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's 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.
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.
COST: 80 mana
Active:Nautilusshields himself for up to 10 seconds, causing his basic attacks to deal bonus magic damage over 2 seconds to his target and all enemies around them while the shield holds.
Spell shields will block one application of the ability only. Further applications from the same instance of Titan's Wrath will not be blocked.
Titan's Wrath has no cast time and does not interrupt Nautilus's 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.
While Titan's Wrath is active, Nautilus's 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 Janna'sEye of the Storm, 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.
COST: 40 / 50 / 60 / 70 / 80 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Active:Nautilus creates 3 waves of explosions that radiate from him, each dealing magic damage to all enemies hit and slowing them by an amount decaying over 1.5 seconds.
Riptide will radiate out from where Nautilus cast the ability, not his current location. Moving will not cause Riptide to cover any additional ground.
COST: 100 mana
COOLDOWN: 140 / 110 / 80
Active:Nautilus sends out a depth charge that chases a target enemy champion, dealing magic damage, knocking them up for 1 second and stunning them on arrival. All enemies hit along the way are also dealt magic damage and are knocked up for 0.5 seconds.
The stun and knockup on the ability are applied concurrently and not sequentially; the total CC duration on a target is not actually 2 / 2.5 / 3 seconds but 1 / 1.5 / 2 seconds.
Depth Charge's projectile does not path around terrain or units.
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 Recall or Teleport will cause the projectile to vanish.