(Innate): Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal.
Tips :
Nasus uses his lifesteal to healNasus' lifesteal can hold the lane
14% lifesteal at level 1, that helps!
The passive that lets Nasus sustain in the lane phase to survive.The passive becoles stronger at level 6 and level 11 !
14% lifesteal is good but in the early you will not deal a lot of damage, so you mustn't get harassed too much either. The lifesteal makes Nasus' resistances very interesting as the HP recovered by him is harder for his opponents to take away.
The lifesteal works on the damage bonus from Nasus' Q, letting him heal himself a lot once he can do big damage with his Q.
One technique consists of attacking a creep quite early then using Nasus' Q which resets the attack cooldown to heal twice more.
(Active): Nasus's next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy champion, minion or neutral monster.
Tips :
Nasus quickly strikes the target.Nasus' damage spell, especially useful in the mid/late game
The famous Siphoning Strike that gets stronger and stronger!
Nasus must use it to finish the minions to gain damage all through the game, we usually wait for the Q to last hit.The more powerful your Q is the more Nasus is healed by his lifesteal.
The Q resets the attack cooldown and lets you last hit the tower more easily, among other things.
One technique consists of doing a base attack followed by Q to benefit from the attack timer reset, so you can heal more and push faster if you need.
With each level Siphoning Strike reduces the cooldown, meaning with 40% and the spell at level 5 you can farm some last hits with the spell very quickly!
Cost: 20 / 25 / 30 / 35 / 40 mana
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Physical Damage: 30 / 50 / 70 / 90 / 110 (+1.0 per attack damage) (+3 per enemy killed by Siphoning Strike)
(Active): Nasus ages his target, slowing their movement and attack speed by 35%. Additionally, they are reduced further to reach an extra slow at the end of 5 seconds. If the duration of the slow is reduced, the extra slow will be applied faster for it to reach its maximum at the end of the duration.
Tips :
Nasus' intense slow.Nasus' OP slow!
Perhaps the best slow in the game
This slow intensifies up to 95% attack and movement speed slow, in other words your target is gonna be disappointed!The Mercury Treads decreases the spell by 35%, the slow reaches its maximum value faster.
With a CDR of 40% the cooldown of the spell goes down to 6.6 seconds, in other words your target will have difficulty escaping in the end game if it doesn't have Mercury Treads. The spell lasts 5 seconds, so the opponent will only be under the effect of the slow for 2 seconds, the time to cast the spell.
Wither prevents your target from escaping, farming (if not farming with abilities), chasing you, but also when you move for the dragon, for example, it slows your target down.
The range of the spell increases when Nasus is under the ultimate.
The spell has an incantation time.
Slow over 5 seconds from 35% to : 47% / 59% / 71% / 83% / 95%
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
(Active): Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Tips :
Nasus' zone!Magic damage in the zone and armour reduction
The spell that makes your opponents weaker to physical damage
The fist part of the damage is instant and lets you last hit under the tower if you really have to! Be careful not to touch all the sbires under the tower which could cost you your last hit.Placing this spell on an enemy champion with half of the effect of your slow will let you target him for longer. As good for you as it is your team!
Once the spel is at level 5, the armour reduction of 40 will make a difference. You must place the spell so that your opponents are in it as long as possible, because it is not a debuff that lasts outside of the zone!
This spell can let you farm if you get zoned, but you must be well placed so that you don't push more as this costs mana, so try to avoid it! Be careful, if badly placed this spell can push your lane and have the opposite effect.
This spell gives vision for a short time and lets you see in the bush so that you don't have to facecheck or verify that a jungler is there.
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+0.6 per ability power)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+0.12 per ability power)
Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+1.2 per ability power)
Armor Reduction: 20 / 25 / 30 / 35 / 40
(Active): Nasus becomes empowered in the sandstorm for 15 seconds, gaining extra health and longer attack range [~25]. While the storm rages, he drains a percentage of nearby enemies' max health each second (max of 240 magic damage per second per enemy) and converts 6.375% of the damage done into bonus attack damage for himself until the sandstorm wears off.
Tips :
Nasus' transformation is frightening!Some bonus HP and montrous zone damage!
The ultimate that gives Nasus a huge amount of damage
Inflicts a lot of damage in teamfight because it lasts 15 seconds, which is an eternity.The ultimate deals 3%/4%/5% MAXIMUM HP in magic damage! This is huge in the late game, in the metagame players usually have between 3000 and 4000 HP! So this will deal between 150-200 magic DPS, reduced by magic resistance. Since Nasus doesn't have magic penetration it will deal 80-110 magic damage per second in reality to each opponent around Nasus.
The spell also increases the physical damage of Nasus by 6,375% of the damage dealt, meaning with 3 enemy champions near you for 8 seconds in late game you would have approx 140-170 physical damage in 8 seconds. This can be even higher if you are near a dragon as well as your opponents... BE CAREFUL, the damage bonus stops at the end of Nasus' ultimate, so you mustn't do it too early because it ONLY lasts 15 seconds! This is already huge. You should anyway use the ultimate from the start of the teamfight!
Lets you "bait" your opponent, or trap him, by making him think he will die and setting off his ultimate.
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5% (+0.01% per ability power)
Total Max Health to Magic Damage Ratio: 45 / 60 / 75% (+0.15% per ability power)
Total Magic Damage Possible (to a single enemy): 3600
Total Bonus Attack Damage Possible (from a single enemy): 229.5
Pros
Nasus becomes a very powerful champion in the end game
His ultimate can cause damage depending on your opponent's max HP, and gives him a lot of bonus damage
Nasus' slow is hugely powerful
If he manages to stack his Q well with the cooldown reduction he can deal a huge amount of damage
He has sustain in the lane thanks to his passive
Cons
Nasus is very weak in the lane phase, plenty of champions who are not too dependent on attack speed can prevent him from farming
Nasus can't necessarily sustain if he gets too low in HP because he will be zoned
Nasus must use his Q on the creeps to charge it so he doesn't have a lot apart from the slow for trades, seeing as the minions don't do a lot of damage.