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Staggering Blow
Staggering Blow

Innate: Nautilus's basic attacks deal 8 − 110 (based on level) bonus physical damage and Root icon 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.


Dredge Line
WIDTH: 180 / 0
SPEED: 2000
COST: 60 Mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
Dredge Line

Active: Nautilus hurls his anchor forward in a line in the target direction. If it hits an enemy, it simultaneously Airborne icon drags them towards Nautilus while he Dash dashes towards them within 0.9 seconds, during which the target is Sight icon revealed, and dealing magic damage and Root icon 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 Dredge Line refunds 50% of its Cooldown reduction icon cooldown and Mana icon mana cost.

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

  • Dredge Line can interact with player-created terrain (Cataclysm Cataclysm, Crystallize Crystallize, Pillar of Ice Pillar of Ice).
  • Nautilus will Dash dash all the way to the target's location if Dredge Line executed them or they negated the Airborne icon 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 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 drag and Root icon root are not applied if Nautilus did not initiate the dash.
  • Nautilus will attempt to basic attack his target at the end of the dash. This attack will not grant a stack of Conqueror rune Conqueror, Electrocute rune Electrocute, Phase Rush rune Phase Rush or Spellthief's Edge item Spellthief's Edge and sometimes will if used at close range (never granted if Dredge Line is hits an enemy at far range).

Titan's Wrath
COST: 80 Mana
Titan's Wrath

Active: Nautilus Hybrid resistances icon 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 resets Nautilus' basic attack timer.

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

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

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

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 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 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)

  • Spell Shield 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.

Depth Charge
COST: 100 Mana
COOLDOWN: 120 / 100 / 80
Depth Charge

Active: Nautilus Sight icon reveals himself before sending out a Depth Charge 2 Depth Charge that chases the target enemy champion. Upon reaching the target, the charge erupts from beneath them, dealing magic damage and Airborne icon knocking them up for 1 second as well as Stun icon stunning them for a duration.

Magic Damage:
150 / 275 / 400 (+ 80% AP)

Stun Duration:
1 / 1.5 / 2
Depth Charge 2

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

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

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


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