Nasus Juggernaut Alignment

Ravenous Howls··2 votes·510 views

I originally posted this in another discussion and some of these ideas are from discussion with Carnarius and Natekiller over the years. So credit to them as well. Please read thoroughly as I clearly state I am not asking for all these changes together but idea's for each that could be chosen to help make him more current without sacrificing his identity.

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, 4 per cannon. Large/Epic Monsters and champion stacks 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 and makes 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.

5 Comments

Akenero2 votes

I like the w and e idea of extra move speed, but I don't think w should be a skillshot, it's supposed to be a simple skill I believe.

Ravenous Howls1 votes

{quoted}

I like the w and e idea of extra move speed, but I don't think w should be a skillshot, it's supposed to be a simple skill I believe.

You're right it is but I am trying to offer meaningful change and counter play to what many feel is his most oppressive feature. Personally I would be willing to sacrifice the point and click of wither to add some power elsewhere to his kit.

XIII Vanitas1 votes

You could make the same argument for Zilean's E.

XIII Vanitas2 votes
  1. Nasus' passive giving him free stats from stacking is not a good idea, because he's already rewarded enough with bonus Q damage.

  2. If you want Nasus to be more active in the objective control game, I would recommend making him gain bonus Q stacks just from assisting in killing towers, dragon, herald and baron. The junglers have to secure the epic monsters with smite and the laners have to push, they can't wait for Nasus to last hit.

  3. If Nasus has slowed his target, he doesn't need bonus movespeed towards it. The E change is an unnecessary buff.

  4. You're giving Nasus free tenacity and partially T.Hydra's passive when he ults. This is definitely not a good idea. Also, if his passive gives him a huge amount of lifesteal, it's natural that he has better affinity with armor and mres, instead of pure hp, and that's totally fine.

Ravenous Howls1 votes
  1. The passive idea was to give him some incentive to change tactics from farming. If this were something to be given then Q would need to give diminishing returns after a certain threshold.

  2. The extra stacks were more QoL than straight up buffs or to encourage him to have a jungle role again. It's nice to have a champion be flexible in positions.

  3. I think you are looking at my changes as all being shipped together. The idea was he get's maybe one or two of the changes. So let's say he got the wither change and tenacity in his ult then the E change would be OP and not necessary anyways.

  4. His ult right now converts the damage he does in his ult into bonus AD. By changing it to give him AD based on health gives him immediate benefit from the start of the fight instead of half way into his ult. The health is to help him survive better. The game right now has huge damage creep and %/True damage everywhere health helps negate this.

Try looking at the changes individually and separate from each other and then look at them how they would sync together but not all of them together. My goal is not to make him OP but shift power out of Wither and Siphoning strike to give him more relevance late game like he once had.

He needs to infinitely scale as it is his identity. But giving i diminishing returns on minions and new rewards for team fighting or jungling is fun.

Making wither a skill shot that is diminished when cast through minions gives others counter play around him and rewards him for landing it especially if they are grouped with friends.

These are just idea's it's not like I am set on them as what should be but more along the line of how he might be. I am always open to other theories that are constructive and realistic as well. Thanks for the comment!

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