Nasus Baron Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ghost
How to play
Farm safely with your first ability Finish minions with it to build damage, but give up a stack if taking it would get you killed.
Use Wither (2nd) when an enemy commits Slow their movement and attacks so you can fight back or escape.
Pressure towers once you are strong Push a side lane with your ultimate ready, and leave when too many enemies come to stop you.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Infinite scaling: his stacking Q (1st) eventually out-damages champions who built full damage items, on a tank.
- Wither (2nd) cripples a carry or duelist for a whole fight, working as peel and kill pressure at once.
- Self-sufficient and hard to shut down as long as waves keep arriving and he keeps last-hitting.
Weaknesses
- Very weak early game, easy to poke, zone, and dive before his stacks and items arrive.
- No mobility, so ranged kiting frustrates him at every stage of the game.
- He needs time and farm, so early pressure can delay the stacks and items required for side-lane control.
Nasus Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Nasus Baron Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Simple early attack damage, which makes his Q (1st) hurt before the stacks themselves do.
BOOTS

Ability haste brings his Q (1st) back sooner, which is directly how fast he stacks and how often he trades.
CORE BUILD

Siphoning Strike (1st) is an empowered attack that triggers Spellblade on the same hit, combining the item's proc with Nasus's permanent Q (1st) stacks against champions and turrets.

Siphoning Strike (1st) triggers the first-hit crit on the same stacked attack, while the heal helps Nasus stay attached long enough to cast Q (1st) again.

Armor Penetration helps your physical damage against armored targets. The item slow applies only below 60% target Health and does not add directly to Wither's (2nd) stronger slow.

Ability haste means more Q (1st) casts, which is his stacking speed and his damage in a fight.

Momentum builds while he walks a target down and triggers on the stacked Q (1st) he was walking toward them to land.
SITUATIONAL ITEMS

Build this against healing. The Grievous Wounds applies from his own damage as well as when they attack him, so his withering slow and strikes keep it on the target.

Boot swap against heavy magic damage and crowd control, which is what keeps him from reaching his target.

Boot swap against heavy physical damage, which buys him time to keep stacking.

Build this into repeated magic damage. The movement speed compounds with Wither's (2nd) slow to help Nasus reach Siphoning Strike (1st) range instead of being kited by mages.

Health and regeneration, so he can keep farming stacks through a lane trying to push him off the wave. Warmog's Heart requires 1250 bonus Health before its out-of-combat regeneration activates.

Build this when a root or stun wastes the Wither (2nd) window Nasus needs to reach his target. Cleansing it lets him close and begin repeated Siphoning Strikes (1st).

Replace Trinity Force when Nasus is repeatedly trading empowered attacks into a high-health tank. Percentage-health Spellblade damage and healing reward repeated cast-and-attack trades into health stackers. Use it instead of the default Spellblade item.

Replace Dead Man's Plate when Nasus can reach the enemy attackers but needs to reduce their sustained attack rate. Armor, mana, and haste come with a nearby enemy attack-speed reduction. Stay close enough for the aura; it does not slow Master Yi's attacks during Highlander (Ult).

Replace Dead Man's Plate when crit carries are killing Nasus after he reaches melee range. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Replace Dead Man's Plate when magic poke or burst prevents Nasus from entering with enough health to fight. High Magic Resistance and a magic shield protect against AP poke or opening burst. The shield needs time without taking magic damage to return.

Replace Spear of Shojin late, after defensive boots and another resistance item, when Nasus must survive a long mixed-damage frontline fight. Mixed defenses ramp up after five seconds in champion combat. Buy it after other resistances when you can survive long enough to activate it.
RUNES
KEYSTONE

Heals him through the early lane he is supposed to lose, which is the only obstacle between him and his stacks.
PRIMARY

His stacked Q (1st) shreds a tower quickly, so a farming lane still converts into an objective lead. Three attacks trigger the bonus turret damage.

He only needs to survive to stack, and this is what keeps him on the wave to do it.

Overgrowth increases Nasus's maximum health on top of the fixed bonus health Fury of the Sands (Ult) grants. The ultimate does not scale its health grant from his existing maximum health.
SECONDARY

Ability haste is stacking speed, which is the only thing that matters to an early Nasus.
SITUATIONAL RUNES

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Nasus reach Siphoning Strike (1st) range while Wither (2nd) is still slowing the target.

Take this over Fleet Footwork when being kited is the problem rather than being poked, since the move speed lets him reach a target.

Take this over Transcendence against melee opponents who allow safe farming toward extended side-lane fights. Shorter Siphoning Strike (1st) and Wither (2nd) cooldowns help Nasus build stacks and keep a target within reach.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. His wither (2nd) is short range and he has no dash, so Flash is how he closes the last few steps.

Ghost
He is a melee champion with no gap closer whose damage is a single point blank swing. This is what gets him into range, and his ultimate makes him tanky enough to stay there.
SITUATIONAL SPELLS

Teleport
Take this over Ghost when the lane is stopping him from stacking. Every wave he misses is damage he never gets back, so a free reset is worth more than the chase.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Nasus Baron Lane Wild Rift matchups and counters
Wild Rift matchup guide for Nasus Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Kayle
Her melee phase is easy to bully off the wave, and even when she out-scales, Wither (2nd) turns her ranged carry form into a stationary target.

Yasuo
Wind Wall (2nd) cannot block Wither (2nd), and its movement-speed and attack-speed reductions remove the mobility and rapid Steel Tempest (1st) casts Yasuo needs for an extended duel. Cast Wither (2nd) after he has dashed through the nearby wave, place Spirit Fire (3rd) under his exit for the armor reduction, and take the Siphoning Strike (1st) trade while he has no targets left to dash through.

Tryndamere
His whole kit is critical strikes and chasing, and a single Wither (2nd) guts both at once, even during his undying ultimate. He cannot fight while he can barely move or attack.

Jax
Wither (2nd) switches off the attack speed and stickiness his whole duel runs on, his dodge means little when one empowered Q (1st) is your trade, and your stacks out-scale him.
Nasus Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Teemo
Blinding Dart (1st) makes an empowered Siphoning Strike (1st) miss and denies the stack, while Toxic Shot (Passive) taxes every last-hit Nasus must walk up to take. Farm difficult minions with Spirit Fire (3rd), use Wither (2nd) only when the wave position allows a real chase, and sweep mushrooms before committing once Teemo's blind expires.

Garen
The silence interrupts your Wither (2nd) timing and his regen erases your trade attempts, so he owns the early lane. His burst falls behind once your stacks and tank items grow.

Jayce
Ranged poke punishes the one thing you must do, walking up to last-hit, and he stays out of the range your whole kit depends on.

Renekton
He is strongest exactly when you are weakest, and his fury combo plus stun denies the stacks your game is built on. His strength fades later while yours keeps growing.
Nasus Baron Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Nasus Baron Lane, from early lane control through mid and late game map play to final teamfights.

