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NASUS
Jungle Nasus
by Mythdemeanor
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RUNES>
9 Greater Mark of Alacrity
9 Greater Seal of Resilience
9 Greater Glyph of Shielding
3 Greater Quintessence of Desolation

MASTERIES>
Offense (13)


3/3


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1/1


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2/2


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Defense (6)


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3/3


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Utility (11)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Eater (Passive)
Siphoning Strike X X X X X
Wither X X X X X
Spirit Fire X X X X X
Fury of the Sands X X X
ITEM BUILD>
Starting Items: cloth-armor health-potion5

Work your cloth armor into madreds-razors as you won't need the lifesteal early due to your passive. You will eventually be getting wriggles-lantern, but that's mostly for the ward control in your jungle. Nasus can jungle 100% sustained without any lifesteal items after he hits level 5.

Boots: mercurys-treads OR ninja-tabi situational depending on enemy team.

Possible endgame item build can include warmogs-armor + atmas-impaler, banshees-veil, trinity-force, and guardian-angel. (Endgame build should never be set in stone, build around your enemy)
Masteries
The masteries highlighted above are balanced around getting your jungle done fast and safely early.

I go in offense for the attack speed from Alacrity to emphasize on the passive lifesteal more, and pick up the armor pen for champion killing, as well as the +4 damage to minions.

I only dip 6 points into the defense tree to make myself tankier for the level 4 gank that Nasus excells at.

Now I go down the utility tree for extra buff duration, meaning your Siphoning Strike comes up more often, and you can chew through jungle faster while getting more damage for later on it.


This mastery build isn't set in stone. Nasus is a very sustained jungler and can be done with multiple mastery/rune layouts. This is just my personal preference.

If you happen to go down to 21/0/9, make sure that you pick up Archaic Knowledge (15% spell pen) for Spirit Fire and Fury of the Sands. I don't recommend going this far into offense because of the threat level Nasus passively gets in a team fight situation as a melee, but if you do you can't underestimate the damage of your ultimate.
The only mandatory runes in my page above are the armor yellows to sync with your passive lifesteal.

Most jungler pages take a total of 12 armor pen (Quints and one Red), but with Spirit Fire you don't actually need any. I still take armor pen quints for extra damage vs champions, because again Nasus' strong ganking point is at level 4, where you'll have 16 pen from runes and masteries, and Spirit Fire will drop the enemy's armor by 20 extra for a total of 36 pen, and the Fire component will also help your ally in lane do damage.

I take the attack speed reds instead to simply speed up your initial route, and with them you should have enough health to gank at level 4 without going back to shop. If you're on purple side this is a huge advantage because the enemy will almost never have a ward top at this point.
Summoner Spells
[summoners/smite.png][summoners/flash.png]

Explanation:


[summoners/flash.png] Your standard go-to summoner spell. Provides the best escape mechanic in the game, and often you'll need it simply to counter the enemy's flash.

[summoners/smite.png] You're a jungler. Don't go full retard.

Other options:

[summoners/ghost.png] Still strong on Nasus, but remember that you can still be slowed while ghosting, and flash allows you to move through walls for more mobility.

[summoners/cleanse.png] Wouldn't suggest this most times, but occasionally you get that team of WTFStun where everybody has at least one CC. I think taking Quicksilver is a better investment than giving up your Flash, but sometimes it's the best option.
Skill Order
[skills/nasus/e.png] at level one for quick damage on Golem.

[skills/nasus/q.png] at level 2 to maximize your [skills/nasus/p.png]. (Resets auto-attack and procs lifesteal)

Max [skills/nasus/q.png] because it's your best nuke, and it is essential to farm it up early.

[skills/nasus/w.png] at level 4 for ganking power.

At level 8 you need to make the decision to max [skills/nasus/e.png] or [skills/nasus/w.png] first. Maxing E allows you to have the best farming capability, while W is great for ganking. Your decision as to which you max should be based on the enemy's team composition and your team's performance in the game thus far.

And a no-brainer. Take [skills/nasus/r.png] WHENEVER POSSIBLE. People underestimate Nasus ultimate a lot sometimes because it's not an instant nuke or a big scary CC. The ability turns you into an AoE Bloodrazor, while giving you TONS of additional AD. This is one of the scariest ultimates in the game in my opinion, and a beefy Nasus shreds enemy teams.
Early Game
Nasus jungle has become sustained enough in the last patch to the point where he can down entire jungle, from blue straight down to twin golems, without a leash or any assistance. He barely even drops below 200 HP at his lowest point.

Of course, taking a leash at blue is never a bad thing. It just means you'll have more health at the end of your path and you can probably gank because of it instead of going to shop.

Start with Spirit Fire at Golem. My rune page doesn't quite get you to the armor pen cap in jungle, but that's due to the fact that your E drops 20 armor at rank one. The armor pen quints I use are a luxury for more early ganking damage.

Once you have blue buff, move on to wolves. Try to get the last hit on at least two of them with Siphoning Strike.

Next, move to wraiths, making sure to focus down the blue one fast.

Red can get you dangerously low if you forgot to pop a health potion on wolves (he feels very safe at that point, but you need to keep potions rolling to complete full clear).

Before you look to do double golems, look at your lanes. If you're on blue side look at bot. Top lane for purple. Is their lane getting pushed, and the enemy champion has no escape? Flash is easy to make them waste at this point. If not, clear your jungle and go buy boots and two more potions.

Mid Game
In my skill order, I max Spirit Fire after Siphoning Strike. Do NOT do this every game. Deciding between Wither and Spirit Fire is almost purely dependent on team comps. If the enemy has a lot of right click, or no major escapes, then max Wither for the ganking power.

Spirit Fire is good to max when the enemy is already safe from your ganks almost entirely (ex: Janna + Tristana lane), so that you can farm and push faster to reach your endgame.

Despite not having a gap closer, a red buff Nasus with Wither is amazingly scary. He can perma-slow, and brings a LOT of damage to the table thanks to Riot buffing the base on Siphoning Strike.

Whether you should be focusing on ganks or farm is going to rely on how your team is performing compared to the enemy, and the enemy composition. If you can't make a gank happen, don't worry about it. Nasus is still an endgame monster, and farming never really hurt anybody.
Late Game
Assuming you've gotten at least 75 creep kills on Siphoning Strike, you destroy towers like nobody else.

Nasus is an amazing push champion, especially with Spirit Fire doing half damage initially now. Split pushing has always been strong on Nasus, and now it just got better. It will take at least two people to even scratch you before they die because of your ultimate and Wither. If they send a solo person through jungle to intercept you, try to catch them in a choke. There's not many champions that are going to beat a good Nasus 1v1.

Team Fights
Nasus's big problem is his team fighting ability. If you want to team fight with him, you are going to be focused because you have massive damage, and every second your ultimate is ticking you're just going to hit harder.

With Merc treads and Trinity, you can beat people in a slowing war, so kiting is not as bad as it was before the Wither alteration.

The major thing that will ruin your team fighting ability is snares and chain-stun. Morgana and Lux are a huge pain, and you have to be good at dodging the shot, possibly even using flash to do so. Once you get on a carry, they are going to die. If they opt for the single target stun spam on you, remember that you built tanky for a reason. That should allow for the rest of your team to go unchecked and destroy them. If that doesn't happen, well that's the big problem with solo queue. You can't make your team be good.
Final Comments
The Nasus changes are still fresh, so if you've found something that works better for the jungle feel free to comment. If I agree with it I'll add it in.

This is also my first guide so anything constructive is helpful.

Hope this information helps you summoners! It's sure working for me.

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Comments: 10
  • crimsonfade
    1 year ago
    One more thing, for my build, I tried using boots of mobility and ghost, I find I have been only using nasus jungle for the slow utility.
  • crimsonfade
    1 year ago
    hey myth , can you update this guide, I've tried jungle nasus with 9, 21 masteries and standard dps page, +15 damage +13 armor and mr. I found it works , well, anywayz thankyou.
  • Mythdemeanor
    1 year ago
    Same thing can be said for Udyr or Jarvan. Nasus is very strong in the lane, but he's also strong in the jungle. This guide happens to be for jungling, so this build includes a Wriggle.
  • doomscizor
    1 year ago
    You may have a point, but like I said, I think nasus has more potential in the solo top lane and leave the dragon control to someone like nunu or Amumu.
  • Mythdemeanor
    1 year ago
    The reason I take Wriggle on him is for dragon control. The extra damage from Wriggle just gives too much early dragon potential, and the ward use alone pays for itself easily.

    You can skip Wriggle on Amumu and Nunu because they have good ways to clear high HP jungle creeps like Dragon already built into their kit. Despair does massive damage to Drag, and Consume is a pretty big deal in the jungle. Nasus doesn't have that, and controlling dragon is a lot more important than getting a few last-hits on your Q. If you do it right you should be getting plenty of last hits with it anyway.

    If Nasus had a strong clearing tool like these champions so he didn't rely on auto-attack procs, I'd skip Wriggle on him. But he needs the speed to be able to spend more time ganking and controlling the jungle.
  • doomscizor
    1 year ago
    Hmmm..... Just my honest opinion here, but I don't think wriggle's lantern is the way to go with Nasus. I know its a key point in a lot of junglers builds when it comes to clearing the jungle, but keep in mind, The extra damage from Wriggle's is random, therefore if you are attacking and you are getting ready to siphon strike, Boom. Wriggle's slips in that extra 500 damage and you just missed your Siphon Strike. I had just finished a game using jungle nasus, I like his ganking power after he gets wither, but if you are going for damage over utility, wriggles is hurting your chances of building up that massive farm on siphon strike that makes you a monster late game, which to me is the only reason Nasus should be in the jungle in the first place. So what it boils down to is, 1. Build your jungle around not having wriggle's (Like amumu jungling) or 2. Leave the jungler spot for a better jungler, and take solo top, because to me the changes to nasus point me toward a solo top champ because his passive lifesteal keeps him sustained, while he can destroy minion waves like no one's business.
  • Mythdemeanor
    1 year ago
    Thanks, hope it helped you out a little bit at least.

    It's still a guide either way. If you can change something to fit your game better, there's nothing wrong with it.
  • Insects
    1 year ago
    You make a very valid point, I never play nasus but the buffs made him seem like a viable jungler hence why I tried him out, the reason I normally dont take a early razor is because of the need for potions to sustain yourself, so I tend to vamp scepter > cloth armor > pot to take the easy way, but I did tottaly forget about his passive being able to sustain him. I thumbed the guide of course, its very well made and one of the only guides that actually has Spirit Fire as the first skill.
  • Mythdemeanor
    1 year ago
    I know VS is going to work on him perfectly fine, but I don't take it because I don't need it. I'd rather have the razor early, otherwise I'd be building the scepter before the longsword.

    14% lifesteal at level one just doesn't make me want to get more early. You could go VS on Warwick too, but he just doesn't need it.
  • Insects
    1 year ago
    I've also tried Nasus in the jungle this patch but after using both your method and mine I find going, VampScepter and following the Stonewall route a better way then the normal way.

    I go with a total of 31 Armor Pen, 8%~ atk speed and armor yellows, starting at wolves with vamp scepter > wraiths > mini golems > base: Cloth armor + 1 potion and then taking the entire jungle, this leaves me with full hp, mana and at lvl 5, ready to gank.
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