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Redirected from Nautilus the Titan of the Depths

Champion Background Strategy Skins & Trivia
Statistics Edit
Health 576.48 (+86) Attack damage 57.544 (+3.3)
Health regen. 8.37 (+0.55) Attack speed [*] 0.613 (+1%)
Mana 284 (+50) Armor 26.46 (+3.25)
Mana regen. 8.625 (+0.7) Magic res. 32.1 (+1.25)
Melee 175 Mov. speed 325


Staggering Blow
On-Target Cooldown: 9 / 8 / 7 / 6
Staggering Blow

Nautilus's basic attacks deal an additional 2 + (6 × Nautilus' level) physical damage and Root icon 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 few 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.
    • Critical strikes will not interact with the bonus damage from Staggering Blow.
    • The bonus damage does not affect structures.
    • If Staggering Blow is Counter Strike.png dodged, Riposte.png parried or Aegis Protection.png blocked, or if Nautilus is blinded, the root will still be applied but the bonus damage will not.
  • Banshee's Veil item.png 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 Airborne icon drags himself and the unit together, dealing magic damage and briefly Stun icon stunning the enemy.

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

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

Ability Details
Dredge Line is a skillshot-targeted projectile and dash.

Additional Information:

  • Dredge Line will also take into account player-created terrain such as Cataclysm.png Cataclysm, Crystallize.png Crystallize and Pillar of Ice.png Pillar of Ice.
  • 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.
  • 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.
Titan's Wrath
COST: 80 mana
Titan's Wrath

Active: Nautilus gains a shield for up to 10 seconds that absorbs a base amount of damage plus a percentage of his maximum health.

  • Shield Strength: 65 / 70 / 75 / 80 / 85 (+ 7 / 9.5 / 12 / 14.5 / 17% of max 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.

  • Magic damage: 40 / 55 / 70 / 85 / 100 (+ 40% AP)
Ability Details
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.
  • Does not apply spell effects.
  • 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 Counter Strike.png dodged, Riposte.png parried or Aegis Protection.png blocked or misses, the initial tick of damage and the debuff will both be applied, but the damage from the triggering attack will not.
  • Magic damage will be mitigated by magic shields.
  • Banshee's Veil item.png 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.
  • 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 JannaSquare.png Janna's Eye of the Storm.png Eye 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.
RANGE: 600
COST: 60 / 70 / 80 / 90 / 100 mana

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 Slow icon slows them, decaying over 2 seconds.

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

Enemies take 50% less damage from explosions beyond the first that hits them.

  • Maximum Magic Damage: 120 / 200 / 280 / 360 / 440 (+ 100% AP)
Ability Details
Riptide is a point-blank area of effect ability.

Additional Information:

  • Riptide will radiate out from where Nautilus cast the ability, not his current location. Moving will not cause Riptide to cover any additional ground.
  • Due to the way the game calculates stacking slows, Rylai's Crystal Scepter item.png Rylai's Crystal Scepter's slow will be diminished beyond the 15% (down to 5.25%) due to Riptide's slow percentage being higher. This is not a unique interaction between Rylai's and Riptide.
Depth Charge
RANGE: 825
COST: 100 mana
COOLDOWN: 140 / 110 / 80
Depth Charge

Active: Nautilus fires a shockwave that chases a target enemy champion, dealing magic damage and Airborne icon 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 Airborne icon knocking them up for 1 second and Stun icon stunning them.

  • 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 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.

Additional Information:

  • Despite being a projectile, Depth Charge is not intercepted by YasuoSquare.png Yasuo's Wind Wall.png Wind Wall or BraumSquare.png Braum's Unbreakable.png Unbreakable. This may be due to balance concerns or for flavour.
  • 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.png Recall or Teleport.png Teleport will cause the projectile to vanish.


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