
Doran's Blade
450 goldGives early attack damage, health and lane sustain.
Mid · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Nasus can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Mid
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Gives early attack damage, health and lane sustain.

Adds health, haste and a flexible first fighting power spike.

Reduces physical attack pressure; change boots when magic damage or crowd control is the larger problem.

Shreds armour during extended fights after your first item.

Adds temporary durability when you commit to a close fight.

Adds a revive once your core damage and durability are already built.

Adds a large health pool and out-of-combat recovery after enough bonus health is already established.
Complete build choices
Recommendation review pending
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Runes and summoner spells
Use repeated combat after controlling the Mid wave, then keep Flash for the short lane's frequent gank and roam angles.
Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.
A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

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

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Nasus drains his foe's spiritual energy, giving him bonus Life Steal.
Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Cooldown (s) 7.5/6.5/5.5/4.5/3.5 · Cost 20 · Listed range (units) 255Nasus ages an enemy champion, decelerating their Move Speed and Attack Speed over time.
Cooldown (s) 15/14/13/12/11 · Cost 80 · Listed range (units) 700Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.
Cooldown (s) 12 · Cost 60/70/80/90/100 · Listed range (units) 650Nasus 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.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 400Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Push safely, then threaten vision, a side lane or the enemy jungle without abandoning free farm.
Reach river first with your Jungler and preserve the cooldown needed if the opponent contests.
Pressure a valuable target while respecting the control that can end your lead.
Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.
Move on a completed wave and return before several waves are lost to the tower.
Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.
Use range, tower space and vision. Do not contest every last hit if it opens another kill.
Ping missing early and take the safe route; blindly matching a stronger roam can lose two positions.
Group around your most dependable control and damage rather than searching alone for a comeback.
Pings, movement and objectives
Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
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.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.