Active:Nautilus hurls his anchor forward in a line in the target direction. If it hits an enemy, it simultaneously drags them towards Nautilus while he dashes towards them within 0.9 seconds, during which the target is revealed, and dealing them magic damage and rooting them for 0.1 seconds.
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 and mana cost are refunded.
Nautilus is unable to move or attack while Dredge Line is in flight.
While the shield holds, Nautilus' basic attacks are empowered to afflict the target and all enemies near them with Pain of Wrath, making them suffer magic damage, half of the damage dealt immediately and the other half dealt after 1.25 seconds.
Active:Nautilus creates 3 waves of explosions that radiate from him to the surrounding area over 0.561 seconds, each dealing magic damage to all enemies within and slowing them by an amount that decays over 1.5 seconds.
Magic Damage Per Wave:
55 / 85 / 115 / 145 / 175 (+ 30% AP)
30 / 35 / 40 / 45 / 50%
Enemies hit by subsequent waves beyond the first are dealt 50% damage.
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.
Active:Nautilus sends out a Depth Charge that chases the target enemy champion, creating eruptions from beneath along the way and upon reaching the target, granting sight of the area in each one. Enemies within the eruptions are dealt magic damage, knocked up for 1 second, and stunned for a duration.
125 / 175 / 225 (+ 40% AP)
1 / 1.5 / 2
The primary target takes increased damage, is stunned for the same duration, and knocked up for a modified duration.
Increased Magic Damage:
150 / 275 / 400 (+ 80% AP)
Knock Up Duration:
1 / 1.5 / 2
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.
Nautilus slams the ground, causing the earth to ripple out in waves. Each wave deals damage and slows the targets hit. This slow decays over time. Multiple waves that hit the same target deal reduced damage.
Nautilus launches a depth charge towards a target that picks up speed as it travels. This charge knocks up all enemies it encounters while traveling and explodes on impact, stunning the target and launching them into the air.