Nasus

Nasus Jungle Build 16.11

Nasus Jungle build in patch 16.11 has a 50.0% win rate over 14 games. This setup focuses on null-magic mantle is a basic magic resistance component bought to cut down incoming ap damage early. it is mainly used to stabilize against mages, magic poke, or support lanes that threaten through repeated spell damage.

Nasus Roles
Patch: 16.11
14 Matches
Win Rate: 50% / Pick Rate: 9.66%
Gustwalker Hatchling
Trinity Force
Boots of Swiftness
Protoplasm Harness
Boots of Swiftness
Protoplasm Harness
Trinity Force
Control Ward
Kindlegem
Jak'Sho, The Protean
Flash
Smite

Nasus Build Guide & Strategy (Patch 16.11)

About Nasus

Nasus is a scaling juggernaut who turns farmed Siphoning Strike stacks into crushing side-lane pressure and front-to-back teamfight damage once he reaches melee range. He becomes overwhelming in extended fights and against targets he can slow and wither down, but his early game is passive and he is vulnerable to being kited or denied space before he can stick.

Nasus Build Strategy & Items

This item supports a more defensive lane approach by making spell trades less punishing and giving you more freedom to hold position around the wave. It fits gameplans where surviving AP pressure, preserving recall timing, and reaching a larger defensive item matter more than forcing immediate combat back. This item supports a defensive approach against magic threats by letting you stand closer to waves, objectives, or fight entrances without losing as much health to spells. It fits tanks, bruisers, and even carries in games where surviving a key AP source matters more than adding immediate offense. This companion supports a mobile jungle approach where tempo, pathing efficiency, and quick repositioning create the real advantage. It fits champions that want to cover more ground, arrive to skirmishes sooner, and set up ganks through better angles instead of brute-force fighting power. Null-Magic Mantle is a basic magic resistance component bought to cut down incoming AP damage early. It is mainly used to stabilize against mages, magic poke, or support lanes that threaten through repeated spell damage. Negatron Cloak is a heavy magic resistance component bought when you need a clear answer to AP damage. It is mainly used to blunt mage burst, magic poke, or spell-heavy fights before finishing a larger MR item. Gustwalker Hatchling is a jungle companion centered on movement and map tempo rather than direct combat durability. It is mainly for junglers who value faster path transitions, cleaner angles into lanes, and better freedom to move between camps, fights, and objectives. Control Ward is a vision tool used to secure information, deny enemy scouting, and make contested areas safer to play around. It is mainly bought to protect key zones like river entrances, objectives, lane brushes, and flanks from unseen movement. Protoplasm Harness is an engage-oriented item for champions that want help getting into the fight and sticking once they arrive. It is mainly for tanks, AP bruisers, and dive-heavy picks that need their first entry to feel more reliable.

Nasus Key Strengths

Null-Magic Mantle is valuable because it directly answers magic-heavy lanes and champions whose pressure comes from repeated casts rather than sustained auto attacks. It also gives a cheap way to start building toward stronger MR options without overcommitting gold too early. Negatron Cloak is strong because the MR spike is large enough to noticeably change how threatening enemy magic damage feels in lane and skirmishes. It is especially valuable when one fed mage or AP support can otherwise force you out before a fight even starts. Gustwalker Hatchling stands out because movement changes how a jungler influences the map, from faster rotations to more reliable lane entry paths. It is especially useful for champions that thrive on repeated activity, countergank timing, or weaving rapidly between farm and pressure. Control Ward is powerful because it changes what both teams are allowed to do around fog of war, often deciding whether a pick, dragon setup, or lane trap is even possible. It also creates lasting value well beyond its cost when placed in positions that survive and continue denying enemy vision. Protoplasm Harness is valuable because it solves one of the most common problems for dive champions: getting close enough for the rest of their kit to matter. It is especially strong when the enemy relies on spacing and peel, because a better entry tool can completely change whether your champion is relevant or ignored. Boots of Swiftness shine when small movement edges decide whether you can dodge, chase, reset lane distance, or arrive to a skirmish before the enemy. They are especially practical against teams that rely on slows to set up follow-up damage rather than on instant hard lockdown. Plated Steelcaps are strong because they answer one of the most common and persistent damage patterns in the game: sustained physical chip from attacks. They are especially useful into double-AD pressure, ranged harass lanes, or late-game carries that would otherwise shred you through repeated autos. Kindlegem is attractive because it covers two universally useful needs at once, giving health for breathing room and haste for better skill access. It also fits a huge range of build paths, so it is one of the cleanest recall purchases for champions that want their next few choices to stay open. Trinity Force is valuable because it gives a very complete offensive feel to champions that can use all parts of it, making movement, trading cadence, and sustained threat all improve at once. It is especially strong on spellblade users that want every small opening to become meaningful damage without giving up side-lane tempo. Iceborn Gauntlet is especially valuable on frontliners that need help holding targets in place, because it turns normal spellblade patterns into practical sticking power. It is also a strong fit into AD-heavy games where a champion wants armor without giving up all ability to threaten or control the pace of a melee fight. Jak'Sho is valuable because it rewards the exact pattern true frontliners want: remaining in the thick of combat long enough for their durability to outlast the enemy's opening burst. It is especially strong in objective fights and clustered skirmishes where multiple threats are hitting you at once and a broad defensive profile matters more than a narrow stat answer.

Best Nasus Runes & Spells

Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Fleet Footwork is a sustain and movement rune built around smoothing out lane pressure and keeping a champion mobile during trades. It is mainly used to survive rough matchups, absorb poke more gracefully, and create safer windows to hit and reposition. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Approach Velocity is a chase rune built to help players close distance once a target has already been slowed, controlled, or otherwise made catchable. Its purpose is to make successful setup matter more by turning partial access into full contact. Legend: Haste is a scaling rune that gradually improves basic ability access as the game unfolds. Its purpose is to help ability-reliant champions cycle through their core tools more often, making skirmish patterns and repeated spell usage smoother over time. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control.

How to Play Nasus (Early, Mid & Late Game)

Nasus Laning Phase (Early Game)

In the early game as Nasus in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Trinity Force as quickly as possible to establish a lane advantage and create opening opportunities.

Nasus Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Jungle Nasus, your roaming potential and skirmishing power are at their peak.

Nasus Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Nasus, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Nasus Mechanics & Gameplay Tips

Good Nasus players balance stacking with lane survival, choosing exactly when to spend Wither, Spirit Fire, and health for a trade instead of mindlessly farming every wave. Weak Nasus play tunnels on stacks while bleeding too much pressure, uses Fury of the Sands too late to actually walk into the fight, or chases through peel without recognizing when he cannot reach his target.

Nasus Jungle Build (Patch 16.11) - Best Runes & Items | LoL Quick