Skip to content

Nasus Rework idea {{champion:75}}

Shining Steal··6 votes·687 views

UPATED: 8/14/16 By Shining Steal

Created by ShiningSteal Edited by Maltrildor Help from Othni

**Nasus **(rework idea) Nasus

Passive-Suriman Sentinel When ever Nasus causes damage to an enemy that is equal to 30% of their max health, nasus gains a shield equal to 10% of his max health 45 second cool down. When ever he takes damage equal to 40% of his max health he gains a shield that is equal to 35% of his current health as well as gain a small burst of movement speed of 10% (scaling with level) 90 second cool down

Bonus health gained from items are 25% less effective. (Only gains 75% health from a health item)

Items with a life-line passive will not trigger on this champion.

Q- Siphoning Strike: has 2 charges each uses 60 mana charging at 12-4 seconds and has a 2 second cool down (does not scale with CDR) Deals physical damage equal to 15% of his max health plus 90% of his AD. rank dmg for Q 75-200 Does 50% less Damage to lane minions and jungle monsters.

REMOVED: Passive- enemy minions that die around nasus will have a 80% chance of dropping a small sand pool. A sand pool gives nasus when he picks it up 15 (Stacking) hp.

NEW: Stacking--Back to normal... kind of... Gains stacking health by killing, minions, canons, big monsters, epic monsters and enemy champions with Siphoning Strike. Does not stack on Wards, Illaoi tentacles, Heimerdinger turrets, Zyra plants, Zac blobs, nor Malzahar voidlings.

Lane Minions--15 hp Canons--35 hp Big Monsters--35hp Epic Monsters--50hp Enemy Champions--50hp

W--Tether Of Sand: 75 mana; 16 sec cool down; range of 550 Nasus uses a line skill shot to tether him to his opponent. This ablity does no damage but lowers movement speed by 15% and attack speed by 35% and reduces the armor and magic resist by 10% Enemies that are hit with this ablities are marked while tethered and enhances the damaged received by nasus' ablities by 5%-15%. (Triggers one epic and large monsters and champions, can go through lane minions but not canon)

REMOVED: ~~Passive- gains life steal based on skill rank from 10-25% ~~

E--Shifting Sands: 10 Sec CD; 50 mana Nasus marks a area on the ground causing magic damage over time scaling with 10% of armor and MR as well as 50% of AD. If a champion or epic monster are marked within the circle, they are rooted from 0.5sec to 1.75sec as well as the damage over time is increased by 25%.

R--Sands Eternal: 140 second cool down; 125 mana On cast nasus grows in size as well as gaining a shield equal to 25% of his max health, his passive will not activate while R is active. While Sands eternal is active tether of sand passively marks enemies near him, up to two enemies closest to him. His Q is no longer on charges when his R is active, it will have a 2 second cool down. The active of R goes from 7,10,12 second duration.

**NEW **--Passive: Gains life steal based on skill rank (10%, 20%, 30%)

Health Damage Armor Magic resist Mana scaling and Hp and mana regen rate

(HP) 590-2030 80 hp per lvl

(Mana) 400-1480 60 per lvl

(Armor) 35-125 5 per lvl

(Magic resist) 30-102 4 per lvl

(Damage) 58-121 3.5 per lvl

(Hp regen) 7.8

(Mana regen) 3.0

(Attack speed) .70-.98

(Move Speed) 345

17 Comments

Ravenous Howls4 votes

Ummm... no thank you... He needs very small but meaningful base stat increases and a better mastery tree for defense and he will be fine.

Also the game does not need to rework and over complicate every champions kit just because they are older. Most champions were reworked b/c they did not have a clear identity and for better or worse we have these new envisioned champions. Morde was a complete mess and still is. Skarner I have grown to like but honestly he was fine before. Gangplank didn't need a barrel mini game. Fiora did need a compass mini game.

Basically I feel like Riot really missed the larger picture with many of these updates and could have fine tuned instead of overhauled.

Nasus is a perfect specimen of balance. His whole kit is centered around a single damaging spell and every other ability he has is centered around it. He fullfills his role as a raid boss very well although now games have too much %/true damage, most tank items nerfed and damage items buffed and heavy snowball comps focused on mages with Rylai's that can make them all into perma slow CC machines with just one item.

Nasus isn't the issue and thus doesn't need or want a rework.

I mini Dwarf I3 votes

A. Nasus is not real so he cant want a rework (and if he was I don't think any one would want to have who they are taken away and something else put in that place)

B. This was just a fun test I and my friend wanted to run and nasus is kinda bad the higher elo you get this would allow him to still be fun for Bronze-Gold but also viable for Plat-master tier

C. riot is going to be doing mini events again about 1/4 the size of the bilgwater event but still fun and I think they got 1 more big one but if sherima was the target of a event there is honestly a lot of thing that could happen (Most probably if they changed any one Huge or small it would be Nasus or Renekton since they are the most outdated of the sheriman champs) and this is not something that should be taken full force but with a grain of salt because riot very rarely ever goes with a full community creation for a full rework or skin, map, game mode ect. but it was just a fun idea I had since he is pretty outdated and not viable in the higher elo.

D. the whole Rylai's thing is terrible thank you for your input though I will take this into thought when doing other projects like this one

GULAG 4 U2 votes

No rng pls.

I mini Dwarf I2 votes

the Rng is for small minions only and it is 80% so its pretty common

Eclipse13372 votes

So you literally took Nasus, removed his iconic stacking mechanic, made him unkillable in lane and turned him into Nautilus. ok

I mini Dwarf I2 votes

No he still has his stacking but it has more play making possibility's and this also let's him group as a team and still stack and he is not unkillable in lane his passive is weaker version of blitz passive early game around 40 minuets and his shield will be more scary and he does only get 75% of hp from all items so he is actually weaker in lane and stronger late game but you can put this nasus down and keep him there unlike right now where you give him 10 minuets alone with farm and he has 400 stacks so its harder to play him to perfection but is still fun to play

Truly not Gay2 votes

While I do like some of the ideas, I think his late game power would be even more absurd than it is now. Just imagine a Nasus with a build like item 3110 item 3025 item 3111 item 3075 item 3748 item 3091 for an insane amount of armor, decent MR, and still having 5k or more HP despite having almost no HP in his items.

I mini Dwarf I2 votes

True but this is just a rough copy and above all else and idea so if you want to I can revisit it and make some changes such as Q dmg down and hp scaling lower but for now it is just a thought we got a lot of the main stacking ideas from sion hp stacking and thresh souls but we wanted to keep nasus or the idea of nasus the farm king intact so it might be a bit op at the moment

Ravenous Howls2 votes

I agree it is fun to have more mechanically complex champs in the game. This is largely the reason the game doesn't get stale because there's so much diversity. I've just been a Nasus main since I started playing in season 2 so I am just really cautious about them changing him. The reduction of Wither's range and the AS slow being reduced to 45% from 95% really hurt him in season 3 and he's largely been ignored since then.

With that said we have seen the largest shift in power go to early game over the last 3 seasons, where he's the weakest, with a bunch of soft nerfs to teleport, IBG, FH, TF, SV and the mastery pages that have virtually no defensive stats what so ever have indirectly nerfed him and put him in a precarious spot to play competitively.

So if we tie his life steal on to his W it will make him much easier to kill as he will need to take his W first to sustain any damage he takes in lane and delay his damage gains b/c he will be forced into an even more passive play style with no hope to trade. Also the pick up mini game is unnecessary. We have champion like Thresh and Bard who already do this.

I guess I just feel he already has a strong identity as a late-erish game champion that deals tremendous damage and is very difficult to take down. some of your ideas are neat but I feel they are over complicated too much. I'd say leave his Q as is. If wither is a skill shot make it infect other champions for half the amount if they touch each other giving him some team fight presence. Passive should remain he needs the life steal to survive the early game and make it to the mid game where he still shines a bit but add some mechanic that interacts with his Q stacks. 100 stacks 20% tenacity or 5% Armor and MR. He could gain further bonus's from stacking higher but not so much that it turns him into top farm bot only. Maybe have unique stacking gains by fighting with team or tower or monster fights. Ult I would leave as is as well.

I mini Dwarf I2 votes

Those are actually some very good Ideas I will bring them up to the others who helped with this and see what they think. Thank you for your input its nice to have some one who loves him but also is willing to see some change I like your thoughts on the W and I also agree with the life steal being needed on him and as a passive or maybe move it to his q something like that.

For his ult we left the same almost we added the passive W activation while in ult and also nerfed his Q from where it is at right now so we might keep his ult as it is but we will take your ideas into thought while rewriting it oh and for the mini game for the stacks now that I have had time to think on it I think it should be removed and just let his q stack we might change it back to dmg or keep it as hp and keep the hp scaling dmg on him and the thought of making him more team friendly instead of a top laner all game I like that as well.

Thank you for your input.

Ravenous Howls1 votes

{quoted}

Those are actually some very good Ideas I will bring them up to the others who helped with this and see what they think. Thank you for your input its nice to have some one who loves him but also is willing to see some change I like your thoughts on the W and I also agree with the life steal being needed on him and as a passive or maybe move it to his q something like that.

For his ult we left the same almost we added the passive W activation while in ult and also nerfed his Q from where it is at right now so we might keep his ult as it is but we will take your ideas into thought while rewriting it oh and for the mini game for the stacks now that I have had time to think on it I think it should be removed and just let his q stack we might change it back to dmg or keep it as hp and keep the hp scaling dmg on him and the thought of making him more team friendly instead of a top laner all game I like that as well.

His passive really only helps his Q tbh. His AA's help but not as much as his stacked Q damage. This is why SV is so good on him as it overloads sustain on to his Q. Remember all of Nasus's power is loaded onto his Q. The rest of his kit is balanced around it for the most part.

These don't all need to be added they are just idea's that center around his late game. Plus the passive idea is to give him some reasons to be in a fight or to help secure objectives. Although it is my personal opinion a bad Nasus split pushes and stacks all game even as he is now.

Passive- 10-15-20% Life steal at lvl 1-11-16 200 Minion Stacks- 10 Armor and Magic Pen 5 Champion Stacks- +10 Armor and 10 Magic Resist 20 Epic Monsters Stacks- + 300 health

Q- Siphoning Strike- Unchanged except he get's 12 stacks for dragon, rift herald or baron nashor kills. This is not a big change as he general does not get these but it does encourage him to be present for these objectives as there is some reward if he does get that last Q for the kill. Maybe give him diminishing returns on small minions past 400 stacks. 2 stacks per small minion, 5 per cannon. Monsters and champions unchanged.

W- Wither Skill shot. Can pass through minions but with 1/3 less effect. Applies a 95% MS slow and 70% AS slow on the first enemy champion hit for 5 seconds. If that enemy champion touches another enemy champion they receive half of the effect and duration. Makes his slow less reliable giving counter play but also makes his team fight presence much better.

E- Spirit Fire same effects as before but if a target is withered within the circle Nasus gets and extra move speed while moving towards them. This helps him not get kited all the time and gives him a combo ability.

R- Fury of the Sands- Unchanged except Nasus gets a percentage of his own health as bonus AD. This solidifies his juggernaut play style and makes building health on him feel better and his damage more reliable as he ults. He SHOULD be terrifying to the other team when he ults. Maybe give him scaling tenacity on his ult Level 6, 11, 16 he gets 10,15, and 20 % tenacity while his ult is active.

This mostly preserves his identity and gives him some healthier late game and team fight presence while making his 1v1 slightly less oppressive ands AFK farming less beneficial. Also this could make him a decent jungle pick again.

AGAIN!!! I am not suggesting all of these be given to him but are ideas for each of his abilities. just one or two of these changes could be massively beneficial to him.

I mini Dwarf I3 votes

ok I like this a lot and I actually like it more than the current version that is out thank you for your incite it has ben very helpfull

Ravenous Howls1 votes

{quoted}

ok I like this a lot and I actually like it more than the current version that is out thank you for your incite it has ben very helpfull

Cheers m8! Like I said I am an avid Nasus main and have been involved in crafting and building him since my indoctrination into league over 4 years ago. So I've been thinking about this stuff on an on for a few years and was massively disappointed they didn't select him for a partial update during the juggernaut patch last year.

Truth is he is OP against people in lower elo's who still don't understand the ebb and flow of the game and at a pretty steep disadvantage higher up because he has far more ability to be countered than he does to counter other champions. There are some champions who do struggle against him but not many of them or contested top picks except maybe Illaoi.

Ravenous Howls1 votes

LOL! I know Nasus is not real seriously it was just a method of conveying my point. But still why make him so mechanically difficult and different? Even if this is just for fun half that stuff could just be applied to a brand new champion. Personally I don't like the more mechanically difficult champions. I am getting older and my reflexes are starting to go down the tube. So simple kits fit better with me. I play Nasus, Trundle, Cho and Naut the most b/c they are fun but not mechanically frustrating for me. Honestly the only thing that makes Nasus feel dated is the extreme damage creep we got when they nerfed tank items, reworked ADC's and then it got REALLY bad when they did the mage update and the Satan Scepter Rylai's.

Nasus is viable in every elo but he requires a higher amount of dedication and perfection than a lot of others. There are challenger level Nasus Mains like Carnarius who continue to do well with him even at high levels of play.

If Riot does decide to rework him then w & e are the abilities to look at. They could keep the core but play around with combo interactions to maybe make it more satisfying for both Nasus mains and those who don't like him.

I mini Dwarf I2 votes

I actually like some of your ideas and that is why we posted this to see what the community had to say about it but I also like the more challenging champions like Azir Syndra. and the really only thing that was made harder is you W making it a skill shot and there is also you have to time your Q instead of just spamming it every 1.6 seconds so yes we did make him more challenging but also tried to make him still easy to play for all the slower people and the people who prefer to play some what easy champions

P.S. I still think that Rylia's is to viable on any one

VivaLaKitten1 votes

Leave him alone

he's fine he's simple he's fun I like that

I mini Dwarf I2 votes

this was just for fun its not we work at riot so we were just throwing ideas out there so its ok

More from Concepts & Creations

More by Shining Steal