Nasus: turn level-ups into free Siphoning Strikes
Nasus · from community builds · 2026-10-18
Use two Deceiver’s Crests to generate free champion spells on level-up, with another burst possible after Ascension.
At a glance
Overview
Prepare a real ten-damage strike, level
Nasus and collect two free
Siphoning Strike copies. If the restored Sun Disc later provides his next Ascended level, the two relics can trigger again.
This six-star version trades the recurring spell build's steady generation for a concentrated level-up burst. The first slays and a safe champion entry remain the difficult part. You need to satisfy the actual level-up conditions; a large-looking champion is not automatically leveled.
The build
Disciple of Shadows
Allies in play discount the champion, and his Play damage can slay small allied units to begin the scaling. Calculate how many defenders will be lost before using the discount.
Two
The Deceiver's Crest copies
Each equipped copy creates a champion spell on level-up and makes it cost zero for that round. Two relics therefore provide two spells per actual level-up. The discount is temporary: unused spells aren't guaranteed to stay free next round.
Normal level two requires a strike dealing ten or more damage in one hit. Level three needs the Ascended progression from
Restored Sun Disc. Don't count four free spells immediately on every champion Play.
Create the first level-up
Keep cheap allies, useful removal and the champion when the hand can support him. Self-slays from the entry damage can start his stats and the sixth-star hand discount, but a board left without blockers may still lose before the spell burst matters.
Set up a strike that really deals enough damage. Power on the card alone doesn't guarantee the level-up if
Frostbite, damage reduction or another effect changes the strike. Once the relics supply the free spells, choose legal targets that produce useful kills rather than using them on an enemy that will survive.
Siphoning Strike grants allied champions permanent stats when its target dies. You can choose an expendable allied target if that is the reliable slay, but weigh the loss of defense against the growth. The sixth-star hand discount stops at one mana; the zero-cost champion spells come from the Crests' separate effect.
Ascension and the second burst
At three stars, the power restores the Sun Disc once you've slain eight units. The sixth star also grants the team-wide stat bonus when it is restored. Slay, including your own eligible sacrificed units, move that counter forward; ordinary deaths you didn't slay aren't interchangeable with it.
The restored Disc makes level-two Ascended allies level three. If the champion has reached the appropriate level, that can supply another pair of champion spells. Keep enough hand space and legal targets for the new cards rather than overflowing the hand with unused early spells.
Round End strongest-ally growth is separate from his current combat stats. A buff that arrives after combat cannot satisfy an earlier ten-damage strike.
Drafting and trade-offs
Prioritize early units, reliable slays, draw and defensive answers. This setup gives up repeated Round Start champion spells, so the hand can become empty after the burst. An expensive support package can make that opening worse.
Disciple comes from Gold Reliquaries and the Crests from the Rare pool. If a particular adventure makes the level-up difficult, the existing recurring-spell guide spreads its value over more rounds instead. Below six stars the level-up relics still work, but the slay-based hand discounts and restored-Disc team buff are absent.
Sources
- Nasus: Relic Theorycrafting, u/MartDiamond, 11 Feb 2025; level-up champion-spell concept and Disciple/slay trade-offs read 18 Oct 2026. This was a pre-release theorycraft, not a tested-clear record.
- Nasus build guide, exact Disciple/two-Crest Bonk Master trio in the snapshot collected 13 Oct 2026. Current strike, Ascension and discount requirements checked against site data.