@RITO PLS Nasus Revitalized / Redone-ish
https://pbs.twimg.com/media/CW4KsCAWEAAlLCW.png Edit: Apparently I can't post this in Gameplay
Hey all I've been playing league since season 3 and I want to talk about my favorite champ I've played ever since. Now some may find him boring, but I absolutely love the idea of a lategame juggernaut that wrecks everything in his path, but nowadays I feel that even with 600+ stacks of ss I cannot make a considerable impact in the game. Now contrary to popular belief
is only strongest around midgame when he has bought resistances and has a decent amount of stacks (300+) with sheen. Around this time his opponents haven't bought much armor and supports don't have access to the cooldowns to effectively peel Nasus off of their carries. By lategame he is at best a meatshield / tank with worse cc. His damage is easily shutdown by armor so even though he can farm 600+ stacks around lategame all you need is a cc tank to keep him off your carries while your adc shreds him. He needs to consistently farm his q throughout the game to keep its damage relevant especially early game which leaves his team vulnerable as 4v5 up to the 20min mark, even moreso if he was shutdown hard in lane making him a liability. There is so much counterplay to Nasus from his sheer susceptibility to kiting to items like
it almost feels like I am gimping myself sometimes by picking him in champ select which is a shame since I love to play him. Now I've been theory crafting for a while now and thought about how he can be reworked/tweaked into a character that achieves the lategame fantasy his original designer had in mind, bring Nasus's deprecated kit up to par (make it more relevant), and to improve the feedback of a lategame Juggernaut for both the Nasus player and his opponents.
Passive: Soul Eater Nasus permanently has 10 / 15 / 20% lifesteal unchanged
Movespeed 350 340
Now for a Juggernaut Nasus is pretty fast almost having
tier movespeed this will put him in line with other Juggernauts like

Attack damage growth
+3.5 +4.0
Qol change - Even the most skilled tower farmers autoing at the perfect moments can miss a cs simply because muh base ad ain't high enough.
Attack range
125 150
In all honesty 125 attack range just feels awful toplane now with your own minions walling you out and their minions randomly changing targets just the moment you walk up to cs. I believe this range should be the new bare mininum on all melees.
Siphoning Strike range
150 175
With less movespeed Nasus is no longer a slippery doggie so now we give his Q .25 Teemos.
New passive: gains increasing flat armor penetration incrementally at a rate of +5.5 per 100 stacks (also applies to turrets). The goal here with this change is to modify his power curve by taking some hidden power early/mid (see changes to E and R) and adding it to late. This will introduce a new reward mechanic as well as improve what defines "lategame juggernaut" whenever a player picks Nasus when either dueling or splitpushing should the game reach overtime.
Wither range
600 now scales with rank
600 / 612 / 625 / 637 / 650
Cost: 80 mana 80 / 90 / 100 / 110 / 120 mana
Movespeed debuff unchanged
Attackspeed debuff removed
Percent damage reduction added
5 / 10 / 15 / 20 / 25%
This is the iconic frustrating ability Nasus is known for other than his Q. Now I know what you're thinking. Buff his wither? What are you mad?! So let me explain, back in season 3 Susan had Wither, but it also had an instantaneous 95% movement AND attack speed slow for 5 seconds! In this age of mobility who wouldn't want that sweet spell now? amirite? (Jk it was cancer then) It also had a cast range of 700, and 800 with the cast range buffs when he ulted (also removed). Jungle Nasus was a thing for this reason. So the aim of these changes is to put a little WOOF back into Wither! increase the usability / utility of the spell by giving it increased range with ranks and also give it merit when used against AP/AD Casters who couldn't care less about having their attack speed slowed.
After all shouldn't aging targets decrease their incoming damage regardless if their AD/AP? This is an important thematic here! (pls don't mention
) An increasing mana cost has been added as a balance lever to make Nasus players decide whether the increased utility from putting early points in Wither during laning is worth it, limiting its usage early/mid game should they decide to max it second, while also giving it better utility lategame.
Qol change - is no longer interrupted if the target just walked into a bush.
Now this spell briefly roots Nasus (If you are ever considering removing this limitation that would be awesome) and there have been several times where I have withered (what would have been a kill) someone that just walked into some brush. Nasus then says "become dust" What dust? LOL! I check the ability and its cooldown is refunded that's nice, but I just rooted myself for a moment so even with my 200 apm rightclicking they still get away since I'm no longer in range as I coast through that bush....
Spirit Fire
Cost: 70 / 85 / 100 / 115 / 130 mana
70 / 75 / 80 / 85 / 90 mana
Armor reduction: 20 / 25 / 30 / 35 / 40 armor
Armor penetration: 10 / 15 / 20 / 25 / 30%
Some people believe that Nasus's early game isn't as bad as its made out to be saying his Q chunks their health as early as 10min. The goal here is to remove some of Nasus's hidden early power (Rank one Spirit Fire gives 20 flat armor reduction which is huge early game!) and replace it with percentage armor penetration. Spirit fire will still deal magic damage (so no
synergy). After doing some math, against a target that builds no armor this is a straight nerf across the board. Our example taking rank 1 E against a LVL 2
with 35.7 armor (assuming she has armor seals) reduces her armor by 3.57. A Nasus maxing Spirit fire second will finish it at LVL 13. Against the same Riven (buying no armor) who now has 68.4 armor at LVL 13 is now reduced 20.52 armor when standing in Spirit fire; a nerf of 19 armor reduction at max rank! To make up for this difference Nasus must have 354 stacks at this point to catch up to what his old E allowed him (in terms of armor reduction); with 133 armor being the amount needed for the ability to break even with the old iteration.
Note: Spirit Fire armor penetration does not apply to turrets. This also partially solves the irony of picking Nasus into tanks who will just peel him off their carries come lategame/ignore his damage etc. He will still be kiteable like always, but now he will do more than tickle tanks lategame.
Fury of the Sands
Attack and Siphoning strike range increased to 175 (does not stack with Q range) unchanged
Cooldown: 120
140 / 120 / 100
This change is also aimed at pushing his power curve into lategame making him vulnerable early with more ult downtime and giving him more access to it late when he should be wrecking face.
TL;DR Tweak/Rework Nasus to an actual lategame champion by shaving power off early/mid against squishies, buffing lategame teamfight/splitpush, and smoke weed everyday.