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|name=Staggering Blow |
|name=Staggering Blow |
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|icon=StaggeringBlow.jpg |
|icon=StaggeringBlow.jpg |
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− | |description=Nautilus's basic attacks deal an additional 2{{plus}}(6{{times}} |
+ | |description=Nautilus's basic attacks deal an additional 2{{plus}} (''6{{times}} Nautilus' level'') physical damage and root his target for {{pp|5|0.5|0.75|1|1.25|1.5|1|6|11|16|18}} seconds. |
|description2 = This effect cannot trigger on the same target more than once every {{pp|4|9|8|7|6|1|6|11|16}} seconds. |
|description2 = This effect cannot trigger on the same target more than once every {{pp|4|9|8|7|6|1|6|11|16}} seconds. |
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}} |
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}} |
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|{{Ability2 |
|{{Ability2 |
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− | |targeting='''Dredge Line''' is a [[ |
+ | |targeting='''Dredge Line''' is a [[skillshot-targeted]] projectile and [[dash]]. |
* '''Projectile Speed:''' 2000 |
* '''Projectile Speed:''' 2000 |
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|damagetype=magic |
|damagetype=magic |
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|spellshield=will block the damage and pull but will not prevent Nautilus from dashing partway to the target. |
|spellshield=will block the damage and pull but will not prevent Nautilus from dashing partway to the target. |
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|additional= |
|additional= |
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+ | *''Dredge Line'' will also take into account player-created terrain such as {{ai|Cataclysm|Jarvan IV}}. |
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− | *If |
+ | *If ''Dredge Line'' lands the killing blow on a unit, Nautilus will instead pull himself all the way to their location. |
*''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 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. |
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− | *''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. |
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*The dash on ''Dredge Line'' has a significant cast time due to its low projectile speed. With sufficient timing, it is possible to override most [[crowd control]] effects on Nautilus if they are applied during this period, ''including'' all [[airborne]] abilities. |
*The dash on ''Dredge Line'' has a significant cast time due to its low projectile speed. With sufficient timing, it is possible to override most [[crowd control]] effects on Nautilus if they are applied during this period, ''including'' all [[airborne]] abilities. |
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|video=Nautilus QVideo |
|video=Nautilus QVideo |
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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. |
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*''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. |
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− | *While ''Titan's Wrath'' is active, Nautilus' will |
+ | *While ''Titan's Wrath'' is active, Nautilus' will utilize 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. |
*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. |
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|video=Nautilus WVideo |
|video=Nautilus WVideo |
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|additional= |
|additional= |
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*''Riptide'' 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. |
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− | *{{iis|Rylai's Crystal Scepter}} slow |
+ | *{{iis|Rylai's Crystal Scepter}} slow 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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}} |
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|name=Depth Charge |
|name=Depth Charge |
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|icon=DepthCharge.jpg |
|icon=DepthCharge.jpg |
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− | |description={{sbc|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 |
+ | |description={{sbc|Active:}} Nautilus fires a shockwave that chases a target enemy champion, dealing magic damage and knocking up enemies it passes through for 0.5 seconds. The shockwave explodes upon reaching its target, dealing magic damage to the target, as well as knocking them up for 1 second and stunning them. |
|leveling={{lcaps|Passthrough magic damage|125|175|225|(+ 40% AP)}} |
|leveling={{lcaps|Passthrough magic damage|125|175|225|(+ 40% AP)}} |
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{{lcaps|Explosion magic damage|200|325|450|(+ 80% AP)}} |
{{lcaps|Explosion magic damage|200|325|450|(+ 80% AP)}} |
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}} |
}} |
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|{{Ability2 |
|{{Ability2 |
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− | |targeting='''Depth Charge''' is a targeted [[area of effect]] ability that sends a chasing projectile towards |
+ | |targeting='''Depth Charge''' is a [[unit-targeted]] [[area of effect]] ability that sends a chasing projectile towards an enemy champion. Enemies hit by this projectile along the way are also affected by the ability. |
|damagetype=magic |
|damagetype=magic |
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|spelleffects=area of effect |
|spelleffects=area of effect |
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|spellshield=will block both passthrough instances and the explosion when being directly targeted. |
|spellshield=will block both passthrough instances and the explosion when being directly targeted. |
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|additional= |
|additional= |
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+ | *Despite being a projectile, ''Depth Charge'' is not intercepted by {{cai|Wind Wall|Yasuo}} or {{cai|Unbreakable|Braum}}. This may be due to balance concerns or for flavour. |
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⚫ | |||
+ | *The stun and knockup on the ability are applied ''concurrently'' and ''not'' sequentially; the total CC duration on a target is not actually 2 / {{fd|2.5}} / 3 seconds but 1 / {{fd|1.5}} / 2 seconds. |
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⚫ | |||
*''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. |
*''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. |
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− | *Although ''Depth Charge'' is a projectile, it is not intercepted by {{cai|Wind Wall|Yasuo}}, as it travels underground. |
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|video=Nautilus RVideo |
|video=Nautilus RVideo |
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}} |
}} |
Revision as of 15:56, 23 October 2014
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