Arrr, VRC.LOL

Mid · Normal DraftMatchup chartPatch 16.20.1

Nasus vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

NasusVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseMidships

Pick two champions from th' list.

Arrr, role fit

MidNasus

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 flex
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, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Nasus reminders

  • 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.

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

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

Nasus

  1. P
    Soul EaterEnglish

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

  2. Q
    Siphoning StrikeEnglish

    Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.

    Wait fer reload (s) 7.5/6.5/5.5/4.5/3.5 · Cost 20 · Charted reach (units) 255
  3. W
    WitherEnglish

    Nasus ages an enemy champion, decelerating their Move Speed and Attack Speed over time.

    Wait fer reload (s) 15/14/13/12/11 · Cost 80 · Charted reach (units) 700
  4. E
    Spirit FireEnglish

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

    Wait fer reload (s) 12 · Cost 60/70/80/90/100 · Charted reach (units) 650
  5. R
    Fury of the SandsEnglish

    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.

    Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 400

Vex

  1. P
    Doom 'n GloomEnglish

    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 BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

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

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options