Wild Rift Guides
Nasus Baron Lane Wild Rift Guide
Nasus Baron lane counters include Teemo, Garen, and Jayce. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Nasus Baron Lane Counters
Who counters Nasus Baron Lane in Wild Rift (WR)? These champions beat Nasus in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Nasus Is Strong Against
Nasus's best matchups in Wild Rift. Nasus holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- 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.
Early Game
Stack Siphoning Strike (1st) without letting one last-hit cost most of your health. Keep the wave near your tower against bullies, use Spirit Fire (3rd) when you must secure several minions from range, and hold Wither (2nd) for the champion or jungler committing to an all-in. Against a weaker lane, a Wither (2nd) into a short Q (1st) trade can earn enough space to keep farming, but chasing through the full wave defeats the purpose. Track the enemy's anti-heal and armor purchases early so your first item answers the lane you actually have.
Mid Game
With a defensive item and useful stacks, you can pressure the side lane and join nearby skirmishes. At the first objective spawn, do not abandon a large wave for a fight your team cannot reach first. Herald is usually the better even trade, and your stacked Q (1st) helps take it quickly when Baron-side priority is secure. Activate Fury of the Sands (Ult) after enemies commit, place Spirit Fire (3rd) under the target your team is hitting, and use Wither (2nd) on the champion whose attack speed or movement matters most.
Late Game
Late game, side-lane pressure remains useful only when you can reach the next major objective on time. Large stacks threaten structures and isolated defenders, but mobile carries can still kite Nasus and coordinated teams can collapse before he reaches them. In grouped fights, Wither (2nd) the enemy whose attacks or movement decide the fight, place Spirit Fire (3rd) where your physical damage dealers can use its armor reduction, and attack the closest valuable target. Continued stacking helps, but map position matters more than another wave when Baron or Elder is exposed.
Teamfights
Open with Wither (2nd) on the enemy whose attack speed and movement are most important, often a marksman or a diver entering your backline. Activate Fury of the Sands (Ult) as the teams commit so its bonus health and repeated damage cover the part of the fight when you are focused. Stand in Spirit Fire (3rd) while attacking targets inside its armor reduction, and do not walk past a dangerous frontline if doing so exposes your carry. Nasus wins grouped fights by controlling one threat and staying in range, not by chasing a mobile target through the whole formation.