**If you don’t want to read this whole thing, I understand and that’s fine. I just wrote this for fun :/**
Hi. I like the fantasy of lategame Nasus, so I tried to think of ways to better his lategame without breaking his early game and making his kit more fun to play/play against. I don’t think this is going to make Nasus too complicated, he should still be pretty easy to play. I’m hoping it would add a little depth to him though. He still has clear weaknesses, namely hard CC, being focused down, and a lack of engage besides running.
Please note that I reduced the base numbers on his abilities significantly, so don’t immediately roll your eyes at some of the scalings. If you need reference check the wiki (I tried to add a link but it didn't work (shrug))
I'm aware that the meta doesn’t favor lategame right now. That doesn’t really matter, since the wheel of the meta is always turning. Late game champs can still shine right now if played right.
**Passive – Soul Eater:** Whenever Nasus strikes an enemy champion with a basic attack or an ability, 10/20/30% of all of Nasus and allied damage done for 5 seconds to the champion is returned to Nasus as healing. This passive has no cooldown and no limit to how many champions it can affect.
Nasus also permanently gains 15% life-steal on basic attacks and Siphoning Strike(to help lane sustain without making it oppressive). This does not apply to Siphoning Cleave. Nasus also loses this lifesteal while Soul Eater is active on a Champion.
When Nasus’ abilities reach their max rank, they gain an additional effect.
**Q – Siphoning Strike:** (CD: 11/9/7/5/3 – Mana: 20) Nasus’ next basic attack within 10 seconds gains 25 range bonus range and deals bonus physical damage (30/50/70/90/110 + 100% Total Stacks).
If Siphoning Strike kills its target, Nasus permanently gains 3 stacks, increased to 10 if its target is a champion, large minion, or large monster.
**Siphoning Cleave:** (CD is the same as Strike) While Fury of the Sands(his R) is active, Strike is replaced with Cleave. After a short windup: (0.60 seconds), Nasus swings his axe, dealing physical damage (80/100/120/140/160 + 100% Stacks) (All on-hit effects are applied, but Cleave is not treated as a basic attack, which means blinds/crit chance/tabis/attack speed increases or decreases/Shen’s W/thornmail/etc do not affect it.) to all enemies in a semicircle in front of him. (Think a half circle version of Darius’ Q, but without the damage reduction in the center). Nasus may move while preparing his Cleave. Enemies killed by Cleave grant Stacks.
_Bonus Effect at Max Rank:_ The value of all Stacks is increased by 20%.
**W – Wither:** (CD: 10/9/8/7/6 – Mana: 80) Nasus sends a curse forward (A skill shot reaching 530/580/630/680/730 range, about the size of Ahri’s Q and moving slightly slower), aging all champions hit for 5 seconds. Affected champions are Slowed by 35% and Crippled by half the amount. Both increase over the duration (Slow increase: 47/59/71/83/95%)
_Bonus Effect at Max Rank: _ When an enemy is affected by Wither, Nasus gains 50% slow immunity and 10% move speed towards champions.
**E – Spirit Fire:** (CD: 14/13/12/11/10 seconds – Mana: 70/85/100/115/130) Nasus unleashes spirit flame at the target location, dealing magic damage (35/65/105/145/185 + 60% Ap and 10% of total Stacks) to enemies in the area. (Same size as before)
The flame remains for 5/5.25/5.5/5.75/6 seconds, dealing magic damage (8/16/24/32/40 +12% AP and 6% of total Stacks) each second. Enemies in the area have their Armor reduced (15/20/25/30/35%), lingering for 1 second.
_Bonus Effect at Max Rank:_ Allied champions (Not Nasus) who damage enemy champions in the area heal for 10% of the damage they do.
**R – Fury of the Sands: **(CD: 160 – Mana: 100) Nasus empowers himself for 10/15/20 seconds, gaining bonus HP (250/400/550 + 50% of total Siphon Stacks), Resistances (15/35/55 + 4% total Stacks), and increased size. Fears nearby minions on activation.
While Nasus is empowered, he deals magic damage to all enemies around him each second (2/3/4% + 1% per 100 Ap and 1% of total Stacks), capped at 240, and gains bonus Resistances (1/2/3 + 0.5% of total Stacks) each second.
Additionally, Nasus’ Siphoning Strike is replaced with Siphoning Cleave.
_Bonus Effect at Max Rank:_ During the duration of Fury of the Sands, Nasus gains a shield for 10% of his max hp every second. Only one shield can be active at a time. (If the existing shield still has points, it is replaced completely.)
Early Game Notes: This changes will make Nasus out scale pretty much anyone in top lane. However, I nerfed Nasus early game slightly to compensate. He will be able to survive bad matchups, and the other laner won’t be threatened by him until later in the game. To win lane Nasus would need to play safe and avoid taking bad trades. To win lane the enemy laner would need to freeze lane to deny him/kill him over and over again/coordinate with jungler/roam and pressure other lanes.
Soul Eater Notes: I think this would help Nasus a lot in teamfights, since it rewards him for coordinating with his allies. I wanted to improve Nasus’ teamfight (teamfight is synonymous with lategame pretty much) without making his splitpush or 1v1 too strong. I kept the life steal on basic attacks since Nasus needs something to help him survive early game, but I reduced it to push power into the late game.
Bonus Effects Notes: I wanted to reward Nasus for reaching late game spikes without breaking his early game. Q: 20% is really not that much, but I tried to be careful about putting high numbers, especially since this would often be maxed first.
Stack Notes: I reduced the base numbers on his abilities that have Stack Scalings. This is to reward a well farmed late game Nasus, and to punish a Nasus that falls behind.
Cleave Notes: Siphoning Strike in its current form has not much counter-play, as it’s just an auto reset. I couldn’t just change Strike to Cleave, because that would make Stacking way too easy (Also Split-pushing Nasus mains would freak out). Tying Cleave to his R makes him much stronger in ult, but gives enemies opportunities to punish him when he doesn’t have ult (I increased the CD on his R at all ranks, while increasing the duration at rank 3 and the strength of its active.). Also, making Cleave a skill shot forces the Nasus to think a little bit and gives enemies opportunity to dodge. Cleave also makes Nasus a little better in teamfights since it’s aoe.
R Notes: Making Nasus’ R stronger while increasing its cooldown makes him more vulnerable while its down, but rewards him more for using it wisely.
Wither Notes: Point Click CC is no fun to deal with. This way the Nasus has to think more, while still getting a powerful slow/cripple. It also as more utility in teamfights now since it can hit multiple targets.
Please Critique! I'd love suggestions on anything in the concept.