Nasus Build Guide
Nasus: The Ultimate Tank From Egyptwritten by SMACKD
Table of Contents
|Masteries + Runes||4|
This is my first guide. Still learning how to do this on this site. Especially the skilling order table. If any of you know how to, I would love it if you could share with me. But without any further ado...
There is a lot of controversy about how Nasus should be built. He can be a great off set and quite a good DPS character but I prefer to play him more as a tank. And no not a tank with Trinity Force. I mean straight up, soak all of the damage, tank. The reason being Nasus already has an exceptional ability to stay in the heat of a fight for a long period of time with his ultimate and building him as a tank will increase his lethality because of the time he spends in a fight so in this guide, I will teach you all how I build my ultimate tank.
Soul Eater (Passive)- Nasus drains his foe's spiritual energy, giving him a natural 10/15/20% lifesteal. The lifesteal value increments at levels 1,6, and 11. Siphoning Strike (Q)- Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Nasus's next attack will deal 30/50/70/90/110 ( + ) physical damage. Siphoning Strike permanently gains 2 damage whenever it kills an enemy.
Mana Cost- 20/25/30/35/40
Wither (W)- Nasus ages his target, decelerating their movement and attack speeds over 5 seconds.
Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3/6/9/12/15% each second for 5 seconds.
Mana Cost- 100/100/100/100/100
Spirit Fire (E)- Nasus unleashes a delayed spirit flame at a location, dealing damage and reducing the armor of enemies who stand on it.
After a brief delay, the target area becomes desecrated. Enemies in the area have their armor reduced by 20/25/30/35/40 and are dealt 20/34/48/62/76 (+0.2) magic damage each second.
Mana Cost- 70/85/100/115/130
Fury of the Sands (Ultimate)- Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains additional Health and drains nearby enemies' max health and converts it into bonus damage for the duration of the skill.
Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300/450/600 health. While the storm rages, he deals 3/4/5 (+0.01)% of nearby enemies' health each second (240 damage max per second) as magic damage and converts it into bonus attack damage.
Mana Cost- 150/150/150
For summoner abilities I take:
[spell=Fortify] Fortify for the turret durability and with the mastery point, the extra damage to minions
Teleport Teleport for the quick returns if I ever need to base during the laning phase or to catch up to my team for a team fight, push, gank, or whatever it calls for.
Masteries + Runes
For masteries I use a pretty standard setup. I use 22 points in the defensive mastery tree and 8 points in the utility tree.
Strength of Spiritx3
Greater Quintessence of Fortitudex3
Greater Mark of Insightx9
Greater Seal of Evasionx9
Greater Glyph of Potencyx9
To start off, I always buy the Doran's Shield and either a Health Potion or a Mana Potion, depending on the other team.
Then on my first time returning to base, I try to have at least 1600 gold so that I may buy my Mercury's Treads and a Sight Ward and a couple Health Potions.
The first major item I buy is the Aegis of the Legion for it's bonuses and aura to help out my teammates in the early game stage.
At this point your inventory should look like this:
Now is where you start building your bulkier items. I usually rush a Sunfire Cape for the armor, health, and passive which stacks with Nasus' ultimate. Then I buy a Force of Nature[item_icon=Force of Nature] to maximize my movement speed and to increase my health regeneration massively.
At this point your build should look something like this:
[item_icon=Force of Nature]
Not many games last this long but this is the point where you finish off your build. I usually add a Banshee's Veil to my build for the passive, mana, health, and magic resistance. If the game is still going on I then add an Atma's Impaler for the armor, critical strike chance, and attack damage.
Here is what your build looks like now:
[item_icon=Force of Nature]
Extra Late Game:
I have only had a couple games exceed 1 hour with Nasus and cause me to run out of room. At this point, your Aegis of the Legion is not doing as much as it was earlier in the game since it is mainly an early game item. So my suggestion is to sell the Aegis of the Legion and replace it with whatever you see fit, depending on the other team or what your team requires. I personally use a Guardian Angel. It gives me that second chance that might be the deciding factor in a team fight.
Other recommended items:
Frozen Heart- If you are starving for mana or need to reduce the attack speed of a DPS champion on the other team
Randuin's Omen- for the active
Thornmail- for the armor and the passive for those pesky Master Yi players
Nasus is an exceptional laner. He is great in a 2v2 lane but can easily handle a 2v1 lane if your team has a jungle character. Start of with a point in Siphoning Strike so you can start getting stacks. Attack the minions as you normally would then smack the Q key before the minion dies as Siphoning Strike resets your auto-attack timer so it is fairly easy to sneak in the final blow. Then level up your Spirit Fire to help clear creep waves, prevent the other team from getting too close to you or your turret. Spirit Fire is an exceptional zoning tool. I usually put a point into Wither at level 3 just in case a gank presents itself or if I, or a teammate needs to escape. Never try and harass with Wither as it costs 100 Mana per cast. Keep leveling up Spirit Fire taking a point in Fury of the Sands, your ultimate, when possible. The reason you do not level up your Siphoning Strike is the only real difference between each level in that skill is cooldown reduction so there is no need. After you max our Spirit Fire, then Max out Siphoning Strike, then Wither, taking your ultimate when possible.
Nasus' lethality is in the Mid-Mid/Late Game. When he has his tanky items and is standing in the center of the action with his ultimate going, there isn't much the other team can do because if they run, Wither will prevent them from escaping and if they stay, Fury of the Sands will tick away at their health. When engaging in a team fight, I like to go and focus either the squishiest, or the most annoying champion on their team causing the enemy to have to focus me. If there is a lot of cc on the other team, I may pop my ultimate early; if there isn't, then I will pop it when I hit about half health, sky rocketing my health regeneration and damage output from my Atma's Impaler. DO NOT POP YOUR ULTIMATE AND THEN RUN IN! THIS WILL CAUSE THE ENEMY TEAM TO RUN AND THEN YOU JUST WASTED YOUR ULTIMATE. When you have the team circled around you or in a group, lay down Spirit Fire to start reducing your enemies armor. If you see someone being chased on your team, Wither the enemy to draw them back in or if an enemy straggler is running, Wither them then finish them off.
Nasus is also a great pusher late game. He has the ability to tank tower with his ultimate if your team needs a last minute desperate push to win the game.
Submitted by SMACKD
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