
Doran's Blade
450 doubloonsGives early attack damage, hull and course sustain.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
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.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Mid
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Gives early attack damage, hull and course sustain.

Adds hull, haste and a flexible first aboard fighting power spike.

Reduces physical attack pressure; change boots when magic damage or crowd control be th' larger problem.

Shreds armour during extended fights after yer first aboard gear.

Adds temporary durability when ye commit to a belay fight.

Adds a revive once yer core damage and durability be already built.

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.
Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Arrr, runes and summoner spells
Use repeated combat after controlling th' Mid wave, then keep Flash fer th' short course's frequent gank and roam angles.
Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.
A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
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.
Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Push safely, then threaten vision, a side course or th' foe jungle without abandoning free farm.
Reach river first aboard wit' yer Jungler and preserve th' cooldown needed if th' foe contests.
Pressure a valuable target while respecting th' control that can end yer lead.
Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.
Move on a completed wave and return afore several waves be lost to th' tower.
Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.
Use range, tower space and vision. Do nay contest every last aboard hit if it opens another kill.
Ping lost overboard early and take th' seaworthy course; blindly matching a stronger roam can meet defeat two positions.
Group 'round yer most dependable control and damage rather than searching alone fer a comeback.
Pings, movement and prizes
Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Use th' chart
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.