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Nasus The Curator of the Sands

  • Top/Jungler
  • 1350
  • 585
  • Soul Eater
  • Siphoning Strike
  • Wither
  • Spirit Fire
  • Fury of the Sands
Health Points 410
Mana 200
Damage 53.3
Attack Range 125
Armor 15
IP Cost 1350
Health Regen 7.5
Mana Regen 6.6
Attack Speed 0.638
Movement Speed 350
Magic Resistance 30

1 lvl

Hextech Nasus (backdooring, jungling 1v4 lategame monster)

Solteszka Last update: July 19, 2013

Item builds

Start items

  • Health Potion

  • Hunter's Machete

Core items

  • Ionian Boots of Lucidity

  • Hextech Gunblade

  • Trinity Force

Endgame items

  • Guardian Angel

  • Guinsoo's Rageblade

  • Spirit Visage

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Not your average Nasus build

As you can see, this isn't a typical tank Nasus. The reason why people build tanky Nasus, because he gets the damage from farming q, so it's logical to build tank. I can't agree with that. If you have so much damage, you should strenghten your passive, buying Hextech Gunblade. Of course your first item should be Trinity Force. You can sell hunter's machete (you won't need it later, nor its advanced version items), when you can afford phage. Boots are for using q more frequently, and casting Wither twice on an enemy really cripples them. Then comes Hextech Gunblade. To be fair, you really need something to make you tankier, BUT dont forget that you already have Hextech Gunblade and your passive. So why not boost them in one move? Solution: Spirit Visage. Also, quite effective against magi. The remaining two items are optional, but highly recommended. Guinsoo's best part is attack speed. 32% just by attacking, really can use the potentional of all the AD you bought. People tend to forget about Nasus's basic attacks due to the high difference of the q damage. But with this AS boost, also the passive of Rageblade generates another 20%, not to mention the 10% bonus lifesteal nad spell vamp, which are already amplified by spirit visage. At late-game your enemies will notice, that you are the heart of your team and start focusing you, which is quite easy, since you are melee. That's why you buy guardian Angel. Can you imagine worse than this?: 3 of the enemy barely took you down, in a 1v3, while you killed one or two of them, and then you revive with q up. Also, Guinsoo stacks, passive and your ult isn't lost while you are in stasis. On the other hand: since you rely on your damage to sustain your healh, you constantly have to attack. Therefore you are extremly vulnerable against cc's that wont allow you to attack, or cast q. But don't bother buying tenacity, just avoid 1v3s 1v4s early and mid game. Late game shouldn't be a problem, although it's safer to wait for your team.

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Siphoning Strike

W

Wither

E

Spirit Fire

R

Fury of the Sands
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Your average skill order

Q Q Q Q Q. That's all for early game, like every Nasus. Then max wither to increase the effectivness of your ganks. Ult when available. Spirit fire is underrated, but max rank it decreases armor by 60, which basically is true damage for carries, escpecially with 30 arpen from masteries and runes.

Summoner spells

Spells

  • Teleport

  • Smite

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Jungling backdoor Nasus

Jungle beacause nobody disturbs farming your q. Don't forget smite is not the last hit, but a weakening for q. Last hit everything with q. Kill a small monster, then hit the big one till q is off cooldown. Your passive solves the health problem. At early game you are not capable to kill all wariths only 3 with q, but q the big one, since it doubles the damage increase. You can also run around taking damage from monsters, just to get q off cooldown. Don't use spirit fire on jungle creeps: it costs lot of mana, may kill it before you could use q, and you can miscalculate q's damage for last hitting. Teleport is for backdooring: whenever you see an empty lane: port > farm up > hit tower till enemy arrives. Then cast wither on him (doesn't taunt towers) and walk away. If an eneny doesn't show up till you destroy the tower, RUN. they are ganking you. Probably all of them. When there is an opportunity teleport to a ward and gank like hell: wither cripples them for 5 secs, and your ally helps with a burst since the enemy stands on spirit fire.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +5.76% attack speed
  • +14.94 armor penetration
  • +12.69 armor
  • +9.99 armor penetration
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Random runes

Arpen runes are good for massive damage increase, even in lategame. Armor seals to get lowered damage form monsters early. AS is replaceble, I only don't want to waste IP to buy others. You can use scaling MR glyphs, but that would be too mainstream.

Masteries

  • 0/1
  • 4/4
  • 4/4
  • 2/2
  • 4/4
  • 0/4
  • 0/1
  • 0/3
  • 1/1
  • 0/1
  • 0/2
  • 2/2
  • 0/3
  • 0/1
  • 0/1
  • 3/3
  • 0/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 2/4
  • 2/2
  • 2/3
  • 0/3
  • 2/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

8

  • 1/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

1

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Offense like hell

Actually, you are a melee carry figther with incredibly sustain. But taking anti monster masteries is good as well. Nuff said.

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