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Nasus

Champion guide

Patch 26.15

Nasus

The Curator of the Sands

  • Fighter
  • Top
  • Mana

The one champion on the Rift whose power isn't read off his items but off his counter. Let him farm and he'll take a tower down bare-handed.

Where these numbers come from

They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
500+90
HP regen (per 5s)
8.4+0.9
Mana
245+45
Mana regen (per 5s)
7.1+0.5
Attack damage
56.8+3.5
Attack speed
0.638+3.48 %
Armor
22.5+3.5
Magic resist
31.25+1.25
Attack range
125
Move speed
350

Abilities

Nasus — Soul Eater

Passive

Soul Eater

Nasus drains his foe's spiritual energy, giving him bonus Lifesteal.

  • Nasus Q — Siphoning StrikeQ

    Siphoning Strike

    5 ranks
    Cooldown
    8/7/6/5/4 s
    Cost
    20 Mana
    Range
    255
    Damage
    30/50/70/90/110 (+100 % AD +100 % per stack)

    Nasus's next Attack deals 30/50/70/90/110 (+100 % AD +100 % per stack) physical damage. Killing an enemy with this Attack permanently increases its damage by 3, increased to 6 against champions, large minions and large monsters.

  • Nasus W — WitherW

    Wither

    5 ranks
    Cooldown
    15/14/13/12/11 s
    Cost
    80 Mana
    Range
    700

    Nasus ages his target, decelerating their Movement and Attack Speeds over time.

  • Nasus E — Spirit FireE

    Spirit Fire

    5 ranks
    Cooldown
    12 s
    Cost
    70/85/100/115/130 Mana
    Range
    650
    Damage
    55/95/135/175/215 (+60 % AP)
    Damage
    11/19/27/35/43 (+12 % AP bonus)

    Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.

  • Nasus R — Fury of the SandsR

    Fury of the Sands

    3 ranks
    Cooldown
    120 s
    Cost
    100 Mana
    Range
    400
    Damage
    0.03/0.04/0.05 (+0 % AP)

    Nasus becomes empowered in the sandstorm for 15 seconds, increasing his Maximum Health by 300/450/600, Attack Range by 50, and Cast Ranges by 100. While the storm rages, he deals 0.03/0.04/0.05 (+0 % AP) of enemy Maxiumum Health magic damage (240 damage max per second) and converts 5% into bonus Attack Damage.

In short

Nasus works backwards from everyone else. Siphoning Strike gains permanent power for every unit killed with it, with no cap: the champion you face at ten minutes has nothing in common with the one at forty. The whole game revolves around that counter, yours and the enemy's.

Wither is one of the most crushing slows in the game, capable of erasing an entire duellist. Fury of the Sands turns him into a mountain for several seconds. In exchange he's slow, has no mobility, and is completely harmless while his counter is low. This is a champion of patience and discipline, not of immediate action.

Strengths and weaknesses

His scaling has no equivalent. A Nasus who farmed quietly for twenty minutes one-shots a squishy target and takes towers down at an indecent rate. Wither neutralises the enemy's best duellist for the length of a fight, and his ultimate gives him enough health and reach to stay in contact when he should be dying. Spirit Fire cuts armor over an area, which helps his team as well.

The weaknesses are just as blunt. He's slow, he has no way into or out of a fight, and his lane is miserable before the counter builds: any aggressive champion can push him off his minions. He's the favourite gank target because he can't run, and a team that stops him farming simply removes him from the game.

Laning phase

Your lane isn't a duel, it's a job. Every minion killed with Siphoning Strike is a brick laid, every one missed is a brick lost. Don't look for trades: take the poke, position for the last hit, and let the wave come toward your tower so you can farm safely.

Wither isn't an offensive tool at this stage, it's your life insurance. Save it for the jungler who's coming, not to chip a few health points off your opponent. Max Spirit Fire to clear the wave when you're pushed under tower: it lets you keep collecting last hits even from a losing position.

Power spikes

Your first spike isn't an item, it's a counter threshold. From the moment Siphoning Strike kills a caster minion in one blow, your farming speed doubles and the counter runs away on its own.

After that come the items that keep you alive while you swing, rather than the ones that raise your damage, since Siphoning Strike already handles that. Cooldown reduction matters more than raw power, because it multiplies the number of swings you land in a fight. Your ultimate is the last spike: in giant form you can stand in the middle of a scrum that should kill you.

Teamfights and positioning

You don't initiate. You walk in behind your front line, pick the most dangerous target in reach, and swing. Your one real decision in a fight is who to Wither: a duellist or a carry slowed that hard is removed from the fight, and that choice is usually worth more than all your damage.

Outside of fights your main threat is the split push. Few champions can hold a tower against you, and the enemy has to send several bodies to stop it. Using that to open the map for your team is often more profitable than looking for the five versus five.