Play the Wither lane: gank from the side that makes them walk the longest way home, because the slow ramps and short lanes or wall exits often waste Nasus’s best setup.
Press R before the chase gets messy, so Fury of the Sands is already giving you the health swing, extra range, and faster Q cycles that let Nasus stay attached.
Take free Q stacks and skip cute ones that bend your route, because jungle Nasus is unusually forgiving of early gold dents but wins the cleanest when he reaches level 6 with camps intact and turns the first real fight into a long midgame brawl.
Start with the champion whose movement your team can actually punish, not automatically the most fed name on the scoreboard. If their marksman is exposed and has to kite through open ground, W belongs there. If their diver is the piece breaking your fight and landing on your carry, W on that diver is often the better play because it buys time for your damage to keep firing. The check is simple in the moment: who is being forced to walk the farthest because of this cast, and who does that make hittable for the next few seconds? If the answer is “nobody,” you probably cast it too early or on the wrong body.
Nasus drains his foe's spiritual energy, giving him bonus Life Steal.
Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Nasus ages an enemy champion, decelerating their Move Speed and Attack Speed over time.
Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.
Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains increased Health, Attack Range, damages nearby enemies, has a reduced cooldown on Siphoning Strike, and gains bonus Armor and Magic Resistance.