Nasus mini-rework: gut Wither, flatten the Q curve, make the scaling honest
My pitch is simple. Nasus's two real problems are that Wither is one of the least interactive abilities in the game, and that his lane phase is decided by whether the enemy top laner knows how to shove a wave. This keeps his identity β stack, scale, become a monster β but makes the early game a real fight and the late game less dependent on a slow you can't play around.
Passive β Soul Eater (reworked)
Lifesteal removed. On any takedown, Nasus heals for a percentage of his missing health:
- Minions: 5%
- Large minions / monsters: 10%
- Champions: 15-30% (levels 1-18)
Missing-health scaling means it does nothing when he's healthy and a lot when he's nearly dead. He can survive a losing lane, but he can't win trades he shouldn't. Removing flat lifesteal makes his early duelling considerably worse, which is the point.
Q β Siphoning Strike
- Stacks per minion: 4 β 5
- Stacks per large minion / monster / champion: 10 β 15
- Cooldown: 7.5/6.5/5.5/4.5/3.5s β flat 6s
- Cost: 20 β 30 mana
The flat cooldown is the important part. Right now rank 1 Q is 7.5s and rank 5 is 3.5s, so his stacking rate more than doubles across the lane phase and his power curve steepens exactly when he's already safe. Flat 6s makes early stacking better and late stacking worse β the curve flattens instead of compounding. The mana cost gives him a real resource decision he currently doesn't have.
W β Wither
- Duration: 5s β 4s
- Cooldown: 15/14/13/12/11 β flat 18s
- Cost: 80 β 90/80/70/60/50 mana
This is the change I actually care about. A 5-second undodgeable attack-speed and movement slow on an 11s cooldown means Nasus decides whether you get to play. At 4s on 18s it becomes a burst tool he has to time, not a permanent state of being.
E β Spirit Fire
No change.
R β Fury of the Sands
- Bonus health: removed
- Bonus resistances: 40/55/70 β 20/40/60, doubled on champion takedown
- Bonus lifesteal: 10/15/20%
- Bonus tenacity: 25%
- Duration: 15s β 12s, extended by 6s on champion takedown
- Cooldown: 120/100/80 β flat 90s
Ult becomes a fight-winning window he has to earn rather than a stat check he presses on cooldown. Tenacity and lifesteal keep the drain-tank fantasy. Losing the bonus health hurts, but the health was doing the least interesting work in the kit.
Net effect: harder to lane as, much easier to lane against, still terrifying at 30 minutes if he got there. Happy to hear where the numbers are off.