Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Arrr, creates space through durability, control or a reliable front-line threat.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Curator of the Sands
Nasus be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Paying attention to last aboard hitting wit' Siphoning Strike will have a large impact at th' end o' a battle.
If ye're solo, Spirit Fire be a great way to farm a course. It can be bad if ye're in a course wit' 2 and ye push too far across th' waters. Seek th' right balance betwixt Siphoning Strike last aboard hits and AoE farming.
If ye have low defenses, people will focus ye down even during yer ultimate. Try buying some survivability gear even in yer DPS builds.
While transformed by his ultimate, Nasus be stronger than most champions in th' League. Engage him only if ye have a clear th' deck advantage.
Max rank Wither be a very effective counter to Attack Damage characters, so try to avoid getting caught alone by it.
Nasus be prone to being kited. Try nay to engage him at full Hull.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.
Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Nasus has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
Old chart, matey. Recommendations await inspection. Nasus Jungle be a reviewed secondary role. Jungle camps provide repeatable Siphoning Strike stacks and safer scaling, but early prizes and lanes can be exposed afore his first aboard completed gear.
Old chart, matey. Recommendations await inspection. Nasus can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.
Old chart, matey. Recommendations await inspection. Nasus be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Nasus be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishNasus drains his foe's spiritual energy, giving him bonus Life Steal.

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

Arrr, what it doesEnglishNasus ages an enemy champion, decelerating their Move Speed and Attack Speed over time.

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

Arrr, what it doesEnglishNasus 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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 650 | 326 Mana, arr | Pick th' first aboard basic trick |
| 2 | 725 | 371 Mana, arr | Stow another basic trick or rank |
| 3 | 803 | 417 Mana, arr | Stow another basic trick or rank |
| 4 | 886 | 466 Mana, arr | Spend one trick point |
| 5 | 971 | 518 Mana, arr | Spend one trick point |
| 6 | 1,061 | 571 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,154 | 626 Mana, arr | Spend one trick point |
| 8 | 1,251 | 684 Mana, arr | Spend one trick point |
| 9 | 1,351 | 744 Mana, arr | Spend one trick point |
| 10 | 1,455 | 806 Mana, arr | Spend one trick point |
| 11 | 1,563 | 870 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,674 | 936 Mana, arr | Spend one trick point |
| 13 | 1,789 | 1,005 Mana, arr | Spend one trick point |
| 14 | 1,907 | 1,076 Mana, arr | Spend one trick point |
| 15 | 2,030 | 1,148 Mana, arr | Spend one trick point |
| 16 | 2,155 | 1,223 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,285 | 1,301 Mana, arr | Spend one trick point |
| 18 | 2,418 | 1,380 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.