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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Nasus Jungle · Normal Draft

Nasus Jungle is a reviewed secondary role. Jungle camps provide repeatable Siphoning Strike stacks and safer scaling, but early objectives and lanes can be exposed before his first completed items.

Reviewed secondaryStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Evidence-supported Nasus Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Scorchclaw Pup

450 gold

Provides Smite progression and the attack-oriented Jungle companion.

1
First item

Protoplasm Harness

2,600 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Boots of Swiftness

1,000 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Iceborn Gauntlet

2,900 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Spirit Visage

2,700 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Death's Dance

3,300 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Health and recovery

Warmog's Armor

3,100 gold

Completes the six-item inventory with health and out-of-combat recovery after enough bonus health is established.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. Chempunk Chainsword
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. CoreIceborn Gauntlet
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. Black Cleaver
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. Chempunk Chainsword
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. CoreIceborn Gauntlet
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemProtoplasm Harness
  2. BootsBoots of Swiftness
  3. Black Cleaver
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor

Runes and summoner spells

Runes and summoner spellsNasusJungle

Reach the fight with control available and absorb the first response.

Normal Draft
Primary tree

Resolve

AftershockFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Kit reference

Nasus abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Soul Eater

What it doesNasus drains his foe's spiritual energy, giving him bonus Life Steal.

Practical readSoul Eater is the always-on rule shaping Nasus's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Siphoning Strike

What it doesNasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.

Practical readSiphoning Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown7.5/6.5/5.5/4.5/3.5 secCost20Listed range255 units
W
W ability

Wither

What it doesNasus ages an enemy champion, decelerating their Move Speed and Attack Speed over time.

Practical readWither contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown15/14/13/12/11 secCost80Listed range700 units
E
E ability

Spirit Fire

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

Practical readSpirit Fire contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown12 secCost60/70/80/90/100Listed range650 units
R
Ultimate

Fury of the Sands

What it doesNasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains increased Health, Attack Range, damages nearby enemies, has a reduced cooldown on Siphoning Strike, and gains bonus Armor and Magic Resistance.

Practical readFury of the Sands contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/100/80 secCost100Listed range400 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Nasus Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Nasus into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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