Potential Nasus Changes
Q- Siphoning Strike
- Mana Cost reduced to 20/15/10/5/0 mana from 20 mana at all ranks
W- Wither
- Mana Cost increased to 80/85/90/95/100 mana from 80 mana at all ranks
E- Spirit Flame
- Mana Cost changed to 80/85/90/95/100 mana from 70/85/100/115/130 mana
- Damage Type changed from Magical to Physical
I feel like these are really the changes that Nasus needs right now. Nasus is currently sitting at a slightly below average win rate of about 47%. It's ok, but a little on the lowish side. He is also not played a ton among the Juggernauts. While I don't think he needs major buffs, I do think he could use neutral changes that lean towards the positive side. First, Siphoning Strike eventually becomes free. While I feel Nasus should be limited some way in lane to stacking, his mana shouldn't be a part of it. He is already easily bullied out of lane, it's sad when, even when winning lane, he is still limited to how far he can push the lead given his infinite power feel. Therefore, if Nasus decides to level Q first, he will suffer little to no mana costs for farming his Q. Next, I'm going to skip to comments on his E, Spirit Flame. Currently, it deals magical damage and, while that's cool for it to still deal damage even when the enemy builds armor, it makes it to where Nasus has limited item synergy. Changing it to Physical damage will allow Nasus to have it proc the effects of Black Cleaver, Death's Dance, and other only physical damage procs that Juggernauts love. His R already gives him enough mixed damage and his E shreds armor, so this makes it really good poke in lane. Due to the sudden spike in power early, we increase it's mana cost slightly. However, since it will likely deal slightly less damage late since it's physical damage and people build armor, we reduce it's cost late game. Finally, a minor change to his W. Nasus is getting a ton of cost reductions here, but we don't him having too much free mana to run around with, so we slightly increase the cost of his W so a full rotation doesn't cost an incredibly less amount of mana (only 30 mana less later in the game). If it shows that he still has too much mana later in the game, he can have his base mana reduced or the cost of his W/E further increased.
Thoughts?