Wild Rift Guides

Nasus Mid Lane

Nasus mid lane counters include Orianna, Syndra, and Ahri. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3A.

How to play

  • Use the shorter lane to stack safely Mid gives Nasus easier farming matchups than many Baron-lane bruisers. Last-hit with your 1st ability, but surrender a stack when taking it costs too much health.
  • Expect very low early priority Most mid laners clear and move before you. Ping missing enemies immediately and tell your jungler not to force early river fights without you.
  • Fight after your key items arrive Use your 2nd ability when a target commits, then your ultimate and repeated empowered attacks. Move to a side lane when your team can cover mid.

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.

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Strengths

  • The short lane and several less punishing matchups can make safe stacking easier than in Baron lane.
  • Strong single-target slowing helps punish attack-based champions once Nasus can survive their opening.
  • The Baron-style Spellblade build creates threatening side-lane and tower pressure after scaling.

Weaknesses

  • Very low early lane priority: most opposing mid laners clear and rotate first.
  • Weak early river support can expose your jungler to invades and unfavorable objective fights.
  • Long-range poke and crowd control still make farming and reaching targets difficult.

Why this build

Use the same core as Nasus Baron: Trinity Force, Sundered Sky, Serylda's Grudge, Spear of Shojin and Dead Man's Plate. This is a stacking melee build, not an AP waveclear conversion. Mid changes the wave and roaming responsibilities more than the item plan, with earlier magic resistance when the opposing mage is preventing safe farm.

Starting Item

Boots

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 Replace a late damage or armor slot when the enemy has substantial healing. Nasus applies anti-heal through his own damaging attacks and spells, not through the slow alone. 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 Replace Dead Man's Plate against repeated magic damage from the opposing mid laner and their team. Movement speed helps Nasus stay in reach after Wither (2nd). Warmog's Armor Health and regeneration, so he can keep farming stacks through a lane trying to push him off the wave. 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).

Situational choices

Keep the Baron build as the baseline. Defensive boots and Force of Nature can move earlier against repeated magic poke, while Thornmail answers meaningful healing. Avoid repeatedly forcing the wave with Spirit Fire (3rd) just to imitate a conventional mid mage: that spends mana, reduces stacking opportunities and does not remove your weak early skirmishing.

Keystone

Primary Runes

Secondary Runes

Situational Runes

Main Summoner Spells

Situational Summoner Spells

Skill Priority Order

  1. 1st Ability
  2. 2nd Ability
  3. 3rd Ability

Nasus Mid Lane Counters

Who counters Nasus Mid Lane in Wild Rift (WR)? These champions beat Nasus in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Orianna: Orianna can harass Nasus while controlling the wave with repeated ranged attacks and ball spells, preventing safe stacking in the middle of the lane. Accept defensive farming, buy magic resistance when needed, and do not leave a large wave to chase her first move into river.
  • Syndra: Syndra can punish every approach to a last hit with ranged damage and keep a stun ready when Nasus finally tries to close. Farm toward your tower, track the stun before using Ghost, and ask for a gank after she spends that defensive spell.
  • Ahri: Ahri can push first and threaten a charm when Nasus tries to follow, while her ultimate makes an unsupported chase unreliable. Ping her roams, protect your health under the wave, and use Wither (2nd) after she has committed a dash toward your team.
  • Akshan: Akshan can repeatedly attack Nasus through his weak early levels and roam while Nasus is occupied with the wave. Keep enough health to receive the crash, ward the side he leaves toward, and do not mistake one Wither (2nd) for permission to chase his mobility.
  • Jayce: Jayce can punish Nasus's early last hits with ranged attacks and accelerated poke, then knock him away when he tries to close. Farm near your tower, consider early armor, and wait for the hammer knockback to be spent before committing Ghost and Wither (2nd) to an all-in.

Champions Nasus Is Strong Against

Nasus's best matchups in Wild Rift. Nasus holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.

  • Yasuo: Wither (2nd) reduces the movement and attack speed Yasuo needs for a long trade, while the shorter lane limits how far he can chase Nasus. Farm near your tower, use the slow after he commits forward, and do not follow his minion dashes into an unwarded river.
  • Yone: Nasus can use Wither (2nd) when Yone commits his temporary forward position, reducing the attacks he can land before returning. Preserve health through the first levels, stack safely, and punish the next committed trade once your ultimate and Spellblade are available.
  • Kayle: Kayle gives Nasus a less oppressive early farming lane than many Baron-lane bruisers, and Wither (2nd) limits her attack-based follow-up. Build stacks without chasing into her ultimate, then turn an earned wave advantage into a recall or tower pressure.
  • Veigar: Veigar usually wants time to stack, giving Nasus room to sustain through poke and collect last hits with Siphoning Strike (1st). Avoid the cage stun and punish a missed spell with Wither (2nd) only when the wave is safe; this easier farming matchup still gives Nasus very little early river priority.
  • Heimerdinger: Heimerdinger's turrets give Nasus extra Siphoning Strike (1st) targets, making this a very favorable stacking matchup. Last-hit the turrets with the empowered attack when safe, avoid the grenade stun and concentrated beams, and remember that extra stacks do not give Nasus early river priority.
  • Zyra: Nasus can last-hit Zyra's plants with Siphoning Strike (1st) for permanent stacks, making her summons an advantage in this very favorable farming matchup. Dodge the root before stepping in and collect plants safely without losing the health needed to farm the minion wave.

Early Game

Farm with Siphoning Strike (1st) and preserve health through the first waves. Mid can be easier to survive than a long Baron lane, but Nasus has very low early priority: most opponents push faster and arrive first at Scuttle, invades and side-lane skirmishes. Ping missing immediately, ward the route you can safely cover, and make that limitation clear to your jungler. Do not abandon a large crashing wave to follow late through fog. Use Spirit Fire (3rd) to secure otherwise unreachable farm or help fix a wave, while accepting the mana and stacking cost.

Mid Game

Once Trinity Force and enough stacks make your attacks threatening, look to move into a side lane while a teammate with better ranged waveclear covers mid. Clear before joining an objective when possible, and use Wither (2nd) on an enemy who has already committed rather than spending Ghost on a distant target. If the enemy mid roams first, take a safe recall, farm or tower damage instead of turning their first move into a second kill.

Late Game

Pressure a side lane with vision and an escape route, then group before the decisive fight if your team cannot safely wait. Nasus still needs time in melee range to deal damage, so let allied control or an enemy commitment create the opening. Do not chase a mobile carry past the teammates you could instead protect by slowing their diver.

Teamfights

Activate Fury of the Sands (Ult) before the main burst arrives, then use Wither (2nd) on the attack-based threat or the enemy your team can catch. Fight within Spirit Fire (3rd) when possible and keep applying empowered attacks. In a poke-heavy mid matchup, patience matters more than walking through every spell just to reach the backline.

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