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(→‎Abilities: added projectile parameter)
(→‎Abilities: minor rewording to ability details and added a new detail for titan's wrath and his innate)
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**The bonus damage from ''Staggering Blow'' can critically strike.
 
**The bonus damage from ''Staggering Blow'' can critically strike.
 
**The bonus damage does not affect structures.
 
**The bonus damage does not affect structures.
**If Staggering Blow is {{ai|Counter Strike|Jax|dodged}}, the root will still be applied but the bonus damage will not.
+
**If Staggering Blow is {{ai|Counter Strike|Jax|dodged}} or {{ai|Aegis Protection|Pantheon|blocked}}, the root will still be applied but the bonus damage will not.
**{{Pending for test}} Staggering Blow's relationship with {{ai|Riposte|Fiora|parry}}, {{ai|Aegis Protection|Pantheon|block}} and [[blind]] has yet to be tested.
+
**{{Pending for test}} Staggering Blow's relationship with {{ai|Riposte|Fiora|parry}} and [[blind]] has yet to be tested.
 
|spellshield=will block the immobilize, but will not block the additional damage.
 
|spellshield=will block the immobilize, but will not block the additional damage.
 
|additional=
 
|additional=
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|spellshield=will block the damage and pull but will not prevent Nautilus from pulling himself partway to the target.
 
|spellshield=will block the damage and pull but will not prevent Nautilus from pulling himself partway to the target.
 
|additional=
 
|additional=
*Despite having a cast time, ''Dredge Line'' will preserve Nautilus' previous movement orders if the dash direction is roughly along the path he is scheduled to take. This is a convenience change meant to aid Nautilus if he is using the ability for casual travel.
+
*''Dredge Line'' will preserve Nautilus' previous movement orders if the dash direction is roughly along the path he is scheduled to take. This is a convenience feature meant to aid Nautilus if he is using the ability for casual travel.
*''Dredge Line'' will ignore player-created terrain such as {{ai|Cataclysm|Jarvan IV}} - the projectile will simply pass through these obstacles. If he hits a valid target, however, he will pull himself or the target over it depending on how close each target is to the terrain.
+
*''Dredge Line'' will ignore player-created terrain such as {{ai|Cataclysm|Jarvan IV}} - the projectile will simply pass through these obstacles. If he hits a valid target, he will pull himself or the target over it depending on how close each is to the terrain.
 
*If an enemy unit is killed with ''Dredge Line'', Nautilus will instead pull himself all the way to their location.
 
*If an enemy unit is killed with ''Dredge Line'', Nautilus will instead pull himself all the way to their location.
 
|video=Nautilus QVideo
 
|video=Nautilus QVideo
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}}
 
}}
 
|{{Ability2
 
|{{Ability2
|targeting='''Titan's Wrath''' is a self-targeted [[buff]] that affects the target of Nautilus' basic attacks and enemy units around it in a small area.
+
|targeting='''Titan's Wrath''' is an [[on-hit effect]] and [[shield]] that applies a [[damage over time]] to enemies around the target of Nautilus' basic attacks.
 
|damagetype=magic
 
|damagetype=magic
 
|spelleffects=
 
|spelleffects=
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**The bonus damage from ''Titan's Wrath'' does not interact with critical strikes.
 
**The bonus damage from ''Titan's Wrath'' does not interact with critical strikes.
 
**The bonus damage does not affect structures.
 
**The bonus damage does not affect structures.
**If ''Titan's Wrath'' is {{ai|Counter Strike|Jax|dodged}}, the initial tick of damage and the debuff will both be applied, but the damage from the triggering attack will not.
+
**If ''Titan's Wrath'' is {{ai|Counter Strike|Jax|dodged}} or {{ai|Aegis Protection|Pantheon|blocked}}, the initial tick of damage and the debuff will both be applied, but the damage from the triggering attack will not.
**{{Pending for test}} ''Titan's Wrath'' relationship with {{ai|Riposte|Fiora|parry}}, {{ai|Aegis Protection|Pantheon|block}} and [[blind]] has yet to be tested.
+
**{{Pending for test}} ''Titan's Wrath'' relationship with {{ai|Riposte|Fiora|parry}} and [[blind]] has yet to be tested.
 
|spellshield=will block one application of the ability only. Further applications from the same instance of ''Titan's Wrath'' will not be blocked.
 
|spellshield=will block one application of the ability only. Further applications from the same instance of ''Titan's Wrath'' will not be blocked.
 
|additional=
 
|additional=
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*''Titan's Wrath'' has no cast time and does not interrupt Nautilus' previous orders.
 
*''Titan's Wrath'' has no cast time and does not interrupt Nautilus' previous orders.
 
*''Titan's Wrath'' will always deal half of its listed damage on every hit while it persists, with the second half of the damage being applied over the next second regardless of how fast Nautilus attacks.
 
*''Titan's Wrath'' will always deal half of its listed damage on every hit while it persists, with the second half of the damage being applied over the next second regardless of how fast Nautilus attacks.
*When activated, ''Titan's Wrath'' causes Nautilus to replace his standard autoattacks with two new ones linked animation-wise. Autoattacks using these animations will '''always''' apply the damage over time, even if the shield expires before the damage has been applied.
+
*While ''Titan's Wrath'' is active, Nautilus' will utilise a different animation for his basic attacks. Autoattacks using these animations will '''always''' apply the damage over time, even if the shield expires before the damage has been applied.
  +
*If the shield is about to break, ''Titan's Wrath'' can be artificially extended by applying another shield, such as {{cai|Eye of the Storm|Janna}}, on top of it. This is still subject to the 10 second maximum duration, with further autoattacks not applying the debuff regardless of whether Nautilus is still shielded or not.
 
|video=Nautilus WVideo
 
|video=Nautilus WVideo
 
}}
 
}}
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|name=Riptide
 
|name=Riptide
 
|icon=Riptide.jpg
 
|icon=Riptide.jpg
|description={{sbc|Active:}} Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals magic damage to enemies in the area and slows them for 2 seconds. This slow diminishes over time.
+
|description={{sbc|Active:}} Nautilus slams the ground, causing a ring of explosions to radiate out from him in 3 waves. Each explosion deals magic damage to enemies in the area and slows them for 2 seconds. This slow diminishes over time.
 
|description2=An enemy can be hit by more than one explosion, but take 50% reduced damage after the first.
 
|description2=An enemy can be hit by more than one explosion, but take 50% reduced damage after the first.
 
|leveling={{lc|Magic Damage per Wave}} {{ap|60|100|140|180|220}} {{as|(+ 50% AP)}}
 
|leveling={{lc|Magic Damage per Wave}} {{ap|60|100|140|180|220}} {{as|(+ 50% AP)}}
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|spellshield=will block one wave of the ability.
 
|spellshield=will block one wave of the ability.
 
|additional=
 
|additional=
*''Riptide's'' waves will radiate out from where Nautilus cast the ability, not his current location. Moving will not cause ''Riptide'' to cover any additional ground.
+
*''Riptide'' will radiate out from where Nautilus cast the ability, not his current location. Moving will not cause ''Riptide'' to cover any additional ground.
 
*{{iis|Rylai's Crystal Scepter}} slow function will be diminished beyond the 15% (down to 5.25%) due to ''Riptide's'' slow being more effective.
 
*{{iis|Rylai's Crystal Scepter}} slow function will be diminished beyond the 15% (down to 5.25%) due to ''Riptide's'' slow being more effective.
 
|video=Nautilus EVideo
 
|video=Nautilus EVideo
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|additional=
 
|additional=
 
*''Depth Charge's'' projectile does not path around terrain.
 
*''Depth Charge's'' projectile does not path around terrain.
*''Depth Charge's'' projectile will accelerate over time, generally ensuring it is impossible to outrun for all but the most extreme of movements speeds. However, a target moving a vast distance away such as with {{si|Recall}} or {{si|Teleport}} will cause the spell to fail and the projectile to vanish.
+
*''Depth Charge's'' projectile will accelerate over time, generally ensuring it is impossible to outrun for all but the most extreme of movement speeds. However, a target moving a vast distance away such as with {{si|Recall}} or {{si|Teleport}} will cause the projectile to vanish.
 
|video=Nautilus RVideo
 
|video=Nautilus RVideo
 
}}
 
}}

Revision as of 08:31, 1 August 2014

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Abilities

Staggering Blow

Nautilus's basic attacks deal an additional 2 + (6 × Nautilus's level) physical damage and root his target for Error: Parameter '3' is not accepted. seconds.

This effect cannot trigger on the same target more than once every Error: Parameter '3' is not accepted. seconds.

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Dredge Line

Active: Nautilus hurls his anchor forward in a line. If it hits an enemy unit, Nautilus drags himself and the unit together, dealing magic damage and briefly stunning the enemy.

  • Magic damage: 60 / 105 / 150 / 195 / 240 (+ 75% AP)
  • Projectile Speed: 2000

If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.

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Titan's Wrath

Active: Nautilus gains a shield that absorbs damage. The shield lasts up to 10 seconds.

  • Shield Strength: 100 / 150 / 200 / 250 / 300 (+ 15% bonus health)

While the shield persists, Nautilus's basic attacks apply a debuff to all enemies within 175 range of his target, dealing bonus magic damage over 2 seconds. Titan's Wrath resets Nautilus' basic attack timer when cast.

  • Magic damage: 40 / 55 / 70 / 85 / 100 (+ 40% AP)

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Riptide

Active: Nautilus slams the ground, causing a ring of explosions to radiate out from him in 3 waves. Each explosion deals magic damage to enemies in the area and slows them for 2 seconds. This slow diminishes over time.

  • Magic Damage per Wave: 60 / 100 / 140 / 180 / 220 (+ 50% AP)
  • Slow: 30 / 35 / 40 / 45 / 50%

An enemy can be hit by more than one explosion, but take 50% reduced damage after the first.

  • Maximum Magic Damage: 120 / 200 / 280 / 360 / 440 (+ 100% AP)

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Depth Charge

Active: Nautilus fires a shockwave that chases a target enemy champion, dealing magic damage and knocking up enemies it passes through. The shockwave explodes upon hitting its target, dealing magic damage, knocking them up for 1 second and stunning the target.

  • Passthrough magic damage: 125 / 175 / 225 (+ 40% AP)
  • Explosion magic damage: 200 / 325 / 450 (+ 80% AP)
  • Stun Duration: 1 / 1.5 / 2

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References

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