|Champion||Background||Strategy||Skins & Trivia|
- Nasus' Soul Eater will keep him sustained in the jungle or a solo lane.
- Constantly last hitting with Siphoning Strike will have an enormous impact by the end of a game, and will be your primary source of damage.
- If you are having difficulty last hitting minions with Siphoning Strike (against strong zoners), request a lane change or a gank.
- The damage from Siphoning Strike will proc on turrets. Use it to quickly take down turrets.
- Using Wither on your targets will make it easier to land Spirit Fire before using Siphoning Strike, as Spirit Fire greatly reduces the target's armor, making you hit much harder than normal.
- Wither is best used to shut down auto-attack dependent champions, slowing them to a crawl and reducing their attack speed dramatically.
- Choose your target wisely (usually a carry) when casting, as the moderate cooldown isn't very forgiving if you choose poorly.
- With high amounts of cooldown reduction, Nasus can almost continuously maintain Wither on the enemy team (5 sec duration, 6.6 sec cooldown). However, enemy tenacity can counter-act this.
- Without any gap-closers or mobility, Nasus relies on his Wither to protect himself from being kited.
- Be careful when using Spirit Fire near your tower, as it will push the lane and you will lose last-hits.
- During the laning phase, Spirit Fire will discourage your enemies from farming, but it has a relatively high mana cost.
- Nasus's ultimate can be used at the start of team fights as you will be doing constant AoE damage to enemies while gaining attack damage for big hits. It can also be saved for the end of a fight to bait enemies with the health boost (stronger in small fights).
- Fury of the Sands can be used offensively or defensively, use it to catch or escape enemies, as it also gives a massive health boost.
- A team with Nasus can kill Baron Nashor earlier because his Fury of the Sands and passive life steal from Soul Eater lets him tank and kill it much more easily.
- Nasus can be itemized as a melee DPS, one shotting machine, as a tank, or as an off-tank, based upon the rest of your team composition.
- Generally speaking, a tanky build is considered optimal on Nasus, due to his naturally high late-game damage from Siphoning Strike, which also makes him a priority target for the enemy team.
- Because lacks the ability to hard gap close into an enemy, grabbing Ghost is recommend over Flash as it allows Nasus to effective get close into an enemy unit.
- As Nasus relies on Siphoning Strike as his primary source of damage, it is important to stay in lane in order to continuously farm Siphoning Strike. Any items to sustain him in lane with mana and health like a are important. Building early resistances like a or a according to the main damage source can allow you to take a little more harass and stay in lane longer.
- It is possible to build Nasus into a one shotting machine using , and .
- Think about buying early. Although it doesn't build into any items that are particularly useful for Nasus, he will constantly have mana to constantly farm minions.
- An early into a also solves Nasus's mana hunger. The also synergizes well with items like , and , which are all good items for Nasus. The bonus damage makes it easier to farm for his Siphoning Strike.
- An alternative is to build Athene's Unholy Grail. This serves several purposes; it gives Nasus a little magic resist, which helps him tank, grants an essentially endless mana pool, and gives cooldown reduction, which allows him to more easily farm Siphoning Strike, and use his other abilites more often.
- The life steal from Soul Eater grants him sustainability, allowing him to build other items. However, he can still benefit from life steal items since Siphoning Strike damage procs with life steal:
- should not be ignored simply because of Nasus's innate abilities. In a more offensive build, synergizes well with Nasus's life steal passive and Siphoning Strike damage and can help deal as well as take more damage if Siphoning Strike isn't that well farmed. It's also a useful defensive item as well due to the shield passive from the item.
- is considered to be a better option since it gives cooldown reduction and allow him to farm better with Siphoning Strike in addition to the increased damage and the item's passive allows Nasus to stay in lane longer and mitgate some of Nasus's early game mana costs. The only advantage has over is a stronger lifesteal and a shield passive.
- is a very situational item since is designed for basic attack heavy champions such as Kog'Maw and Jax, and most of Nasus's damage comes from dealing large amount of burst damage with Siphoning Strike in a single basic attack rather than constantly autoattacking your opponent. However, the item's passive and active is useful when facing opponents that benefits from building health such as Volibear, Dr. Mundo, and Maokai.
- and synergize with the proc on Siphoning Strike, greatly increasing your damage output.
- as well as its components work very well with Nasus. Wither and a can keep an enemy constantly in melee range as well as the Spirit Fire area of effect. passive stacks with Siphoning Strike for more damage and providing more mana to better farm minions. offers some critical strike and attack speed to do more damage and movement speed to stick to enemies.
- and offer Nasus cooldown reduction and mana, which allow Nasus to use his Siphoning Strike more often, as well as giving him armor and an attack speed debuff aura.
- gives both the Spellblade passive from and the stats of . Whether buying it as replacements for and being a better option is debatable.
- Nasus can also be used as an ability power champion, relying on items as and for damage and utility with his Spirit Fire and for increased damage with his Siphoning Strike, while still building defensive items like and . This type of build is more focused on dealing damage to multiple enemies as his both Spirit Fire and Fury of the Sands will deal more damage.
- Whilst generally considered inferior on Summoner's Rift, this type of build is more favorable on other maps due to lack of opportunities there to farm Siphoning Strike; this is particularly true of the Howling Abyss.
- Do not make the mistake of purchasing or on Nasus as the items have almost no synergy on him whatsoever. Not only do enemies killed by the Cleave passive effect not count towards increasing the damage of Siphoning Strike, but neither the Cleave passive nor the Crescent active even apply any of the bonus damage of Siphoning Strike, since the damage they do is based solely on Attack Damage and does not include on-hit effects. More importantly, the splash damage will cause minions to die faster, making it considerably harder for Nasus to farm Siphoning Strike effectively.
- However, the passive and active do greatly help with Nasus' split-pushing abilities (something he excels at due to Siphoning Strike's ability to let him take down turrets rapidly), and also proc the life-steal both from the item itself and from Soul Eater, adding to his survivability in team-fights. All this makes it a relatively effective late-game choice on Nasus in a more offensive build.
- Because Siphoning Strike's stack-based damage no longer proc's critical strike, this makes armor penetration the only option to increase the infinitely scaling bonus damage. This makes and very good items for Nasus late game. is good for the armor pen, cooldown reduction, health, and superior ad compared to the . However, is still viable due to the larger, and more reliable, % armor pen.
- is an excellent armor item on Nasus, as it makes him more difficult to kite, which, despite Wither, is still one of his few weaknesses late game. The active also becomes more effective the more resistances you build, making it especially effective on a tanky build.
- When itemizing for defenses on Nasus, prioritize resistances over straight health, as this will make both your innate life-steal and the bonus health from Fury of the Sands more effective. With that said, do not neglect to purchase health entirely, as when you have built some resistances, these will cause it to scale rather well.
- should be considered in Nasus's build, as it will allow Nasus to effective gap close into enemy and greatly increases his mobility. The item's passive, health regeneration, bonus health, and mana helps Nasus out as well.
Runes and Masteries
- Consider using life steal Quintessences on Nasus; they are the most effective sustain tool for him. This is because his Siphoning Strike procs life steal. While the damage of Siphoning Strike rises, the sustain gets even bigger.
- Avoid going into a 1v1 battle against a late game Nasus. It's likely that he will have a lot of Siphoning Strike stacks, and built lots of tanky items. This combined with his passive, his Wither, and his Fury of the Sands, means that Nasus wins 1v1 battles against almost all League champions.
- However, Nasus is weak at teamfights, due to his lack of AoE damage, lack of mobility, as well as lack of utility outside Wither (which can only target a single enemy champion at once). Therefore, it is possible to ignore Nasus until you kill all the other enemy team members - then focus Nasus, as he is surprisingly easy to kill when your entire team engages against him.
- Nasus's strength comes from his ability to farm Siphoning Strike. Try to zone him or deny his chance of last-hitting minions.
- Champions with strong early game such as Darius, Renekton, and Pantheon can take out Nasus during that phase of game, as Nasus is very weak and has little to no stacks. However, be wary that most of those champions fall off late game and will lose to Nasus once he gets enough stacks and tanky items.
- You can also ask your jungler to camp Nasus. This will too deny him his farm. Nasus is also easy to gank due to his lack of escapes.
- Avoid using auto-attack reliant champions against Nasus, as all of them are very vulnerable to Wither. Also, one of Nasus' core items, , further reduces attack speed, and has armor, making any auto-attack champion a very poor choice against Nasus, unless they manage to kill him early and snowball and deny his farm. The only exception is Master Yi, due to his immunity to attack speed slows.
- is a strange, yet effective option against Nasus. This is because all the damage from Siphoning Strike is reflected by Thornmail's passive. Not only that, but Thornmail has armor, which mitigates the damage taken from Siphoning Strike, as Nasus rarely purchases armor penetration items. Thornmail also counter Nasus' passive lifesteal.
- Building Tenacity will reduce the duration of Nasus's Wither. However, remember that its maximum slow will be applied quicker than usual due to the shortened duration.
- Nasus is susceptible to crowd control. Ranged champions should invest in a or to prevent him from getting into melee range.
- Stacking health will only make Nasus's Fury of the Sands stronger. Build armor and magic resist as well.
- As mentioned above, Nasus has insane 1v1 potential, but poor teamfighting potential. Because of this, most Nasus will splitpush. This is because not only Nasus will have a lot of free farm, but his Siphoning Strike can quickly destroy towers, also his dueling potential makes difficult for enemies to stop Nasus alone. This can potentially force enemies to have to send more than one member of their team to stop Nasus, or force them to sacrifice a tower.
- This can backfire against Nasus team, however. Because Nasus will splitpush most of time, he will have to leave his team with one less member for teamfights. Therefore, Nasus will have to make sure his teammates can win teamfights without his presence, or at least stall and avoid losing towers to the opposing team. Your team can take advantage of this: if you force teamfights against Nasus team and take their towers, and/or splitpush a different lane. This will force Nasus to either stop splitpushing and go help his team (therefore losing farm for his Siphoning Strike stacks) or risk losing the game without his presence at teamfights.
- Nasus does not have strong wave clear across from Nasus's Spirit Fire, has no way in gap closing, and is a melee champion. As such, top lane champions with long range poke such as Jayce, Nidalee, Ryze, Lulu, Vladimir, Kayle, Lissandra, Gnar, and Kennen can constantly poke Nasus early game and deny him farm. In addition, many of these champions have either some sort of crowd control or escape mechanism to limit Nasus's mobility and make it difficult for Nasus to chase down enemies.
- However, when playing a ranged top laner, it is important to note that most AP builds do not have any sustained damage (unless playing someone like Vladimir) and Nasus's late game strength comes from large amount of sustained damage with a single Siphoning Strike. As such, it is important to constantly poke Nasus to punish him getting close to a minion to farm and one should be cautious if s/he enters basic attack range as Nasus can punish you using Wither and it is recommend to go for AD sustained damage builds to counteract Nasus lategame damage.
- Teemo is considered to be a strong counter to Nasus. First, his Nasus's Blinding Dart mitigates Nasus's Siphoning Strike damage and can also be used to deny stacks for Nasus's Siphoning Strike. Wither's movement speed slow can easily be mitigated by Move Quick movement speed buff. Teemo has better early game damage with his Toxic Shot and can slowly wither away Nasus's health. Finally, should Nasus ever get close to Teemo, Teemo can respond by placing down Noxious Trap to further hamper Nasus's limited mobility he already has.