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.
He has armor reduction and

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Elohell is like Irelia's stun: if your real level is equal or lower than the level you are in, you're STUNNED there forever. If your actual level is higher than the level you are in, you're just SLOWED in your way up.
Heres my
Shyvana guide! I will dance in their ashes

Even if it is or isn't, Riot is known to nerf popular champions.
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A Chubby Baby wrote:
Even if it is or isn't, Riot is known to nerf popular champions.
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Thanks to TinyStar, Jhoi, Xiaowi, Virus, Bard and Arcana(eww)...for my signatures!
Elohell is like Irelia's stun: if your real level is equal or lower than the level you are in, you're STUNNED there forever. If your actual level is higher than the level you are in, you're just SLOWED in your way up.
Heres my
Shyvana guide! I will dance in their ashes

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

2: Amazing late game with a decently farmed

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




Throw him against a semi-decent


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,

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

Buy

Take care and feel free to ask other question if you want to.
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%

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

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%

NicknameMy wrote:

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.
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.
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


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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?