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Nautilus OriginalCentered.jpg
Nautilus
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Abilities

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Staggering Blow
TARGET IMMUNITY: 6
Staggering Blow.png

Innate: Nautilus's basic attacks deal 8 − 110 (based on level) bonus physical damage and Root icon.png root his target for 0.75 − 1.5 (based on level) seconds.

This effect cannot occur on the same target more than once every few seconds.

Info
Notes

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Dredge Line
TARGET RANGE: 1100
WIDTH: 180 / 0
SPEED: 2000
CAST TIME: 0.25
COST: 60 Mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
Dredge Line.png

Active: Nautilus hurls his anchor forward in a line in the target direction. If it hits an enemy, it simultaneously Airborne icon.png drags them towards Nautilus while he Dash.png dashes towards them within 0.9 seconds, during which the target is Sight icon.png revealed, and dealing magic damage and Root icon.png rooting them for 0.1 seconds.

Magic Damage:
70 / 115 / 160 / 205 / 250 (+ 90% AP)

If the anchor hits terrain instead, Nautilus dashes to that location entirely and 50% of Dredge Line's Cooldown reduction icon.png cooldown and Mana icon.png mana cost are refunded.

Nautilus is unable to move or attack while Dredge Line is in flight.

Info
Notes
  • Dredge Line can interact with player-created terrain (Cataclysm Cataclysm, Crystallize Crystallize, Pillar of Ice Pillar of Ice).
  • Nautilus will Dash.png dash all the way to the target's location if Dredge Line executed them or they negated the Airborne icon.png 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.png 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 Airborne icon.png drag and Root icon.png root are not applied if Nautilus did not initiate the dash.
  • Dredge Line always fires from the original cast location.

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Titan's Wrath
EFFECT RADIUS: 175
CAST TIME: none
COST: 80 Mana
COOLDOWN: 12
Titan's Wrath.png

Active: Nautilus Hybrid resistances icon.png shields himself for up to 6 seconds.

Shield Strength:
45 / 55 / 65 / 75 / 85 (+ 9 / 10 / 11 / 12 / 13% maximum health)

While the shield holds, his basic attacks deal bonus magic damage over 2 seconds to his target and all enemies around them.

Magic Damage Per Second:
15 / 20 / 25 / 30 / 35 (+ 20% AP)
Total Magic Damage:
30 / 40 / 50 / 60 / 70 (+ 40% AP)

Titan's Wrath Bladework.png resets Nautilus' basic attack timer.

Info
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 icon.png 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 Counter Strike.png dodge, Spirit's Refuge.png block and Blind icon.png blind.
  • Spell Shield.png Spell shield will block the ability (but only a single application).

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Shield health ratio halved.

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Riptide
EFFECT RADIUS: Range center.png 0 - 350 / 215 - 465 / 350 - 590
CAST TIME: 0.25
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Riptide.png

Active: Nautilus creates 3 waves of explosions that radiate from him over 0.561 seconds, each dealing magic damage to all enemies hit and Slow icon.png slowing them by an amount that decays over 1.5 seconds.

Magic Damage Per Wave:
55 / 85 / 115 / 145 / 175 (+ 30% AP)
Slow:
30 / 35 / 40 / 45 / 50%

Enemies hit by subsequent waves beyond the first are dealt half damage.

Additional Magic Damage:
27.5 / 42.5 / 57.5 / 72.5 / 87.5 (+ 15% AP)
Total Single-Target Damage:
110 / 170 / 230 / 290 / 350 (+ 60% AP)

Info
Notes
  • Spell Shield.png 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.

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Depth Charge
TARGET RANGE: 825
CAST TIME: 0.46
COST: 100 Mana
COOLDOWN: 120 / 100 / 80
Depth Charge.png

Active: Nautilus Sight icon.png reveals himself before sending out a Depth Charge Depth Charge that chases the target enemy Champion icon.png champion. Upon reaching the target, the charge erupts from beneath them, dealing magic damage and Airborne icon.png knocking them up for 1 second as well as Stun icon.png stunning them for a duration.

Magic Damage:
150 / 275 / 400 (+ 80% AP)
Stun Duration:
1 / 1.5 / 2
Depth Charge 2.png

All other enemies hit along the way and those within the eruption are dealt reduced damage, Airborne icon.png knocked up for 1 second, and are also Stun icon.png stunned.

Secondary Magic Damage:
125 / 175 / 225 (+ 40% AP)

Info
Notes
  • Enemies a certain distance away from the charge / eruption are instead Airborne icon.png knocked back.
  • If the target dies, becomes Playful.png untargetable, or Nautilus loses Sight icon.png sight of them during the cast time, Depth Charge cancels but does not go on cooldown nor expend Mana icon.png 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).
    • If the target Flash.png blinks away at a great distance (e.g. Recall Recall), the shockwave will stop its chase and erupt early. There is a range cap.


References

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