.net/__cb20100407043340/leagueoflegends/images/9/95/SiphoningStrike.jpg)
Q: Siphoning Strike: Deals your AD+A flat amount per rank. Gains 3 damage per creep killed with it. This is where most of your damage comes from. Since you won't be able to auto attack targets that much the burst damage is what you need and this also means you don't need a constant slow as much as some other champions. As long as you out run your opponent you will always be in range every ~2.5 seconds to Q them.
![[image loading]](http://images2.wikia.nocookie.net/__cb20100407043335/leagueoflegends/images/a/a0/Wither.jpg)
W: Wither: Movement AND Attack speed slow, increasing per second for 5 seconds. This can function as a run of the mill gap closer, a move to catch runners, a move to help initiate for your team, or an anti AD carry move which stops them from both running and attacking.
You often find yourself just using it to catch whoever you want to hit but try to put it on the target it shuts down the most.
Udyr terrorizing your carry line? Whither stops him doing anything for 3-4 seconds assuming he has mercs. Need to deal with that Miss fortune? You can wither her and run to her while she can't do much damage to you.
![[image loading]](http://images4.wikia.nocookie.net/__cb20100407043330/leagueoflegends/images/e/ec/SpiritFire.jpg)
E: Spirit fire. Delayed cast on a small area that does damage over time and armour reduction. Nasus' worst skill. If you can combo this with something like Jarvan ultimate it's great but in general you just put it down before your next Q to boost its damage.
This is amazing if someone is 1v1ing you and the fight is somewhat close, because the armour pen and damage adds up to a lot, especially when your ultimate is giving you extra attack damage.
![[image loading]](http://images1.wikia.nocookie.net/__cb20100407043324/leagueoflegends/images/e/ee/FuryoftheSands.jpg )
R: Fury of the Sands. Health boost, AoE %hp magic damage about the radius of sunfire, the health drained per second value is added to your attack damage. This is one of the most powerful ultimates in the game for fighting straight up. Whether you are chasing, trying to peel a carry or straight up 1v1ing someone. This is especially good on someone like vlad with low resists and high health, since its effectively an AoE madreds bloodrazor that gives you AD. If you have some attack speed and combined with spirit fire it means your auto attacks start becoming as devastating as your Q. Your sustained damage shoots through the roof. The health boost is huge and is what makes you naturally tanky along with your passive.
Be careful using this skill as it only lasts 15 seconds if they can disengage and kite you back you just wasted it. Only use it when the fight is definitely going to happen.
Skill order:
QWQE
Q>W>E>R.
You have the option of going E>W when you think you will be in situations with static 1v1. Jarvan with or against your team might be a good reason to max it since you will get the damage and armour reduction for the full duration when he casts his ultimate. Also; if they have someone who is going to dive your carry placing spirit fire on them helps the both of you DPS him.
Summoner Skills:
![[image loading]](http://images1.wikia.nocookie.net/__cb20091125005926/leagueoflegends/images/7/74/Flash.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091125005731/leagueoflegends/images/e/e8/Teleport.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091125005650/leagueoflegends/images/a/ab/Ghost.png)
Teleport can be replaced with exhaust or ignite, teleport is just generally great for Nasus as you want to maximize your potential to farm while not being out of position for teamfights.
Masteries:
http://thefwcentral.com/lol/#&trees=0-3-0-1-0-4-0-0-0-1-0-0-0-0-0-0-0-0-1-3-0-4-3-0-1-0-0-0-3-3-2-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0
With the new mastery tree, I have a hard time justifying anything but 21 defense. He has the qualities of other tanks, wanting CDR, CC reduction and movement speed. You can switch around the masteries a bit depending on the lane opponent. For example obviously you get 3/3 magic resist against a magic damage lane. The health regen is optional and you can get indomitable, or max honour guard, or that evasion thing against AoE comps, etc. The 9 offense again is optional the magic pen is good for 1 point and the 4% cdr is very good on Nasus, but you can get the movement speed or mana regen in utility or just more in defense if you want.
Runes:
Quints: These are especially flexible. Good options include ArP, Armour, Health, Magic resist, Cooldown Reduction and Movement speed, flat or per level. My standard is getting armour against physical laners and magic resist against magical laners, since the laning phase is the most important for Nasus.
Marks: ArP. Very little other choice here.
Seals: Flat armour. Dodge is sometimes good but it's going to be removed anyway.
Glyphs: Flat magic resist, or magic resist per level. If they don't have threatening magic damage get CDR/Level if you decide your build needs it. The thing is normally if they don't have a lot of magic damage frozen heart is really good and that gives so much CDR that it's maxed with that, shurelyas, and masteries easily.
Situational: If you are versus a HARD AD LANE you should have
-Armour quints OR hp regen quints. (Use your own judgement)
-Get ninja tabi
-Get either cloth+5 or health regen+1 into philo.
-Get fast Glacial shroud for the CDR and armour and mana. (All very useful for Nasus in lane, without flat mana you generally can't afford to use W E and R in an engage without being totally oom for using Q for farming or killing them, or you won't have enough mana to ulti if you were farming for a long time.
Situational: If you are versus a HARD AP LANE you should have
-MR blues flat
-HP Regen quints flat or MR flat quints
-Start boots against a skillshot reliant ap, or health regen against others. Health regen is generally better than MR because they don't want to kill you with burst but harass over a long time which is where health regen shines.
Fast spirit visage is good here for your CDR core. SV+Shurelyas pretty much maxes your CDR at level 18 with masteries.
-Don't worry about getting zoned and farming at tower, they probably won't be able to get all the CS if they harass hadr.
Build:
Starting items:
![[image loading]](http://images2.wikia.nocookie.net/__cb20091016143914/leagueoflegends/images/0/0b/Regrowth_Pendant.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
You can also open:
![[image loading]](http://www.solomid.net/guide/items/cloth-armor.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/e/ec/Boots_of_Speed.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091016143811/leagueoflegends/images/9/96/Null-Magic_Mantle.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Cloth+5 is the only one you will probably feel like is better, and only for against early game sustainability against heavy physical harassers. It delays your philo stone though so do it only if you think you will be in trouble before your first back.
Item building strategy: Essentially you want be as hard to kill as possible while having a decent amount of damage. The way I go about it is to get the most efficient stats for damage while building mostly tank. CDR is the best stat for damage because it works on your Q and also gives great damage reduction from higher uptime on wither. Armour and magic resist are the best stats for staying alive since you get passive lifesteal and increased health from your ultimate, although sometimes its a more practical to get some health items since most of the armour and magic resist items scale off into regen or max mana past the chain mail and negatron components.
In essence:
-Get 40% CDR or very close.
-Build tank items
-Get trinity force when you aren't in danger of dying fast.
-If they are all really tanky you can get a LW on top of trinity, 3 end game tank items still makes you very very tanky.
+ Show Spoiler [Item Building] +
Boots:
![[image loading]](http://www.solomid.net/guide/items/mercurys-treads.png)
I get these almost every game now, there's just so many situations where you need these to do your job. If you suddenly get focused, you need to be able to get out. If you get tower dived or ganked, you want to be able to kite them. If you want to finish people off reducing the CC lets you get your wither off before they run out of range.
![[image loading]](http://www.solomid.net/guide/items/ninja-tabi.png)
Very good anti ranged AD because dodge and randuins/frozen heart are the only ways to take less damage from ranged AD once they get their last whisper. I dislike these unless they have very little CC or very heavy AD auto attackers (who generally also don't have a lot of CC). Alsoenerally CC is dangerous because of AP carrys who do insane damage with skillshots/aoe spells and if you are CC'd you can't avoid them.
![[image loading]](http://www.solomid.net/guide/items/ionian-boots-of-lucidity.png)
I used to get these more, you can still get them early and sell them if you don't want glacial or spirit visage/kindlegem or just instead of ninja tabi if they don't have much CC.
Damage: .
![[image loading]](http://www.solomid.net/guide/items/trinity-force.png)
This is a great item for Nasus although too many people get it before getting any tanky items which is really risky. Since nasus has no very fast way of getting in/out of a fight and no burst damage not being tanky means you can get chased off of a fight easily and you will end up doing less damage. It also depends on what they have as high damage carries have to target you while bruisers won't do any damage and have to go for their carries even if you rush trinity meaning its a good option.
If you rush trinity generally you get GA ASAP since its an anti-focus item which is exactly what you need since Nasus ult and passive mean you're pretty damn tanky over a long fight anyway.
![[image loading]](http://www.solomid.net/guide/items/last-whisper.png)
This is a great lategame item since Arpen is so good with your Q it removes the main counter to you lategame which is armour. I occasionally get it as a 6th item selling something else.
![[image loading]](http://www.solomid.net/guide/items/youmuus-ghostblade.png)
This isn't awful but I find it hard to justify. You get a HoG early game and buy a randuins instead of this item and it just helps you so much more for a bit less damage. You don't need high auto attack damage on Nasus and it's better on people with short steriods like noct or xin who improve their total damage a lot more in that 8 seconds or so of ghostblade than nasus who constantly outputs the same damage with small differences from your ulti or spirit fire.
Tank Items:
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif)
This is a fantastic item. Very cost effective and decently slot effective with health, armour and magic resist all in one item and also an aura. The only issues is your support might get it, it doesn't give CDR, and it doesn't give you any answer to farmed AD carries like randuins/FH.
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184304/leagueoflegends/images/9/9b/Warmog%27s_Armor.gif)
Technically health isn't that optimal of a stat, however warmogs is such a slot effective and cost effective item for the amount of sheer survivability it gives you. I sometimes get this lategame when they have void staffs/LW even though it won't be charged it's still a LOT of health and regen.
![[image loading]](http://www.solomid.net/guide/items/randuins-omen.png)
Not as good as it used to be when it gave 15% CDR and was cheaper, however it gives lots of armour, some hp, and more importantly an anti ranged AD mini-wither if they attack you or you use the active. This means if a ranged AD is shooting at you he won't do as much damage and allows you to gap close easier if your whither is on CD. Randuins active+passive+wither gives you 3 slows which is really important. I get randuins after buying an early frozen heart when they have a lot of auto attackers. Or even just get it without having a HoG if they have a fed AD carry and you already have frozen heart but you don't need any more damage.
![[image loading]](http://www.solomid.net/guide/items/force-of-nature.png)
Great item, magic resist and movement speed are the main stats you are looking at. The regen acquires more value at tower sieges also high regen+lifesteal+resists = unkillable. Usually get this after you have level 16 ultimate and a lot of resists and max CDR. You often want to rush the negatron really fast but don't want FoN until late. This is usually why people make Banshees but I uphold that it's a poor item on Nasus and I'd prefer to leave the negatron and get a kindle gem or giants belt as well if I really need HP.
![[image loading]](http://images2.wikia.nocookie.net/__cb20110518031061/leagueoflegends/images/1/18/Frozen_Heart.gif)
I really like this item now. The lack of health isn't the biggest problem on Nasus especailly in lane where flat health isn't that important, but flat mana is, since you have no mana sustain and every time you have having 425 extra mana from glacial makes a big difference. Glacial generally gives you everything you need to lane against physical laners. CDR helps you stack Q, mana gives you enough mana to use W and ultimate without having to back if you need to trade/fight, and armour reduces their damage and makes your regen from philo and lifesteal sustain a lot more. The only issue is it's quite expensive and gives no health which can be a problem if you think you're insanely tanky and then you lose most of your health from a combo from an AP carry.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014184004/leagueoflegends/images/f/f3/Sunfire_Cape.gif)
See no reason to get this instead of warmogs-->chain mail, Sunfire is good to add to your early game damage if you are mobile but lack some damage, Nasus lacks mobility and not damage. Seems popular since it works with his ultimate but I honestly don't like it.
![[image loading]](http://www.solomid.net/guide/items/atmas-impaler.png)
You get this if you already have warmogs and trinity (or just like 3k health from other items, with ulti draining their AD and giving you 600 health it gives you a LOT of AD and scales with the crit it and trinity gives) and you don't need to be any more tanky. It increases your damage quite a lot. Normally you will get atmas OR LW and not both, if any.
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102721/leagueoflegends/images/3/37/Shurelya%27s_Reverie.gif)
Since you almost always want philo because you need health regen to lane, mana regen to spam Q and gold items to scale with your passive laning phase this is an amazing way to turn it into stats you need. (Some nice health, CDR, and movement speed, even more regen). Assuming your philo pays for itself even if you didn't have it for 25 minutes the sustain and extra Q farm it gives you makes it almost always pay for itself, its only 1400 for 330 health, 15 CDR, and some more health and regen AND the movement speed proc. It's insanely efficent.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183931/leagueoflegends/images/d/da/Spirit_Visage.gif)
Seems inferior to Shurelya's and it's not that slot effective when you are already short on slots. Good if they have a lot fo magic damage, and you can get it on top of shurelyas to max out your CDR.
Sample build path I would typically take on Nasus games.
Health regen+1 pot-->Philo stone-->Boots 1 -->Glacial shroud-->Mercs-->Kindlegem-->Frozen Heart-->Shurelyas-->Sheen/Phage-->Negatron-->Trinity--->GA/FoN
Skyyart popularized this style of build, shurelyas/frozen heart core into trinity into fon.
-Get HoG If you intend on getting randuins later. If you need health usually kindlegem amounts to a higher gold value because of extra Q farm.
If you don't intend on getting frozen heart. (You can get randuins, shurelyas, maybe a spirit visage or just don't get totally maxed CDR) you might want to get a sheen for lane because not having any mana items kinda sucks on nasus.
Against bruisers in lane you can get phage, sheen, or zeal, or even the whole trinity fast, because all 3 items are good for bullying other bruisers; sheen for huge harass with Q, zeal for chasing and auto attacking them with ulti up draining AD, phage for chasing them when your wither is down and the hp helps you 1v1/survive ganks.
This kind of build path would be:
Health regen+1 pot-->Philo-->Sheen-->Phage-->Trinity-->Guardian Angel-->Shurelyas-->FoN
Trinity rush is strong but your team needs high damage to make sure you can't get focused and also watch your postioning. I've played as and against Nasus' who just slow someone and run in first instead of waiting for the team to get in range and we just instantly kill him and clean up. If you slow someone your team can damage them for free if they don't comitt to fighting. Your damage as a bruiser is much less than the carries so you DO NOT need to run into 5 people and basically trade the slowed guy for yourself if you're lucky.
Play style:
Solo top. Almost no exceptions.
Mid lane is the reserve case if top lane is unfarmable. (aka unwinnable if you are playing nasus, examples include Garen and Renekton 1-5, however with armour stack runes and cloth+5 start you can still farm.)
Duo bottom lane is bad because you get harassed so much that its very hard to farm like you can in a solo lane. Even vs a ranged AD top cloth+5 pots and the ability to W him and go kill him without a support to save him means you can kind of farm decently and if he attacks you too much he pushes his lane and makes your jungler able to gakn.
"Winning a lane" as Nasus basically means you were able to farm without having to worry about the other dude so much. Once I found myself constantly Qing a Chogath to counter his own harass until a realized he can sustain it while we I am losing Q farm which is bad. Qing the enemy is actually a way to make it more risky for him to attack you instead of it being an attempt to push him off lane.
Level 1: You should have Q. You are strong level 1 because of 10% lifesteal and hit+Q combo. If you expect him to harass you early levels your level 1 auto hit+Q does a lot of damage and you should try to get it off if he is taking you lightly and just running past you to hit creeps.
Levels 2-5: You should stop harassing him after level 1 and 2, the top laner probably has his sustain spell now so it's useless anyway, but he should stop overextending and trying to boss you out of lane once you show him you are equal to his harass. If he tries to commit to a fight with burst you can follow it up with a wither, possibly an E and since he can't fight you with wither up even if he bursts you to 75% you can easily do that again to him while the 5 seconds of wither is up. If he just harasses you and doesn't commit to a fight just rely on your regen and lifesteal to keep you alive. If you can't respond to him attacking you just let him push the lane and farm at tower
Levels 6-9: You should have you philo, boots, more pots and a ward, so you are pretty safe. Use the health boost on R to survive ganks, the damage boost on R to help gank. (Wither is great for helping ganks, just try to chain it and not stack it on top of something like nunu snowball), and both of them to win any 1v1 fights they try to commit to.
Levels 9+: You should have philo+hog+cdr boots and just Qing every single creep and they shouldn't be able to harass you with your insane lifesteal off each Q. You can easily push their tower either 1 Q at a time or just spam Q on it if he leaves the lane. If you have been farming your Q well you can knock any melee out of lane here, even warwick possibly not udyr though.
Look out for any opportunities to teleport to turn the tides of a fight.
Guideline for Q farm:
At 20-25 minutes which is around when you have to start actually teamfighting you should have:
+200 if your laning has been difficult.
+300 if your laning has been manageable
+400 if your laning has basically let you free farm.
You ideally want +300 before you start fighting teamfights, its perfectly acceptable to try to split push or generally afk farm for a bit longer when you have your CDR items and want to catch up on farm. Farm two fold increases your effectiveness since it increases both your damage (q damage) and tankyness (items).
The worse your Q farm is the faster you should get sheen/trinity, since the % increase is higher.
Ideally you don't want to have to fight your lane opponent but if he does, the later the better. Lanewicks who think they are strong try to fight me and just get owned when my Q gets over 200 and I have sheen and ultimate, even if they are ahead on kills you are deceptively powerful. Once you notice you have an insane farm on your Q you can start to just Q harass people out of lane.
Lane match ups:
There are 2 types of lanes you worry about
HARD AD Lanes. (Lanes which will own you with high physical damage normally)
Use the rune/mastery/build set up and just ignore the guy and farm. Garen and Renek are cooldown based so try not to let them spam you every CD but don't bother trying to fight they HAVE to push their lane if they want to damage you. (Spin, Renek's Q/E). People like Irelia can't win a fight with high armour and wither on your side.
HARD AP Lanes (Lanes which own you with high magic damage normally)
Just avoid unnecessary damage and heal so much they run oom. Rumble is an exception but he HAS to push with Q to damage you. You can also fight him if he wastes his spells but no reason to risk it.
Not hard lanes: (Any tank, lane wick or something/0
FARMFARMFARMFARMFARM. You can rune/mastery as you please.
I forgot a couple actually:
Akali - Don't let her hit her Q's on your every time the mark is on, you might get zoned a bit but do your best
-Mordekaizer - run mass MR and just farm farm farm under tower and get your jungler to gank him.
Teamfights:
You initiate by Withering somebody but don't just go and dive in ahead of your team because you will take a lot of free damage. Even if its a tanky guy you slowed your carries can still poke them down and force a flash if they don't want to fight
If they initiate on your team you have to be aware of a few things:
-If they have someone like nocturne who just ulted onto your AD carry you want to just go for him ASAP, slowing him if his shield isn't on. You can use your next slow onto their AD if he's doing too much damage.
-If they have somebody like amumu who's job is to just CC your team, just try to avoid incidental AoE damage and if they try to run past your to go for the squishies you can go for theirs since amumu or amumu+their solo top will have to turn on you because they are relying on carries to do damage.
Also: The tankier your are the more you should go for carries because the point of being tanky is that you want to survive focus fire so you can easily let your carries do damage and kill everyone if they focus you but if they don't you still 4 shot their carries with a farmed Q. Even if you have a theoreticaly situation where both bruisers dive both carries you end up winning because Nasus rapes every bruiser in 1v1 if their carries die.
If you build more like a bruiser say trinity force and most of a GA then you have to stay back a bit until your whole team is in the fight so that you can't get focused fired before you go onto their squishies. If their bruisers overextend make sure to focus them fast though. (Overextend means attacking people that their carries are more than 2-3 seconds out of range to attack themselves. in general).
People say Nasus is weak to kiting but you just need to use your slow smartly and let your carries get in range instead of mindless diving in every time. Technically Nasus gets kited less than someone like Irelia because you slow for your team instead of having to commit with a hard gap closer. (Although irelia still has a solid slow and has the passive to get away if needed, so she's still a fantastic tank)
In teamfights its extremely hard to individually kite Nasus because his W is almost up constantly since the buff to him and assuming you are close to CDR capped. Obviously this is assuming the target doesn't have merc treads.
+ Show Spoiler [Old Patch Notes] +
* Base movement speed increased to 325 from 320
* Siphoning Strike damage bonus per kill increased to 3 from 2
+ Show Spoiler [Changelog] +
10th August, 2011;
Added lots of pictures to make the whole guide more readable. Removed some of the spiel and rambling. Changed/added comments about item builds.
6th September, 2011;
Added content for laning against hard opponents from what I learned in solo queue at higher elo
and recently watching wickds style of skipping gold/10 and just building to counter the enemy lane and teamcomp, with flat health regen quints and flat armour/mr runes.
Removed more of the BS and rambling and generalized and made things more concise.
Removed brutalizer/ghostblade based builds because I've never seen them work and have never found them useful compared to standard stuff.
29th November, 2011;
New masteries, cleaned up the whole guide up to "playstyle" and made everything up to date. Mostly using skyyart nasus build or trinity/ga type stuff. Very sucessful in plat in ranked games with Nasus, even though I normally play junglers.