Nasus Re-imagined Ability Kit

Stacona··3 votes·374 views

Imagine this as a what if scenario of Nasus having a different kit, great for brain storming up new ideas! As a disclaimer I do need to add that this is in no way, shape, or form an official rework for Nasus of any kind, more of a fun thing I like to do and let's face it will help create new and fresh ideas for his eventual rework.


Basic Attack Range: 150 units

NOTE: SP = Soul Power

Soul Siphoning (Passive): Static Cooldown: 3 seconds Nasus' basic attack will periodically drain the soul from his target if the target dies or was a champion, granting him 1 Soul Power or 5 Soul Power for Takedowns.

Whenever Nasus acquires Soul Power he heals himself for 6(+150%SP)(+20%AP) health, one-third healing against small units.

Current Soul Power: X

Tight Leash (Q): Cooldown: 8/7/6/5/4 seconds; Cost: 50/60/70/80/90 mana; Range: 450 units Nasus uses the hook of his large cane to pull in the first enemy struck into attack range and then immediately basic attacks. If Soul Siphoning is available then he deals 40/50/60/70/80(+300%SP) bonus physical damage, double damage against minions.

Spirit Flame (W): Cooldown: 15/13/11/9/7 seconds; Cost: 20 mana per second; Range: 300 units Toggle: Nasus twirls his cane above him to rain down spirit flames around him, dealing 35/40/45/50/55(+100%SP)(+30%AP) magic damage per second and grounding enemies, but Nasus cannot basic attack while twirling his cane.

Second Cast: Nasus stops twirling his cane and slams his cane down in front of him, dealing 40/55/70/85/100(+100%SP)(+65%AD) physical damage to struck enemies and granting 1 Soul Power for every enemy champion struck or unit executed.

Wither (E): Cooldown: 8 seconds; Cost: 65 mana; Range: 1200 units Nasus plants a seed at the target location that springs into a plant after 1.5 seconds, remaining in play for 5 seconds. If enemies get near this plant then it will die leaving behind corrupted pollen which ages affected targets over 3 seconds, increasingly slowing them down to 60/70/80/90/99% over the duration and half this amount as reduced attack speed.

(The plant reveals the area around it.)

Fury of the Sands (R): Cooldown: 140/110/80 seconds; Cost: 100 mana Nasus grows in size for 12 seconds, gaining 250/300/350(+200%SP) health, reducing his base cooldowns by 55/65/75%, his mana costs by 50%, and increasing the range of his attacks and abilities by 33%.

Additionally, Soul Siphoning's cooldown is removed and Nasus doubles his current Soul Power while empowered.


8 Comments

Atmosphere1 votes

Seems like it could work, though it would need tuning of course. Anything is better than 20 minute late game Nasus with several hundred stacks ignoring everyone and one shotting the ADC.

Stacona2 votes

I did leave in late game focus, but I want to remove AFK farming as much as possible and reward Nasus for actually participating in, you know, THE ACTUAL GAME! Which is why there is a focus on stacking up from taking objectives and kills/assists and AoE wave clearing, discourage freezing the lane to get his stacks and instead he wants to soften up the minions with the first cast of W and execute them all with a short ranged line skill shot with the deactivation portion.

And of course with Wither I wanted to remove the hopelessness aspect to it and make it feel like there is a chance to escape the slow. So it gains a shorter duration, becomes a skill shot, and is on a delay; this allows for more power like increased range, have it be able to affect multiple targets, and the slow ramps up faster because the duration is shorter, also another benefit of allowing it to be a scouting tool for a short period of time.

Overall, he should feel more like a late game juggernaut than he is now, a big and slow moving tanky dude, but once he gets his hands on you then you WILL feel the hurting of his cane!

xnightsamax1 votes

not to be a shark or anything but shouldn't this post be in concepts and creations? Caitlyn

Stacona1 votes

Nasus is an existing champion.

wowlukas1 votes

in my opinion i still want the q like it always has been for 5 years, the real problem is his w and r

Stacona1 votes

Too many problems, would be more wise to have more drastic changes to really fix his issues and that way you can have him be more interesting and fun to play as and against.

An Draoi1 votes

I think this is interesting because there's obviously far less opportunities for him to get stacks, but the entire game is not revolving around him AFK farming and when he does get stacks, they're more meaningful to his entire kit. With some tuning I think this could be a great rework idea.

Stacona1 votes

I did the ratio concept for long term fine tune balancing, so if something is undertuned or overtuned you can do slight adjustments to the ratio without effecting the stack gain. In other words, this concept is set up for fine tune balancing a lot better than what he is now.

In terms of getting stacks. I wanted to remove the AFK farming aspect and make it so he cannot freeze the lane in place to get his stacks, and move his stacking more towards meaningful objectives like epic monsters, taking down enemy structures, or participating in team fights with kills and assists (and assists because he is still supposed to be the team's tank and I don't want it feeling like you need to funnel kills towards the tank, despite being a juggernaut which is the more slow moving damage orientated version of a tank).

Also an aim here was having a kit that works better with itself rather than have 3 random abilities, a random passive, and a random ultimate; though this ultimate is more placing Nasus on steroids more than anything (mainly since his AoE damage I placed as his W instead to feel like there is a decision making process taking place and a trade-off for "low-effort" damage per second, rather than just free additional bonus damage).

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