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All Guides Nasus Guides S7 (6.24) The Detailed Egyptian Life Steal God
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Nasus Statistics for Mister Fluffybut

Author's performance with Nasus compared to the ranked average.

Value
Average
Games Played
5
Win %
44
Kills
4.8
Assists
6.1
Deaths
5.8
KA:D Ratio
1.9
Gold Earned
11.9K
Creep Score
188.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

In my opinion, this is the only way to go:


6.png Ghost

Use this spell to land those 2 - 3 extra Q's you need to finish them off. You are not a burst champ (you sometimes have surprisingly high Q damage but that's not what i mean) you have sustained damage. But in order to do this sustain damage (Q) you need to stick to your targets. Using 6.png will allow you to do so. This also makes it pretty much impossible for champions to escape your wither.png since you will always catch up with them. Even if they flash. This dog's biggest weakness is getting kited. This spell will definitely help with that.


12.png Teleport

The spell that gives Nasus mappressure and objectivecontrol. Due to the amazing Q damage you should have around 30 minutes, taking towers should be a piece of cake. When ur team is around baron, but nothing is happening, go bot, take a free tower and TP to help them out. Just a great skill overall that can help u pressure the map everywhere.


In order to get that amazing pressure we're talking about in the section above, you obviously need to keep using that siphoningstrikenew.png. So get back to lane with TP if there's a juicy wave about to hit your tower. You don't want to miss out on 30 stacks am I right?


Other possibilities are:


4.png Flash

This is optional if u are facing a team with a champ like Jarvan IV, where u are stuck in his ult if u don't flash out. But other than that, I can't think of a situation where you should pref flash over ghost.


14.png Ignite

I don't think I have ever used ignite on Nasus. But for the sake of including everything, I put it in here. Ignite could be considered when facing champs like Dr.Mundo and Swain; champs that have high lifesteal/liferegeneration. Eventhough I'd still prefer taking teleport just for the objectivecontrol and mappressure.

New Runes Back to Top

Masteries Back to Top

Ferocity:

This tree offers our Egyption God some more damage and lifesteal.


I go Sorcery over Fury since you don't need the attackspeed. Your main damage source is a well stacked Q. Also the extra damage your spiritfire.png and godofdeath.png provide is a nice bonus.

I go Expose Weakness or Fresh Blood over Feast. The healing you get from feast is such a minor adventage, that it's not worth taking. However the 10 + 1 (per lvl) additional damage you do with Fresh Blood is a small buff. The other viable option is Expose Weakness. This is more teamfight oriented but definately a good choice for later in the game. I prefer Expose Weakness but it's up for personal preference.

Vampirism over Natural Talent every day of the week. The 2% lifesteal you get synergises great with your passive and runes. Giving you even more lifesteal. A nice addiction is that your E and R (magic damage) also give a tiny bit of HP back due to the 2% spellvamp.

Battle Trance over Bounty Hunter or Double Edged Sword. Battle Trance is the obvious choice here. Giving you 5% extra damage over 5 seconds when in combat with people. Since you're a bruiser and you have wither, you'll always be in combat for a longer period of time. You need to kill 3 people before Bounty Hunter gives you more than Battle Trance gives you (over time). This can take you quite some time depening on who you're up against.
You could go Bounty Hunter if you are confident you're gonna make that TP play bot, kill them both and kill the toplaner. I guess it's a matter of preference.

I find the rest of the Ferocity tree not offering anything worth taking. If you insist on taking the Ferocity tree I'd suggest you go Battering Blows and Warlord's Bloodlust/Deathfire Touch/Fevor of Battle, but it's more rewarding to look at the Resolve masteries.


Cunning

The Cunning tree could be a viable replacement for the Ferocity tree. It offers a few things you'd want as an Egyptian Lifesteal God. 75.png 

Salvagery over Wanderer especially for the early game. It gives you 5 extra damage on single target abilities (nasusq.png) which is a nice additional bonus for the earlygame. Making it a little easier to last hit.

Assassin over Secret Stash or Runic Affinity because of Toplane Island. You're always (pretty much) in a 1 v 1 without people around. So as long as laning lasts, you have a 2% damage increase.

Merciless over Meditation for obvious reasons. Your Q doesn't cost a lot of mana. This is what you should be using most. On the other hand 5% damage increase on targets below 40% HP is sweet. This is what you need to tip the odds in an even fight in your favour.

Dangerous Game over Bandit or Greenfather's Gift. It gives you that little extra HP you might need to survive a fight. Or to add 1 more Q to a different target that can then be finished by one of your teammates. Greenfather's Gift could be the other viable choice if you plan on stepping in and out of bushes (which are provided in toplane). But since I rarely do this, I don't pick this.

I don't further expand the Cunning tree because the loss of Grasp of the Undying is too big to prefer Thunderlord's or something else over this.


Resolve

This tree is totally Nasus. Giving you more tankstats, tenacity and other benefits our God needs.


I take Unyielding over Recovery. Recovery is more usefull early game when you don't have alot of resistances yet. But later in the game, 5% bonus Armor and MR will become much more usefull than 2 hp every 5 seconds.

I go Tough Skin over Explorer or Siegemaster. Nasus is not a roaming champ. Not at all. If it's up to you, you sit in your toplane for 20-30 minutes, TP in, ace the enemy and take 2 towers. Sadly this is rarely the case. But still it's more usefull to get 2 less damage from champions basic attacks then the little extra movementspeed, since Nasus's weak early has encouraged players to 'try and shut him down early', meaning you will get poked. Tough Skin helps with this. Siegemaster would be perfect if it would actually live up to it's name. Nasus is all about sieging, but gaining extra armor and magic defence while DEFENDING doesn't make sense to me. If you're winning you're not defending. And you should be winning with these amazing tips ^_^.

I take Runic Armor over Veteran's Scars. Runic Armor gives you even more lifesteal. Eventough it's just a teeny-tiny bit (8% from ur current lifesteal), combine this with a 3065.png and you have a nice increase of your lifesteal without needing any lifesteal items. 45 HP is definately not worth taking since Runic Armor synergises so well with your nasuspassive.png, Vampirism and Life Steal Quintessences.

Insight over Perseverance or Fearless. I find that more frequent use of your Summoner Spells brings more to the game then 50% increased HP regen and little extra defensive starts (in this case). Your lifesteal makes the extra HP regen/defensive starts unnecessary, and the cooldown on Summoner Spells allows you to 12.png more often and chase/escape more often with your 6.png resulting in more kills or less feeding.

I prefer Swiftness over Legendary Guardian. As a champ which biggest weakness is getting kited, it's important to have the 15% tenacity Swiftness offers to keep chasing that ADC who is 1 siphoningstrikenew.png away from a quick trip to base. Legendary Guardian offers 3 Armor and Magic Resist for each nearby enemy champion, which means at best it gives 15 Armor and MR. Definately not worth if u could get 15% tenacity instead.


Keystone Masteries:

The keystone masteries are a personal preference. They are all great, each suited for a different playstyle. Which is why I usually change it, based on the enemy team and our team composition. I will explain which keystone mastery I take in different situations.


Grasp of the Undying
I take this mastery when I'm not sure whether it's gonna be a teamfight match or a splitpush match. Since this mastery allows you to have nice overall fighting stats. This is also nice for trading in lane. Granting you quite some HP back.
If you can tell by your or the enemy's team comp if it's going to be a teamfight game or a splitpush game, choose one of the other masteries.

Courage of the Colossus
This is completely useless for Nasus. You're only granted a shield if you stun, taunt, snare or knock up a champion. Since Nasus lacks this ability it's obvious it's not a viable option.

Bond of Stone
A great keystone mastery when you know teamfighting is the word. If you have a team with amumu, oriana, missfortune, etc, you know your team wants to group and teamfight. In this case it's best to take the Bond of Stone mastery since it gives you 6% damage reduction when you are fighting near allied champions. Also 6% of the damage your ally would take (squishy miss fortune or oriana) is dealt to you instead. This makes it a great team fight mastery.


Keystone Masteries: I usually go Grasp of the Undying 8/10 games, Bond of stone 2/10 games.

Abilities Back to Top

Q
W
Q
E
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
2
14
15
17
18
E
4
8
10
12
13
R
6
11
16

Passive

nasuspassive.png Soul Eater
Nasus is granted 10/15/20% lifesteal at lvls 1/7/13.

A great skill overall that gives nasus a lot of stustain during the game.


Abilities

 siphoningstrikenew.png Siphoning Strike
Deals 30/50/70/90/110 damage + stacks. You get 3 stacks for dealing the killing blow to something. This is doubled to 6 stacks if it's a large minion, large monster, or champion. Keep in mind that lasthitting a tower with Q also gives you 3 stacks.


I always start with Q. I have literally had only 1 game where I went W first. The reason was because I misclicked. So yea... start Q. Before you get to lvl 2, you can get 4 to 8 stacks depending on how well/bad your minions aggro. This means you miss out on 12 - 24 damage when you start with E or W.

siphoningstrikenew.png is your bread and butter. The skill that makes Nasus famous and feared. Therefore I max out Q first.


wither.png  Wither
Slows enemy movementspeed (maximum of 95% at lvl 5) and attackspeed (maximum of 47.5% at lvl 5).

I take W second or third depending on who I'm playing against and who I'm playing with. If I'm playing with a high pressure jungler (for instance 64.png and 35.png), who's likely to gank after he gets both buffs. If this is the case, I take W second so I can slow my lane-opponent down in case of a gank. This will get us a kill or or atleast the enemy's flash if the jungler decides to drop by.

I also take W second if I'm facing an enemy with a good early game/high damage like riven, renekton, darius. If they knock me up in the air, stun or pull me, wither will allow me to get away from my opponent. 

Or if I'm up against someone who likes to go in early for some damage like tryndamere, jax, fiora. They gapclose, do some damage, and back out. If you can wither them while they engage, they will take quite alot of minion aggro when retreating, making the trade less fortunate for them.

I max out W second vs champs that have high attackspeed or high mobility. Champions like Jax, Tryndamere, Shyvana, Trundle come to mind. NOT vs champs that just have high damage (darius i'm talking to you) since it won't reduce damage only DPS. I find E more usefull in these cases since it helps me CS if I get zoned, or I can use it to poke.


spiritfire.png Spirit Fire
Deals 55/95/135/175/215 (+60% AP) on cast, and 11/19/27/35/43 (+12% AP) per second.
Something very important to keep in mind, is that Spirit Fire reduces the opponents armor as long as they stay in it. The Armor reduction is 20/25/30/35/40. This is amazing when fighting against tanky opponents aka 95% of the toplaners.

I take E second when i'm playing vs ranged or high damage champs that can zone me from cs. If i'm up against a good teemo for instance, who managed to poke me down without taking serious minion damage (rare cases) and i can't get near CS without getting hit by him, i need my E to atleast get some CS. Because i have to rush that 3065.png and 3111.png.
Also if I'm against champs who i know get weaker/easier to deal with during the game i max my E for better 1 v 1. Champions like 92.png and 58.png who usually get damage and then build some armor, get destroyed while fighting on a max level Spirit Fire due to the 40 armor they lose.

For details about what to max vs opponents check out the Matchups.


godofdeath.png  Fury of the Sands
You empower yourself and become bigger. You get 300/450/600 bonus health and 50 bonus attack range for the duration. While you are empowered you deal 3%/4%/5% (+1% per 100 AP) of target's maximum health as magic damage (maximum of 240) to targets around you. You also get bonus AD equal to 6.375% of the damage dealt by your empowered form, to a maximum of 300 bonus AD. Hopefully this part is clear, it can be quite overwelming.

If it wasn't clear, i'll give you a summary:
You become big, get some bonus health, and deal damage to people around you. Part of the damage your ult does gives you bonus AD.

Just take a point in this when possible.

An easy bait/kill when u have your ult up: bait under tower with low health (make sure you can't get instakilled), a jax, tryndamere or riven goes in on you, you pop your ult (giving you instant health), wither them and fight/flee (depending on their health). This gives you great damage on them (hopefully they have to back aswell or atleast play safe), or it gives you a free kill (yea yea it's cheezy but it works).

Items Back to Top

Starting Items

    These are your starting items 9/10 times. The corrupting potion gives you HP, dueling potential and last but definately not least: mana to keep stacking those Q's and farming vs ranged champs with E.
    This is a possible start but honestly I never use it. Only consider this if you are against someone like a gnar, vayne or other range AA champ.
    This is also a viable option. It allows you to get the Glacial Shroud faster. This used to be my starting build 8/10 games in S4 but times have changed. If starting like this, chose one of the potions (i'd personally go for the Rifillable Potion and upgrade it to a Corrupting Potion on my next back).

Core Items

    These items are your core core items. After your 1st back you should atleast have one of these items + boots or part of the other item.
    Spirit visage and either Frozen heart or Iceborn Gauntlet are your core items. You get these every game. Depending on the enemy team and specially your opponent.
    Usually my only damage item. I get this as my third item.

Situational Items

    Depending on enemyteam pick 1 or 2. Overall good= Sunfire. If ur doing good= Dead Man's Plate. Teams like tryndamere/yasuo = Randuin's
    If the enemy has AP mid, and 2 other AP (top, jungle, or a support like annie, brand, etc.)
    Required for facing champs like vayne/jax who AA a lot.
    Nice last overall item when not facing heavy AP but mixed damage. Greatly improves keystone mastery Grasp of the Undying

After your first back, always get one of the two first core items . Either 3024.png or 3067.png. Usually I get the Glacial Shroud because I'm against an AD champ. If you can't get one of them you should farm more if possible. Try to get boots on your first back aswell. It helps you stick to your withered target.


Choosing 3110.png or 3025.png

I decided this needs it's own topic since it's quite important.
Since the buff on Iceborn Gauntlet, increasing the CDR from 10% to 20% making it equal to his brother 3110.png, the Iceborn Gauntlet has gotten quite some love from the League players.
This isn't different for us 75.png lovers :-D
The passive 3025.png brings is amzaing (an area in which people are slowed, it even increases when u build more armor!) this provides us more sticking power, making you less kitable while giving you the same amount of CDR which nasus requires.
Nowadays Iceborn Gauntlet is the item I get in 80% of my games over Frozen Heart, due to the better combat potential.
Soo when do u actually get 3110.png?
This resolves mostly around the passive (reducing nearby enemy's attackspeed). This means that champions like 24.png39.png266.png aka champions that love attackspeed, will do less damage since 3110.png's passive reduces the attackspeed. So i'll only build this item when i'm actually facing those champs in lane OR when the enemy has an attackspeed based jungler AND an attackspeed heavy ADC (429.png67.png, etc).

TL;DR (you little sh!t): 3025.png always, exept when you're facing high attackspeed champions like 24.png39.png.

Facing AD

When facing AD champs I weigh how much damage/poke I'm receiving vs the first item I'm going to buy. If I'm getting poked down hard, I get 3110.png or 3025.png as soon as I can (depending on the enemies i'm facing explaind in the section above).
If I'm getting mediocre poke, no poke at all or if I'm dodging most of it, I get Glacial Shroud AND Kindle Gem because it gives me quick, cheap cooldown reduction, so I can spam my Q more often.
3110.png gives 20% CDR for 2800
3025.png gives 20% CDR for 2700
3024.png + 3067.png gives 20% CDR for 1800
So get Glacial Shroud and Kindle Gem for cheaper=faster CDR which will result in more stacking. But only if the game allows it!

I get Frozen Heart/Iceborn Gauntlet first, and Spirit Visage or Trinity Force second.
If I'm winning I get Trinity Force next. If the lane is even or slightly in the enemy's favour I go with Spirit Visage. Spirit Visage is amazing eventhough it doens't give armor. It makes your lifesteal much better giving you the sustain you need to not get poked out of lane, AND bringing you more CDR for more siphoningstrikenew.png's.
If realy far behind and getting sh!t on, get more defensive items.
Golden rule: Never get offensive items (3078.png in this case but it applies to other champs aswell) when you're behind, when playing tank or bruisers. If you're behind, even when you have 3057.png + 3044.png build tank! Don't 'waste' the other 1500 gold u need to complete it, use it to build tank. Offensive items are completely useless if you can't survive long enough to do damage.


Somewhere around finishing my second item, I upgrade my boots to 1323.png or 1318.png depending on the enemy teamcomp. If they have someone like a 25.png14.png or 89.png I get Mercury's Treads. Even if their toplaner is a tryndamere or riven. You don't want to be CC'd for too long as nasus. Moving means pressure and Q damage.

I only go Ninja Tabi if the enemy has 2 or more attackspeed champs (for example ADC + udyr jungle and/or jax top). Since you have your frozen heart which reduces attackspeed. Or if the enemy has no hard CC (only slows).

If you are new and not sure: I get Mercury's Treads 8/10 games.


Facing AP

If I'm against an AP champ I rush 3065.png. I start with 3067.png and 1033.png or I get a 3211.png first if I'm getting poked down hard. Try to get as much CS as possible,  2033.png should help sustaining your mana while farming with E.
After Spirit Visage upgrade your boots to 1323.png as soon as possible for the MR and for Tenacity since most of the time AP champs bring CC into the game. You need the Distortion upgrade for even more Ghost and Teleport plays.
By this time make sure you've also picked up 3024.png along the way for CDR.

After Spirit Visage and upgraded boots, i usually go with 3110.png/3025.png (for the needed CDR) and then 3078.png3068.png or 3083.png.

If I'm doing well and have an easy time sustaining and lanefase isn't over I get 3078.png. I get trinity because I don't need to build armor yet if laning fase isn't over. And trinity proc (sheen) makes Nasus's Q hit even harder. Making it easier and more likely to snowball on your opponent.

If the laningfase is almost over, I'm winning (hard) and i just want CDR and some armor vs other AD champs on the enemy team, i get 3110.png/3025.png as explained above.

I rarely get 3083.png after Spirit Visage. But if you are facing AP and their jungle is AP aswell the healthboost might be just what you need. Keep in mind that you need over 3000 health to make use of the passive (get more HP after getting this item).


Obviously there are other items good/usefull on Nasus. Just keep in mind that you want to reach 35% CDR as soon as possible. Having tons of stacks gives Nasus tons of damage. So more Q's mean more stacks equals more damage.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Cho'Gath
    Hard
  • Darius
    Hard
  • Dr. Mundo
    Medium
  • Fiora
    Medium
  • Gangplank
    Easy
  • Garen
    Hard
  • Gnar
    Medium
  • Illaoi
    Medium
  • Irelia
    Medium
  • Jax
    Easy
  • Lissandra
    Medium
  • Malphite
    Easy
  • Riven
    Medium
  • Shen
    Easy
  • Sion
    Medium
  • Teemo
    Easy
  • Trundle
    Medium
  • Tryndamere
    Easy
  • Vayne
    Hard
  • Vladimir
    Hard
  • Volibear
    Hard
  • Wukong
    Easy
  • Xin Zhao
    Easy

VS

Cho'Gath

Hard

I find Cho'Gath pretty hard to play against. His chogathpassive.png sustain makes it useless to harass him, so you have to all in him or just play the farm game.


Due to his vorpalspikes.png spikes he can harass you if you don't position yourself correctly, so be aware of that.

His ult deals true damage which can only be countered by building alot of health, since I usually don't do this, it's annoying aswell.

If played well you can beat him lategame though.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1

VS

Darius

Hard

A good darius won't let you near creeps. As soon as you walk up to CS you can expect a dariuscleave.png in your face. The plus side (if you manage to dodge the Q) he will push in minions making it safer for you to CS. Also most people that pick darius into nasus, pick him becourse he is considered a counter. But an inexperienced darius vs an experienced nasus wil usually result in a fed nasus.


Overall in this matchup be carefull. A smart darius can kill you in any stage of the game if you are not far ahead. Best way to play is to call for a gank and try to stack as much as you can.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 2)
Max E before W for better farming and 1 v 1 potential if you manage to get ahead somehow.

VS

Dr. Mundo

Medium

You both don't have great killpressure on eachother. Mundo can get away with his ult 9/10 times, and Nasus can run away if he uses W on Mundo. It's hard for mundo to 'suddenly' burst a Nasus. So just accept your free stacks (don't take too much free damage), and get to lategame where it's a tank vs another tank.


You should consider the splitpushgame since mundo has horrible waveclear. Also don't forget about 14.png if you feel you can pull it off.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1

VS

Fiora

Medium

I personally never had problems laning against a fiora. She does have some damage but it feels kinda like facing wukong. Before she gets strong (1 -2 items) you have frozen heart/Iceborn Gauntlet and you should be fine. Stacking also shouldn't be a problem, just don't think she can't kill you because she obviously can if you don't play with your head.


Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 2)
Max E before W for better 1 v 1

VS

Gangplank

Easy

Gankplank. In my opinion the most overrated toplaner ATM. No one can play him. Atleast in bronze/silver/gold no one can. Maybe that 1 rare exception.


All you have to do is play around his barrels and  you should be fine. Most GP's don't know how to use them propperly so just stack and wait till he uses his removescurvy.png. After that you can wither him and kill him. If you don't wait for him to use removescurvy.png he can just clear your wither and run away.

Just be carefull not to catch every parley.png as soon as it's off cooldown. Otherwise this fairly easy lane could turn bad.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1 and farming (in the rare case you get zoned)

VS

Garen

Hard

Garen is a pain in the .... (idk if i'm allowed to swear here) petite behind.


His Q removes your W, his W makes your Q do less damage, when he builds a black cleaver his E shreds through your armor and his R makes him do true damage vs 'the Villain' (enemy with the most recent kill), and does more damage if ur lower HP so armor and MR have less impact.

Mainly due to his tankyness and his ability to completely remove your W i think garen is a very dangerous and annoying champ to play against. Even if you call for a gank, it's hard to get him since you have no CC other then W.

VS

Gnar

Medium

This matchup depens for most part on wether you can dodge his Boomerang Throw. If you get hit over and over by it, it'll be hard for you to cs. If you can dodge it, you can overcome the harass from his AA's and you should be able to CS.


In this lane you can't kill gnar if he doesn't make big mistakes and saves his jump. Since he can just hop away if you wither him.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1 (when he's in his ult form) and better farming if u get zoned.

VS

Illaoi

Medium

Illaoi is dangerous. And on the other hand she isn't. Most part depends on dodging. If you manage to dodge the Q. Also don't go near her if there's a tentacle close. Then she uses W on you and you'll get smacked. If she hits her E don't worry. Use your E on her (damage reduces the time she gets to damage the spirit) and just walk away. Out of the range if you have to it's fine. The amazing part, you can stack your Q on her tentacles. The tentacles that spawn from her E are predictable and easy to dodge giving you 3 free stacks each time (9 total).


Just don't fight her straight up when she has some tentacles around or she'll destroy you. Just farm and get to late game without feeding her too much.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1 (later on), for farming and for poking.

VS

Irelia

Medium

This lane can go both ways. Both Irelia and Nasus are lategame champions. So if Irelia gets a a clear advantage over you, the lane will be hard. Same rules apply if you get a clear lead.


It shouldn't be too hard to stack your Q. Be carefull when irelia reaches lvl 6 and when she has her 3057.png or 3078.png, her damage might catch you off guard. As explained in the item-section. Get frozenheart and Spirit Visage and you should be able to continue the stacking.

Max out Skillorder:
R, Q, W/E (pun intended)
(1 point in W at lvl 2)

You can go both ways. If you think you can fight her, max E first for better dueling. If you wanna play it safe, max W first.

VS

Jax

Easy

I always found this one of the easiest matchups for nasus. If the enemy picked jax, i picked nasus and gg free win. Due to nasus's wither.png (which slows attackspeed up to a maximum of 47.5%) jax can't make good use of his passive (which gives him attackspeed). So max W second.


The introduction of the thunderlord keystone mastery made this matchup a little harder. Since the harass you take from a Q, AA, W procs thunderlords which hurts. But this still shouldn't bee too much of a problem.

Max out Skillorder:
R, Q, W, E
(1 point in W at lvl 2)
Max W before E to reduce his attackspeed/dueling potential.

VS

Lissandra

Medium

She has the ability to poke you down. She has the ability to kite you around for days with her Q slow. If you finally do catch up with her, she still has her W to get away. If nothing works she STILL has E to cover a lot of distance in the blink of an eye, and to top that off the ult is yet another freeze that makes  you unable to move.


For her (and her jungler) you are an easy target, and you (and your jungler) probably can't kill her. Just try to farm as good/bad as you can, and get to your 3111.png which help out SO MUCH vs Lissandra! Then obviously 3065.png as soon as you can and you should be fine after.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better farming/more poke.

VS

Malphite

Easy

Not easy as in easy kills, but easy as in easy farming.


Malphite's manapool is way too small to zone you off any cs. And your lifesteal should provide you with enough sustain to overcome the poke that you do take.

Don't try to kill 1v1 him since he'll be stacking armor since the beginning of the match. So you won't do a lot of damage. Also he can always escape with his ult.

Just farm, farm, farm and splitpush/kill his team.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1

VS

Riven

Medium

This matchup is as much annoying as it is not. I know this is confusing so I will explain.


Riven is the champ that you can't kill. Your wither.png isn't rly usefull since she can use all of her dashes to get away from you. So obviously max Q then E and W last.

But if you play this matchup correctly, riven can't realy kill you either. Rush frozen heart/Iceborn Gauntlet (cooldownreduction = more Q stacks) and armor makes riven do less damage.

Be carefull of her early game since the damage she does is insane. After you survived the first few levels things should get better. As soon as you complete frozen heart without feeding, this lane is a farm fest. (you still can't kill her due to all the dashes)

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 2)
Max E before W for better 1 v 1 and farming.

VS

Shen

Easy

You literally can't lose this matchup. You might not be able to kill him, but it's a free farm fest for you. Just stack those Q's to infinity and there will be a point where you can kill him.


Shen lacks good damage or poke to be a serious threat to you. If you realy get caught out and his jungler comes you might get killed. But if you ward correctly this definately shouldn't be an issue.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1

VS

Sion

Medium

Sion is a beast! Just like Nasus. In a way they are alike. Nasus Q gives him more damage, which stacks if he kills minions or champions. Same goes for Sion's W. It gives him more health for each minion he kills. Due to this both of these beasts get stronger lategame.

Therefore you shouldn't be too worried when facing sion. His Q is is quite easy to dodge. Other than that his only poke is E. If you manage to dodge most of those (don't stand in a straight line between him and one of your minions) you should be fine and have a decent CS at the end of your won game.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
Max E before W for better 1 v 1

VS

Teemo

Easy

Other than what most people believe, teemo isn't that hard to play against. USUALLY.

The average teemo-player isn't that great. They understand the concept of 'harassing' but 9/10 times forget minion aggro at early lvls. So they take the same or more damage in return. Also teemo is squishy, which is a 2-3 siphoningstrikenew.png kill if you have a few stacks up.

In this matchup i reccomend maxing siphoningstrikenew.png 1st and wither.png 2nd to slow him down even more and make his movequick.png useless.

Obviously all you need to do is rush 3065.png and 3111.png and you won yourself a lane. When you complete those items. It's time to snowball, since the mercs will reduce the blind and slow from mushrooms and the spirit visage will let you lifesteal more and take less damage from his AA.

Out of 10 matchups 9 people don't know how to play teemo vs nasus and lose.

Max out Skillorder:
R, Q, W, E
(1 point in W at lvl 3)
Max W before E to catch up and stick to him. He will never straight up fight you, he'll always try to kite you around. Therefore it isn't as usefull to max E first vs teemo.

VS

Trundle

Medium

Trundle is tough at the moment. He has great mobility with his W, he can steal part of your stats with his R, he can totally screw up your escape with Pillar (E) and his Q does quite some damage.


The good thing is that he's predictable. He usually moves forward, starts with E and engages after. When he moves forward you can back off. Just try to farm and get a frozen heart as soon as you can. With your W and a gank you can kill him.

Max out Skillorder:
R, Q, W, E
(1 point in W at lvl 3)
Max W before E for setting up ganks, making it harder for him to get to you despite his E and when fighting, trundle uses his W which gives him movementspeed and attackspeed (up to 80%!). Therefore max W second.

VS

Tryndamere

Easy

This matchup is a joke.


Tryndamere can't do anything to you if played correctly. Earlygame (your weakest point) you can carefully get some CS with  your Q since he can't realy harass you.

in this matchup rush 3110.png and you're fine for a while. You should also consider getting Randuins since the 10% crit reduction is amazing vs a crit champ like trynda.

Your W counters his attackspeed So you should be able to kill him. When he ults you can keep him under the effect of wither.png so he can't get away or can get to you if you are both low health.

VS

Vayne

Hard

The famous vayne pick. Who hasn't faced her toplane while playing nasus. Probably one of nasus hardest and at the same time easiest counters.


During the laningfase she doesn't have alot of damage/attackspeed yet. So she can poke and do some damage, but you should still be able to get some CS. A good vayne will make you cry, but usually people aren't used to playing vayne top or even playing vayne at all. They just pick this champ to 'counter' you. But..

3risbcx.jpg

Since you, as a nasus main, know what to do to sh*t on her (gotta keep this guide clean of strong language therefore *). Max that W and go 5/0 in lane.

The real problem when facing any vayne (good or bad) is lategame when you are 'strong'. Since she doesn't give a sh*t about that and just completely obliterates you. Her additional 12% damage on you maximum health as true damage (vaynesilveredbolts.png at lvl 5) is a deal breaker for you. You also can't get close due to the vaynetumble.png and vaynecondemn.png. Your best option is to splitpush. Lategame in a 1 v 1 with ghost up you should be able to catch up to her and land those you 2 Q's you need to kill her.

TL;DR: it's tough.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 2)
E or W depending on how good/bad your opponent is.
You'll notice in 2-3 waves if she's good or not. If she's letting you get farm without poking too much, max W. Apparently she wants to be friends, so you don't need your E for farm. You can max W giving you a better time at chasing and killing her when you get some stacks/items.
If she's making you pay for every single CS you're trying to get, max E since you'll need it for farming.

VS

Vladimir

Hard

Vladimir is annoying to play against. He can bully you with his vladimirtransfusion.png and just regenerate if he takes minion damage. Since you are both lategame champs he will also benefit from this matchup.


Get a 3065.png ASAP and try to get some help from your jungler. Due to his E he will likely push you into the tower making it an easy gank for a jungler.

Eventually you will outdamage him, but a 'free farmed'  vladimir is a threat to your teammates who don't/can't stack MR.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 3)
E before W for better 1 v 1 or farming if you get zoned.

VS

Volibear

Hard

This champ is a pain to play against. his W does a lot of damage, even more if you are missing some health. He can just stack it on minions and as soon as u come close to CS he just uses it and you take a chunk of damage. Next time you come it'll probably be up again and you take another bite. He can slow you when trying to get close to him, or when you are trying to run away. And he can fling you backwards forcing you to cover even more ground.

Last but not least his passive. It gives him a lot of sustain (specially when he gets spirit visage), since your damage is mostly Q's which take 2-3 second cooldown, you probably can't kill him when his passive is up.

Just try to take the CS you can and call for your jungler's help. He is killable when you have someone backing you up.

Max out Skillorder:
R, Q, W, E
(1 point in W at lvl 2)
W before E to reduce his chasing potential and evade the damage that he'll do to you if he does fling you.

VS

Wukong

Easy

I feel wukong is pretty easy to play against. He lacks early damage to kill you quickly. When he does get one or two items, you should have finished your Frozen Heart/Iceborn Gauntlet + maybe Spirit Visage giving you plenty of sustain.


Play smart. Don't take too much free damage, but if you keep your head in the game, this matchup shouldn't be too much of a problem.

Max out Skillorder:
R, Q, E, W
(1 point in W at lvl 2)
E before W for better 1 v 1

VS

Xin Zhao

Easy

Since Xin Zhao is an AA based champion like jax, this matchup is also fairly easy. The fact that Xin Zhao can't get away when you wither him (jax can still use his Q on a ward if he has one), makes him a free kill when the jungler comes along.


You can stack freely and when the jungler comes you get a free kill/asisst. What more do you want?

Max out Skillorder:
R, Q, W, E
(1 point in W at lvl 2)
Max W before E to reduce his attackspeed/dueling potential. If Xin isn't getting attack speed items but something defensive, consider maxing E before W for armor shred.

The Life Steal God thoroughly explained Back to Top

Nasus the Egyptian god of Life steal has been born!


Let's check out 75.png level 1 life steal with these runes and masteries:


nasuspassive.png  gives 10% life steal at level 1.

Vampirism (Ferocity): gives 2% life steal

Life Steal Quintessences: give 4.5 = 5% life steal

Runic Armor (Resolve): life steal 8% stronger

Grasp of the Undying (Resolve) (Must be in combat for 4 seconds):

Steal 3% life equal to your max health (561.2 at lvl 1)


This all means that at lvl 1 with these runes and masteries you have:

10% + 2% + 5% = 17% x 1.08 (runic armor makes the 17% life steal 8% stronger) = 18.36% life steal at lvl 1
Add Grasp of the Undying to this and you steal 18.36% + 16.83 HP from your opponent at lvl 1.

I know all of this is a little hard to get when you first read it. So I'll try to make this more tangible and put it in perspective.

All of this means that when you use siphoningstrikenew.png on a minion you will get 16.37 HP back on the first minion with 0 stacks and without Grasp of the Undying. This number grows fast when you get your items, level up and get more stacks.


So by just appearing into the game, not building anything you start with 18% lifesteal. That's amazing. This makes getting though the earlygame (which is by far the hardest part as Nasus) easier.
I admit 18% isn't alot if u barely do damage. But it helps. And this wil only get better if u get to lategame and your siphoningstrikenew.png starts doing 500 - 750 or even 1000 damage.

Keep in mind that your life steal at level 7 will be 23.36% and at level 13 it will be 28.36% without items due to your passive.

It's safe to say that when building spirit visage you'll regenerate around 33% of your damage after lvl 13 with Grasp of the Undying, which is insane. Specially when you consider you're a tank.

An other very important 75.png point in general is getting CDR. Nasus is all about stacks. If you have 750 stacks in 35 minutes  you win the game, if you have 200 you lose since you bring nothing to a teamfight other then being there. So more CDR means more spamming that siphoningstrikenew.png. With runes, Frozen Heart and Spirit Visage you have a solid 35% CDR. You can go from here and get atleast 4 stacks each wave and 5-6 from a cannon wave. This is required to become the lategame god you should be.
If you are practicing Nasus and you have no idea what a 'decent' number of stacks is, just keep the following in mind.

You are doing good if you manage to do this:
At 10 minutes : 150 stacks. The first stacks are the hardest, when the cooldown on your Q is quite long and you have no CDR yet.
At 20 minutes : 375 stacks. You should have some CDR items and Q lvl 5 (making the cooldown around 3 seconds).
At 30 minutes : 650 stacks. You should have 35% CDR but due to teamfights that usually happen, you can't stack as much as you'd want to. If you still manage to get to 500 stacks while teamfighting you should be fine.

If you manage to get 500 stacks you are right on track and you are relevant for the game. And remember things will only get better (you will only get stronger) while the game goes on. So if the game is close, your stacks can make the difference.


All and all I think Nasus is a great pick. He still is in S6. You have to be carefull of some matchups, but when played correctly he's a big threat to the enemy team.

Toplane tips Back to Top

Map.jpg

I would like to go over the warding as a toplaner in this section, since it's a big point in playing league. I've seen several graphs that show the difference between the average bronze warding and diamond warding. Therefore I believe the statement: 'vision wins the game' is true. If you want to see how you're doing on warding, click here. This website will show you how much wards you place vs what's 'normal' for someone your ELO.

Starting from the Blue Side:
When starting from this side try to get a pink in the bush just behind your tower as you can see in the picture above. I prefer putting  a pinkward here over placing one in the river bush. The reason I love doing this is that you usually have to spend 75 or 150 to keep it up for the entire laningfase. If you get pushed under tower, with -50% hp, you're prone to get dived. With this ward you'll see the enemy jungler coming if he's trying to come from behind.

If you are winning hard you can consider putting a pinkward in the riverbush. Since you'll be pushed out most of the time, it'll stay there for quite some time.

My trinket ward usually goes in the river bush if i'm even or behind. I don't want to lose any CS since it'll make me fall (further) behind. It's still usefull since I can see (most) jungles coming giving me a small window to make it back to my tower. Ofcourse their are exceptions to this 35.png154.png. I don't bother warding the enemy tribush (where the Red Pinkward is) for the same reason. It takes too much time. Also there's a better option: Just ward the second or third top bush (lanebush). If the jungler comes from the enemy's tribush, he'll enter your riverward's vision OR he'll try to lanegank. So if you ward one of the lanebushes that won't work. Making it unnecessary to ward the enemy tribush. At the cost of CS or and unfavorable trade (when the enemy follows you).

If I'm doing fine, winning hard or I have a moment to roam I put my ward a little more towards the baron pit (as you can see ^^). This gives me (and my jungler) vision over Baron/Rift Harald (entrance) and one entrance to the top jungle. Enemies get spotted earlier giving me more time to react. Just be carefull not to miss them! They walk in and out of vision. So if you don't check your map every now and then, you could just miss them! Keep in mind that if you use this strategy, you have to ward the enemy tribush (where the Red Pinkward is placed). Otherwise you won't spot an incoming jungler from that side. Warding the Riverbush or lanebush isn't going to work this time since you'll still have 1 side uncovered. Therefore warding the enemy tribush is strongly reccomended.

When your turret get's destroyed, try to keep a pinkward up in the bush next to the bluebuff. This will give you vision over your jungle and the chokepoint leading to your second tier turret. (I marked this point but part of the map got cut off).

Starting from the Red side:
When starting from this side, try to keep a pinkward up in your tribush (where the Pink ward is placed). This is harder then keeping it up on blue side since the enemy will be warding there aswell most of the time. I usually spend around 300 to keep a pinkward up during the laningfase. If I'm losing hard, I'll give this spot up since it'll be destroyed every time. An alternative could be the bush just behind the turret. But I actually never do this.
When you're winning, (hard or slightly ahead doesnt matter) it's easy to keep this ward up. If your opponent goes to clear it, just follow him and trade/kill him. The only time it'll get destroyed if you're at base or if you get ganked.

Same as for the blue side: my trinket ward usually goes in the riverbush. Or near the baron pit. The exception to this is if i'm losing my lane, and my Pinkward keeps getting destroyed. I ward the tribush and one of the lane bushes.

When your turret gets destroyed, try keep a pinkward up in the bush just below the second tier top turret. It'll cover red and alert you from people roaming your jungle. This bush isn't checked very often, so it's a great place for a pinkward.


Toplane Island


From my experience this is usually how it feels. In 75% - 80% of the games, you won't see a jungler, maybe once or twice. This means that when playing toplane you can take slightly more risks. This doesn't mean you can go all YOLO on your opponent and never think about getting ganked again, I'm just saying toplane is an 'island' where it's just you and your opponent most of the time. So where you'd normally back off when playing mid or botlane, you can overstep your lines a little more often toplane.

This also means that when the enemy gets fed, this'll probably be on you (amazing enemy TP's never happen in soloQ. Right......). So you only have yourself to blame. Don't blame your jungler for not ganking, he has his own things to worry about, and he's contributing to the team in his own way. No matter how useless he might seem to you.

You and only you are responsible for winning your lane or atleast get through the laningfase without feeding (too much). Toplane Island isn't for everyone but it sure is fun if you're the one ruling the island.

ZZ'Rot Portal Back to Top

ZZ'rot Portal 3512.png

First i'd like to start with this: never build ZZ'rot vs 75.png. He can stack on the voidlings. Since they barely have HP it's basically always a 1shot. Since you're Nasus, hope they build one of these free stack generators.


This item has really increased in popularity since the beginning of (pre-)season, but since the nerfs it got, popularity has gone down again. It now has 5 HP (like a pinkward) which will regenerate if it doesnt get destroyed. I think 3512.png is still viable on various (toplane) champions including 75.png. The little voidlings always keep a lane pushing, giving you easy towers. The item gives you MR, armor en a nice movementspeed boost when walking past (destroyed) turrets. And ofcourse the active. I'll describe strategic use of the item in the next section.

Strategic use of the 3512.png

The ZZ'rot will keep a lane pushing to the enemy. If an enemy comes to clear the minions, but doesn't destroy the portal, it'll push again. This is amazing when  you are both winning and losing.
If you're defending,  always set it under a turret. This gives a splitpusher has a harder time clearing the minions/waves, giving you and your team more time to react.
If you're winning you can use this to push your advantage. Setting it up in a sidelane and pressure another lane. The minions will get to a turret and start to tear it apart. If someone goes to deal with it, you can engage in the other lane since it'll be a 4 vs 5. If no one clears it, you just sit back and let the minions + voidlings kill the top turret. Once that's destroyed they'll move on to the inhibitor turret and 9/10 times someone will go and clear it. That's your moment. It helps alot if you have someone who can engage well (like 111.png) but with 75.png this works too. Just run at them, if they run away you take the turret, if they fight, you fight back. This same strategy aplies when you're fighting for baron. As a toplaner you should've taken 12.png. So you can set up your 3512.png botlane, and walk or TP back to baron. Here you just do the baron dance as your little minion helpers do the work by taking their bot turret(s).

Best spots for 3512.png

When starting at Blue side
Rift blue side.jpg

1. If I get a ZZ'rot quite early (1st or 2nd item) and my turret is still up, I put it at my own turret. This way it's really hard for the enemy toplaner to push the lane and get your tower. It doesn't matter if you took the enemy turret or not. If you did, it'll push the lane to the 2nd tier turret. If you didn't your portal will kill it for you.
2. I put it here if I took their turret, and if I notice the enemy toplaner isn't top anymore. There's usually a moment in the game where laningfase is over, and you'll both start to group mid. It doesn't matter if your turret is still up or not. Just whack that portal at 2 and group with your team. Let the minions do the work.
3. + 4. Depending on how the game goes you choose to put the portal in 3 or 4. If the enemy toplaner (or anyone of their team) is barely top anymore. And fights are usually fought elsewhere on the Rift, just place it at 4. If the map isn't opened up (mid still has all 3 turrets) up, your portal will get destroyed fast if u place it at 4. If the enemy 2nd tier turret is destroyed. Put it at 3 or 4 depending on how 'open' mid is. If your team is working on the 2nd tier or inhibitor turret, playing the portal at 4 wil doo the trick.

If you want to give botlane a hand (for whatever reason) these are the spots to put it.
5. Put it here if you're still getting tier 1 turret or there's ocasionally someone bot.
6. Only put it here if 1 mid turret is taken. Otherwise it'll get destroyed too fast. Placing the portal here will pressure 2nd tier bot turret.
7. Only put it here if the 2nd tier turret is gone bot and you're going for the inhibitor turret.

When starting at Red side
Rift%20red%20side.jpg
(This is just Ctrl C - Ctrl V from blue side. No fancy new things going on in this section)

1. If I get a ZZ'rot quite early (1st or 2nd item) and my turret is still up, I put it at my own turret. This way it's really hard for the enemy toplaner to push the lane and get your tower. It doesn't matter if you took the enemy turret or not. If you did, it'll push the lane to the 2nd tier turret. If you didn't your portal will kill it for you.
2. I put it here if I took their turret, and if I notice the enemy toplaner isn't top anymore. There's usually a moment in the game where laningfase is over, and you'll both start to group mid. It doesn't matter if your turret is still up or not. Just whack that portal at 2 and group with your team. Let the minions do the work.
3. + 4. Depending on how the game goes you choose to put the portal in 3 or 4. If the enemy toplaner (or anyone of their team) is barely top anymore. And fights are usually fought elsewhere on the Rift, just place it at 4. If the map isn't opened up (mid still has all 3 turrets) up, your portal will get destroyed fast if u place it at 4. If the enemy 2nd tier turret is destroyed. Put it at 3 or 4 depending on how 'open' mid is. If your team is working on the 2nd tier or inhibitor turret, playing the portal at 4 wil doo the trick.

If you want to give botlane a hand (for whatever reason) these are the spots to put it.
5. Put it here if you're still getting tier 1 turret or there's ocasionally someone bot.
6. Only put it here if 1 mid turret is taken. Otherwise it'll get destroyed too fast. Placing the portal here will pressure 2nd tier bot turret.
7. Only put it here if the 2nd tier turret is gone bot and you're going for the inhibitor turret.

If you want to give botlane a hand (for whatever reason) these are the spots to put it.
5. Put it here if you're still getting tier 1 turret or there's ocasionally someone bot.
6. Only put it here if 1 mid turret is taken. Otherwise it'll get destroyed too fast. Placing the portal here will pressure 2nd tier bot turret.
7. Only put it here if the 2nd tier turret is gone bot and you're going for the inhibitor turret.


To close this part; ZZ'Rot Portal is an amazing item, it can really turn the tide when used correctly. Try it yourself and you'll see how strong it is. After the nerf it should be used smarter since it has 5 HP like a pinkward. Making it easier to destroy. Also some of the base stats have been nerfd. But I still think it's a strong item on the utility toplaners (111.png57.png98.png). But that's totally up to personal preference.

One last tip: try to get someone else to build this aswell. If you can get 2 ZZ'Rot's on your team, you can stay mid, pressure and let bot or top push. Giving you a 4 vs 5 or 3 vs 5.

#Freelo

About Me Back to Top

I'm Mister Fluffybut and I'm a Dutch Gold/Plat player. I started back in season 4. This is also where I played most of my Nasus games. I play pretty much every lane but I enjoy toplane the most. 


I enjoy plaing nasus due to the amazing 12.png plays he can make. Nothing is more fun than TP'ing botlane while you've been stacking nicely. You hit the enemy ADC once destroying 40%-50% of his HP. Just watch the allchat 'omg wtf that nasus so fed', 'gg wp nasus OP'. You don't need kills, you just need stacks. Specially in the lower elo's.
This is why I dediced to make a Nasus guide.


75.png Stacking is love, Stacking is life 75.png

- Nasus, Curator of the Sands

 

This is my first guide so tips/suggestions are welcome!

If you have any questions feel free to ask them and I'll try to respond to everyone.

Change Log Back to Top

January 5 2016:

- Guide Created

January 6 2016:

- Guide finished

January 18 2015:

- Added 48.png23.png and 86.png to the matchups. Updated for patch 6.1. Added 'Toplaner tips' section.

April 7 2016

- Completely updated the guide to patch 6.7
- Added 'ZZ'rot Portal' Section
67.png matchup updated: more detailed matchup explanation.
114.png matchup updated from easy to medium since that's how most people (including me) experience her.

April 25 2016

- Patchnotes updated
- Item section changed: added 3025.png as viable option and updated/implemented it throughout the guide.
- Toplane Island added to the 'Toplane Tips' section

May 12 2016

- Patchnotes updated
- Items/matchups not updated yet, not enough experience with them yet.

May 19 2016

- Patchnotes updated
- Items/matchups updated

June 13 2016

- Patchnotes updated

June 20 2016

- Patchnotes updated

July 4 2016

- Patchnotes updated

January 3 2017

- Big mastery update/change
- Matchups updated: 164.png added. Working on 240.png, not enough experience playing against him yet. 
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