Ideas on making Nasus better in higher elo?

WhosTheNewGuy·5/7/2017, 11:59:22 PM·2 votes·1,381 views
Champion.gg - Nasus Top Stats, Builds, Runes, Masteries and Counters

Hello, I have been playing League off and on since Season 5 and 1 champ that I fell in love with is Nasus. For 20 minutes you get ur shit kicked in BUT if you happen to farm up decently you can feel like a monster. Forcing your enemy to finally, after 20 mins, deem you as a threat. Do really well? Youre a raid boss at 25. IMO, you dont get that feeling with many champions. His kit is simple but requires lots of game knowledge to execute correctly (in mid elo atleast). Sadly, getting strong as Nasus requires last hitting minions with the FIRST basic ability you max. Which in turn means you have zero early pressure. Thats fine in lower elo where players cannot punish Nasus for last hitting. In higher elo (plat and up xd) Nasus has a winrate of 26% at the 0-25 min mark and a 36% at 25-30. Gets slightly better with a 45% 30-35 mins. Thats still pretty bad. Even at 40+ mins its a 50% win rate. That is a horrible pre 40 mins performance. Just want some kind folk to brain storm some ideas on a potential tweak that would make him a little better in higher elo. If thats even possible with the whole theme of Nasus.

Thank you for reading :D

(added a link to champion.gg which is where I got my stats) EDIT: Reports in the comments of this post claim that champion.gg is bugged. Disregard early/mid game win rates I noted earlier :]

17 Comments

Big Lincoln5/8/2017, 12:00:42 AM3 votes

high elo juggernauts need a way to threaten the back line

which only really Darius and Olaf can do right now, and only Darius is good

so give Nasus his wither range back

Starcraft243ver5/8/2017, 12:08:50 AM2 votes

Championgg is bugged : http://www.leagueofgraphs.com/fr/champions/stats/nasus/platinum

Nasus's stats are totaly okay high elo.

Darkdemon6535/8/2017, 12:09:53 AM2 votes

I have a long word document typed up on my computer at home. Give me about 30 mintues and I should have it replicated.

First thing’s first. He needs to lose power from his Q. There is a lot of power to take away from Q while still keeping Nasus Nasus. I’m also not a fan of changing the basic designs of abilities. Below are my thoughts on what should be done. I don’t think every change should be made, and there would obviously need to be a lot of rebalancing on all of the abilities’ numbers. These are just how I would change individual abilities if given the chance.

Q: Remove power. More than just that, though, I would make changes to get his Q to be more reliable but with a lower potential. This could be done in a few ways. One possibility is every X seconds he stores stacks up to a maximum of Y potential stacks. When he kills a unit, he gains Z stacks. While boring, this means Nasus' Q can be completely controlled by Riot and he basically cannot fall behind or get ahead. Nasus potentially getting far ahead is why Nasus has to be kept so weak right now. Another change, which is what I would prefer, is he can also gain stacks by hitting enemy champions. This would allow him to actually fight the enemy champion instead of doing nothing but killing minions. And because his Q would be weaker, Nasus getting ahead of the curve and just focusing on minions wouldn't be as frustrating for the opponent.

W: Getting Withered as a RAD feels awful, and Withering a mage feels awful. I would remove the AS slow. I would add a debuff that either increases damage taken by the target (even if it’s just Nasus’ damage), or reduces damage dealt (again, even if it’s just against Nasus). While that would take away his partial identity of being anti-ADC, I think it would be beneficial.

E: This is where I think the most potential lies. Putting an area on the ground can do so many things. What I would do is allow it to interact with his other abilities. First, remove the armor reduction. E could cause his Q could deal extra damage, give extra healing, give extra stacks, give a movement speed increase, etc. W could have its effects amplified or just simply do what’s listed in W. His R could give him Tenacity, movement speed, AoE damage, etc.

R: I would reduce the AoE damage and resistances, and cause the damage to leech while scaling with his health. It’s hard to make this ability super interesting.

It's less than what I have at home, but it has the ideas that I think are better.

Titanium705/8/2017, 12:13:27 AM2 votes

TBH: I don't think Nasus current Kit alows anything similar to an actual Elo-Scaling. And I guess he'S pretty high up on a potential VGUs list.

WHat I'd like to see is something like this:

  • Completely Rework Passive, W and (to some degree) E.
  • Get rid of the infinite Q stacking.
  • Instead allow Nasus to Overkill CS with Qs - save this Overkills in a pool and than unleash it with next Q on a Champion.
  • Make his Ult Fill this pool as well when dealing DMG to Champions (instead of this weird AD thing) to give good Teamfigths.

This way - Nasus could still deal this amazing Q-DMG, but he'd be able to do this from minute 1 making his gameplay ALOT more interactive and interesting. (on the list of the most boring Champions in the game he'd be my #1, by far)

Sasogwa5/8/2017, 12:15:01 AM2 votes

champion.gg is kinda bugged atm. Not sure the stats are actually legit.

Tbh the problem with Nasus is that he's not overwhelming when overfarmed. He doesn't feel like a ticking time bomb anymore. It's just a Nasus. Kite him, kill him with antitank items, he's just like your average bruiser. Some can be more dangerous than 500+ stacks Nasus. Jax Darius sometimes.

Nasus's problem too is that he's a juggernaught without real tankmelting possibilities like Darius, Garen (BC synergy). He's powerful against squishies with his flat armor shred and Q but he can't get to them because he gets kited. Making his E a % shred would be pretty good to help him out. Increasing his /lvl stats would maybe help.

In any case, I'm against any change that would buff Nasus earlygame. He's meant to be crap earlygame and good lategame WE DO NOT WANT Nasus to be an averagely easy lane that scales "ok" in 1v1 but falls off insanely hard in teamfights. We want Nasus to be an abusable early ticking time bomb that actually scales well in teamfights.

He kinda needs more utility to work well in a teamfight lategame. Sadly, what used to be his main utility strength was his anti-carry AS slow on W but it got gutted and item 3139 is too good anyway. Well sure it was sort of unhealthy but eh it balanced him out tbh.

Asayake 5150glow5/8/2017, 12:29:47 AM1 votes

Nasus is the literal definition of feast or famine. He gets fed, can duel his laner? Now you can't stop him from stacking and he gets even stronger. He can't fight his laner? He either goes Quasus or he dies and gets no stacks.

That's not a healthy concept in high elo. The game is literally decided by whoever gets a lead first.

KVbqbFsC8e5/8/2017, 12:48:39 AM1 votes

The problem I've had recently is the laning phase ending so ridiculously early. Almost every game thanks to autofill someone loses bot around 10 minutes and the game turns into an ARAM. As Nasus, its certainly not in my best interest to go teamfight mid at 10 mins, but what usually happens is my team getting aced and then complaining about 4v5ing. It ain't fun.

Only Play Darius5/8/2017, 12:51:56 AM1 votes

Complete rework. No "tweaks" are going to properly fix him, the problem is that most juggernauts are better than him at every stage of the game and aren't forced to forfeit their laning phase by default

whathemath6/4/2017, 10:14:37 PM1 votes

There was a suggestion on the nasus mains subreddit a while back for nasus to get BONUS armor penetration based on his stacks. It was something like 26% at 300 stacks. I thought it would be a really nice change because nasus is one of the worst juggernauts at fighting tanks. Keep in mind that this is BONUS armor penetration, so it would have little effect on nasus's ability to fight squishy champs.