While this is an overall buff, I don't understand the ult changes.
Also, if you have ever played an ARAM with AP Nasus, it's loads of fun.
The siphoning strike changes are completely unnecessary. The mana costs are negligible anyway, throughout the game.
Also, if you have ever played an ARAM with AP Nasus, it's loads of fun.
The siphoning strike changes are completely unnecessary. The mana costs are negligible anyway, throughout the game.
The ultimate is the ******* thing that makes him OP lategame. That HP bonus combined with dmg aura and increased AD.
So, more fun with AP Nasus in ARAM.^^
Yeah, I just thought about it so he could sustain himself better early, while also taking a bit of it into late with the at this stage increased cd. The mana change was just to that you should lvl it up.
So, more fun with AP Nasus in ARAM.^^
Yeah, I just thought about it so he could sustain himself better early, while also taking a bit of it into late with the at this stage increased cd. The mana change was just to that you should lvl it up.

NicknameMy wrote:
The mana change was just to that you should lvl it up.
You level it for the lowered CD. The mana cost doesn't matter once you get philosopher's stone+

The tough decision as Nasus in general is whither I level


You've addressed none of the real issues. Including him being a weak laner.
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I feel like you're hitting the wrong areas. Nasus is considered weak early because he needs to farm Q to be relevant mid-late game. This means he's basically laning with negative mana regen and 1 less skill. Even if he could trade with the enemy laner, he usually shouldn't bother because he can just outscale them anyway. To add insult to injury,
Wither and
Spirit Fire both cost a boat load of mana. His base damages are also next to nothing, he has 110 on Q and 55 on E for most of laning phase. An average top laner has 2-3 times better base damage. This creates a situation where his abilities cost too much mana and do too little to be rewarding enough to use early. If I were to try to buff Nasus' early game, I would try to hit these aspects. Extra AD, attack speed, and health is useful, but not that important. Popular top laners today mostly rely on skills to harass and hit-and-run, so you won't get much chance to use autoattacks.
I feel like Nasus' late game being his ultimate is a pretty big misconception. Just because he looks a lot stronger doesn't mean that he actually is much stronger. Nasus' strength late game comes from his ability to do massive damage while building full tank, and being able to drop the AD Carry's attack speed to near-0 for almost the entire fight, eliminating the strongest late game damage dealer with a single skill. Nasus' ult is merely a bit of icing on the cake, it gives some AD, health, and damage, but if you actually look at the skill, 600 unscaling health is a joke by late game. The damage portion also suffers when you get kited (which you will), and unless the enemy clumps up, the damage is usually only about the same or less as an average top lane ult. However, you cannot target this damage so portions of it go to unimportant targets like the tank/support, which devalues the damage. The AD is ok, but again I feel like it is overrated and not that helpful (what's 30 damage when your Q hits for 800?).
The AP Nasus changes look ok though, nothing wrong with increased ratios (you are doubling his ult ratio O.o). Again though, the main issue with AP Nasus is that you need to be in melee range to do a lot of your damage, and with AP items you are compromising the tankyness you need to be in the middle of the fight.


I feel like Nasus' late game being his ultimate is a pretty big misconception. Just because he looks a lot stronger doesn't mean that he actually is much stronger. Nasus' strength late game comes from his ability to do massive damage while building full tank, and being able to drop the AD Carry's attack speed to near-0 for almost the entire fight, eliminating the strongest late game damage dealer with a single skill. Nasus' ult is merely a bit of icing on the cake, it gives some AD, health, and damage, but if you actually look at the skill, 600 unscaling health is a joke by late game. The damage portion also suffers when you get kited (which you will), and unless the enemy clumps up, the damage is usually only about the same or less as an average top lane ult. However, you cannot target this damage so portions of it go to unimportant targets like the tank/support, which devalues the damage. The AD is ok, but again I feel like it is overrated and not that helpful (what's 30 damage when your Q hits for 800?).
The AP Nasus changes look ok though, nothing wrong with increased ratios (you are doubling his ult ratio O.o). Again though, the main issue with AP Nasus is that you need to be in melee range to do a lot of your damage, and with AP items you are compromising the tankyness you need to be in the middle of the fight.
So, for earlygame, his mana costs should be reduced and Q dmg increased, while for lategame, his
Wither slow should be reduced?
As for AP Nasus, he should be played in teams with champs like
Janna,
Galio,
Blitzcrank, etc. so enemys get thrown into him. This makes him very viable. And that hard playstyle should be rewarded.

As for AP Nasus, he should be played in teams with champs like




Hmm, those changes sound more reasonable for making Nasus stronger early game. Keep in mind though, even if Nasus technically *can* trade with enemies early, he still usually shouldn't, since he can simply outscale the enemy. Nasus' entire design makes him passive and weak early game. If there's a passive option that guarantees that you come out ahead, it is usually better than a more risky option where you might get ahead. This is the same concept as people often going for cs rather than kills in tourny play; it is safer and more reliable. Unless you nerfed Q damage gain per minion killed, Nasus would still play passive early game, as he is encouraged to use one of his spells on minions. His other two spells both do poor or no damage for their cost, so he is discouraged, and will always be unless he's made manaless (which is a really, really bad idea), from using them as well.
Wither is Nasus' closest thing to a gap closer late game, he absolutely needs it if he wants to be strong late game. Nasus shares late game dominance with AD Carries, which is unusual for bruisers.
Wither's AS slow is Nasus' way of competing with them and not getting melted before he can reach his target, since no matter how tanky you build, a IE/PD/LW AD Carry will kill you extremely quickly. Unless the
Wither slow nerf is so minor that it's unnoticeable (like 5%), it would hurt Nasus much more than early game buffs would help. I would also rather Nasus keep his current design and not be an average brusier with medium early game, strong mid game, and mediocre late game.
I'm not sure if squishy
Janna would want to get into the middle of the enemy team to ult for AP Nasus, and blitzcrank only pulls 1 person (your damage is AoE). I see your point though, you want someone to engage for Nasus, and I agree. Doesn't that also apply to regular Nasus too?



I'm not sure if squishy

Yeah, but regular tank
Nasus can run in anyway and doesn't care about the enemy.^^
And a 95% slow combined with
Frozen Heart+
Trinity Force slow is just massively OP.

And a 95% slow combined with



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Base AD increased from 53.3 to 56, AD per level decreased from 3.5 to 3.3 (59.3 at lvl 1, 115.4 at lvl 18)
Base Armor increased from 15 to 17 (20.5 at lvl 1, 81 at lvl 18)
Base AS increased from 0.638 to 0.679, AS per level decreased from 3.48% to 3.10% (1.037 at lvl 18)
Damage increased to 80 / 90 / 100 / 110 / 120
Mana cost reduced to 10 / 15 / 20 / 25 / 30
Initial AP-ratio increase to 0.8 from 0.6, AP-ratio over time increased from 0.12 to 0.16
Mana cost reduced to 50 / 60 / 70 / 80 / 90
Further slow reduced to 45 / 55 / 65 / 75 / 85
Mana cost changed to 60 / 70 / 80 / 90 / 100
% HP dmg AP-ratio increased from 1% to 2%.
Max dmg per enemy has now a 1.0 AP ratio.