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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Nasus Top · Normal Draft

Nasus has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.

Primary roleStandard 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 · Top

Evidence-supported Nasus Top

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

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Shield

450 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Trinity Force

3,333 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

Ionian Boots of Lucidity

900 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

Frozen Heart

2,500 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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  3. CoreFrozen Heart
  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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  3. CoreFrozen Heart
  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 itemTrinity Force
  2. BootsIonian Boots of Lucidity
  3. Black Cleaver
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Health and recoveryWarmog's Armor

Runes and summoner spells

Runes and summoner spellsNasusTop

Take measured lane trades, scale durability and keep a route back to the map.

Normal Draft
Primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Secondary tree

Precision

TriumphLast Stand
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

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

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Nasus Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

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

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

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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