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The Loop (Games)
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Nautilus
Abilities
- Notes
Spell shield will block the
root but not the bonus damage.
- PENDING FOR TEST: Staggering Blow's interactions with
dodging,
blocking, and
blinding effects.
- Notes
- Dredge Line can interact with player-created terrain ( , , ).
- Nautilus will
dash all the way to the target's location if Dredge Line executed them or they negated the
displacement.
- Dredge Line will not interrupt any movement commands Nautilus was issued pre-cast so long as their directions somewhat correlate (this is intentional to smooth out traveling/escaping).
Spell shield will block the ability but Nautilus will still dash partway to the target.
- The anchor projectile will stop if Nautilus dies while the projectile is traveling. Enemies hit will still be dealt damage. The
drag and
root are not applied if Nautilus did not initiate the dash.
- Dredge Line always fires from the original cast location.
- Notes
- The first half of Titan's Wrath's damage is dealt on-hit (so long as the shield remains) while the rest is applied over the next second (regardless of Nautilus'
attack speed).
- Nautilus' basic attacks use different animations while Titan's Wrath is active.
- The damage over time will always apply when this animation plays (even if the shield fades during a basic attack).
- Titan's Wrath does not deal bonus damage to structures.
- PENDING FOR TEST: Interaction with
dodge,
block and
blind.
Spell shield will block the ability (but only a single application).
Ultra Rapid Fire differences
- Shield health ratio halved.
- Notes
Spell shield will block a single wave.
- Riptide will cast from wherever Nautilus is at the end of the cast time.
- The first wave is centered around Nautilus, while the second and third wave are centered at an offset of 25 units in front of Nautilus at the original cast location.
- Because of this, there are a zone each in which you can be hit by only 1 wave, or all 3 waves, respectively, without moving.
- The first wave happens at 0 seconds after the cast time ends, the second wave at 0.297 seconds and the third wave at 0.561 seconds.
- The intended timing may be 0.25 seconds for each delay, however these are the measured, effective times.
- The explosions are only a visual effect. The first wave has 8, the seconds has 9, and the third wave has 10 explosions, equally distributed around the rings, starting with one explosion directly in Nautilus' facing direction on each.
- Notes
- Enemies a certain distance away from the charge / eruption are instead
knocked back.
- If the target dies, becomes
untargetable, or Nautilus loses
sight of them during the cast time, Depth Charge cancels but does not go on cooldown nor expend
mana.
- Depth Charge will not stop chasing if the target dies or becomes untargetable.
- Depth Charge will accelerate over time to ensure it cannot be outran (only extreme movement speed could potentially make it so).
References
- Pending for test
- Map specific balancing
- Champions with map-specific balancing
- FANDOM Video
- Nautilus
- Melee champion
- 4800 BE champion
- 880 RP champion
- 2012 release
- Released champion
- Vanguard champion
- Tank champion (Legacy)
- Fighter champion (Legacy)
- Champions with bonus attack speed at level 1
- Support champion
- LoL Champion gameplays
- LoL Champions
- Dash champion
- Knockup champion
- Pull champion
- Root champion
- Shield champion
- Slow champion
- Stun champion
- Undead
- Tank champion
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