Nautilus - The Titan of the Depths
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||7.45 (+0.55)|
|Mana Regen:||7.45 (+0.5)|
|Attack Damage:||52 (+3.3)|
|Attack Speed:||0.613 (+1%)|
|Magic Resist:||30 (+1.25)|
|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
|In Premier Tournaments|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|2015 World Championship||0||1||0||1||0||1.4|
|2014 LPL Spring||0||1||1||0||100||0.7|
|2014 GPL Spring||0||2||1||1||50||2.2|
|2014 NA LCS Spring Round Robin||0||1||0||1||0||0.9|
|2014 GPL Winter||3||4||1||3||25||8|
|Click [Show] for Additional Tournament Stats|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|International Wildcard Tournament||1||1||0||1||0||11.8|
|EU LCS - Summer Season||8||14||4||10||28.6||18.6|
|NA LCS - Summer Season||0||3||2||1||66.7||2.7|
|Champions Spring 2013||0||3||2||1||66.7||3.4|
|Tencent LPL 2013 Summer||3||7||4||3||57.1||11.9|
|EU LCS - Spring Playoffs||1||4||1||3||25||33.3|
|EU LCS - Spring Season||1||3||0||3||0||3.6|
|NA LCS - Spring Season||0||1||0||1||0||0.9|
|Season 2 - Regional Finals Da Nang||0||1||0||1||0||11.1|
|Champions Summer 2012||4||11||5||6||45.5||20.3|
|Season 2 - Regional Finals Seattle||0||1||0||1||0||5.5|
|2012 MLG Summer Championship||0||1||0||1||0||1.7|
|Season 2 - Regional Finals Cologne||0||2||0||2||0||11.7|
|IPL Face off||0||3||0||3||0||8.3|
|DreamHack Summer 2012||11||13||5||8||38.5||90.4|
|2012 MLG Spring Championship||27||40||24||16||60||75.3|
|Champions Spring 2012||0||7||3||4||42.9||15.9|
|IEM Season VI - World Championship||1||6||2||4||33.3||15.9|
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.
60/70/80/90/100 mana⇒ 60 mana at all ranks
- Hitting terrain also refunds half of Dredge Line’s mana cost HOOK CITY:
- Nautilus now properly stops if he collides with player-created terrain (ex. Anivia’s W - Crystallize) created in his path while pulling himself to Q - Dredge Line’s anchor
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.
- BASE DAMAGE:
140/110/80 seconds⇒ 120/100/80 seconds
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.
- MANA REGEN GROWTH STAT:
40/50/60/70/80 mana⇒ 50/60/70/80/90 mana
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.
- 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
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.
- BASE MANA:
- MANA GROWTH STAT:
- ARMOR GROWTH:
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.
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.
- W - Titan's Wrath
40/55/70/85/100 magic damage⇒ 30/40/50/60/70 damage
7/9.5/12/14.5/17% max health⇒ 9/11/13/15/17% max health
- E - Riptide
10 seconds at all ranks⇒ 7/6.5/6/5.5/5 seconds
60/70/80/90/100 mana⇒ 40/50/60/70/80 mana
0.5 ability power⇒ 0.3 ability power
- SLOW DURATION:
2 seconds⇒ 1.5 seconds
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.
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!)"
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!
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)."
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))
- 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
- 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
- Base Movement Speed increased by 25.
- Titan's Wrath shield amount increased to 100 / 150 / 200 / 250 / 300 from 80 / 130 / 180 / 230 / 280
- 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
- Titan's Wrath damage reduced at later ranks to 30 / 55 / 80 / 105 / 130 from 30 / 60 / 90 / 120 / 150
- Fixed a bug where Riptide would continue to deal full damage on subsequent hits to slow immune targets
- July 13th - Nautilus buffs could be coming in League of Legends Patch 7.15 by Andrew Kim (slingshotesports.com)
- July 22nd - A New Dawn by League of Legends