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Nautilus

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Champion Background Strategy Skins & Trivia
NautilusSquare Nautilus
the Titan of the Depths
Cost: IP 6300 or RP 975
Primary: Tank Secondary: Fighter Release date 2012-02-14
40
60
60
60
Statistics
Health 432 (+86) Attack damage 52 (+3.3)
Health regen. 7.45 (+0.55) Attack speed 0.613 (+1%)
Mana 200 (+50) Armor 20 (+3.25)
Mana regen. 7.45 (+0.7) Magic res. 30 (+1.25)
Range 175 (Melee) Mov. speed 325
Nautilus, the Titan of the Depths is a champion in League of Legends [1].

Abilities

Staggering Blow
Staggering Blow

Nautilus's basic attacks deal an additional 2 + (6 × Nautilus's level) physical damage and root 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 9 / 8 / 7 / 6 seconds.

Ability Details

Staggering Blow is an on-hit effect.

  • The triggering attack will apply other on-hit effects and can critically strike as normal.
    • The bonus damage from Staggering Blow will apply life steal.
    • The bonus damage from Staggering Blow can critically strike.
    • The bonus damage does not affect structures.
    • If Staggering Blow is  dodged, the root will still be applied but the bonus damage will not.
    • PENDING FOR TEST Staggering Blow's relationship with  parry,  block and blind has yet to be tested.
  • Spell shields will block the immobilize, but will not block the additional damage.
Dredge Line
RANGE: 1100
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
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%.

Ability Details

Dredge Line is a colliding linear skill shot.

Additional Information:

  • 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 ignore player-created terrain such as  Cataclysm - 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.
  • If an enemy unit is killed with Dredge Line, Nautilus will instead pull himself all the way to their location.
Titan's Wrath
COST: 80 mana
COOLDOWN: 18
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)
Ability Details

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.

  • The triggering attacks will apply other on-hit effects and can critically strike as normal.
    • The bonus damage from Titan's Wrath does not interact with critical strikes.
    • The bonus damage does not affect structures.
    • If Titan's Wrath is  dodged, 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  parry,  block and blind has yet to be tested.
  • Magic damage will be mitigated by  Black Shield and Lifeline.
  • Spell shields will block one application of the ability only. Further applications from the same instance of Titan's Wrath will not be blocked.

Additional Information:

  • Titan's Wrath resets Nautilus' attack timer on cast.
  • 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.
  • 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.
Riptide
RANGE: 600
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 10
Riptide

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.

  • 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)
Ability Details

Riptide is a point-blank area of effect ability.

Additional Information:

  • 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.
  • Rylai's Crystal Scepter's slow function will be diminished beyond the 15% (down to 5.25%) due to Riptide's slow being more effective.
Depth Charge
RANGE: 825
COST: 100 mana
COOLDOWN: 140 / 110 / 80
Depth Charge

Active: Nautilus fires a shockwave that chases a Depth Charge Target 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
Ability Details

Depth Charge is a targeted area of effect ability that sends a chasing projectile towards a target, dealing magic damage and knocking up and stunning them when it arrives. Enemies hit by this projectile along the way take reduced damage and knockup.

Additional Information:

  • 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 Recall or Teleport will cause the spell to fail and the projectile to vanish.

References

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