Nasus, how do you handle the first 15? (SoloQ)
So I've been wondering, how do you stop the tumbling stone that is Nasus in SoloQ?
Let me first clarify that I am not a high level player by any means and to be honest, this post is primarily going to be for me to find a solution on how to beat Nasus after compiling all of the information I have about him as well as the impression he has on me in the game. I'm also going to go over his kit and the issues I face when dealing with it from early to late game.
Here's his kit.
(Passive) Soul Eater: This Gives Nasus a natural 10%/15%/20% Lifesteal at levels 1/7/13
(Q) Siphoning Strike: Cooldown: 8 / 7 / 6 / 5 / 4 Cost: 20 Mana Physical Damage: 30 / 50 / 70 / 90 / 110 (+ 100% AD) (+3 [+6] per enemy killed by Siphoning Strike)
Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy. This bonus is doubled to 6 stacked damage if the enemy killed is a champion, big monster or big minion.
(W) Wither: Range: 600 Cooldown: 15 / 14 / 13 / 12 / 11 Cost: 80 mana Slow over 5 seconds from 35% to: 47% / 59% / 71% / 83% / 95% Max attack speed slow: 23.5 / 29.5 / 35.5 / 41.5 / 47.5%
Active: Nasus ages his target, slowing their movement speed by 35% with an additional slowing effect increasing over the duration of the spell. The target's attack speed is also slowed by half the amount, initially slowed by 17.5% and increasing over the duration. If the duration of Wither is reduced, the added slowing effect is applied faster.
(E) Spirit Fire: Range: 650 Cooldown: 12 Cost: 70 / 85 / 100 / 115 / 130 mana Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+ 60% AP) Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+ 12% AP) Total Magic Damage: 110 / 190 / 270 / 350 / 430 (+ 120% AP) Armor Reduction: 20 / 25 / 30 / 35 / 40 Diameter of AoE: 800
Active: Nasus unleashes a spirit flame at a location for 5 seconds. Enemies caught in the area are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
(R) Fury of the Sands Cooldown: 120 Cost: 150 mana Health Gained: 300 / 450 / 600 Max Health to Magic Damage Ratio Per Second: 3% / 4% / 5% (+ 1% per 100 AP) Total Max Health to Magic Damage Ratio: 45% / 60% / 75% (+ 15% per 100 AP) Total Magic Damage Possible (to a single enemy): 3600 Total Bonus Attack Damage Possible (from a single enemy): 229.5 Diameter of AoE: 350
Active: Nasus becomes empowered in the sandstorm for 15 seconds, gaining bonus health, and 50 bonus attack range.
This is Nasus' kit (This was taken from the "Unkillable Nasus" guide by Natekiller on Mobafire)
So let's start with my issues on his abilities and how they coincide with one another to make Nasus the problem he is to me.
First off is his passive.
Nasus, as I know him, is supposed to be weak early game, strong late game. However, Nasus starts off with more than a Vampire scepter worth of life steal in order to sustain in lane, which only gets stronger and eventually becomes a Bloodthirster's worth of Lifesteal at level 13. This hardly constitutes as weak for the early game. This passive alone makes it hard to push Nasus out of lane let alone slow down his stacks, which brings me to the next issue, his Q.
Siphoning Strike is pretty much the bread and butter for Nasus and everything I feel that is wrong with his design. This ability allows Nasus to build full tank while still dishing out more damage than any other champion in the game. It also allows him to be one of the only champions in the game to get continually stronger past 6 items + pots. In other words, there's no limit to how strong Nasus will get in the game if time permits. Let's do some Math!
3 creep waves = 19 CS in total 9 Caster minions, 9 melee minions, 1 Siege minions.
in the early game, these give 15/20/41 gold respectively. (I don't know the math on the amount of gold the creeps are worth as the game goes on)
Assuming 2 players are csing perfectly on the first 3 waves, each will return to shop with roughly 400 gold each, give or take. Now assume the Nasus player stacked 10 of those cs, he now has 30 stacks, which is +30 damage on his Q. The other player, Jax for the sake of argument, returns and he buys a longsword and 1 red pot. The Nasus on the other hand, returns and buys a cloth armor, and 3 red pots.
Let's see who wins in this trade.
Nasus: +15 armor, 3 pots, +30 Q Damage.
Jax: +10 AD, 1 pot.
Even CS, Jax clearly loses out, he's -5 AD and -2 health pots, coupled with his lack of sustain in comparison to Nasus already having a vampire scepter worth of lifesteal. He also loses out on damage, though Nasus IS limited to only Q damage, but it simply hits 3x harder than Jax at this point.
Let's try this again.
Each person has 120 CS.
Assuming the same gold ratios, this would put them at 4462 gold each roughly, from just creeps.
Nasus would have Frozen heart, Ninja tabi's, and a kindlegem, in items, pretty fair amount of tankiness. Assuming nasus hit 80 of these creeps with Q, he now has 240 stacks.
Jax, would have Blade of the ruined King, ninja tabi, and a long sword.
Let's see what each champ has in stats based off just the items + creep.
Nasus: +124 armour, +400 mana, +30% CDR, +200 HP, +240 Q Damage. Passive's: Reduce AA damage by 10%, reduce AS of nearby enemies by 15%.
Jax: +35 AD, +40% AS, +10% lifesteal, +25 Armor Passives: Reduce AA damage by 10%, AA's deal 8% of current health as bonus physical damage against targets on hit maximum 60 vs monsters. Actives: Deal 10% of targets maximum heath as damage, minimum 100 and heals for the same amount and also steals 25% of the targets move speed. 90 CD.
Again, Nasus is clearly winning this trade with just creep score alone. The armour negates the damage Jax obtained, the frozen heart negates almost half the attack speed Jax obtained, the lifesteal jax obtained, nasus had from the start, and meanwhile Nasus' Q damage went from being 3 times as much, to more than 6 times as much. This doesn't factor in the lifesteal.
So I've put down some numbers, I think this is enough material to at least get a discussion going, tell me what you think, This applies to any champion mind you, you can insert any champ into this and it works the same as long as Nasus is one of them. Feel free to compare the stats of different itemization as well.
Most importantly, tell me how YOU would deal with Nasus as a Solo laner, try to work off the assumption that you won't recieve jungle support, this is solo Q remember. Also feel free to point any mistakes I've made, this thread is my attempt at overcoming my issues with Nasus.
and
are especially useful when dueling him since they will reduce and reflect damage from his Q respectively.

These champions typically offer high sustained damage and methods of kiting Nasus when he tries to approach their team.
These ADCs primarily have CC (knockbacks, slows, snares) for kiting Nasus and deal either mixed damage or highly amplified physical damage. Several of them have percent health damage or anti-tank abilities to help kill tanks like Nasus quickly.
or
Junglers can be tricky since you typically want someone who is strong and capable of kiting him late game, but you also want someone with strong early pressure to gank Nasus and set him behind.

