(Innate): Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds.
This effect cannot trigger on the same target more than once every 12 seconds.
Staggering blow is a passive ability that enhances Nautilus' autoattacks to deal bonus physical damage and immobilize an attacked target for up to 1.5 seconds. This cannot affect the same target more than once every 12 seconds.
Staggering Blow pops spell shield. The snare will be blocked, but the bonus physical damage portion of the ability will still be dealt.
Staggering Blow will not damage Black Shield but the immobilize is negated.
Staggering Blow can critically strike with its bonus damage. The bonus damage will be amplified by the critical modifier.
Nautilus' attack animation changes when he auto-attacks a target that was immobilized by Staggering Blow's effect the last 12 seconds.
Staggering Blow only procs on the initial target when using Tiamat's cleave.
(Active): Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.
Dredge Line is a collision linear skillshot that launches an anchor in the target direction. If the anchor hits an enemy unit, the target takes magic damage and will be pulled towards Nautilus, while Nautilus pulls himself towards the target. On collision, the pull stops and the target is briefly stunned. If the projectile hits impassable terrain, Nautilus will be pulled towards the terrain and Dredge Line's cooldown will be reduced by 50%.
Dredge Line procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
Dredge Line will damage Black Shield and Nautilus will be pulled towards his target, while the target remains unaffected.
Dredge Line pops spell shield, but Nautilus will still be pulled towards his target.
Dredge Line deals damage upon encountering a target, not upon completion of the pull.
If Dredge Line kills a target, Nautilus will be pulled all the way to the unit's location, as if it had hit terrain. However, this does not reduce Dredge Line's cooldown.
Dredge Line does not consider temporary terrain created by spells or abilities, like Pillar of Ice, Crystallize, or Cataclysm, as "terrain". If Dredge Line is used onto temporary terrain, the projectile will pass through.
Nautilus can activate other abilities during Dredge Line's dash.
(Active): Nautilus surrounds himself with dark energies, shielding him from damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target, dealing damage over 2 seconds.
Titan's Wrath is a self-activated ability that grants Nautilus an absorption shield for up to 10 seconds that partially scales with Nautilus' bonus health. While the shield holds, Nautilus' autoattacks will apply a damage over time effect to all units around his target.
Titan's Wrath resets the autoattack-timer when activating.
Each auto-attack during the duration of Titan's Wrath will apply the first tick of damage.
Titan's Wrath applies first half damage on hit, and then applies another half of the abilities damage after one second no matter how fast Nautilus attacks. This effect will stack for each autoattack.
You attack, deal 50% of the damage and attack again before the next second. The result is two applications of 50% of the spells total damage from both auto attacks. One second after the first attack a tick of 50% of the spells damage will occur, however the second attack causes this bleed to continue for another second, causing the ability to ultimately deal 200% of the listed total damage within 2 seconds. This will occur as long as the shield holds. The spell will never tick a bleed effect more than once a second no matter how fast you attack, but will always deal 50% of the spells base damage PER attack.
(Active): Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals magic damage to units in the area and slows them for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Max Magic Damage: 120 / 200 / 280 / 360 / 440 (+100% per ability power)
Slow Amount: 30 / 35 / 40 / 45 / 50 %
Riptide is a point blank area of effect ability that sends out 3 waves of explosions that deal magic damage and slow all enemies hit. Enemies can be hit by multiple explosions, but consecutive hits beyond the first will deal 50% reduced damage.
Riptide procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
Depth Charge is a targeted ability that will lock-on and unleash a projectile towards a target enemy champion, tracking it and picking up speed as it travels. Upon reaching the target, it will deal magic damage, knockup and briefly stun the target. Any enemy units in the projectile's path will also be knocked into the air and take less magic damage.
Depth Charge procs spell vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
Depth Charge will damage Black Shield and both the stun and knock up will be negated.
Depth Charge will only stun and do full damage to its primary target. Any enemies caught in the explosion of the projectile during its travel or when it detonates will only be knocked up and be dealt half of the base damage.
Depth Charge's projectile does not path around terrain.
Depth Charge's projectile will speed up over time.
Depth Charge's projectile will fizzle if the initial target moves a great distance with recall or uses Teleport or if the target outruns it for 5 seconds.
If the enemy who is targeted by Depth Charge's projectile gets invulnerable, Depth Charge cancels and the CD is refreshed.