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Mid · SwiftplayMatchup guidePatch 16.20.1

Nasus vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

NasusVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneMid

Choose two champions from the list.

Role fit

MidNasus

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.

Player-chosen flex
Review patch unknownRecommendation review pending

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

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

Swiftplay · Mid

Fighter baseline

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

Player-chosen flex
S
Swiftplay opening · separate from item 1

Guardian's Horn

950 gold

Adds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.

1
First item

Trinity Force

3,333 gold

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

2
Boots

Plated Steelcaps

1,200 gold

Reduces incoming basic-attack damage and adds armour; choose it for repeated attacks rather than melee identity alone.

3
Armour shred

Black Cleaver

3,000 gold

Adds health, haste and armour shred for extended physical-damage fights where repeated contact is realistic.

4
Fight sustain

Death's Dance

3,300 gold

Adds temporary physical-damage durability for committed fights and rewards takedowns with recovery.

5
Safety

Guardian Angel

3,200 gold

Adds a revive for a high-value late fight after the functional damage or durability core is established.

6
Health and recovery

Warmog's Armor

3,100 gold

Adds a large health pool and out-of-combat recovery after enough bonus health is already established.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Fight sustainDeath's Dance
  5. SafetyGuardian Angel
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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. BootsPlated Steelcaps
  3. Armour shredBlack Cleaver
  4. Kaenic Rookern
  5. SafetyGuardian Angel
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Fight sustainDeath's Dance
  5. SafetyGuardian Angel
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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. BootsPlated Steelcaps
  3. Armour shredBlack Cleaver
  4. Kaenic Rookern
  5. SafetyGuardian Angel
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsNasusMid

Use repeated combat after controlling the Mid wave, then keep Flash for the short lane's frequent gank and roam angles.

Swiftplay
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

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.

Ability reminders

Nasus reminders

  • Paying attention to last hitting with Siphoning Strike will have a large impact at the end of a game.
  • If you're solo, Spirit Fire is a great way to farm a lane. It can be bad if you're in a lane with 2 and you push too far. Find the right balance between Siphoning Strike last hits and AoE farming.
  • If you have low defenses, people will focus you down even during your ultimate. Try buying some survivability items even in your DPS builds.

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.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Nasus

  1. P
    Soul Eater

    Nasus drains his foe's spiritual energy, giving him bonus Life Steal.

  2. Q
    Siphoning Strike

    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) 255
  3. W
    Wither

    Nasus 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) 700
  4. E
    Spirit Fire

    Nasus 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) 650
  5. R
    Fury of the Sands

    Nasus 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) 400

Vex

  1. P
    Doom 'n Gloom

    Vex 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.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire 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) 2000/2500/3000

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

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Nasus Mid map plan

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.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
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.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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