Nasus Champion Change Suggestion

Nasus Withers·7/20/2016, 3:15:13 AM·6 votes·761 views

First I want to point out that the first 3 paragraphs are going to be WHY I want changes, then what follows will be my change suggestions, just fyi in case you wanna skip the WHY.

So I've played a lot of games as nasus on my main and smurf account (153k mastery points on nasus on main account), and with the changes to the game, both in terms of champion reworks and additions, it feels as if nasus is kinda left in an awkward position. Nasus is a strong champion and if he gets any lead in lane then he can pretty much demolish his laner from then on given the nasus player doesnt play stupidly (like pushing to enemy turret without placing any wards in river or enemy jg). The issue is that the new meta seems to be less and less friendly to nasus. When we were in preseason it seemed like nasus had been indirectly buffed because of the changes to masteries and the changes to items (like sheen). I felt as if nasus was REALLY strong and I was winning often, even against the reworked champs like darius, garen, and fiora (which at the time a lot of people were calling op). But then we entered season 6, and from then on the following patches made it feel like nasus was getting worse and worse. it feels as if more and more that the less mobile champs are being punished as each patch is released. there is the addition of champs like ekko and kindred along with champ reworks like skarner and now ryze that give amazing amount of mobility that nasus can never hope to overcome even with wither. Then there are champion reworks like kog'maw, the change to vayne w (although i will agree the change does reflect her known role as a tank killer), and the addition of items like devourer (now bloodrazor) and devourer passive (now guinsoo's rageblade) which now allow marksmen, that used to be demolished by nasus, to instead massacre a nasus (or any other tank). Then there is the increasing problem of minion blocks which is absolutely infuriating when you wither someone and keep getting pathed in a new direction because of all the minions clumped around you. Basically what I am trying to say is that there are less and less favorable mathc-ups and team comps for nasus and I feel like nasus just isnt being updated to match the changing meta. The changes I want to introduce to you will attempt to maintain the stacking concept, but also try and add what I think will be a new cool mechanic. As always with my concepts and champion change suggestions please feel free to comment if you like/dislike my ideas and why.

Quick Overview Passive: will be changed from “soul eater” to “soulsnatcher”. Less base lifesteal, and an additional effect is being added Siphoning Strike (Q): remains mostly the same, one addition. Wither (W): wither will be removed and replaced with “soul magnet”. Spirit Fire (E): bigger radius, deals damage twice with a time delay between initial and final damage, new effect. Fury of the Sands (R): will have damage removed and a new effect added for passive.

Soul Snatcher So first lets look at my proposed change to his passive. his passive "soul eater" will be removed and will be replaced with "soul snatcher". When Nasus damages his enemies they are marked with "weakness", once an enemy is marked 4 times, Nasus' next siphoning strike will cause the marks to be consumed and will create a tether between the target and nasus for 3.5 seconds that allows Nasus to steal 35% movespeed and attack speed from the target. The passive also works on minions and monsters but will only give half the benefits. Each stack of weakness will last 8 seconds, refreshing the cooldown when a new stack is applied, but if the cooldown expires then all stacks of weakness are lost. This can only be used on an opponent every 15, 12, 9, and 6 seconds at levels 1, 6, 11, and 16. Nasus will retain his inherit lifesteal but at a reduced base amount. Instead of scaling from 10% - 20%, it will scale from 7.5% - 15%, but will have double the effectiveness against targets under the effect of soul snatcher or while the enemy is recovering from their last soul snatching experience.

Siphoning Strike So Siphoning strike will receive a slight change, thanks to passive, but will retain its original effects - Killing minions gives 3 permanent stacks, double for large minions, large monsters, and champions. When Nasus strikes an opponents using this ability who have 4 stacks of weakness soul snatcher is procked.

Soul Magnet (unsure of what numbers to use for cooldown or mana cost) Next I want to make note of the changes to wither. Wither will be removed and replaced with soul magnet. Soul Magnet will be a spell that allows Nasus to pull on the souls of his enemies who are marked with weakness. Enemies who are marked with weakness will be immediately pulled towards Nasus a distance proportional to the number of stacks of weakness that enemy has on him and removing all stacks of weakness from the enemy in the process (but this will not prock the cooldown on soul snatcher). There will be a 0.5 second delay on this ability and I imagine this ability would have a fairly large radius. Perhaps as large as how far blitzcrank can pull a target, but the maximum distance a target can be pulled (if at the edge of the radius of this ability) would be 1/2 of the way to Nasus, and this ability cannot be used to pull enemies through terrain. Spirit Fire Spirit fire would have its radius increased from 400 to 600 and will have its effects changed. After a short delay Nasus will create a zone of spirits that will attack enemies caught inside. When the zone first appears it will deal 40/80/120/160/200 + 40% of ap as initial damage and reducing enemy armor by 5/10/15/20/25. After a 3 second delay the spirits will lash out with anger at enemies still in the zone dealing an additional 60/120/180/240/300 + 60% ap damage and reducing the enemies armor by an additional 15/20/25/30/35. The armor reduction lasts for 4 seconds after spirit fire dissipates.

Fury of the Sands When Nasus uses his ultimate power he will gain 300/450/600 max health. The damage will be removed, but when Nasus is in his ultimate form he will now apply max stacks of weakness on enemies with one damaging ability or attack. The effect of Soul Magnet will also be increased by 50% while Nasus is in his ultimate form.

As always please comment what you think. Criticism is encourage, just try to add a suggestion alongside your criticism if you can.

7 Comments

Ravenous Howls7/20/2016, 12:14:27 PM5 votes

I both like this and don't. I like it because it would bring Nasus into a more competitive area of the game at the same time I hate it because it would make him just like every other overworked, over tuned and stat loaded nightmare Riot has pumped out these last 2 years. There is something pure about the way Nasus is currently. Mechanically he is fairly straight forward but he plays like almost no other champion. He teaches patience, wave control and exceptional last hitting. However he is currently underwhelming b/c of so many champion free stat steroids and damage that he feels left behind except for those of us who are truly exceptional with him. Really I want them to give him more AS reduction and range on wither and beef his base stats and that will bring him back in line with at the least other fighters and juggernauts.

Schàdenfreude7/20/2016, 3:28:37 AM2 votes

All this seems good except for his w. Nasus relies heavily on the wither slow if you actually want to proc those "weakness" stacks on someone. This can be circumvented by reducing the amount of weakness stacks needed though.

Nasus Withers7/20/2016, 4:51:40 AM1 votes

yeah originally i figured 3 stacks but for whatever reason i figured that may be too easy to prock.

Arakadia7/20/2016, 6:28:17 AM1 votes

Pretty cool. His W is interesting but I think wither is necesary. He either needs WIther or some gapcloser like Illaoi W, Darius W+E, Garen Q, Udyr bear form.