Nautilus - The Titan of the Depths

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Nautilus
NautilusSquare.png
The Titan of the Depths
Region: Bilgewater.png Bilgewater
Role: Tank.png Tank
Release: 02/14/2012
Cost: 4800IP 880RP
Resource: Mana
Statistics
Health: 432 (+86)
HP Regen: 7.45 (+0.55)
Mana: 334 (+47)
Mana Regen: 7.45 (+0.5)
Move Speed: 325

Attack Damage: 52 (+3.3)
Attack Speed: 0.613 (+1%)
Range: 175
Armor: 21 (+3.75)
Magic Resist: 30 (+1.25)
Friends/Rivals
Rivals:


Overview   Match History    



Champion Spotlight

Description

Lore: Once, Nautilus was a sailor commissioned to explore the uncharted reaches of the Guardian's Sea. This expedition took him deep into unknown waters where he and his crew found a vast section of black oozing liquid that none of the crew could identify. Though their job was to investigate anything new that they found, no man aboard was willing to brave the murk except Nautilus. Only moments after he donned the hulking diver's suit and climbed over the ship's rail, something lurking in the muck grabbed hold of him. He clung to the side of the ship, but the thing below pulled him fiercely, rocking the entire ship. The other sailors grew afraid and made a terrible decision. As he stared and pled for help, they wrenched his grip free of the rail. He tumbled into the ink, grabbing the anchor in futile desperation. Dark tendrils enveloped him and he could do nothing but watch as the dimming outline of his ship faded away. Then everything went black.

When Nautilus awoke, he was something... different. The great iron suit had become a seamless shell around him, concealing whatever awful truth lay inside. All the details of his memory seemed fuzzy and indistinct but one fact remained clear: he was left here, alone in the sunless depths, to die. In his hands he still clutched the anchor that belonged to the men who had condemned him. Having no other purpose, he took this clue and trudged - too heavy to swim or run - in search of answers. He wandered without direction or sense of passing time in what felt like an eternal dream. By the time he stumbled upon the shores of Bilgewater, he could find no traces of the man he was. No house, no family, no life to which he could return.

"When consumed by utter darkness, there is nothing left but forward."

- Nautilus, the Titan of the Depths

Abilities

PassiveStaggering Blow
StaggeringBlow.jpg
(Innate) Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds at levels 1 / 6 / 11 / 16 / 18.
This effect cannot trigger on the same target more than once every 9/8/7/6 seconds.


QDredge Line
DredgeLine.jpg
(Active) Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.
Cost: 60 / 70 / 80 / 90 / 100 mana
Range: 950
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 60 / 105 / 150 / 195 / 240
(+0.75 ABILITY POWER)


WTitan's Wrath
TitansWrath.jpg
(Active) Nautilus surrounds himself with dark energies, shielding him from damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target, dealing damage over 2 seconds.
Cost: 80 mana
Range: 350
Cooldown: 18 seconds
Magic Damage: 30 / 40 / 50 / 60 / 70
(+0.4 ABILITY POWER)
Shield Strength: 65 / 70 / 75 / 80 / 85
(+ 9 / 11 / 13 / 15 / 17% OF Maximum HEALTH)


ERiptide
Riptide.jpg
(Active) Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals magic damage to units in the area and slows them for 1.5 seconds. This slow diminishes over time.

A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Cost: 50 / 60 / 70 / 80 / 90 mana
Range: 400
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Magic Damage: 60 / 95 / 130 / 165 / 200
(+0.3 ABILITY POWER)
Max Magic Damage: 90 / 142.5 / 195 / 247.5 / 300
(+1 ABILITY POWER)
Slow Amount: 30 / 35 / 40 / 45 / 50%


RDepth Charge
DepthCharge.jpg
(Active) Nautilus fires a shockwave that chases an enemy champion. This deals magic damage to enemies it passes through, knocking them into the air, and stunning them.

The shockwave explodes upon hitting its target dealing magic damage, launching them into the air and stunning them.
Cost: 100 mana
Range: 825
Cooldown: 140 / 110 / 80 seconds
Pass Through Magic Damage: 125 / 175 / 225
(+0.4 ABILITY POWER))
Explosion Magic Damage: 200 / 325 / 450
(+0.8 ABILITY POWER)
Knockup Duration: 1 second
Stun Duration: 1 / 1.5 / 2 second(s)



Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Worlds Logosmall.png 2015 World Championship 0 1 0 1 0 1.4
LPL.png 2014 LPL Spring 0 1 1 0 100 0.7
Gpllogo small.png 2014 GPL Spring 0 2 1 1 50 2.2
LCSlogo small.png 2014 NA LCS Spring Round Robin 0 1 0 1 0 0.9
Gpllogo small.png 2014 GPL Winter 3 4 1 3 25 8

Patch History

Patch Notes 7.8

Mana regen per level decreased. E mana cost increased.
Quote.png Nautilus creates a ton of free pressure if he constantly pushes with Riptide, but still gets to have mana to do whatever else he wants, whether that’s assist ganks, escape them, or fight duels. Pushing constantly with his abilities - specifically before he’s invested in Sunfire Cape or mana items - should make a bigger dent in his mana pool so that opponents have more opportunities to punish him. Unquote.png

Base stats

  • MANA REGEN GROWTH STAT: 0.7 ⇒ 0.5

Riptide.jpg E - Riptide

  • COST: 40/50/60/70/80 mana ⇒ 50/60/70/80/90 mana

Patch Notes 6.16

R stuns all targets struck by the line.
Quote.png Nautilus is a go-to champion for players who want to scatter disruption and crowd control everywhere. Earlier in the season, Nautilus saw a period of dominance due to his high base damage, but our resulting nerfs have left him a bit underwhelming. With less power tied up in his damage, we want to focus on giving Nautilus even more multi-target disruption in teamfights. Depth Charge will be as strong as ever when used to isolate and lock down a priority target, but skilled Nautilus players should be even more rewarded for deftly placing their ultimate to lock down multiple targets. Unquote.png

DepthCharge.jpg R - Depth Charge

  • NEW BEWARE THE DEPTHS: Targets that Depth Charge passes through are now stunned for 1/1.5/2 seconds in addition to the knockup
  • KNOCKUP DURATION: 0.5 seconds ⇒ 1 second

Patch Notes 6.5

E damage down.
Quote.png If you remember our Malphite changes from 6.4 this one’s going to sound familiar. Top lane’s a tank-friendly place these days, and Nautilus has resurfaced as the anchor-wielding lane-bully of choice. Given Naut’s level of reliability as an initiator and overall teamfight nuisance, we’re cutting down on his damage output and (literal) wave-clear in lane to give opponents a shot at getting ahead. Unquote.png
  • Riptide.jpg E - Riptide
    • DAMAGE PER WAVE: 60/95/130/165/200 ⇒ 55/85/115/145/175

Patch Notes 5.22

  • BASE MANA: 284.0 ⇒ 334.0
  • MANA GROWTH STAT: 50 ⇒ 47

Patch Notes 5.16

  • ARMOR GROWTH: 3.25 ⇒ 3.75

Patch Notes 5.13

E Damage down.
Quote.png Nautilus is the type of champion that's situationally incredible; pitted against teams with very few threats, Depth Charge creates the most consistent lock-down money can buy, but a lack of high damage follow-up means his targets aren't dead-on-arrival. Against multiple threats however, Nautilus's single-target crowd control is far less effective at protecting his less-titanic teammates. While no longer lost and forgotten with his new buddies in the bottom lane, ol' Nauty (by nature of having gobs of disables) indexes on the higher end of both trading and all-inning leaving few of his peers able to compete. We don't want to ship Nautilus back to the deep end, but trimming back some of his raw ability to win trades by himself should keep him from feeling too OP. Possibly. Unquote.png
  • Riptide.jpg E - Riptide
    • DAMAGE ON FIRST WAVE: 60/100/140/180/220 ⇒ 60/95/130/165/200
    • MAX DAMAGE: 90/150/210/270/330 ⇒ 90/142.5/195/247.5/300

Patch Notes 5.5

W damage down, E's cooldown, mana costs, and slow duration are all reduced.
Quote.png By being the cornerstone to both his offensive AND defensive ability, Titan's Wrath forces Nautilus into a playstyle that is very binary - break the shield and he's harmless, or suffer if you fail to do so. Shifting power into Riptide lets him clear faster and take more actions per teamfight, which are two key areas we thought were weighing him down. Unquote.png
  • TitansWrath.jpg W - Titan's Wrath
    • DAMAGE: 40/55/70/85/100 magic damage ⇒ 30/40/50/60/70 damage
    • RATIO: 7/9.5/12/14.5/17% max health ⇒ 9/11/13/15/17% max health
  • Riptide.jpg E - Riptide
    • COOLDOWN: 10 seconds at all ranks ⇒ 7/6.5/6/5.5/5 seconds
    • COST: 60/70/80/90/100 mana ⇒ 40/50/60/70/80 mana
    • RATIO: 0.5 ability power ⇒ 0.3 ability power
    • SLOW DURATION: 2 seconds ⇒ 1.5 seconds

Patch Notes 5.1

Quote.png When handing out post-holiday season buffs, there was no way we could leave out League's very own Anchor-man. Similar to our Sejuani changes in 4.21, we think Nautilus has acceptable weaknesses in the beginning phases, and we're not looking to change that here; rather, new scalings on his shield (remember, maximum health vs. bonus health is a significant change) makes Titan's Wrath hold pretty even - until Nautilus hits his 2nd health item, where he starts to see significant gains. Unquote.png
  • TitansWrath.jpg W - Titan's Wrath
    • BASE SHIELD STRENGTH: 100/150/200/250/300 ⇒ 65/70/75/80/85
    • SHIELD SCALING: 15% bonus health ⇒ 7/9.5/12/14.5/17% maximum health

Patch Notes 4.17

Nautilus can drag himself to player-created terrain. "We already did this with Vayne, Poppy, and Gnar, and realized Nautilus should probably be able to do the same (some players also let us know! Thanks!)"

  • DredgeLine.jpg Q - Dredge Line
    • "NEW" NAUTICAL EQUALITY: Nautilus can now drag himself to player-created terrain (e.g. Trundle's Pillar, Jarvan's Cataclysm, Anivia's Crystallize)

Patch Notes 4.12

  • StaggeringBlow.jpg Passive - Staggering Blow
    • Secret Staggering: Fixed a bug where Nautilus' enemies could see his countdown indicator

Patch Notes 4.11

More anchors to the face. When we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game (like Nautilus). Here we saw some easy wins for Nautilus to scale into the late game while also adding... CLARITY!

  • StaggeringBlow.jpg Passive - Staggering Blow
    • "NEW" CLARITY!: There is now an indicator showing how long until you can use Staggering Blow on same target
    • UTILITY: Nautilus can now trigger this effect on the same target every 9 seconds at all ranks ⇒ 9/8/7/6 seconds (at levels 1/6/11/16)

Patch Notes 4.7

  • StaggeringBlow.jpg Passive - Staggering Blow
    • BUGFIX: Tooltip corrected to display the actual time between roots on the same target (12 seconds ⇒ 9 seconds)

Patch Notes 4.4

"We're giving Nautilus some love so he can be a little safer in the jungle while scaling better into the late game (particularly with his slow early game)."

  • TitansWrath.jpg W - Titan's Wrath
    • COOL DOWN: 22/21/20/19/18 seconds ⇒ 18 seconds at all ranks
    • BONUS HEALTH RATIO: 10% ⇒ 15%

Patch Notes 3.14

Context: We're buffing Nautilus' late game utility to further define his role in teamfights.

  • Passive - Staggering Blow
  • Root duration increased to 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds (at levels 1 / 6 / 11 / 16 / 18) (from 0.5 / 0.75 / 1 (at levels 1 / 7 / 13))

Patch Notes 3.09

  • Dredge Line
    • No longer travels through some walls

Patch Notes 3.08

If Nautilus gets ahead in levels, he ends up with both high damage and high tankiness when leveling Titan’s Wrath first. As a strong initiator tank with high crowd control, we've reduced some of that mid-game damage output so he’s less overwhelming when he snowballs.

  • Titan's Wrath
  • Damage changed to 40 / 55 / 70 / 85 / 100 from 30 / 55 / 80 / 105 / 130
    • Fixed a bug where the Ability Power ratio on hits was lower than intended

Patch Notes 3.05 - Balance Update

  • Base Armor increased to 19 from 15
  • Titan's Wrath
    • Cooldown reduced to 22 / 21 / 20 / 19 / 18 seconds from 26 / 24 / 22 / 20 / 18

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.
  • Titan's Wrath shield amount increased to 100 / 150 / 200 / 250 / 300 from 80 / 130 / 180 / 230 / 280

Patch Notes 1.0.0.142

  • Dredge Line
    • Damage reduced at earlier ranks to 60 / 105 / 150 / 195 / 240 from 80 / 120 / 160 / 200 / 240
    • Cooldown increased at earlier ranks to 18 / 16 / 14 / 12 / 10 seconds from 14 / 13 / 12 / 11 / 10 seconds
  • Depth Charge
    • Primary target damage reduced at earlier ranks to 200 / 325 / 450 from 250 / 350 / 450
    • Cooldown increased at earlier ranks to 140 / 110 / 80 seconds from 120 / 100 / 80

Patch Notes 1.0.0.140b

  • Titan's Wrath damage reduced at later ranks to 30 / 55 / 80 / 105 / 130 from 30 / 60 / 90 / 120 / 150

Patch Notes 1.0.0.140

  • Fixed a bug where Riptide would continue to deal full damage on subsequent hits to slow immune targets

Other Contents

Gallery

  • Classic Nautilus
  • Abyssal Nautilus
  • Subterranean Nautilus
  • AstroNautilus
  • Warden Nautilus
  • Worldbreaker Nautilus

  • Abyssal Nautilus
  • Subterranean Nautilus


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