Nasus Rework

AlienPrimate··2 votes·933 views

Passive - Nasus's basic attacks are empowered to do 120% total AD + 300% stack physical damage. This has an 8 second cooldown (halved when used on champions and large and epic monsters). If this kills a unit or hits a champion, the cooldown is refunded and a stack is added.

I moved his Q from being both what makes him scale into late game by farming and being his main source of damage in trades to his passive. This makes it so Nasus isn't punished as hard later in the game for trading early on. This also removes the boring stat stick passive that he currently has.

Q: Cooldown - 12/11/10/9/8 | Heal - 2/3/4/5/6% missing health | Damage - 100% AD + 100/125/150/175/200% stacks Nasus gains 50% attack speed and heals himself with his next 3 attacks. These attacks deal bonus damage but put his passive on full cooldown even if they kill their target.

If the Passive is active when Q is used, the first attack will deal full damage from both the passive and Q.

I switched his heal from being a passive lifesteal to being in his Q while giving him a choice to keep his passive up or to do a decent amount of damage in a trade and heal up while putting his passive on cooldown.

W: Cooldown - 15/14/13/12/11 |Range - 600 Nasus creates a link with a target for 5 seconds. His target is slowed by 30/35/40/45/50% and Nasus gains 20% movement speed when moving towards his target. If the link is broken, so is the slow. If a linked enemy is being damaged by E or R, all other enemies being damaged are also slowed.

This change makes wither better for chasing people down but worse for running away. The enemy can break the tether range like with LeBlanc and Karma and then give chase without a slow on them.

E: Cooldown - 12 | Damage - 55/95/135/175/215 +60% AP | DPS - 11/19/27/35/43 +12% AP | range - 650 | radius - 400 Nasus creates a ring of fire on the ground for 5 seconds that does magic damage to enemies inside. Nasus's basic attacks deal 30/50/70/90/110 + 50% bonus AD extra magic damage to enemies within the circle.

The armor reduction was removed to reduce its strength in teamfights with heavy AD teams. To compensate I added bonus damage on hit.

R: Cooldown - 120 | Damage - 3/4/5% +1% per 100 AP enemy max health per second | radius - 175 | health gained - 300/450/600 Nasus gains gains size and health and his range is increased to 175 for 15 seconds. During this time, nearby enemies take magic damage.

I removed the Armor and Magic Resist from his ultimate in favor of spreading the slow on his W through the whole enemy team.

Numbers would obviously be subject to change.

2 Comments

JhomasTefferson1 votes

q...next three attacks

Aatrox Ekko Jax Jayce Kennen Mordekaiser Talon XinZhao Warwick Vayne Vi Shen TahmKench Gnar

AlienPrimate1 votes

Would you prefer 4 attacks?

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