If an enemy unit is killed with Dredge Line, 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 ignore player-created terrain such as Cataclysm - 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.
Due to the dash on Dredge Line' having a significant delay, it is possible to override crowd control placed on Nautilus if the ability is sufficiently well-timed, including all airborne effects.
COST: 80 mana
Active: Nautilus gains a shield that absorbs damage. The shield lasts up to 10 seconds.
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.
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 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 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 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: 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 slows them, decaying over 2 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.
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.
COST: 100 mana
COOLDOWN: 140 / 110 / 80
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.
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.
Spell shields will block both passthrough instances and the explosion when being directly targeted.
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 movement speeds. However, a target moving a vast distance away such as with Recall or Teleport will cause the projectile to vanish.
Although Depth Charge is a projectile, it is not intercepted by Yasuo'sWind Wall, as it travels underground.