Nasus
Strongest when games end at 20–25 minutes (50%). On average behind the lane opponent at 15 minutes (−1116 gold), and still wins 51%.
- Win rate
- 50.8%
- ±8.7 · role avg 50.0%
- Tier
- B
- #32 of 76
- Pick rate
- 1.9%
- ban 3.3%
- Games
- 126
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Nasus top wins 50.8% of 126 ranked games in KR, rank 32 of 76 top champions (tier B). Most players finish Trinity Force first, at about 15:12.
What most Nasus players run
Ionian Boots of Lucidity 9:36 · 56% of games
Trinity Force 15:36 · 42% · 47 games
Frozen Heart 21:05 · 64% · 16 games
Randuin's Omen 25:30 · 11 of 45 games Wins early, fades from 25 minutes
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First Baron: 92% against 33%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
Fewer control wards, fewer solo kills
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
About average: time spent dead, deaths, multikills, assists.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Against teams with mixed damage
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Against teams with little
Against teams with some
Against teams with a lot
Against teams with little
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies that cost Nasus games: Lulu
Teammates that change Nasus's games
Dies about as often as most top laners, and more of it is ganks
Before 14 minutes Nasus dies 2.4 times a game (average 2.5). 43% of those deaths involve the enemy jungler, against 40% for the average top laner. 47% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 63% in your half of top lane. Collapses: 73% in your half of top lane. 1-v-1s: 74% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Nasus
Ganks come at 3:00, 7:00 and 9:00, then every minute
Ward the river before 3:00, 7:00 and 9:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Nasus; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their half of top lane, loses them in your half of top lane
Wins fights in the top-side river, loses them in your half of top lane
Where fights happen

Before 14 minutes: 1.0 kills per death in their half of top lane against 0.3 in your half of top lane. Overall 0.5 kills per death.
From 14 to 25 minutes: 0.9 kills per death in the top-side river against 0.4 in your half of top lane. Overall 0.7 kills per death.
After 25 minutes: 77 kills and 74 deaths.