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The Titan of the Depths
Release Date: February 14, 2012
Cost: 4800 BE 880 RP
Primary Attribute: Tank
Secondary Attribute: Fighter
Resource: Mana
Health Mini Icon.png Health: 576.48 (+ 86)
HealthRegen Mini Icon.png Health Regen: 8.37 (+ 0.55)
Mana Mini Icon.png Mana: 334 (+ 47)
ManaRegen Mini Icon.png Mana Regen: 8.625 (+ 0.5)
MovementSpeed Mini Icon.png Movespeed: 325
AttackDamage Mini Icon.png Attack Damage: 57.544 (+ 3.3)
AttackSpeed Mini Icon.png Attack Speed: 0.613 (+ 15 (+1%)
Range Mini Icon.png Range: 175
Armor Mini Icon.png Armor: 35 (+ 3.75)
MagicResist Mini Icon.png Magic Resist: 32.1 (+ 1.25)
Abyssal Nautilus Released: 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


  • Biography
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


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

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: 18 / 16 / 14 / 12 / 10 seconds 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: 18 seconds Area of Effect: 350

Active: Nautilus surrounds himself with dark energies for 10 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: 65 / 70 / 75 / 80 / 85 [+9 / 11 / 13 / 15 / 17% 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 / 5 seconds 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 / 80 seconds 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


BASE ARMOR : [26.46] 35

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

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]

Depth Charge.png R - Depth Charge

COOLDOWN : [140/110/80]
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.

Base stats


Riptide.png E - Riptide

COST : [40/50/60/70/80] 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.

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

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


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.


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

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.


ARMOR GROWTH : [3.5] 4


ARMOR GROWTH : [4] 4.5


ARMOR GROWTH : [3.1] 3.6


ARMOR GROWTH : [3.25] 3.75


ARMOR GROWTH : [3.2] 3.7


ARMOR GROWTH : [3.8] 4.3


ARMOR GROWTH : [3.1] 3.6

 Tahm Kench

ARMOR GROWTH : [3] 3.5


HEALTH GROWTH : [102] 106





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


"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


"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


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)


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

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)


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

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%

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

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


  • 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

 Nautilus released


  • 2015

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