

Nasus
The Curator of the Sands
How this differs from the live game
- Fury of the Sands (R) magic damage temporarily converts a percentage into Attack Damage
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Damage +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack Damage marks make last-hitting and early Siphoning Strike trades cleaner because Q is an empowered basic attack using attack damage, not ability power. Armor seals and MR glyphs cover lane damage, while movement speed quints help Nasus survive lane spacing and later reach targets for Wither and Q.
This is a 0/21/9 tank page: the added Defender point gives 20 points above row 5 in Defense, so Honor Guard is legal and the page totals exactly 30. Utility supplies Flash/Teleport cooldown, mana sustain, and extra mana for a Q-farming lane.
Skill order
ultimate at 6, 11 and 16Soul Eater
- Siphoning Strike (Q) takes points at levels 1, 4, 5, 7, 9.
- Wither (W) takes points at levels 2, 8, 10, 12, 13.
- Spirit Fire (E) takes points at levels 3, 14, 15, 17, 18.
- Fury of the Sands (R) takes points at levels 6, 11, 16.
Max Q first because Nasus' whole lane plan is stacking and trading around Siphoning Strike, then max W for stronger midgame control of enemy carries. One early point in E gives armor reduction and a way to manage waves without committing to an AP pattern.
Alternative — E-max or early extra E points were used into lanes that could deny every Q stack; it sacrifices scaling speed to farm and push from range.
Why these items
Openingsall within the 475 starting gold
Flask sustain start — Default into poke or mana-pressure lanes; Flask lets Nasus keep farming through repeated short trades.
Doran's Shield start — Best into auto-attack harass lanes where the health regen and basic attack block matter immediately.
Cloth five potions start — Use against heavy physical damage lanes when surviving the first recalls is more important than mana sustain.
Corein buy order
1Iceborn Gauntlet3,250gIceborn Gauntlet gives armor, mana, cooldown reduction, and a Spellblade proc that fits Nasus' repeated Q pattern.
2Spirit Visage2,750gSpirit Visage amplifies Soul Eater and gives the magic resist and cooldown reduction Nasus wants in extended fights.
3Randuin's Omen3,125gRanduin's Omen adds the large armor-health profile and active slow needed to stay on carries after Wither.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against mostly physical teams or oppressive basic-attack top lanes.

Frozen Heart2,900gBuy Frozen Heart when the enemy team has multiple attack-speed carries and you can skip Iceborn or delay Randuin's.

Thornmail2,200gBuy Thornmail against fed lifesteal marksmen or melee auto attackers who are forced to hit you.

Banshee's Veil2,750gBuy Banshee's Veil when one spell engage or pick tool is deciding fights.

Trinity Force3,628gBuy Trinity Force instead of Iceborn only when far ahead and your team already has enough frontline and armor.
One build, written by a player. Newest first.
Write a Nasus buildBuild
Runes and masteries
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +6.75
- Armor +9.00
- Scaling Magic Resist +1.80
Not the author's. This is a 0/21/9 defensive top-lane Nasus page, matching the author's Ninja Tabi, Frozen Heart, Spirit Visage, Warmog's Armor, and Randuin's Omen core. The Utility points support Flash/Teleport uptime, lane mana for repeated Siphoning Strike farming, and movement for staying in range after Wither. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Soul Eater
- Siphoning Strike (Q) takes points at levels 1, 3, 5, 7, 9.
- Wither (W) takes points at levels 2, 4, 8, 10, 14.
- Spirit Fire (E) takes points at levels 12, 13, 15, 17, 18.
- Fury of the Sands (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1Ninja Tabi1,000g
2Sheen1,200g
3Trinity Force3,628g
4Frozen Heart2,900g
Notes
the author's own wordsConquering Modern Top Lane: An In-Depth Nasus Guide v2 — rated 8.9/10 from 57 votes on MOBAFire.
What the guide does not publish: the rune "Mark of Armor Penetration" is not in the Classic catalog.
Build by Deluth, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/conquering-modern-top-lane-an-in-depth-nasus-guide-v2-215771).
Abilities
per rankSoul Eater
Nasus drains his foe's spiritual energy, giving him bonus Lifesteal.
Siphoning Strike5 ranks
Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
- Cooldown
- 8 / 7 / 6 / 5 / 4s
- Cost
- 20 Mana
- Range
- 255
Wither5 ranks
Nasus ages his target, decelerating their Movement and Attack Speeds over time.
- Cooldown
- 15 / 14 / 13 / 12 / 11s
- Cost
- 100 Mana
- Range
- 700
Spirit Fire5 ranks
Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.
- Dot Damage
- 55 / 95 / 135 / 175 / 215 + 60% bonus AP
- Initial Damage
- 55 / 95 / 135 / 175 / 215 + 60% AP
- Damage
- 11 / 19 / 27 / 35 / 43 + 12% bonus AP
- Cooldown
- 12s
- Cost
- 70 / 85 / 100 / 115 / 130 Mana
- Range
- 650
Fury of the Sands3 ranks
Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains increased Health, Attack Range, cast ranges, and drains nearby enemies' max Health converting into bonus damage for the duration.
- Damage
- 3% / 4% / 5% + 1% per 100 AP
- Cooldown
- 120s
- Cost
- 100 Mana
- Range
- 400
Matchup against
62 champions, one-on-one
AhriEven
Nasus can run Ahri down if Charm is missed or blocked, but her true-damage return on Orb of Deception and Spirit Rush make clean commits hard.
Watch for Charm stops Nasus during Wither and gives Ahri the space to land both halves of Orb of Deception.
How to beat
Hold just outside Charm range and walk at her only after she spends it on waveclear or misses it. Cast Wither after her first Spirit Rush dash so the slow ramps while her remaining dashes are being used, then drop Spirit Fire under her landing path before Q trades.
Later Finished Nasus wins the side lane if Ahri has no tower or teammates nearby, but Ahri is usually stronger at picking flanks in teamfights. Force her to answer side pressure, keep Banshee's-style spell protection or MR for Charm picks, and do not chase through fog.
- Stand to the side of your minion wave so Orb of Deception cannot clear and hit you twice for free.
- If Spirit Rush is down, Wither is usually a kill threat rather than a trade tool.
- Do not ult before Charm unless you are already in melee range.
- Spirit Fire reveals her intended escape path more than it zones her directly.

AkaliFavoured
Wither cripples Akali's sticking power and Nasus's sustained damage outlasts her once he survives the first Mark of the Assassin proc.
Watch for Twilight Shroud denies target access and lets Akali wait out part of Wither or Fury of the Sands.
How to beat
Do not spend Wither before she commits with Shadow Dance; let her dash in, Wither immediately, then stand inside Spirit Fire so every Q is armor-reduced. If she drops Twilight Shroud, stay near its edge rather than wandering through it, and re-engage when she has to leave smoke to mark or last-hit.
Later Nasus becomes the stronger side-lane duelist because Akali cannot burst through Fury of the Sands plus lifesteal without repeated resets. In teamfights she can still kill your backline first, so peel her with Wither when she dives instead of tunneling on tanks.
- If Akali marks you, back up until the mark timer is close to falling before letting her proc it.
- Save Wither for Shadow Dance, not for her walking at you.
- Spirit Fire on the shroud edge punishes her when she breaks stealth to trade.
- Her spell vamp matters less when she is forced to hit you inside your ultimate.

AlistarFavoured
Alistar can interrupt and disengage, but he lacks the damage to beat Nasus through lifesteal unless he uses Unbreakable Will to simply leave.
Watch for Unbreakable Will removes Wither and heavily reduces your all-in damage window.
How to beat
Do not judge the fight while Unbreakable Will is active; force it with Wither and Fury of the Sands, then stop chasing until it fades. Keep between him and his turret when possible, because Headbutt is mostly dangerous as a reset tool rather than damage.
Later Nasus wins the side lane decisively, but Alistar is more valuable when grouped for peel and engage. Split until he has to answer you, then join fights after he has used Pulverize and Headbutt on someone else.
- Wither before his ultimate is mostly a bait, not the kill button.
- Stand away from walls and turret angles so Headbutt cannot waste your entire engage.
- Do not burn Flash to finish him during Unbreakable Will.
- If he uses Pulverize for waveclear, he cannot stop your Q follow-up.

AmumuFavoured
Amumu's percent-health magic damage is annoying, but Nasus wins extended melee trades with Siphoning Strike scaling and lifesteal.
Watch for Curse of the Sad Mummy locks Nasus in Despair and delays his lifesteal window.
How to beat
Sidestep Bandage Toss before committing, because if he misses Q he has no way to choose the fight. Once in melee, keep him inside Spirit Fire and use Wither mostly to prevent him from walking out after his stun ends.
Later Nasus wins side lane, while Amumu wins grouped fights if he lands multi-man Curse of the Sad Mummy. Pressure side lanes and force Amumu to ult one target, or enter teamfights late after his engage is spent.
- Do not stand in Despair for free before you are actually trading Qs.
- If Bandage Toss misses, start the duel immediately.
- Your ultimate punishes him for staying close, but his ultimate can stall your best seconds.
- Magic resist matters more than armor in the 1v1.

AniviaUnfavoured
Anivia can kite Nasus with Flash Frost, Crystallize, and Glacial Storm, and Rebirth forces him to win the duel twice.
Watch for Crystallize cuts off Nasus's Wither chase and can trap him inside Glacial Storm.
How to beat
Approach from angles where her wall cannot fully block your path, and do not cast Fury of the Sands until Flash Frost has missed or been used to clear. If you reach her, Wither after she commits wall or stun, then save enough damage to kill the egg quickly rather than spending everything on the first health bar.
Later Nasus can threaten towers better in side lane, but Anivia stalls waves and is far stronger around choke points in teamfights. Avoid fighting through jungle entrances, split wide lanes, and force her mana or teleport before grouping.
- Breaking Rebirth without Q available often turns a won catch into a reset.
- Never chase her through Glacial Storm after Crystallize has split your route.
- Mercury's Treads reduce the stun, but they do not solve the wall.
- Spirit Fire under the egg helps finish it before she revives.

AnnieEven
Nasus wins if he survives Annie's stun burst, but Annie can front-load enough magic damage to force him out before his sustained damage matters.
Watch for Pyromania plus Summon: Tibbers stuns Nasus and consumes the first seconds of his all-in.
How to beat
Track her stun counter and do not walk into full combo range when Pyromania is ready. Bait Tibbers or Incinerate, then Wither as soon as the stun ends and stay on her with Fury of the Sands while her spells are on cooldown.
Later Nasus wins isolated side-lane fights if he has enough MR, but Annie is more dangerous in grouped fights because her stun can start the whole fight. Split until she shows, and in teamfights hold Wither for her retreat after Tibbers rather than entering through her stun cone.
- Count spell casts; the matchup changes completely when her stun is ready.
- Do not auto her repeatedly through Molten Shield unless Q is ready to make the trade worth it.
- If Tibbers is down, she has much less threat against your ultimate.
- Banshee's Veil can turn her stun engage into a failed burst window.

AsheFavoured
Ashe can kite with Frost Shot, but Wither destroys her attack speed and movement long enough for Nasus to reach and kill her.
Watch for Enchanted Crystal Arrow stuns Nasus before Wither range or interrupts his chase after he commits.
How to beat
Do not walk straight at her from max range unless Arrow is down or you have a flank. Once she fires Arrow or Volley, Wither immediately and keep moving between attacks; Spirit Fire goes behind her so she has to kite through armor reduction.
Later Nasus dominates Ashe in side lane if he can ever get into Wither range, while Ashe contributes more from protected backline teamfights. Flank or split instead of front-to-back chasing through slows.
- Boots of Swiftness are specifically valuable when Frost Shot is the only thing keeping her alive.
- Wither after she uses Volley makes her next few steps much weaker.
- Do not Q minions while she is free-hitting with Focus charged.
- If Arrow misses, she usually has no second escape.

BlitzcrankFavoured
Blitzcrank can displace Nasus, but in a straight duel he cannot match Nasus's sustained damage after his crowd control is spent.
Watch for Rocket Grab can pull Nasus under turret or away from the target he actually wants.
How to beat
Fight him in open space where Rocket Grab does not create a turret or teammate angle. Let him use Power Fist, then Wither during Overdrive and stay close enough that his speed boost cannot reset the fight.
Later Nasus wins side lane easily, but Blitzcrank is not trying to duel; he wins games by hooking carries before fights. Keep pressure away from fog and stand between Blitzcrank and your carries only when you can afford to absorb the hook.
- Do not chase through narrow jungle paths where Rocket Grab changes the fight location.
- Mana Barrier makes his last 20% health slower than it looks.
- Wither during Overdrive wastes the part of his kit that could kite you.
- If he hooks you into an isolated duel, that is usually good for Nasus.

BrandUnfavoured
Brand's percent-health passive and layered stun punish Nasus's need to walk directly through spell range.
Watch for Sear stuns Nasus when he is already ablaze, stopping the all-in and setting up Pillar of Flame.
How to beat
Do not commit after being tagged by Conflagration or Pillar of Flame unless Sear is down. Approach diagonally to dodge Pillar, Wither only after he misses or spends Sear, and use Fury of the Sands before the second spell rotation rather than at low health.
Later Nasus can kill Brand in side lane if he gets a flank, but Brand is much stronger when teams are stacked because Pyroclasm and Blaze punish your large health pool. Split him away from allies or wait until his stun and ultimate are committed before entering.
- Being ablaze is the warning that Sear becomes a stun, not just poke.
- Do not fight him inside a minion wave when Pyroclasm is available.
- Health alone is inefficient into Blaze; prioritize magic resist.
- Wither does not stop his spell combo, so it must follow a missed Sear.

Cho'GathEven
Nasus wins long trades if he avoids the knockup and silence, but Feast gives Cho'Gath a true-damage execute that can end the duel before lifesteal takes over.
Watch for Feral Scream silences Nasus, delaying Siphoning Strike and Fury of the Sands during Cho'Gath's burst window.
How to beat
Keep moving laterally so Rupture has to predict your path, then trade after it misses. Do not hold your ultimate too long; cast Fury of the Sands before you drop into Feast range, and place Spirit Fire so Cho has to stand in it to keep using Vorpal Spikes.
Later Nasus usually becomes the better side-lane threat with enough Q stacks, but Cho'Gath remains better at front-line disruption in grouped fights. In teamfights, avoid being silenced before ulting and use Wither on enemy carries rather than trying to chew through Cho first.
- Feast is true damage, so do not rely on armor or MR to survive the execute.
- If Rupture is down, Cho has trouble stopping your walk-up.
- Feral Scream can deny the Q you were counting on for lifesteal.
- Spirit Fire matters because Cho's armor and health make raw Q trades slow.

CorkiEven
Corki's mixed damage and Valkyrie make the chase difficult, but Wither heavily reduces his auto-attack DPS if Nasus reaches him.
Watch for Valkyrie crosses terrain or creates enough distance that Nasus's Wither window can expire before melee contact.
How to beat
Do not open with Wither from max range unless Valkyrie is already down; walk him toward a wall or lane edge first. Once he uses Valkyrie, Wither, drop Spirit Fire on his landing spot, and commit before Gatling Gun shreds your armor for too long.
Later Nasus wins side lane when Corki has no safe escape route, while Corki is better in grouped poke and mixed-damage fights. Build enough mixed durability to survive his rotation, then force him to answer side pressure instead of chasing missiles mid.
- Gatling Gun makes standing still in front of him much worse than circling through him.
- Valkyrie cooldown is the matchup's real green light.
- Armor alone is not enough because his damage is mixed and includes true damage autos.
- Wither after Valkyrie, not before it, whenever possible.

Dr. MundoEven
Nasus can outscale Mundo in sustained melee, but Sadism and cleaver kiting make the fight drag unless Nasus has anti-heal or enough stacked Q damage.
Watch for Sadism restores a huge amount of health and can erase Nasus's first all-in.
How to beat
Do not spend everything into Sadism unless you can finish through it; force the ultimate, back off slightly, then re-engage as the healing falls off. Use Wither after he throws Infected Cleaver so he cannot chain slows while retreating.
Later Nasus is the better structure-taking side-laner, but Mundo can soak teamfight damage and keep walking at carries. If he is your lane answer, anti-heal makes the duel much cleaner; otherwise ignore him in fights until his backline is controlled.
- Executioner's Calling is one of the few specific buys that directly changes this duel.
- Do not chase in a straight line where every Infected Cleaver lands.
- Fury of the Sands is best when Sadism is already ticking down.
- Spirit Fire helps your team kill him, but alone it will not solve his regeneration.

EvelynnFavoured
Evelynn can choose the first hit, but Nasus wins the committed melee fight once Wither removes her ability to stick and retreat.
Watch for Agony's Embrace slows Nasus and gives Evelynn a burst window before he can start lifestealing back.
How to beat
Assume she starts the duel from camouflage and keep the wave near you so her opener does not happen in open space. After she uses Ravage or ultimate, Wither immediately, cast Fury of the Sands, and keep her inside Spirit Fire where her low durability is exposed.
Later Nasus wins side lane if Evelynn is forced to answer him, but she is more dangerous by flanking carries before teamfights. Carry vision tools and make her show on side waves before you commit to a split or objective.
- Do not waste Wither before she reveals; she wants you to panic cast it on the wrong target or timing.
- A ward item is a real combat buy here because denying her approach changes the fight.
- If Agony's Embrace misses or is used only to escape, she cannot brawl you.
- Fight near minions when possible so your lifesteal and Q timing stay available after her opener.

EzrealEven
Ezreal can kite forever if Arcane Shift is saved, but Nasus wins hard once Shift is down and Wither sticks.
Watch for Arcane Shift breaks Nasus's first engage and can leave Wither running while Ezreal exits melee range.
How to beat
Walk at him without casting Wither until he uses Arcane Shift or is cornered. After Shift, Wither immediately and angle around minions so Mystic Shot does not keep reducing his cooldowns for free.
Later Nasus wins side lane when Ezreal has no long lane to kite through, while Ezreal contributes safer poke and cleanup in teamfights. Pressure towers, force his Shift defensively, and avoid chasing him through open river paths.
- Minions blocking Mystic Shot reduce how often he gets Arcane Shift back.
- Wither after Arcane Shift is the whole matchup.
- Essence Flux lowers attack speed, but your Q burst matters more than autos.
- Do not ult just to watch him Shift over a wall.

FiddlesticksUnfavoured
Fiddlesticks can fear Nasus, silence his response, and Drain through a duel unless Nasus interrupts the channel or has enough burst to finish quickly.
Watch for Drain heals Fiddlesticks while damaging Nasus, reversing the sustained fight Nasus normally wants.
How to beat
Do not stand still in Drain; break its range immediately unless you are certain the next Q kills him. Wait out Terrify or absorb it with tenacity, then Wither after he commits Crowstorm or Drain so he cannot reposition while channeling.
Later Nasus wins side lane if Fiddlesticks is caught without fear, but Fiddlesticks is far stronger from fog with Crowstorm in teamfights. Keep side pressure warded and enter grouped fights after his ultimate channel is revealed or interrupted.
- Quicksilver Sash can remove Terrify and let you walk out of Drain or Crowstorm.
- Dark Wind silence can stop the Q or ultimate timing you planned.
- Do not chase into fog when Crowstorm is available.
- If Drain is on cooldown, he is much easier to finish than his health bar suggests.

GangplankEven
Gangplank can cleanse Wither with Remove Scurvy and poke with Parrrley, but Nasus wins the extended melee fight if he forces the cleanse early.
Watch for Remove Scurvy clears Wither and denies Nasus's main chase window.
How to beat
Use the first Wither to force Remove Scurvy, not necessarily to kill him. After it is down, re-engage with Fury of the Sands and Spirit Fire, and do not let him kite through Cannon Barrage while your slow is unavailable.
Later Nasus generally wins the side lane if Gangplank cannot cleanse every Wither cycle, while Gangplank brings global zone control and crit threat to teamfights. Split to draw him away from objectives, but respect Cannon Barrage turning a duel into a collapse.
- Track Remove Scurvy cooldown before committing Flash or ultimate.
- Do not stand in Cannon Barrage just to finish one Q unless the kill is guaranteed.
- Parrrley poke makes Doran's Shield or armor more valuable early than it looks.
- Once his cleanse is down, Wither becomes lethal instead of annoying.

GarenEven
Nasus outscales the sustained melee trade, but Garen can break Wither with Decisive Strike and force an execute if Nasus stays too low.
Watch for Decisive Strike breaks Wither and gives Garen the speed to either disengage your all-in or reach you before Siphoning Strike is ready.
How to beat
Keep the wave close enough that Garen has to walk through Spirit Fire to trade. Do not Wither into Decisive Strike; let him use Q for the silence or escape, then Wither as it ends and fight with Fury of the Sands running. Back off before Demacian Justice range if you are already chunked.
Later Finished Nasus usually owns the side lane if he is not entering fights at execute health. In teamfights, Garen is more about silence and cleanup while Nasus can zone carries, so arrive healthy and force him to spend Decisive Strike defensively.
- Tap Garen with Spirit Fire or an auto to stop Perseverance before an all-in.
- Save Wither until after Decisive Strike's slow break when possible.
- Do not chase through Judgment if Demacian Justice is still up and you are low.
- Spirit Fire armor shred makes extended trades much better than short Q-only trades.

GragasEven
Nasus wins if he sticks after Body Slam, but Gragas can keep the duel short with displacement, sustain, and attack-speed reduction from Barrel Roll.
Watch for Explosive Cask knocks you out of Fury of the Sands range and can reset the fight after you commit Wither.
How to beat
Hold mid range until Body Slam is used, then Wither and walk him down inside Spirit Fire. Avoid standing on Barrel Roll before committing because the attack-speed slow cuts your Q and lifesteal tempo. If he saves Explosive Cask, angle so it knocks you along the lane rather than completely away from him.
Later Nasus is the stronger pure side-lane duelist once he can survive the poke, but Gragas has better pick and disengage in grouped fights. Force him to answer side pressure, or enter teamfights after his cask has been used on someone else.
- Do not Wither before Body Slam unless you are forcing his escape.
- Move off Barrel Roll before trading autos; the attack-speed slow matters.
- Fury of the Sands is strongest after Explosive Cask is down.
- Spirit Visage is excellent because it answers his magic damage and boosts Soul Eater.

HeimerdingerUnfavoured
Heimerdinger's turrets and blind make it difficult for Nasus to reach or finish him cleanly at equal strength.
Watch for CH-1 Concussion Grenade stuns on the center hit and blinds around it, denying the Siphoning Strike follow-up you need after closing.
How to beat
Do not run straight through a turret nest unless Fury of the Sands is ready and the wave is already in your favor. Clear turrets with Spirit Fire and Q when safe, then commit only after grenade misses or is used on the wave. If he holds grenade, threaten rather than force and make him lose ground slowly.
Later Nasus can beat Heimer away from prepared turrets, but Heimer controls siege zones and objective entrances better. Split him out of his setup when possible; in teamfights, flank instead of walking through turrets and grenade.
- A blind during your Q window can decide the whole duel.
- Spirit Fire can clear turret zones without eating every turret shot.
- Do not chase into fresh H-28G Evolution Turrets after Heimer retreats.
- Banshee's Veil can block the grenade or rocket poke that starts his kite pattern.

JannaFavoured
Janna cannot kill Nasus in a fair duel, but she can repeatedly deny his engage with knockup, slow, shield, and Monsoon.
Watch for Monsoon knocks you out after Wither and Fury of the Sands, wasting your commit window.
How to beat
Walk her down patiently and do not spend everything into Eye Of The Storm unless you can keep contact after it breaks. Bait Howling Gale with side movement, then Wither and force her to use Monsoon. Once Monsoon is down, she has no real way to win the duel.
Later Nasus wins any isolated side-lane fight, but Janna is almost never there to duel him. In teamfights she is a peel champion, so expect her to reset your first engage and either flank her carries or wait out Monsoon before committing fully.
- Do not judge success by killing Janna fast; forcing Monsoon is already value.
- Wither after Zephyr is used makes her much easier to pin.
- Eye Of The Storm can make tower dives take longer than expected.
- Mercury's Treads help against her knockup setup and slow chain.

Jarvan IVEven
Jarvan's armor shred and bursty engage threaten Nasus early, but Nasus wins longer trades if he survives the first combo and keeps Jarvan Withered.
Watch for Dragon Strike lowers your Armor and, with Demacian Standard, knocks you up before Jarvan's burst trade.
How to beat
Stand off the flag angle so Demacian Standard into Dragon Strike is harder to land cleanly. If he uses the combo, Wither after the knockup and fight inside Spirit Fire while his mobility is gone. Save Fury of the Sands for Cataclysm unless you are sure he cannot trap you under bad terrain.
Later Nasus becomes the better side-lane duelist, especially once Jarvan cannot burst through his lifesteal. Jarvan remains more reliable at starting teamfights, so Nasus should either force him to answer a side lane or punish the enemy backline after Jarvan commits elsewhere.
- Do not stand in a straight line with Jarvan and his flag.
- Spirit Fire counters Demacian Standard's Armor by shredding him back.
- Wither after his knockup keeps him from using Martial Cadence and autos freely.
- Cataclysm can trap you away from priority targets, not just trap you with Jarvan.

JaxUnfavoured
Jax is one of the few melee champions who can match Nasus in extended duels because Counter Strike denies Siphoning Strike and his attack speed keeps scaling.
Watch for Counter Strike dodges your basic attacks, which can waste Siphoning Strike and remove your lifesteal during the key trade window.
How to beat
Never Q into Counter Strike; back away or use Spirit Fire while it is active, then re-enter after the stun. Wither him after Leap Strike or after Counter Strike ends so he cannot freely stack Grandmaster's Might. Commit with Fury of the Sands only when you can keep him in your aura and your Q will actually connect.
Later Finished Jax can contest or beat Nasus in the side lane if he times Counter Strike well, while Nasus is usually more useful as a durable frontliner into grouped fights. Build armor and attack-speed reduction, and do not give him repeated isolated all-ins without cooldown tracking.
- Hold Siphoning Strike until Counter Strike has finished.
- Wither is strongest after Leap Strike because he has fewer ways to stay attached.
- Spirit Fire still damages and shreds him while he dodges autos.
- Frozen Heart and Randuin's stack well with Wither against his attack-speed pattern.

KarthusFavoured
Nasus can run Karthus down through Defile if he dodges enough Lay Wastes and saves health for Death Defied and Requiem.
Watch for Death Defied lets Karthus keep casting after death, punishing Nasus if he wins the duel at low health and stays in range.
How to beat
Use side steps while closing so Lay Waste does not land isolated hits. Once Wall of Pain is down or you are already through it, Wither and stay on him with Fury of the Sands. After killing him, immediately leave Defile range unless you have enough health to survive the passive spells and Requiem.
Later Nasus wins the side lane, but Karthus can still affect the whole map with Requiem and turns clustered teamfights into damage checks. In fights, either force him to die away from your backline or leave his passive zone after the kill.
- Do not stand still for isolated Lay Waste hits while last-hitting or chasing.
- Wall of Pain is his best way to make your Wither window expire.
- Death Defied means the duel is not over when his health bar reaches zero.
- Magic resist plus Spirit Visage makes his sustained damage much less threatening.

KassadinFavoured
Kassadin can poke and escape, but he lacks the sustained damage to beat Nasus once Wither forces him to fight in melee.
Watch for Riftwalk lets Kassadin leave Spirit Fire and reset your Wither timer before you can finish the trade.
How to beat
Do not chase every Riftwalk blindly; hold the lane position and make him spend mana to keep distance. Wither after he Riftwalks forward or after he uses it to dodge Spirit Fire, then commit with Fury of the Sands. Null Sphere's silence is annoying, so cast Wither before the silence lands if he is clearly starting the trade.
Later Nasus wins side-lane duels if Kassadin is forced to stand and fight, but Kassadin is more dangerous at finding backline angles. Keep side pressure high and save Wither for him in teamfights if he dives your carries.
- Force Riftwalk mana costs before committing all the way.
- Null Sphere can delay your Q and Wither sequence, so do not wait too long to cast.
- Spirit Fire where he wants to land makes his melee trades worse.
- Banshee's Veil can block the silence that starts his escape pattern.

KatarinaFavoured
Katarina's damage is real, but Nasus can interrupt her tempo by leaving Death Lotus range or simply outlasting her without giving resets.
Watch for Death Lotus deals heavy sustained damage if you stay next to her without forcing her to cancel or move.
How to beat
Hold Wither for after Shunpo so she cannot freely reposition during the all-in. Fight in Spirit Fire and walk out of Death Lotus range if you are not immediately winning, then re-engage when the channel ends. Avoid taking a low-health duel near other dying champions because Voracity changes the fight.
Later Nasus beats Katarina in a side lane unless she is massively ahead, but she matters more in grouped fights where resets exist. Your job is to make her commit into Wither or zone her from your backline after she Shunpos in.
- Do not spend Wither before Shunpo unless you are forcing her away from a reset.
- Fury of the Sands lets you stand through her short combo if Death Lotus is not free-casting.
- Katarina is much scarier near low-health allies than in a clean 1v1.
- Magic resist is enough; Grievous Wounds is usually not the answer here.

KayleUnfavoured
Kayle can kite Nasus with Righteous Fury and Reckoning, then deny his finishing window with Intervention.
Watch for Intervention makes Kayle immune during the moment Nasus normally cashes in Wither and Siphoning Strike.
How to beat
Stay out of free Righteous Fury autos until Wither is available, then force her movement cooldowns before committing. Do not dump your strongest Q into Intervention; keep walking with Fury of the Sands and hit after it ends. If Reckoning is used to poke instead of peel, that is your best opening to close.
Later Kayle is very hard for Nasus to pin in side lane if she has space and Intervention, but Nasus can still win if she misuses invulnerability. In teamfights, she protects a carry or herself from your burst window, so pressure her ultimate first and then switch targets if needed.
- Wither does not matter if you start too far away from Righteous Fury range.
- Track Intervention before tower dives or final Q trades.
- Reckoning plus Divine Blessing creates a bigger gap than it looks like.
- Mercury's Treads or Boots of Swiftness help you survive her slow-and-kite pattern.

KennenUnfavoured
Kennen's range, stuns, and Lightning Rush make it difficult for Nasus to ever get a clean uninterrupted melee duel.
Watch for Slicing Maelstrom stacks Mark of the Storm while damaging you, often stunning Nasus during his Fury of the Sands commit.
How to beat
Avoid entering with two Marks already on you; wait them out before forcing. Bait Lightning Rush first, then Wither as it ends and commit before he can rebuild distance. If Slicing Maelstrom is available, be ready to disengage after the stun rather than losing the whole health bar inside it.
Later Nasus can win if Kennen is trapped in a side lane without Lightning Rush, but Kennen's teamfight engage is usually more valuable. Split pressure can force him away from grouped ultimates; if he groups, do not clump your team around your own engage path.
- Do not all-in while already marked twice.
- Wither after Lightning Rush is much stronger than Wither before it.
- Spirit Fire can punish him when he stops to auto for Electrical Surge marks.
- Banshee's Veil can block the first spell that starts his stun chain.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage lets him shred Nasus from outside melee range, but he dies quickly if Nasus reaches him with Wither.
Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health damage to kill Nasus before Nasus can lifesteal back.
How to beat
Do not start the fight from his extended W range; use brush, flank angles, or a minion wave to shorten the approach. Wither as soon as you are close enough, then keep him in Spirit Fire and force the duel before Bio-Arcane Barrage cycles again. After killing him, move away from Icathian Surprise instead of staying for one more stack or minion.
Later Kog'Maw wins front-to-back teamfights if protected, while Nasus wins the side lane only when he can actually get onto him. Your late-game job is to flank or force Kog'Maw's peel tools before walking at him directly.
- Bio-Arcane Barrage range is the matchup; wait it out if you cannot reach him.
- Void Ooze makes straight-line chases fail, so approach from an angle.
- Wither cuts his damage sharply once you are in range.
- Leave immediately after the kill to dodge Icathian Surprise.

Lee SinEven
Lee Sin can win short burst trades and disengage, but Nasus wins if the fight extends after Lee has spent his mobility.
Watch for Dragon's Rage kicks you out of melee range and can waste Fury of the Sands after you finally catch him.
How to beat
Stand behind minions to deny Sonic Wave and make Lee start with weaker tools. If he uses Resonating Strike or Safeguard aggressively, Wither after he lands and keep him inside Spirit Fire. Save Fury of the Sands until after Dragon's Rage if he is holding it to disengage.
Later Nasus outscales Lee Sin in side-lane duels, but Lee still has better pick and displacement in teamfights. Force long fights and make him use Dragon's Rage defensively instead of letting him kick you into or away from your team.
- Minions blocking Sonic Wave changes the duel heavily.
- Do not Wither before Safeguard if he still has an easy ward or ally escape.
- Spirit Fire reduces the value of his armor and Iron Will sustain.
- Once Dragon's Rage is down, Lee has trouble stopping your second chase.

LeonaFavoured
Leona can lock Nasus down but does not have the solo damage to beat him without allies triggering Sunlight.
Watch for Solar Flare can stop your chase long enough for Leona to walk out or for her team to arrive.
How to beat
Treat the duel as a slow walk-down, not a burst race. Let Eclipse run for a moment before spending your biggest Siphoning Strike, then Wither as she tries to leave after Zenith Blade or Solar Flare. In actual games, respect that her passive is much more dangerous when allies are nearby.
Later Nasus wins isolated side-lane fights easily, but Leona is a teamfight engage support rather than a duelist. In grouped fights, do not tunnel on killing her; use Wither on the carry she is protecting or follow her engage onto higher-value targets.
- Sunlight does nothing by itself in a true 1v1.
- Wait out Eclipse's resist window before committing your best Q.
- Zenith Blade brings her to you, which often helps Nasus more than Leona.
- Mercury's Treads reduce her chain crowd control if you must front line into her.

LuluUnfavoured
Lulu's polymorph, slows, shield, and Wild Growth make her exceptionally good at denying Nasus's single-target melee window.
Watch for Whimsy can polymorph Nasus during his Wither and Fury of the Sands commit, removing the attacks he needs to finish the duel.
How to beat
Do not commit from max Glitterlance range; close from fog or behind minions so she has less time to layer slows. Bait Whimsy first, then Wither and keep walking through Help, Pix! rather than swapping targets. Save your final Q until after Wild Growth's health spike if she uses it on herself.
Later Nasus wins only if Lulu is caught alone without cooldowns; otherwise she kites him and makes a carry impossible to reach. In teamfights, force her peel onto herself or a frontliner, then change targets instead of burning everything into Wild Growth.
- Whimsy is more important to track than Glitterlance.
- Do not Q into a fresh Help, Pix! shield if you can wait half a beat.
- Wild Growth can knock you up during your melee stick window.
- Mercury's Treads are valuable because every second of control costs Q cycles.

LuxEven
Lux can keep Nasus out with binding and slows, but she dies if he dodges Light Binding and reaches her with Wither.
Watch for Light Binding roots Nasus before he can enter melee, letting Lux unload Illumination, Lucent Singularity, and Finales Funkeln safely.
How to beat
Use minions and side movement to make Light Binding miss or hit the wave first. Once it is down, Wither immediately and walk through Lucent Singularity rather than giving her time for a second rotation. If she holds Q, pressure forward without using Fury of the Sands until she commits it.
Later Nasus wins the side-lane duel when Lux is isolated, but Lux contributes more from range in sieges and objective fights. Flank her or force her Q defensively; walking straight through her team usually gives her the clean binding she wants.
- A missed Light Binding is your green light to all-in.
- Lucent Singularity's slow is much worse if you chase in a straight line.
- Banshee's Veil can turn her pick pattern into a free engage for you.
- Do not stay low after the duel; Finales Funkeln reaches farther than your reset path.

MalphiteFavoured
Malphite can blunt Nasus's autos for short trades, but he lacks the sustained damage to beat lifesteal, Wither, and stacked Siphoning Strike in an all-in.
Watch for Ground Slam cuts your Attack Speed, delaying Siphoning Strike resets and lifesteal during the trade.
How to beat
Do not chase while Granite Shield is fresh; tag him once or drop Spirit Fire to remove it before committing. Hold Wither until after Seismic Shard or Unstoppable Force, then fight inside Spirit Fire where his armor no longer carries the duel.
Later Nasus wins the side lane if Malphite is forced to answer him, but Malphite's teamfight engage is usually more immediate. Split until Unstoppable Force is needed elsewhere, then either take structures or arrive after his engage with Wither for the enemy carry.
- Break Granite Shield before spending Siphoning Strike.
- Ground Slam and Wither together make both sides swing slowly; Nasus wins the longer wait.
- Do not clump with your team just because you beat him 1v1.
- Spirit Fire matters more here than extra chasing damage.

MalzaharUnfavoured
Malzahar wins controlled duels by kiting with Malefic Visions and forcing Nasus to sit in Null Zone during Nether Grasp.
Watch for Nether Grasp suppresses you inside Null Zone, removing your ability to lifesteal, Q, or walk out.
How to beat
Stay out of minion lines infected by Malefic Visions so he cannot poke you for free before the duel. If you have a cleanse item, let him commit Nether Grasp, remove it, then Wither and run him down while his main kill window is gone.
Later With Quicksilver Sash, Nasus can side lane into Malzahar; without it, Malzahar can stop him long enough for help to arrive. In teamfights, avoid being the first target suppressed unless your team can immediately interrupt or punish him.
- Do not duel him while Voidling and Malefic Visions are already on you.
- Spirit Fire can clear Voidlings before they add too much damage.
- A cleanse item turns his best 1v1 button into a punish window.
- If Nether Grasp is down, he is much easier to Wither and kill.

Master YiEven
Nasus crushes normal auto attackers with Wither, but Highlander ignoring slows gives Master Yi a real all-in window.
Watch for Highlander makes Yi immune to Wither's slow and gives him the Attack Speed to race you before it ends.
How to beat
Force Alpha Strike early with a short step forward, then place Spirit Fire where he reappears and ult before the real auto trade starts. If Highlander is active, kite toward terrain or your minion wave until it expires, then Wither becomes decisive.
Later Nasus usually wins side lane when Highlander is down, while Yi can clean late fights if Nasus spends Wither elsewhere. Save Wither for Yi after Highlander ends or for the carry only if Yi cannot reach the fight.
- Wither before Highlander is often wasted.
- Alpha Strike can dodge your Siphoning Strike timing; wait for him to land if possible.
- Stand in Spirit Fire during Meditate so he pays armor shred when he resumes fighting.
- Do not let him reset Highlander off nearby low-health allies.

Miss FortuneFavoured
Miss Fortune is dangerous at range, but once Nasus reaches her, Wither removes her kiting and Attack Speed while Fury of the Sands outlasts her burst.
Watch for Bullet Time punishes a straight approach and can take too much health before you enter Q range.
How to beat
Approach from the side rather than down the cone she wants for Bullet Time. Keep enough health to absorb Double Up poke, then Wither after she uses Make It Rain or Strut to create distance and commit with Fury of the Sands.
Later Nasus wins the side-lane duel hard if he gets contact, but Miss Fortune's teamfight damage is far more relevant if protected. Flank or Wither her after Bullet Time starts so she either cancels it or dies in place.
- Hit her once to remove Strut before judging whether you can catch her.
- Do not stand behind low minions where Double Up can crit the lane trade.
- Wither after Make It Rain gives her no second escape tool.
- Walk sideways out of Bullet Time before ulting if you are not already in melee.

MorganaEven
Morgana can deny Wither with Black Shield and stall with Binding, but she lacks the sustained damage to kill Nasus if those tools are wasted.
Watch for Black Shield blocks Wither and lets Morgana walk away from the only reliable catch window.
How to beat
Do not open with Wither unless Black Shield is down or already damaged by Spirit Fire. Bait Dark Binding with side movement, then close the gap and use Fury of the Sands when Soul Shackles commits her to staying nearby.
Later Nasus wins extended side trades if he can force Black Shield first, but Morgana is mostly a teamfight control champion. In grouped fights, make her shield herself or the carry, then choose the unshielded target for Wither.
- Spirit Fire can break Black Shield before Wither lands.
- If Dark Binding misses, she has no clean way to stop your walk-up.
- Do not chase through Tormented Soil while rooted or shackled.
- Soul Shackles is weaker if you are already winning melee range.

NidaleeEven
Nidalee can poke and reset forever in open space, but cougar form loses a committed melee duel if Nasus catches her with Wither.
Watch for Javelin Toss chunks you before the fight, making the later cougar trade start on her terms.
How to beat
Use minions and brush edges to deny long-range spears, and do not chase through Bushwhack unless you can finish. Save Wither for her cougar disengage or human-form retreat, then fight on Spirit Fire so Takedown happens through reduced armor.
Later Nasus wins the actual side-lane all-in if he catches her, but Nidalee can avoid many finished-item duels and pressure with poke. In teamfights, Nasus should not burn too much health walking through spears before the engage.
- A trapped Nasus is much easier for cougar Takedown to punish.
- Do not Wither before she has chosen to run or pounce away.
- Stand behind minions to make spear poke manageable.
- If she heals before committing, wait out the Attack Speed buff when possible.

Nunu & WillumpFavoured
Nunu slows and stalls well, but he cannot match Nasus's sustained melee damage once Wither and Fury of the Sands are running.
Watch for Absolute Zero forces you to either leave melee range or eat a huge channel after being slowed.
How to beat
Hold enough distance discipline that Ice Blast does not start every trade for free. When he channels Absolute Zero, walk out if you are near the edge; if you are already on top of him and healthy, keep hitting and interrupt only if your team has help, because Nasus alone may simply outlast afterward.
Later Nasus wins side lane, while Nunu contributes more through objective control and teamfight slows than dueling. Push him in and make him answer waves instead of letting him Blood Boil a carry for free.
- Consume does nothing in the champion duel unless minions or monsters are nearby.
- Boots of Swiftness are valuable if Ice Blast is what keeps you off him.
- Do not spend Wither while he is already using Blood Boil just to disengage.
- Absolute Zero is scarier when Ice Blast has already trapped you in the center.

OlafUnfavoured
Olaf is one of Nasus's worst melee duels because Ragnarok ignores Wither and Reckless Swing deals true damage through tank stats.
Watch for Ragnarok removes Wither's control, letting Olaf force the full low-health Berserker Rage trade.
How to beat
Take short Q trades only when Undertow is missed or thrown past you, and never let him chain axe pickups for free. When Ragnarok starts, kite backward through your minion wave or toward safety; commit after it ends, when Wither can finally reduce his Attack Speed and chase.
Later Olaf can still beat Nasus in many finished-item all-ins if he gets a clean Ragnarok window, but Nasus scales better into structures and front-to-back fights. In teamfights, do not waste Wither into Ragnarok; use it after the immunity or on another physical carry.
- Reckless Swing ignores your armor, so stacking only armor does not solve him.
- Do not fight low-health Olaf as if he is nearly done; Berserker Rage makes that his best state.
- If Undertow lands and he catches the axe, back out before the next slow.
- Spirit Fire helps, but it does not stop true damage.

PantheonEven
Pantheon wins early burst patterns, but Nasus wins if he survives the stun combo and turns it into an extended fight.
Watch for Aegis Protection blocks Siphoning Strike, wasting your key damage if you Q into the shield.
How to beat
Pop Aegis Protection with a basic attack or Spirit Fire tick before using Siphoning Strike. After Aegis of Zeonia and Heartseeker Strike are spent, Wither him and keep the fight going; his cooldown-based burst is much worse than your sustained Qs.
Later Nasus outscales the side-lane duel hard once he has armor and stacks, while Pantheon relies on Grand Skyfall to create fights elsewhere. Shove side lanes and track his ultimate so your team is not punished while you farm towers.
- Never Q his passive shield if you can avoid it.
- Turn after Heartseeker Strike, not during its full channel.
- Armor is very efficient because most of his duel damage is physical.
- His execute pressure matters most before Fury of the Sands health is active.

RammusFavoured
Rammus can punish careless auto attacks, but Nasus's damage comes in spaced Siphoning Strikes and Spirit Fire reduces the armor Rammus depends on.
Watch for Puncturing Taunt forces you to attack into Defensive Ball Curl, reflecting damage while his armor is highest.
How to beat
Do not unload into Defensive Ball Curl unless Taunt has already forced it; backstep and wait out the curl when possible. Drop Spirit Fire before committing and use Wither after Powerball so he cannot escape once his defensive window ends.
Later Nasus beats Rammus in side lane and threatens towers faster, but Rammus can still start better teamfights with Powerball and Taunt. Keep pressure split unless your carry needs you to peel Rammus off them.
- Spirit Fire is the answer to his armor stacking.
- If Defensive Ball Curl is active, pause Q trades unless you must finish him.
- Wither after Powerball impact prevents the retreat.
- Do not let Taunt drag you under turret during a split push.

RyzeUnfavoured
Ryze's targeted root and low-cooldown spell rotation let him kite and burst Nasus before Nasus can maintain melee contact.
Watch for Rune Prison roots you at cast range, denying the walk-up Nasus needs to land repeated Siphoning Strikes.
How to beat
Avoid fighting from full Ryze range; use brush, fog, or minion pressure to start closer. If Rune Prison is used defensively and you are still healthy, immediately Wither and ult, because his next rotations are dangerous but he has no true dash.
Later Ryze remains a strong side-lane answer because his damage scales and he does not rely on basic attacks. Nasus should pressure waves carefully, buy magic resistance, and look to Wither physical carries in teamfights rather than tunnel through Ryze's spell vamp ultimate.
- Do not chase through Desperate Power if he is healing off the wave.
- Spell Flux lowering Magic Resist makes the next rotation much worse.
- Mercury's Treads shorten the root and the repeated slows from team follow-up.
- Starting the fight from brush changes more than raw items do.

ShacoFavoured
Shaco's tricks can start the fight on his terms, but he struggles to kill a tanky Nasus who identifies the real target and lands Wither.
Watch for Hallucinate creates a clone that can waste Siphoning Strike and punish you with its explosion if you kill the wrong body.
How to beat
Do not fire Siphoning Strike into the first Shaco you see after Hallucinate unless you have tracked the real one. Step out of Jack In The Box fear zones, then Wither the real Shaco after Deceive is used so Backstab and Two-Shiv kiting stop mattering.
Later Nasus wins direct side-lane duels, while Shaco is more threatening through picks, split pressure, and forcing bad rotations. Keep lanes warded and push methodically so he has to reveal himself before you commit.
- Watch which Shaco takes minion aggro or uses Two-Shiv Poison after Hallucinate.
- Do not chase blindly into boxes; make him fight in your wave or on cleared ground.
- Wither after Deceive is much stronger than guessing before it.
- Fury of the Sands reveals the real fight by punishing both clone and champion nearby.

ShenFavoured
Shen can stall and taunt, but he lacks the damage to beat Nasus's lifesteal, armor shred, and scaling Q in a straight duel.
Watch for Shadow Dash taunts you, interrupting your chase or pulling you into a bad trade under turret.
How to beat
Take steady Q trades and avoid overcommitting when Feint is active. Save Wither for after Shadow Dash, then stand in Spirit Fire and force the long fight where Shen's cooldowns are defensive rather than lethal.
Later Nasus wins side lane, but Shen's Stand United can turn fights across the map while Nasus is pushing. Pressure hard enough that Shen must choose between losing towers and leaving with his ultimate.
- Do not waste burst into Feint if you can wait a moment.
- Shadow Dash is his escape and his punish tool; Wither after it lands or misses.
- If he channels Stand United in front of you, interrupting is not in Nasus's kit, so take the tower or kill him fast.
- Vorpal Blade sustain is not enough if he stays inside Spirit Fire.

SingedEven
Nasus wins if Singed stays and brawls, but Singed can refuse the duel by poisoning, flinging, and running through slows with Insanity Potion.
Watch for Fling puts you behind Singed, forcing you to chase through Poison Trail instead of landing clean Siphoning Strikes.
How to beat
Do not follow directly through Poison Trail; angle sideways and cut him off near minions or walls. Hold Wither until after Fling or Mega Adhesive, then commit only if Insanity Potion is down or he has no lane length left to run.
Later Nasus is better at killing towers and wins stationary side fights, while Singed is better at wasting time and disrupting grouped fights. Push waves, avoid endless chases, and punish his team if he spends too long proxying away from objectives.
- Chasing in a straight line is how Singed wins the matchup.
- Wither is best after Fling, not before he throws you away.
- Boots of Swiftness help you leave Poison Trail paths instead of sitting in them.
- If Insanity Potion is active, measure success by taking ground, not killing him.

SionEven
AD Sion can lifesteal through long fights with Cannibalism, but Nasus can win by denying his shield value and cutting his attack pattern with Wither.
Watch for Cannibalism gives Sion heavy lifesteal, letting him reverse trades if Nasus cannot reduce his attacks or burst through the window.
How to beat
Back away from Death's Caress until it expires or is forced to detonate poorly, then re-enter with Spirit Fire down. Use Wither when Cannibalism starts so his lifesteal window loses attacks, and save Fury of the Sands for the moment he commits rather than for poke.
Later Nasus generally becomes the stronger side-lane threat with enough stacks, but Sion's stun and lifesteal can still punish sloppy all-ins. In teamfights, Wither during Cannibalism reduces both his damage and the healing he shares through attacking.
- Do not Q into Death's Caress if the shield is about to absorb the trade.
- Wither directly cuts Cannibalism's value.
- Cryptic Gaze gives him a guaranteed shield setup, so expect the pop after the stun.
- Armor helps, but Grievous Wounds is the item that changes the lifesteal race.

SivirFavoured
Sivir can block one spell and kite briefly, but once Spell Shield is gone Nasus's Wither ruins her damage and escape.
Watch for Spell Shield can eat Wither, denying Nasus's only clean catch and giving Sivir mana plus distance.
How to beat
Break Spell Shield with Spirit Fire or wait it out before casting Wither. Once Wither lands, walk through Boomerang Blade at an angle, ult if she uses On The Hunt, and keep Q pressure until her short range fails her.
Later Nasus wins any isolated side-lane duel if he reaches her, but Sivir's team speed and Ricochet waveclear can delay pushes. Force her to spend Spell Shield defensively, then either take the tower or join fights where Wither can shut down her front-to-back damage.
- Do not cast Wither into an obvious Spell Shield.
- Her 425 range means she must step close to clear waves against you.
- On The Hunt does not save her if Wither lands after Spell Shield is down.
- Sidestep Boomerang Blade on the return path, not only the first throw.

SkarnerEven
Nasus can outscale Skarner's sustained melee damage, but Skarner can deny clean all-ins with Crystalline Exoskeleton speed and Impale control.
Watch for Impale suppresses Nasus during his commit window and can drag him out of Spirit Fire or into Skarner's team.
How to beat
Hold melee range only after Crystalline Exoskeleton is damaged or expired, because the shield speed lets Skarner choose the first trade. Drop Spirit Fire under both champions before committing, then Wither him once he has used the shield speed to stay on you. If he saves Impale, do not chase past your minion wave or turret line.
Later In a pure side lane Nasus eventually wins if he has enough Siphoning Strike stacks and armor, but Skarner remains better at starting picks for his team. In teamfights, keep enough distance that Impale cannot remove you before you reach the carry, or buy cleanse if his whole comp plays around dragging you.
- Break Crystalline Exoskeleton before judging the trade.
- Spirit Fire matters because both champions are stuck in melee once the fight starts.
- Do not ult before Impale if Skarner can simply drag out your Fury of the Sands timer.

SonaFavoured
Sona can kite and poke, but she is too fragile to survive Wither into Spirit Fire and stacked Siphoning Strikes in a straight duel.
Watch for Crescendo stuns Nasus long enough for Sona to reset spacing or let allies punish the chase.
How to beat
Do not eat free Hymn of Valor autos while walking in from max range; use brush, minions, or a flank to shorten the approach. Once she spends Song of Celerity or Crescendo, Wither her and run her down through Spirit Fire. If she keeps Crescendo, force it with Fury of the Sands rather than committing low.
Later Nasus wins the side lane, but Sona should almost never be alone there. In teamfights, she matters through Crescendo and auras, so do not tunnel through her frontline unless she has already used the stun.
- Wither after Song of Celerity, not before it, when possible.
- Power Chord can reduce your damage, so avoid judging an all-in off the first Q hit into her passive auto.
- Her heals stretch poke trades, but not a committed melee fight.

SorakaFavoured
Soraka can silence and heal through poke, but she lacks the damage and mobility to beat Nasus once he reaches melee range.
Watch for Infuse silences Nasus and can delay Siphoning Strike or Fury of the Sands at the start of the all-in.
How to beat
Walk her down patiently instead of spending key casts into Infuse. If she silences you first, keep moving with her and cast Wither as soon as it ends. Save enough damage after Wish, because her apparent health total is larger than it looks.
Later Nasus dominates the side lane, while Soraka's real value is keeping teammates alive in grouped fights. In teamfights, threaten her if she is exposed, but usually your job is to force through the front line while tracking Wish and Infuse.
- Do not waste the first Siphoning Strike timing into Infuse silence.
- Wish is part of her duel health bar, not a surprise if you expect it.
- Spirit Fire's armor shred matters more than poke because she can heal chip damage.

TaricEven
Taric's armor aura, stun, and self-heal make early duels slow, but Nasus wins longer fights once Spirit Fire strips his armor and Siphoning Strike is stacked.
Watch for Dazzle stuns Nasus and lets Taric land close-range burst or disengage before Nasus gets repeated Qs.
How to beat
Do not start with your strongest trade while Shatter's armor aura is untouched; place Spirit Fire under him and force him to fight inside it. Bait Dazzle with a short approach, then Wither and stay attached after the stun is down. If he burns Imbue early, commit before it cycles again.
Later Nasus wins the side lane decisively once stacked, but Taric is more useful in grouped front-to-back fights if he is protecting a marksman. Hit whoever is in Spirit Fire rather than wasting time chasing Taric through his team.
- Spirit Fire offsets Shatter better than raw auto trading does.
- Taric's damage is highest when Dazzle is fired close, so respect point-blank engages.
- If he uses Imbue before you ult, the next few seconds are your best kill window.

TeemoUnfavoured
Teemo's blind, poison, range, and mushrooms attack exactly the things Nasus needs: clean Q trades, sustain, and a straight path into melee.
Watch for Blinding Dart makes Siphoning Strike miss its damage window and lets Teemo kite while your main threat is wasted.
How to beat
Farm defensively until you can survive the poison trail; do not Wither into Blinding Dart unless you can keep chasing afterward. Clear or path around Noxious Trap zones before all-inning, then commit after Blind is used on a poke trade or minion denial. Once you reach him with Blind down, stay on top of him and do not let Move Quick reset.
Later Nasus can beat Teemo in a clean side-lane catch, but Teemo controls approaches with mushrooms and punishes blind face-checks. In teamfights, Teemo is less reliable than a true carry, so buy enough magic resistance to ignore poke and force fights away from trap fields.
- Never spend Siphoning Strike into Blinding Dart if the fight can wait two seconds.
- A pink ward or sweeper-style trap control matters more than a small damage item in the side lane.
- Wither after you have broken Move Quick's passive speed with damage.

TristanaUnfavoured
Tristana has enough range, attack speed, Rocket Jump, and Buster Shot to deny Nasus the sustained melee contact he needs.
Watch for Buster Shot knocks Nasus out of melee after Wither, wasting his all-in and Fury of the Sands time.
How to beat
Do not chase from open ground unless Rocket Jump or Buster Shot is already down. Approach from brush or a flank, Wither after she jumps or when she cannot jump over terrain, and place Spirit Fire where she must stand to auto. If she holds both displacement spells, your goal is to force them and back off rather than overchase.
Later A finished Tristana is very hard for Nasus to solo if she has space, and she is much stronger in front-to-back teamfights. Nasus should split when she must answer without peel, or flank in fights instead of walking straight through her range.
- Wither before Rocket Jump often only forces distance; Wither after Rocket Jump threatens a kill.
- Buster Shot can waste most of Fury of the Sands if you ult too early.
- Her late passive range makes open-lane duels worse over time.

TryndamereEven
Wither heavily punishes Tryndamere's auto attacks, but Undying Rage prevents Nasus from simply winning by out-damaging him at the end.
Watch for Undying Rage denies lethal damage and lets Tryndamere keep critting through the moment Nasus expects the duel to end.
How to beat
Open with Spirit Fire and Wither once he commits with Spinning Slash, not while he is still free to disengage. Trade hard enough to force Undying Rage, then kite backward during the invulnerability with Wither or Randuin-style slows instead of feeding him free autos. Re-engage as it ends if your Fury of the Sands is still running.
Later The side lane is volatile: Nasus wins if Wither is available for the final chase, while Tryndamere wins if he baits it and spins away after Undying Rage. In teamfights, Tryndamere threatens backline chaos, so Nasus often needs to peel him with Wither instead of diving.
- Do not use Wither before Spinning Slash unless you are sure he cannot leave.
- Count Undying Rage as a disengage window, not only a survival button.
- Armor and attack-speed reduction are much stronger than health alone into his crits.

Twisted FateFavoured
Twisted Fate can stun and kite once, but he is too fragile to survive Nasus if Wither connects outside turret or team support.
Watch for Gold Card from Pick A Card stuns Nasus and buys the spacing Twisted Fate needs to avoid the first Siphoning Strike chain.
How to beat
Watch his card cycle and do not commit into a ready Gold Card unless you can survive the counterburst. After Gold Card is spent, Wither immediately and force him to fight inside Spirit Fire. Destiny and Gate do not help much in the duel unless he uses them before you are in range.
Later Nasus wins the side lane if Twisted Fate is caught, but Twisted Fate's real threat is leaving the lane with Destiny to create numbers advantages. Push or threaten towers when he roams, and in fights save Wither for the carry unless TF is the only accessible target.
- Gold Card is the trade timer; everything before it is mostly poke.
- Stand off the minion line to make Wild Cards less efficient while farming.
- If he Gates away, punish the map objective instead of chasing the arrival point late.

TwitchUnfavoured
Twitch can open from stealth with stacked poison, slow Nasus with Venom Cask, and shred him with Spray and Pray before Nasus can maintain melee range.
Watch for Ambush lets Twitch choose the opening angle and start the duel with free Deadly Venom stacks.
How to beat
Do not walk into fog or side brush without vision when Twitch is missing, because losing the first half of your health before Wither lands usually decides it. If he appears, Wither immediately and move diagonally out of Spray and Pray's line while closing. Commit only when Venom Cask is down or you are already close enough that the slow cannot stop your first Q.
Later Twitch is much stronger in teamfights if he opens safely with Spray and Pray, while Nasus wins only when he gets a clean Wither catch. In the side lane, vision and sweep control decide whether Nasus gets the duel or Twitch gets the ambush.
- Treat missing Twitch as already in range to open on you.
- Move sideways during Spray and Pray; running straight away gives him full piercing value.
- Wither is your reveal punish, so do not waste it on another target if Twitch is the fight.

VayneUnfavoured
Vayne's % health damage, Condemn peel, and Final Hour stealth make her one of the hardest duelists for Nasus to pin down.
Watch for Condemn knocks Nasus out of melee and can stun him against terrain, ending his Wither window.
How to beat
Fight away from walls and do not approach in a straight line that gives her an easy Condemn angle. Save Wither until after Tumble if possible, then force her to spend Final Hour defensively while you keep Spirit Fire under her path. If she has room to kite, disengage rather than chasing through repeated Silver Bolts procs.
Later Vayne outduels Nasus in open space when finished, especially with terrain and stealth to reset autos. Nasus should pressure side lanes only with vision and flank angles, while in teamfights he often wins more by Withering Vayne than by trying to kill the frontline.
- Never duel her next to a wall unless Condemn is down.
- Final Hour makes target tracking harder, so follow her movement path rather than clicking the last visible spot.
- Health stacking alone is poor into Silver Bolts; armor and attack-speed slows matter more.

VeigarEven
Nasus wins if he reaches Veigar through Event Horizon, but Veigar's stun and burst can kill or force him off before the melee fight starts.
Watch for Event Horizon blocks Nasus's approach and stuns him if he crosses the edge, setting up Dark Matter and Primordial Burst.
How to beat
Do not walk directly through Event Horizon; either wait it out or enter only if you can stay inside the ring without touching the edge. Once the cage is down, Wither and commit quickly because Veigar has no mobility. Build enough magic resistance that his full combo does not end the fight before your lifesteal and ultimate matter.
Later Nasus wins the side lane if Veigar is alone and misses or spends cage, but Veigar's teamfight burst can remove a carry or chunk Nasus before he gets value. In grouped fights, force Event Horizon early and enter after it fades rather than being the first stunned target.
- The duel is decided by Event Horizon, not by Dark Matter alone.
- Fury of the Sands before his full combo can keep you above Primordial Burst's kill range.
- Quicksilver Sash can turn a cage stun into a dead Veigar.

WarwickEven
Both champions sustain well in melee, so the duel hinges on whether Nasus can outlast Infinite Duress and keep Warwick fighting inside Spirit Fire.
Watch for Infinite Duress suppresses Nasus while Warwick deals damage and heals, interrupting Nasus's Q rhythm.
How to beat
Do not panic ult after the first Hungering Strike; Warwick wants a long health-drain fight. Put Spirit Fire under him before the extended trade and Wither after Hunter's Call so his attack-speed steroid is muted. If he uses Infinite Duress early, survive it with resistances, then punish while it is down.
Later Nasus generally becomes the better side-lane threat with enough stacks, but Warwick remains excellent at locking one target for his team. In teamfights, respect his suppression on your carries and consider whether your Wither is better used to peel Warwick than to chase.
- Wither after Hunter's Call gets more value than using it on his approach.
- Spirit Fire reduces the armor that his passive sustain wants to hide behind.
- Grievous Wounds is useful if the duel becomes a repeated sustain check.

WukongEven
Wukong can burst and disengage with Decoy, but Nasus wins extended melee trades if he keeps contact after the clone trick.
Watch for Decoy breaks Nasus's target access and can waste Siphoning Strike or Wither timing while Wukong repositions.
How to beat
Do not instantly Q the first Wukong model after Nimbus Strike; wait a beat to confirm Decoy or use Spirit Fire to cover both paths. Wither him after Decoy or Cyclone is committed, then stay in melee for repeated Siphoning Strikes. If he uses Cyclone early, step out of the knockup damage and re-enter as it ends.
Later Nasus wins longer side-lane duels when he is stacked, while Wukong has the stronger teamfight engage with Cyclone. In grouped fights, avoid clumping for his knockup and use Wither after he exits Cyclone so he cannot cleanly escape.
- Spirit Fire can reveal the real trade path after Decoy by punishing where he must stand.
- Do not chase the clone away from minions or your Spirit Fire zone.
- Cyclone is dangerous burst, but it also commits Wukong into your ultimate range.

ZileanFavoured
Zilean can slow, speed himself, and revive once, but he lacks the sustained damage to beat Nasus if caught.
Watch for Chronoshift denies the first kill and can waste Nasus's Fury of the Sands duration if Nasus commits everything too early.
How to beat
Avoid eating repeated Time Bomb poke before the actual engage; start from enough health that the first bomb cycle does not force you off. Wither after he uses Time Warp for speed or slow, then keep walking with him until he must cast Chronoshift. When the revive mark is active, stop spending major damage unless you need to force the resurrection immediately.
Later Nasus wins any isolated side-lane catch, but Zilean's teamfight value is reviving the carry Nasus wants to kill. Force Chronoshift onto a low-value target or wait it out, then re-commit with Wither when the protected target is vulnerable.
- Do not blow stacked Qs into an active Chronoshift unless you are ready to kill him twice.
- Time Warp can offset Wither briefly, so use terrain and brush to shorten the chase.
- A bomb attached to you can punish standing on his revive target after Chronoshift triggers.
No champion by that name.
18- Attack damage
- 125.3
- Ability power
- 30
- Armor
- 287
- Magic resist
- 191.1
- Attack speed
- 1.015
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 412.78

Click an item to leave it out of the numbers.
Resources
- Health
- 4,147.52
- Health regen
- 37.7 / 5s
- Mana
- 1,636
- Resource regen
- 18.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
ESpirit Firerank 5/5
- Dot Damage
- 233
- Initial Damage
- 233
- Damage
- 47
RFury of the Sandsrank 3/3
- Damage
- 5.3%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.015
- Average hit
- 125.3
- Normal hit
- 125.3
- Critical hit
- 250.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 7.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 116.3
- Ability power
- 0
- Armor
- 82
- Magic resist
- 52.5
- Attack speed
- 1.015
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Resources
- Health
- 2,030
- Health regen
- 23.7 / 5s
- Mana
- 1,010
- Resource regen
- 15.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
ESpirit Firerank 5/5
- Dot Damage
- 215
- Initial Damage
- 215
- Damage
- 43
RFury of the Sandsrank 3/3
- Damage
- 5%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.015
- Average hit
- 116.3
- Normal hit
- 116.3
- Critical hit
- 232.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.5s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 153.05
- Ability power
- 30
- Armor
- 299.3
- Magic resist
- 147.26
- Attack speed
- 1.207
- Cooldown reduction
- 40%
- Critical strike chance
- 10%
- Move speed
- 424.28
Click an item to leave it out of the numbers.
Resources
- Health
- 4,407.52
- Health regen
- 37.7 / 5s
- Mana
- 1,610
- Resource regen
- 18.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 10%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
ESpirit Firerank 5/5
- Dot Damage
- 233
- Initial Damage
- 233
- Damage
- 47
RFury of the Sandsrank 3/3
- Damage
- 5.3%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.207
- Average hit
- 168.4
- Normal hit
- 153.1
- Critical hit
- 306.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 4.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.