Can we make Nashors more viable?
You designed
around that item, with a buffs for building attack speed and CDR.
Its still not the best build on him.
Maybe up the ap, up the ap ratio, or just make it upon dealing damage.
You designed
around that item, with a buffs for building attack speed and CDR.
Its still not the best build on him.
Maybe up the ap, up the ap ratio, or just make it upon dealing damage.
Given that Azir's soldiers, his primary source of DPS, don't apply on-hit effects, I really wouldn't say that he was 'designed around' an item the signature benefit of which is an on-hit effect. It would seem more likely, in fact, that he was specifically intended to not use that item.
Given that Azir's soldiers, his primary source of DPS, don't apply on-hit effects, I really wouldn't say that he was 'designed around' an item the signature benefit of which is an on-hit effect. It would seem more likely, in fact, that he was specifically intended to not use that item.
Is an attackspeed based mage that gains attack speed from cdr.
Nashors, the AP/Attackspeed/CDR item.
He doesnt apply the onhit, but the stats themselves are crazy on him.
In any case, that isnt the main point of the post. The main point of the post is that Nashors kindof sucks right now.

I'd say the only buff that item needs is to have it's on-hit magic damage apply to turrets and inhibs, to help reduce ADC's importance and make them less necessary to the game. If mages can Tower push well too, assuming they got the right build, then it's a good balance.
I'd say the only buff that item needs is to have it's on-hit magic damage apply to turrets and inhibs, to help reduce ADC's importance and make them less necessary to the game. If mages can Tower push well too, assuming they got the right build, then it's a good balance.
"Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 40% of ability power."
At 600 AP, a champion does 240 bonus damage to turrets (before resistances). Nashor's at 600 AP adds 105 damage an attack.
So adding that to Nashor's is almost entirely unneeded, as mages can already push towers and inhibitors reasonably quickly. Not as quickly as a fully built adc, but a full built adc also built for the maximum possible DPS they can get and are the glassiest of cannons.
[{quoted}](name=Lord Dusteon,realm=NA,application-id=3ErqAdtq,discussion-id=ZAO6UE2T,comment-id=00020000,timestamp=2015-06-14T00:35:50.123+0000)
"Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 40% of ability power."
At 600 AP, a champion does 240 bonus damage to turrets (before resistances). Nashor's at 600 AP adds 105 damage an attack.
So adding that to Nashor's is almost entirely unneeded, as mages can already push towers and inhibitors reasonably quickly. Not as quickly as a fully built adc, but a full built adc also built for the maximum possible DPS they can get and are the glassiest of cannons.
I do agree with that, and the fact that if nothing else, SpellBlade passives apply on turrets (trinity, lich's bane, sheen) which is nice. Point is, ADCs are needed in every game because they can shred Tanks and Towers alike (not to mention EVERYTHING ELSE), which is a bit... not unfair per se, but it makes them more necessary than pretty much every other role except maybe support.
Adding Nashor's damage to Turrets is basically a mage saying 'Watch me or i'll push you all the way!', and since it's already a niche pick, it's not something most AP people would build just to have it. However, it WOULD allow a mid who dedicates an item to it, to become the main tower pusher of an off meta team, and allow for more variety at bot lane among other things.
It would also allow for a regular team to be extremely pushy, but sacrifice some of the mage's burst in exchange, as Nashor's clearly isn't meant for burst.
Just my five cents.
Riot literally said that they wan't it to be an option, but not core. So it isn't. Its desighned for a niche of champions (Kayle, Teemo, Bruiser Diana, Lulu build #334, ect.) that Azir isn't REALLY a part of, so it makes sense the item isn't core on him.
Its not that Nashor's is bad, but rather that the champions who would build it (Azir, Diana, Ekko, Teemo, etc.) have so much of their power loaded into ability ratios that it would be stupid to not just build flat AP - if they had damage shifted from their Nukes to their On-hits or steroids, then they would be buying Nashors every game. So, if Azir loses damage/ratio on Q, has the cooldown lowered a bit to allow him to reposition his soldiers more, and ups his base AS and W ratio a bit, then Nashors would suddenly become a more attractive buy on Azir. Diana could easily have the damage on her R removed and be given higher base AS and passive base damage in return. Teemo could lose Ratio on R and gain base on E.
Champs that can use Nashor's effectively: Bruiser
, Bruiser
, AP
, AP
, Bruiser
,
, On-hit
,
(everything is viable on her), AP
,
, AP
,
,
, and AP
. not all of them build it all the time, but it is already a very strong and underrated item. The only reason it isn't more popular is that it is niche, not that it is bad.
spell vamp on azizr is kinda op and bs becuase every attack the soldiers does he heals so glorified lifesteal. i think if nashors cost a wee bit more but was 80% ap or even a hundred ap that would be legit.
i tried
on ap
i rushed it as my cdr item, it costs to damn much and morello is way better option although it wasnt that bad my AA did alot of damage and the atk speed with passive was decent i went legendary, but i felt it was lacking.

^Do you really want HIM to become viable again?