Nasus Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Nasus Baron Lane

Nasus Baron Lane Guide

Updated for Patch 7.3E
B Tier

Nasus Baron Lane Wild Rift overview and best build snapshot

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.
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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

Long Sword

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

BOOTS

Crimson Lucidity

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

CORE BUILD

Trinity Force

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.

Sundered Sky

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.

Serylda's Grudge

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.

Spear of Shojin

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

Dead Man's Plate

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

SITUATIONAL ITEMS

Thornmail

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.

Chainlaced Crushers

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

Armored Advance

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

Force of Nature

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.

Warmog's Armor

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.

Mercurial Scimitar

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).

Divine Sunderer

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.

Frozen Heart

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).

Randuin's Omen

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.

Kaenic Rookern

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.

Amaranth's Twinguard

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

Fleet Footwork

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

PRIMARY

Demolish

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.

Second Wind

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

Overgrowth

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

Transcendence

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

SITUATIONAL RUNES

Perseverance

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.

Phase Rush

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

Legend: Haste

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

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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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.

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.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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, 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

5v5 Combat
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.
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