NURF-The ultimate way to make Katarina the only viable champion
SiDENOTE: Skip to TLDR for Advice for NURF text directly below focuses on Katarina NURF analysis PERSONAL OPINION: NURF is going to suck if you aren't a champ with tankiness and cc, or you're Katarina. At least in URF things were fast paced. A NURF game could potentially surpass an hour (or even more absurd, two hours) if both teams are still trying, so have time to play or get banned for leaving. It's truly a war of attrition. CLG.EU every game. Take a break. You'll need it.
Not kidding ban her every game. Resourceless (dodges that "strategic" bullet) no real aa usage (sorry adcs time to be useless) and cooldown problems are avoided with her resets on kills. If they do bring NURF mode into existence they may have to remove her. This is the kind of game mode that's only fun if EVERYONE is at nearly equal disadvantage a Katarina still singlehandedly getting a multikill while the rest of you struggle through all kinds of cc (her biggest counter in this mode, good luck using it often, you'll go oom pretty quick-Edit:use it "strategic" right right). Yes, NURF could be April Fools. Problem: so was was URF.
Advice for potential (if this happens) NURF players
Basically this gamemode is all about never killing anyone (you can't easily, with the damage gating/reduction), choosing cs wisely (that stun/slow/punishment will be ALOT more annoying now, and harder to respond to), using abilities carefully, etc, etc.
So you push alot, build superwaves when you can(op in this mode, read about creep management ahead of time, it's all about WINIONS now, not champions or player mechanical skill, just strategy), and fight 5 minute skirmishes in which one person dies and the losing side has time to run away, recognizing they have 2 hundred less health each and will lose until their damage is back up, etc etc.
Personally I think it will suck. Melees will have an even harder time against ranged (can't ban every single one, sorry) and gap closers are next to useless (again, use it fking strategically bois).
Ashe, while being directly nerfed with all the crit and general aa weakening will again be the king of the middle finger (Kalista will be next to useless, along with ad casters, aa is all that's left and they suck too)
Many champs will be unreachable, (ambush is big and necessary, strategy blah blah blah).
In terms of melee, everyone wanted a tank meta. Here you go. Build Randuins and Spirit Visage (and the other items), you'll truly be untouchable. Tanks will be all kinds (if they can close the gap, but then again why would they, objectives> kills is even more true now) of annoying, and nearly unstoppable, is most have cc (oh god sejuani).
Great NURF Team Comp
-Look at my move speed buff, I got 325 ms again bois!-Jungle (taunt forever)
-sort of, he has a stun and ms buff, but gated by cooldowns
- Holy st, I can still call myself a burst mage here-Mid (obviously)
- Slow, slow (even lower ms though, guess you have to use your slow... STRA-TEGIC-F**KING-LY)
In terms of support this is more difficult, high cc obviously, so perhaps
-Stun...
- Stun and ult (it'll be down for a while, use it... you get it)oh
- the knockup is longer, and can't be clensed probably best on list
Top-
-naturally tanky, high cc, general pain in the ass in NURF, longer cooldowns yes, but a slow WILL DESTROY YOU if you're squishy while a slowed Naut just keeps walking, your paltry damage doing nothing,
-Same reasons
-possibly, again cooldowns, but he gets insane health eventually, god there's alot Im sick of searching for pictures: Maokai (same problems, same massive advantages with all the damage reduction) Sion (...you get it)
TLDR: Strategy is all you have. Manage creep waves, build up super waves. Damage reduction makes a tanky champ with a few tank items unkillable, go tanky if possible. Ambush is necessary, direct fights are extremely long-winded (especially with the sheer number of tanks that will be played for the benefits) so more strategy. Cooldowns are long, so on a mage (highest damage dealer in a NURF game) choose your usage wisely or go OOM in two spell rotations (not kidding).
**Resourceless champs, champs with high strong/nearly resourcless cc, and tanks are OP in this. **
Example team comp
--ms buff or
for all that cc, but a 5 sec taunt should be good enough, and Rammus has ms buff
-Resets maybe let you end a teamfight 4 mintues ahead of the 8 minute time your team calculated strategically
-Slow mana cost still low, and slows are big with the sheer ms reduction
- Great disengage when you get caught in an ambush while setting up a super wave,ms buff ofc or
-tank, slows, knockup or
-same tanky, cc
Various top lane tanks for their ability to secure objectives by simply never dying and high cc-

