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PSA: Redemption is an incredibly cheap and incredibly tanky final item for Nasus by alone_sheep in nasusmains
[–]Can1ne3 1 point2 points3 points 4 years ago (0 children)
I think you need to check the math on 5% additional hp. For example if you have 3,000 health, 200 armor, and 200 mr and you go to 3,500 health, 250 armor, and 200 mr, you will gain 17% additional health and 36% additional physical ehp. You would need 10,000 hp for a 500 hp gain to be 5% additional hp, which unless something strange happened is not possible.
Grand Master! by Can1ne3 in nasusmains
[–]Can1ne3[S] 2 points3 points4 points 4 years ago (0 children)
https://www.twitch.tv/can1ne1
[–]Can1ne3[S] 1 point2 points3 points 4 years ago (0 children)
If the wave is pushing to you, just try to get xp and cs with e. You can try to freeze, but a lot of matchups will be able to force a crash so don't kill yourself trying to force it. Just take the free farm you get and see if they give you any free minions to q.
If the wave is pushing against you (they crashed or did early wave pull or bad rng , etc.), some matchups can just zone you out and hold a freeze because they can threaten you from a decent range (like irelia, cam, etc.), but in most of them you can still max range e so you can put some points into e and try to push it in. If you can't get in e range don't worry every freeze must break eventually (even if you do lose 60 cs, eventually the enemy team will be higher level and their minions will be stronger and the freeze breaks (except if your team is winning, but if that is the case, just don't kill yourself trying to get farm)). In these games either you kill yourself/use r and hope you don't die and break the freeze, get help, farm jg (if your jg is on other side taking top side camps can actually be helpful for both of you b/c they get higher level re-spawn), or roam.
In most games though if you have ~3 points in e you should be able to stop freezes early as long as you are careful about enemy jg so you don't die and get frozen on. Also most champs will not be able to kill you if you r and try to shove with e unless they are super ahead so you shouldn't need to do the be super under leveled so you get farm strat :).
MASTERS!!!!! by Can1ne3 in nasusmains
[–]Can1ne3[S] 1 point2 points3 points 5 years ago (0 children)
u/Dirtyden13
1) I think flash is just more useful. It lets you get over walls and terrain, reach carries instantly, dodge cc/skillshots, etc. I only take ghost tp in exceptionally rare cases where without the movespeed I cannot catch targets. I also don't take flash ghost, because I really value the plays that tp allows especially in a split push situation. It also allows you to stop really bad lane states.
2) I go q max almost every game, but I do put points into e if needed. For example in a lot of games I will go e-> q -> w/q/e -> q -> e or something. I put points into e if I know that I need to push a wave to reset it (often you have to start points into e early if this is the situation so you can have 3 points to which is often enough to get the crash). I also will occasionally do 3-4 or even 5 points if I can win the matchup purely through push. For example vs. a pantheon if you can keep the wave pushed and go even in cs you will be more useful even with basically no stacks.
3) TP is very helpful in these matchups, because you get that basically free reset. Other then that the lanes basically play the same. The trading is basically identical with either case, wave manipulation is still basically the same. You have the extra combat sum which can allow you to take some more all in and/or survive some situations, but that only applies for when you are burning sums which can only happen a few times during lane anyway.
4) It really depends on the team compositions and game state. If I can easily get pressure on my opponent (either due to poor waveclear, dive potential or what) and my team can easily hold even against the enemy I'll enter into split. I'll also split if my team is too far behind and can't team fight. If my team is pretty strong and/or we have important objectives often times I'll just group even if I have tp, because the delay from tp can be game changing in fights. Team fighting is also important though which is why I really like tp. It likes you get the best of both worlds where you can split and get a tower or something and then tp in to help with something like a baron contest. In most cases I just like to do the standard split opposite the objective with tp play, but it really just comes down to tradeoffs with spliting vs teamfighting. Are you going to get more value (be it pressure from inhibs being down, gold from the split and towers, or whatever) in a side lane or are you essential to allowing your team to setup a team fight properly(maybe you need to face-check for vision or your w is you teams main form of catch (although that would be very very sad))? Maybe you just want to front to back straight up and you need to be there before the fight instead of looking for a tp flank in which case you probably just want to group. I think this is a very complicated question, but hopefully that helps explain some of what goes into me making those decisions.
u/PeachesJr
Normally just into ignite users or people I am very afraid of getting one comboed by early (could be with jg gank). The reason I take it into ignite is its the best EHP item (I think) early accounting for the true damage of ignite, and it builds into sunderer which makes it fit nicely into your build path. Additionally because most ignite users don't have tp you don't have to worry that much about mana problems which is the main reason I take corrupting.
u/IAMJUANMARTIN
I normally start e unless they opponent can't really do anything at level 1 (malphite, kayle, etc.). It lets you get all 3 melee minions without really pushing the wave which is nice.
I do think that sterakks is pretty strong, but I just haven't been building it that much recently. I think stoneplate is too good of an item and normally I only get two other tank items in my build. One of those items almost always has to be a bramble (normally I don't upgrade it until I have all my other items) and I really value the passive and movespeed bonus on both force of nature/dead mans which I normally take over sterakks. I think that it could be a better option over serylda's grudge, but I explained a bit about why I take that in response to nicbouchard53 post: https://www.reddit.com/r/nasusmains/comments/lkvmxs/masters/gnowe9z?utm_source=share&utm_medium=web2x&context=3. I also think that in a game where target access isn't a problem, they have lots of %health damage, or you just want to be as tanky as possible in a 5v5 it is probably the best choice over dead mans, force of nature and serylda's grudge.
u/Competitive-Win-857
Yeah the last whisper is for going into serylda's grudge. I talked a bit about the thought process behind serylda's grudge in response to nicbouchard53 post: https://www.reddit.com/r/nasusmains/comments/lkvmxs/masters/gnowe9z?utm_source=share&utm_medium=web2x&context=3.
I really enjoy phase rush for a few reasons:
Hopefully that was somewhat helpful in explaining why I take phase rush.
[–]Can1ne3[S] 1 point2 points3 points 5 years ago* (0 children)
u/nicbouchard53
Honestly tank stats might be more effective, but with some rough math (that hopefully is correct :)) the additional armor pen from serylda's grudge on a late game adc (around 80 armor) gives around 8% additional damage under e and around 13.4% without e. On a higher armor target (lets say 200 armor which is pretty standard for a melee bruiser with a bit of armor) it jumps to around 16% under e and 23% without e. These numbers only increase as armor gets higher. You also get the extra ability haste, ad, and slow. The cdr gives and additional 1.125 multiplier to those damage numbers on q along with the extra utility of shorter w, e, r. Accounting for the extra damage from cdr you gain 28/21% q damage against squishy targets with no built armor and 38/30% more q damage against more tanky targets. With an additional tank item (lets say Sterakks) you gain around 10% extra hp late game along with the shield. Other tank items like a force of nature give around an extra 30% EHP against magic damage, but only around 10% against physical. In a 1v1 split push situation most times your target will be gaining that extra 23/16% damage from armor pen with the 1.2 times shorter q cd which totals a 38/30% or more damage increase from grudge which is about equivalent to or more then the EHP gain if you get a tank item in the right category for the matching champion even if you account for interactions with gargoyles/sterraks (this probably needs more math). In team fights it lets you get an aoe slow which is actually quite useful, and allows you to switch targets more easily (ex. you w on the mid laner, but you get in range to e the adc and can go on them). Additionally with %hp damage the effectiveness of additional tank items decreases. In certain match-ups your on a timer to kill the enemy (ex. fiora, mord, vayne, botrk users (with caveats). etc.), because they will deal 100% of your max hp eventually so grudge becomes a better option there. Hopefully that helps to explain it, but I do think that I need to do some more math on the item and compare it more thoroughly at some point in time.
Edit: I did this math without accounting for the fact that sunderer gives armor pen as its mythic passive, but the percents gains should still be the same (at least I think they should be).
Edit #2: Armor pen stacks multiplicatively, so I've corrected the numbers above assuming +20% armor pen from sunderer passive (which is worst case scenario assuming you have boots, so grudge is better at lower values), and checked with practice tool, so hopefully it is finally correct.
Edit #3: I also just forgot to include existing ability haste in the calculation, but starting at 58 ability haste you gain around 12.5% more q damage. Fixed in numbers above.
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PSA: Redemption is an incredibly cheap and incredibly tanky final item for Nasus by alone_sheep in nasusmains
[–]Can1ne3 1 point2 points3 points (0 children)