Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Nasus Arrr, mid · Normal Draft

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.

Sailor-chosen flexArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Mid

Arrr, fighter baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Sailor-chosen flex
S
Draft / Ranked opening · separate from gear 1

Doran's Blade

450 doubloons

Gives early attack damage, hull and course sustain.

1
First aboard gear

Trinity Force

3,333 doubloons

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

2
Boots

Plated Steelcaps

1,200 doubloons

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

3
Arrr, armour shred

Black Cleaver

3,000 doubloons

Shreds armour during extended fights after yer first aboard gear.

4
Arrr, fight sustain

Death's Dance

3,300 doubloons

Adds temporary durability when ye commit to a belay fight.

5
Safe harbour

Guardian Angel

3,200 doubloons

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

6
Hull and recovery

Warmog's Armor

3,100 doubloons

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearTrinity Force
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, fight sustainDeath's Dance
  5. Safe harbourGuardian Angel
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearTrinity Force
  2. BootsPlated Steelcaps
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Safe harbourGuardian Angel
  6. Hull and recoveryWarmog's Armor

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearTrinity Force
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, fight sustainDeath's Dance
  5. Safe harbourGuardian Angel
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearTrinity Force
  2. BootsPlated Steelcaps
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Safe harbourGuardian Angel
  6. Hull and recoveryWarmog's Armor

Arrr, runes and summoner spells

Arrr, runes and summoner spellsNasusMid

Use repeated combat after controlling th' Mid wave, then keep Flash fer th' short course's frequent gank and roam angles.

Normal Draft, matey
Arrr, primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Arrr, secondary tree

Resolve

Bone PlatingOvergrowth
Arrr, summoner spells
FlashIgnite
Pick pressure or recovery

Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.

Protect th' wave course

A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, kit reference

Nasus tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Soul Eater

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

Q
Q trick

Siphoning Strike

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

Wait fer reload (s)7.5/6.5/5.5/4.5/3.5Cost20Charted reach (units)255
W
W trick

Wither

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

Wait fer reload (s)15/14/13/12/11Cost80Charted reach (units)700
E
E trick

Spirit Fire

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

Wait fer reload (s)12Cost60/70/80/90/100Charted reach (units)650
R
Ultimate

Fury of the Sands

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.

Wait fer reload (s)120/100/80Cost100Charted reach (units)400

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Nasus Mid sea chart course

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.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    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

Put Nasus into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions