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NASUS BUILD GUIDE: the greatest champion in the game (Jungle Nasus) by trashcanned

by trashcanned (last updated 9 months ago)

Featured2,889,637 Views 43 Comments
8
Greater Mark of Attack Speed(+13.6% attack speed)
1
Greater Mark of Critical Chance(+0.93% critical chance)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

0
21
9
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 1/1
mastery 2 3/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Eater
QSiphoning Strike
WWither
ESpirit Fire
RFury of the Sands
View Skill Order Details

Introduction

Hi guys.


I'm currently a diamond I player that picked Nasus up when he was completely OP and locked down carries forever. I still think that he's OP, and a great general pick that can fit into most team comps. All matches that I've played with Nasus in ranked were at a Mid-Plat or above level, with my most recent being Diamond I games. I would consider him my main champion in the jungle. If you want a tanky jungler that's relatively easy to pick up and has the potential to carry, Nasus is your champ.

http://www.lolking.net/summoner/na/25237119#profile

[http://i.imgur.com/zXFtFaJ.jpg]

[http://i2.dealtwith.it/i/n/d7cc8010b4beed72785bfbd266f9eab3/Nasus%20Match%20History.png]

With season 4 arriving, expect periodic but infrequent updates as I test out the new jungle.

Runes

Nasus does not have enough AD scaling on his skills to make attack damage marks better than attack speed marks. One crit chance mark because that 1% chance of a crit is much better than 1.7% extra attack speed. Who knows, you may get lucky in a gank.

Flat Armor seals are pretty much essential for jungling

Scaling magic resist because junglers really don't need flat magic resist against jungle creeps (they don't deal magic damage)

Movement speed quints synchronize perfectly with Boots of Swiftness/Ghost, and are even better with both.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 1/1
mastery 2 3/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
21 in defense is a must.
Block and tough skin because they're the best masteries that you can start out with; +2 health per 5 is almost worthless and the extra armor is not that good. Unyielding and tough skin are much better.
Get the extra health and dump points into armor; you only have one "impair movement" spell so oppression isn't really worth it IMO (though you can put a point into it if you want). Swiftness doesn't matter cuz you're so fast anyway, but you can put a point into it if you want. Dump points into armor for surviving the jungle, 1 in MR.
Second Wind might be good, I haven't tested it yet. IT seems like it syncs well with you, though if you don't like it then put that extra point into Tenacious. Don't get Runic Shield.

Now, I think that 9 points into utility is better than offense. For Offense you get +5% attack speed, +5 damage up front, and +10 damage at level 18. Compare that to 10% reduced cooldown summoner spells, 20% buff duration, extra potion length, increased movespeed, reduced recall time, increased mana regen. You get more flexibility and overall worth from utility IMO.

Summoner Sets

Primary Set
Your summoner spells
Smite and Ghost, 100% of the time. Smite for jungling because you wouldn't be able to even survive without it, and ghost makes you literally impossible to be kited late game, and almost guarantees successful ganks early game (with a bit of foresight, this will be explained in a future video)


I really would not recommend over but if you absolutely NEED the ability to go over walls then go ahead. Make sure to change your masteries accordingly.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Eater
QSiphoning Strike
WWither
ESpirit Fire
RFury of the Sands
With the new jungle,

Skills

Soul Eater
Syncs well with Spirit Visage. You heal for A LOT when you use your late game. It helps quite a bit when you're jungling, and syncs well with your attack speed marks. Remember that this passive is like starting out with at level 1, and upgrades to the equivalent of 2 late game.
Siphoning Strike
Nasus's trademark ability. Stack this as much as you can without taking too much damage early game. This ability stacks twice if you kill a large minion or monster, or enemy champion. does extra damage on towers and resets your autoattacks (attack, then immediately use when your attack connects and you will attack almost instantly). Late game you should be stacking this as much as possible; with 40% CDR you can cast this spell every 2.4 seconds, which is almost enough to proc your or every time.
Wither
One of the best single-target CC's in the game. Watch out for cleanse, tenacity, and Quicksilver Sash/Mercurial Scimitar, although tenacity isn't that bad because your W will be applied faster. Cooldown reduction makes this spell amazing because at 40% CDR when maxed, Wither will be on a 6.6 second cooldown (it lasts for 5 seconds).
Spirit Fire
An amazing armor-shred AoE skill. The armor reduction applies immediately, with its subsequent damage being DoT. Cast it as soon as possible in a fight against as many people as you can hit. Depending on how you jungle, this spell can be very costly. Take care not to run out of mana when you need it!
Fury of the Sands
This ultimate is amazing. It gives you health, extra range on your spells and attacks, a damaging aura around you, and bonus attack damage. It will almost always last through a fight and then some. Use it early in fights so that you can reap its benefits; the cooldown is short enough to have it up for most major fights; especially because you're building to optimize your cooldown reduction.

Early Game

Nasus's start for jungling is rather predictable. He farms both buff camps and stays in the jungle until at least level 3. His ganks are rather weak until he hits his critical point of level 4, and from then on his ganks are amazing. It's usually a good idea to stay in your jungle until at least 3 minutes, and maybe even steal some experience/gold from your laners if they die or need to back. Remember to use your to reset your autoattacks while you are jungling. If you are near the enemy jungler's camps and you see him attempt a gank, you have the option of counterjungling with near 100% safety. Leave if their laner starts to gravitate towards you, or try to kill them.

With the new jungle changes I think it is viable to go either Q or E. Anyway your regular jungling path is to smite blue, then wolves, then wraiths, then smite red, then golems, and you'll hit 4. If you feel like your red is in danger or the enemy jungler is a good dueler, then save smite and go directly to your red after you clear blue. This does not guarantee you getting red so make sure to be wary and give your top and mid a heads up.

!!!Be careful of invades by the enemy jungler if you are low hp!!!

  • Keep track of your , AA damage, and damage. You want your stacked as much as you can.
  • You can the small camps and almost immediately a lesser monster to get a stack. Your will be up again by the time you're about to kill the larger monster. Don't do this with because your will be up, and don't do it with a larger camp because you'll take a lot more damage early on. Late game when the jungle damage doesn't matter you can to your heart's content.
  • If you are holding one of your teammate's lanes and the opponent stays in lane to try to get cs and harass you, you can attempt a gank when your teammate gets back to lane. Wither is very underestimated at level 1.

Ganking is covered in the chapter below

Mid Game

This point in time is where Nasus's plays make or break the game. Successful ganks lead to quick tower pushes, easy dragons, and a quick path to victory. Just because you don't farm your as much as you would if you were top lane Nasus doesn't mean that your doesn't do damage. Don't be afraid of enemy champions as your relatively weak early game has disappeared. Your time of dominance is coming.

  • You can solo dragon when you get and have . Ask your laners to push up the lanes and place a at dragon. If there's a ward, kill it and act like you're leaving for 1-2 seconds. Then start it.
  • Buffs are amazing on Nasus, but they can potentially be even better on other champions. Rule of thumb is to give blue to your mana-hungry mids/tops if they're doing even or well, and keep red to yourself for 2-3 spawns. Take blue if your solo blue-needing lanes are doing bad (0/3/x or worse), because it'll be much better on you than them. Give it back when they start doing well, otherwise take it until you get over 20% cooldown.
  • It is OK if you get kills, although your lanes could potentially benefit more. Try to give your laners the kills, but if you feel like your team is useless, a farmed Nasus is very scary.


Ganking
Nasus's ganks are very deadly if the enemy is overextended, and even pose a threat if not. The only surefire way to stop a Nasus gank before he's 6 is to hug the tower, and even then Nasus can still towerdive with a little bit of experience. After 6 and under the right condition, no one is safe from your wrath.

  • Standard ganking is , , optional AA, . Then autoattack them to death and spam your abilities when they're off cooldown.
  • Don't be afraid to blow when starting a gank. If your laner has a disadvantage, or the enemy has near full HP and and isn't overextended, you should definitely consider it.
  • You can predict when an enemy is going to : when they are low health and running towards a wall is almost always a perfect indicator. You can preemptively run around with ghost on to cut them off.
  • Doing a level 2-3 gank when solo queueing is very dangerous. Nasus is not very useful without in a gank, but it can happen. If you mess up though your jungling will be greatly hindered.
  • does a lot of damage in ganks and extends your attack and cast range. Use it preemptively if you feel like you need it.
  • Don't be afraid to dive when you have , but be smart about it. You deal a lot of damage and can tank tower shots well but you will be very, very embarrassed if you die and your team doesn't secure the kill.

Late Game

At this point you should be pretty much a god. Your should be able to take off a third to half of a fragile character's HP, and you cannot be ignored. If the enemy ADC doesn't have some form of cleanse, he will be useless for the fight, nerf to wither or not. You can take almost anyone on 1v1, and sometimes 2v1 or even 3v1 if you're really farmed. However, you are very valuable to your team and your death WILL result in the enemy obtaining an objective.



Stealing objectives with Smite
Since you don't have flash, you won't be able to flash over walls. Usually is enough to escape from danger but the lack of flash will hurt when baron/dragon are issues. I prefer to engage the enemy before smiting baron/dragon is an issue, as the lack of flash will hurt your surprise factor. I really, really don't like rushing in to smite because you will inevitably be CC'd. If you must, go when the monster has around 2000 health so that you can rush in, , , and .

Team Fights

on high priority targets (autoattackers and champions that rely on positioning), place wherever you want (make sure it hits lol), turn on , and then mash your keyboard to your heart's content. I'd primarily aim for their back line and run as soon as you have ~500 HP. Any more HP will mean that Nasus could have survived a beating for a little bit longer, and any less runs risk for you dying. 500 is a benchmark number to be able to run away with ghost on and survive with a sliver of health. At higher levels of play you will need to bump this benchmark number up to ~1000 HP late game, or approximately 20% of your health (with ghost), or 50% (without ), as players tend to have more focus.

Final Comments

Nasus is great at almost all levels of play. He's useful throughout the entire game as a huge tank that does extreme amounts of damage (maybe even tons of it). Have fun with him and enjoy the elo.

Comments

April 11, 2014 - 12:47 PM #1

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January 20, 2014 - 04:01 PM #2

sh.st/cM6P

January 5, 2014 - 03:35 AM #3

Vedy nice. :>

Thanks a lot!

September 22, 2013 - 02:03 AM #4

Amazing guide. Nasus was my first jungler and the first champion i purchased. And i was wondering, what do you think about running trinity force on Nasus as a substitute for another?

September 5, 2013 - 07:29 AM #5

Very nice guide. Hadn't played nasus in ages(didn't like him in lane for some reason) but i love him as jungler and your guide has been very helpful. +1

August 30, 2013 - 09:10 AM #6

As thrashcanned already mentioned please go into more depth on the topics of counterjungling, counter-counterjungling and gank behaviour (paths, timing, tactis, skill usage, how to react to different enemy characteristics like speed, hp, escapes etc.).





The one thing I don't like about Nasus is his huge dependance on team reactions. Counterjungled? -> team needs to react fast. Gank? Lane partner has to be quick on the uptake. Teamfight? Nothing goes if you valiantly enter the fray with your ultimate and noone focuses or your teammates run away like chickens.

This is of course an issue with most junglers but it still means your acutal impact on a win or loss is low. Either your team reacts quickly and correctly and you win or they suck and you lose. Nasus himself does not contribute as much to the result as I'd like him to.





@Severrath

Maxing W early is a very rare case, I'd only ever consider it if the enemy has 3 AA-dependant champs (like cait bot + jax top + kayle mid) and at least one of them is dominating his/her lane.

August 29, 2013 - 03:22 PM #7

I'm a noob player, but what eronaile says seems logical to me. Yes Wither is useful to gank, but with R>E>Q>W it seems you can stack Q faster because of the lower CD, and you can clear camps faster because your E is maxed soon enough. Is there really a reason not to do that ?

August 29, 2013 - 09:45 AM #8

I mostly go E->Q->W and then alternate E and Q instead of maxing E asap. This lets you get more farm on Q (cooldown is lower) and also provides more damage in ganks.

As for W, the relatively small advantage of maxing it early does not offset the disadvantage of having low E and Q imo.

August 29, 2013 - 08:11 AM #9

Just wondering wether you could take 2 points in your E, and then max your W instead for ganking.

August 26, 2013 - 06:53 AM #10

Nice guide! I played Nasus a long time ago (beginning of S2) but abandoned him because (in hindsight) I did not really understand his role. He's not meant to be a primary damage dealer and can only be in optimal circumstances.

But yesterday I played the first matches with him after such a long time and with the tips from your guide and got 2 quadra kills by just waiting until their CC/escape was spent and then ulting. Insane damage!

Jungling also (partly) removes one of Nasus' greates weaknesses, his weak early game against lane opponents. I'm still in low elo so there is hardly any counterjungling. Maybe you could extend the chapter about counters in the jungle, I feel c-jungling will become much more frequent the higher I get MMR-wise.



Did you by the way think about Liandry's as a late-game item? Together with your ult and W it would probably wreck absolutely insane havoc on clustered teams. I didn't try it yet, anyone else?

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