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Is Jungle Nasus really OP and will he get nerfed?

Creator: I post stuff April 13, 2013 4:09pm
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Watched some YouTube, read some forums, saw people scream OP at Nasus Jungle. I kind of see why, his W is lovely.

But is he really OP and will he get nerfed? If so, will he still remain viable or fall back into some sort of trash tier?
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People call him OP because he's succeeding in the LCS and people blind-copy what progamers do.

He has armor reduction and Exhaust on steroids as a low cooldown skill, so he works quite well in a team comp that can take advantage of it; this by no means makes him OP, though.
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He's not OP, he's always had those skills, it's just players are finally seeing it and putting them to use. Then of course people, like sheep, copy+paste builds from the pro scene, leading to an abundance of that champion leading to nerfs. See: Elise, Olaf, Kayle.
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It isnt Nasus but the team compositions around him, out of LCS if people knew what counter-jungle is he wud suck...

WHAT WORRIES ME IS Kha'Zix ALEX CARRYING TOO MUCH
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Even if it is or isn't, Riot is known to nerf popular champions.
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Even if it is or isn't, Riot is known to nerf popular champions.
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I FEEL AS IF I AM AN EXPERT ON THIS SUBJECT, AND WILL LEND MY EXPERTISE!



Jungle Nasus has two main things going for him.

1: Strong ganks with Wither
2: Amazing late game with a decently farmed Siphoning Strike

The fact that nobody decides to counterjungle him, leaves #2 as always open, always available. If he covers lanes a lot, this comes faster.

However, if the enemy jungler so much as decides to poke his nose into Nasus' jungle, he/she can kill Nasus fairly easily early on. Once Nasus gets a couple points in Wither, and Fury of the Sands, he is nigh unstoppable against some of the "stronger" junglers like Xin Zhao, Vi, etc. People who rely on auto-attacks more than skills, is what I'm trying to point out here.

Throw him against a semi-decent Zac though, and he'll fall flat. %MaxHP damage, faster clear times, a jump that can go over walls completely unconditionally(with flash in there too maybe), and very little reliance on auto-attacks means Zac fares quite well in the jungle against Nasus.

However, as with any counterjungling, you have to be aware of the enemy laners. If they choose to react to you being in his jungle, Wither's slow can easily keep you there long enough for an unfavorable fight, depending on your jungler of choice.

Countering jungle Nasus just involves wards. Lots and lots of wards. If you see him go for a camp, you can stop him from taking some Q farm. Ward out far and he can't hit you with Wither so there's no gank.

Buy Quicksilver Sash if you're an ADC, and upgrade it later. Get rid of that stupid AS slow. This goes double for some other champions. That slow is DEADLY to almost everyone.

Take care and feel free to ask other question if you want to.
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The already nerf the attack speed slow to 1/2 of the movement speed slow. What I would want is rather a change that reduces the power of wither and increases the power of his Q to make his farming an dueling early better.

Siphoning Strike:

Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains damage if it kills an enemy unit. This bonus is different at different levels and enemies. If Nasus striked a target with Siphoning Strike without killing it, while it died a maximum of 2 seconds after, he gains 1/2 of the stacks.

Cooldown: 4 seconds

New stack system:

Little Minions/Monsters stacks: 1 / 1.5 / 2 / 2.5 / 3
Bigger Monster/Siege Minion stacks: 2 / 3 / 4 / 5 / 6
Turret/Dragon/Buff Monster/Super Minion/Anti-turret Cannon stacks: 3 / 4.5 / 6 / 7.5 / 9
Baron Nashor/Champion stack: 4 / 6 / 8 / 12 / 16

Wither:

Cooldown: 13 seconds

Active: Nasus ages his target, slowing their movement and attack speed by 35% for 5 seconds. An additional movement speed slowing effect increases over the duration. If the duration of Wither is reduced, the added slowing effect is applied faster.

Additional Movement Speed slow per second: 2 / 4 / 6 / 8 / 10%
Max Slow: 42 / 51 / 59 / 67 / 75%
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NicknameMy wrote:

Siphoning Strike:

Active: Nasus' next attack within 10 seconds will deal additional damage. Siphoning Strike permanently gains damage if it kills an enemy unit. This bonus is different at different levels and enemies. If Nasus striked a target with Siphoning Strike without killing it, while it died a maximum of 2 seconds after, he gains 1/2 of the stacks.

Cooldown: 4 seconds

New stack system:

Little Minions/Monsters stacks: 1 / 1.5 / 2 / 2.5 / 3
Bigger Monster/Cannon Minions stacks: 2 / 3 / 4 / 5 / 6
Dragon/Buff Monster/Siege Minions stacks: 3 / 4.5 / 6 / 7.5 / 9
Baron Nashor/Champion stack: 4 / 6 / 8 / 12 / 16


I'mma have to be the conductor and stop this crazy train before it flies right the **** off the rails.

I mean, let's just look at how that not only changes his jungle, but his lane game. At level 9, in lane, he is going to get a total of 18 Q damage off a normal wave, and 24 off a canon wave. OR, if you're thinking badly, 27 since the larger minion in the wave is actually called "siege minion."

Now, when we get to late game, when the Super Minions start running down lanes, and this is on live mind you, he gets 6 bonus Q farm per wave, in a single lane.

Also, I do not understand why you made it stack for up to 9 on a buff. This just discourages him even more from giving blue or red to his laners.

Long story short, this would solve none of his strength issues, and only serve to make him stronger at every stage of the game.
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You actually gain 3 for the 6 little minions and 6 for the bigger minion, so, it is basically at lvl 9 the same damn thing as now. The only change is, that it has early a smaller stack ratio and for that a lower cooldown, which makes his jungle clear and trading better.

The difference is, now you are able to snowball from champ kills and assists. This should allows Nasus to play more aggressive in lane.

As for the buff monster change, you gain 1/2 of the stacks if timed well, so.

And did you even read that I made Wither way weaker? It has a longer CD lategame, the slow isn't that strong and the attack speed is only slowed by 35% all of the time.
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