Nautilus

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Nautilus
NautilusSquare.png
General Information
TitleThe Titan of the Depths
Release DateFebruary 14, 2012
Cost4800 BE 880 RP
PrimaryTank
SecondaryFighter
Statistics
Health Mini Icon.png Health576.48 (+ 86)
HealthRegen Mini Icon.png HP Regen8.5 (+ 0.55)
Mana Mini Icon.png Mana400 (+ 47)
ManaRegen Mini Icon.png Mana Regen8.625 (+ 0.5)
MovementSpeed Mini Icon.png Movespeed325
AttackDamage Mini Icon.png Attack Dmg61 (+ 3.3)
AttackSpeed Mini Icon.png Attack Speed0.613 (+ 15 (+1)%)
Range Mini Icon.png Range175
Armor Mini Icon.png Armor35.46 (+ 3.75)
MagicResist Mini Icon.png Magic Resist32.1 (+ 1.25)
Skins
Abyssal NautilusReleased: 2012-02-14 / 975 RP
Subterranean NautilusReleased: 2012-02-14 / 975 RP
AstroNautilusReleased: 2012-09-04 / 1350 RP
Warden NautilusReleased: 2015-02-17 / 750 RP
Worldbreaker NautilusReleased: 2016-11-10 / 750 RP

Lore

For outdated and now non-canon lore entries, click here.
  • Biography
A lonely legend as old as the first piers sunk in Bilgewater, the armored goliath known as Nautilus roams the dark waters off the coast of the Blue Flame Isles. Driven by a forgotten betrayal, he strikes without warning, swinging his enormous anchor to save the wretched, and drag the greedy to their doom. It is said he comes for those who forget to pay the “Bilgewater tithe”, pulling them down beneath the waves with him—an iron-clad reminder that none can escape the depths.

To understand the legend of Nautilus, one must first know the man—for even the tallest of tavern tales agree, he was indeed a man.

Though the waves have washed away the name he was born with, most remember Nautilus as no mere sailor, but as a salvage diver. Just beyond the southernmost reach of the Blue Flame Isles lies a graveyard of ships, rumored lost while searching for a blessed land, looking to trade wealth for immortality. On a fair day, their glittering holds beckon from beneath the surface. Many crews sought divers to collect the lost fortune, and none could match the skill of the quick-sinking hulk of solid muscle that was Nautilus.

With lungs that could steal the air from a galleon’s sails, Nautilus preferred to freedive. Always bringing up plenty of gold or jewels for the crew, the man demanded no special wages—he asked only that the captain toss a coin overboard as they set out, honoring and appeasing the vast ocean. A sailor’s superstition to be sure, but many a sea-fearing crew made such offerings to ensure a safe return.

Years of salvage depleted the easy treasure, each haul becoming less and less, until one day Nautilus’s crew learned that their ship and working papers had been bought out from under them.

The dawn was scarlet the morning the new captain came aboard. Hailing from a foreign port, he brought with him a giant suit of brass and iron. He zeroed in on Nautilus; indeed, he had purchased the command because of Nautilus. It was clear the captain was obsessed with a specific wreck, one shrouded in darkness even on a fair day. The diving armor could withstand the pressures of the ocean floor far longer than any man, long enough to collect what was hidden in the abnormal murk.

The crew agreed working was better than starving, and Nautilus found himself being bolted into the suit, the wooden deck groaning under the load. Panic rose in his throat when he realized that they had nothing to pay the tithe. The foreign captain laughed as Nautilus was lowered into the water. He assured the crew that whatever the Bearded Lady was protecting would make them all rich beyond their wildest dreams. When Nautilus returned to the surface, they would make their silly sacrifice.

As Nautilus sank, the light above dimmed, and all grew quiet, the man’s own breath the only sound echoing in the iron suit. Then something reached out from the depths. He was being pulled down, and for the first time Nautilus felt liquid fear wrap itself around his heart. It was not treasure his captain sought, but some slumbering, eldritch power.

Nautilus grabbed the anchor chain, his last connection to the world above, and hauled himself up even as the thing below sought to drag him down. But the weight was too much. Just as his giant metal fingers were about to breach the surface, the chain snapped. Nautilus screamed within the suit, but none could hear him. He tumbled back into the inky maelstrom, clutching the sinking anchor in desperation. Dark tendrils enveloped him, and he could only watch as the dimming outline of his ship faded away. Then everything went black.

When Nautilus awoke on the ocean floor, he was something… different. The darkness could no longer hurt him. The great metal suit had become a seamless shell around him, concealing the bond that the primordial power had made with his spirit. Trapped in the sunless depths, he could remember only one thing—the new captain’s broken promise.

Nautilus vowed, there and then, that all would pay the ocean’s tithe. He would see to it himself.

Driven ever forward by this thought, he trudged toward the shore. But by the time he reached Bilgewater, years had passed, and he could find no traces of his captain or crew. There was no life to which he could return, no revenge he could take. Instead he returned to the sea, allowing his anger to surface on the greedy, gutting their ships with his mighty anchor.

Sometimes, in the tumble of waves, distant memories of who he was push up above the waterline… but always the man who is Nautilus stays drowned just below the surface.

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

- NautilusSquare.png Nautilus

Abilities

Staggering Blow.png Staggering Blow [Passive]
Cooldown: 9 / 8 / 7 / 6s

Innate: Nautilus' basic attacks deal bonus physical damage and immobilize his targets. This effect cannot happen more than once every few seconds on the same target. The duration and cooldown decreases at levels 1 / 6 / 11 / 16.
Physical Damage: 2 + (6 × level)
Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds
Dredge Line.png Dredge Line [Q]
Cost: 60 Mana Cooldown: 14 / 13 / 12 / 11 / 10s Range: 1100

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, the cooldown is reduced by 50%, and 50%s of the Mana cost is refunded

Magic Damage: 80 / 120 / 160 / 200 / 240 (+75%)
Titan's Wrath.png Titan's Wrath [W]
Cost: 80 Mana Cooldown: 12s Area of Effect: 350

Active: Nautilus surrounds himself with dark energies for 6 seconds, shielding him from damage.

While the shield persists, Nautilus' basic attacks deal bonus magic damage over 2 seconds to all enemies around his target.

Shield Strength: 60 / 70 / 80 / 90 / 100 [+9 / 10 / 11 / 12 / 13% max]
Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+40%)
Riptide.png Riptide [E]
Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 7 / 6.5 / 6 / 5.5 / 5s Range: 600

Active: Nautilus slams the ground, causing the earth to explode around him. Each explosion deals magic damage to enemies 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%s less from additional explosions.

Magic Damage: 55 / 85 / 115 / 145 / 175 (+30%)
Slow Amount: 30 / 35 / 40 / 45 / 50%
Depth Charge.png Depth Charge [R]
Cost: 100 Mana Cooldown: 120 / 100 / 80s Range: 825

Active: Nautilus fires a shockwave that chases an enemy champion, dealing magic damage to other 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.

Pass Through Magic Damage: 125 / 175 / 225 (+40%))
Explosion Magic Damage: 200 / 325 / 450 (+80%)
Stun Duration: 1 / 1.5 / 2 second(s)

Patch History

v8.16

W base shield decreased slightly early, increased at later ranks. W maximum health scaling decreased at later ranks. W duration and cooldown decreased.

Titan's Wrath.png W - Titan's Wrath

BASE SHIELD : [65/70/75/80/85]
60/70/80/90/100
SHIELD SCALING : [9/11/13/15/17%]
9/10/11/12/13% maximum health
DURATION : [10] 6 seconds
COOLDOWN : [18] 12 seconds


v8.8
Mana increased. Attack damage increased. Q cooldown decreased at earlier ranks.

Nautilus is struggling a bit, and we want to try to give him strength that will help him find success in all of his historical roles (top, jungle, and support). His identity as a giant anchor-thrower should be pretty relevant in each of those lanes, so that's a good place to start.

Base Stats

BASE MANA : [334] 400
BASE ATTACK DAMAGE : [57.54] 61

Dredge Line.png Q - Dredge Line

COOLDOWN : [18/16/14/12/10]
14/13/12/11/10


v7.22

BASE ARMOR : [26.46] 35
BONUS ATTACK SPEED AT LEVEL 1 : +15%


v7.18
Q mana cost no longer increases with rank-up. Q now refunds half of its mana cost when it hits terrain.

Dredge Line eats a lot of mana, meaning Nautilus either drains the tank pretty quickly when trying to make plays or gives up pressure to conserve his resources. We’re letting Naut cram more Q casts into his mana bar to encourage anchor tossing, potentially even opening the door to earlier Dredge Line maxes for Nautilii who want to prioritize engaging for their team.

Dredge Line.png Q - Dredge Line

COST : [60/70/80/90/100]
60 mana at all ranks
HOOK CITY Hitting terrain also refunds half of Dredge Line’s mana cost


v7.15
Q early damage up, ult cooldown reduced at ranks 1 and 2.

These changes enhance Nautilus’s ability to lock down a priority target in fights and send an out-of-position carry into the deep.

Dredge Line.png Q - Dredge Line

BASE DAMAGE : [60/105/150/195/240]
80/120/160/200/240

Depth Charge.png R - Depth Charge

COOLDOWN : [140/110/80]
120/100/80 seconds


v7.8
Mana regen per level decreased. E mana cost increased.

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.

Base stats

MANA REGEN GROWTH STAT : [0.7] 0.5

Riptide.png E - Riptide

COST : [40/50/60/70/80] 50/60/70/80/90 mana


v6.16
R stuns all targets struck by the line.

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.

Depth Charge.png R - Depth Charge

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


v6.5
E damage down.

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.

Riptide.png E - Riptide

DAMAGE PER WAVE : [60/95/130/165/200] 55/85/115/145/175


v5.22

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.

Mana

The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):


v5.16
All of the following champions have had their armor or health per level increased.

As part of patch 5.16's item changes, the efficiency of some popular defensive items have been decreased. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable.

BlitzcrankSquare.png Blitzcrank

ARMOR GROWTH : [3.5] 4

BraumSquare.png Braum

ARMOR GROWTH : [4] 4.5

LeonaSquare.png Leona

ARMOR GROWTH : [3.1] 3.6

NautilusSquare.png Nautilus

ARMOR GROWTH : [3.25] 3.75

TaricSquare.png Taric

ARMOR GROWTH : [3.2] 3.7

RammusSquare.png Rammus

ARMOR GROWTH : [3.8] 4.3

AmumuSquare.png Amumu

ARMOR GROWTH : [3.1] 3.6

Tahm KenchSquare.png Tahm Kench

ARMOR GROWTH : [3] 3.5

AlistarSquare.png Alistar

HEALTH GROWTH : [102] 106

BardSquare.png Bard

HEALTH GROWTH : [89] 93

ThreshSquare.png Thresh

HEALTH GROWTH : [89] 93


v5.13
E Damage down.

"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."
  • Riptide.png 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

v5.12

"Like we mentioned in our Visual Effects developer blog, League is an evolving game and, with each day, we're constantly pushing our own expectations forward. Ultimately this means we can always find opportunities to improve and iterate when we don't think we're hitting today's Clarity Bar(™). Much like our earlier texture work, we decided to do a VFX-modernization pass on a few older champions to tone down their visual noise, particularly in teamfights where they can drown out everything else that's happening. We've got four updates in 5.12, with a few more to come in later patches - at that point we'll take a step back to see how they've been doing and if y'all want more down the way!
The following champions have received updates to their ability visual effects:"

v5.5 W damage down, E's cooldown, mana costs, and slow duration are all reduced.

"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."
  • Titan's Wrath.png 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.png 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

v5.1

"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."
  • Titan's Wrath.png 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

v4.17

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)

v4.12

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

v4.11
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)

v4.7

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

v4.4
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
    • COOLDOWN: 22/21/20/19/18 seconds ⇒ 18 seconds at all ranks
    • BONUS HEALTH RATIO: 10% ⇒ 15%

v3.14
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))

v3.09

  • Dredge Line
    • No longer travels through some walls

v3.08
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

v3.05 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

v1.0.0.152

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

v1.0.0.142

  • 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

v1.0.0.140b

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

v1.0.0.140

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

v1.0.0.134
NautilusSquare.png Nautilus released



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  • 2015

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