Guide Nautilus League of Legends S6

Staggering Blow

(Innate): Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 seconds.

This effect cannot trigger on the same target more than once every 12 seconds.

Tips :


Poor wolf.

A passive that hurts, a lot. Firstly, he adds an extra control to the already impressive collection of our dear Nautilus! Once you have touched a target with an auto-attack, you will hit him with extra damages as well as a stun! You cannot, however, use it too much on the same unit (admit it, this would be a bit over the top) in a 12 second delay. It is a bit like Udyr's Bear Stance except that it is your passive

Know that the duration of the stun increases slightly until it gets to 1 second, depending on the level reached in the game. In total, it is a 'free' stun since it requires nothing more than a simple base attack on, your enemy. It is excellent on the botlane to create pressure on the opposing AD carry. Also, your hit inflicts a good few extra damages, to badly harass your opponent.

After a grab it is almost impossible to miss your prey with the auto-attack who will be immobilised for several instants. Your carry can therefore really enjoy himself with this. If you are playing against champions who have a fast gap-closer, like Ezreal, it could be that your stun touches after his Arcane Shift and therefore 'at distance'.

Also note that you can from champion to champion to use your passive while waiting for the cooldown to return on your first target.


Dredge Line (Q)

(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 and the cooldown is reduced by 50%.

  • Range: 950
Tips :


All aboard!

Nautilus' grab! When talking about the grapple we think of Blitzcrank who is our first reference when talking about grabs. However there are several differences between him and the water golem that we will look at together.


Run away!

First of all, you should know that it is not possible to drag a target towards you through a wall. Our excellent scuba diver has two parts to his ability. You can, like with Blitz, you can aim your grab at the terrain to pull yourself along and thereby cover distances more rapidly. It is a very good way to escape, which is always a priority in all CC abilities (you can verify this yourself but I believe this to be very much the case). I will reuse the example of Blitz anyway: if Blitz grabs at the moment you throw your grapple at the terrain, you will be pulled first to the targeted area and will, therefore, cancel his grab! Crazy, no ? Also, the fact that you touch an area of the map rather than an enemy reduces the cooldown of the ability by two. So think about using it to chase a target who is a little too far out of your range or simply to escape quickly. With a bit of CDR you can use it very often!


I've caught you and and coming towards you!

Lets move now to using the grab on enemy units. It is basically a mix of the classic grab from Blitzcrank and the Bandage Toss from Amumu. You should know that the target touched by your anchor will be brought towards you but that you will also be draged towards them. It is an excellent way to engage a target, especially thanks to your passive at close range which weal apply more control. Also note that, just as with Blitz, the range of the anchor is longer than what is shown in the game. The end of the anchor is taken into account in the hitbox and collects an enemy with the end. This grab is more interesting for other reasons as well. An Ezreal, for example, could not stop your grapple with his Arcane Shift but could use it just afterwards (see Nautilus' passive). You entre halfway into the pile with this ability and therefore you can quickly use all of your abilities to have a perfect and suprising engage!

I told you a minute ago that Nautilus cannot grab through walls... Well I lied! In fact, there are two little zones where you can throw your anchor to take on your enemies. As you can see on the screen above, there are two "red side" areas. This bug only works on one side and not on the other unfortunately. There are a few otthers that we have collected in the gameplay category with a little video.


    Cost: 60 / 70 / 80 / 90 / 100 mana

    Cooldown: 18 / 16 / 14 / 12 / 10 seconds

    Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.75 per ability power)

Titan's Wrath (W)

(Active): Nautilus surrounds himself with dark energies, shielding him from damage for up to 10 seconds. While the shield is active, Nautilus' basic attacks apply a damage over time effect to all units around his target, dealing damage over 2 seconds. This ability resets the autoattack timer.

  • Cost: 80 mana
  • Range: 350
Tips :


The power of the shirld!

It is the only ability that doesn't add a control to Nautilus' MacGyver-like collection. Titan's Wrath gives you a very interesting shirld for 10 seconds and lets you inflict magic damages on all surrounding units whilst the shield is active.


You inflict magic damages on everyone around you.

The HP ratio of the the shield is very good and allows you to tank and head into the fray. Also the damages inflicted should not be underestimated, this will be proven useful in teamfight Also note that the shield resets the on the auto-attack. S you can quickly follow up with two quickly timed hits.

The shield is still a good way of getting out of a sticky situatio, activate it at the last minute to bait a target or simply to rush someone. Be careful though, if the shield is smashed you do not have any extra damages.


    Cooldown: 26 / 24 / 22 / 20 / 18 seconds

    Magic Damage: 30 / 55 / 80 / 105 / 130 (+0.4 per ability power)

    Shield Amount: 80 / 130 / 180 / 230 / 280 (+10% of bonus health)

Riptide (E)

(Active): Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals magic damage to units in the area and slows them for 2 seconds. This slow diminishes over time.

A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.

  • Cooldown: 10 seconds
  • Range: 400 for the first wave, up to ~600 for the last.
Tips :


The three different ranges of Riptide.

Riptide is a very interesting zone slow. It lets you quickly push a lane (coupled with your shield for example) or simply prevent a target from escaping too quickly.

It is also a good spell in a teamfight. Given that you have a mission to become very tanky, you can enter in to the fray without too much trouble anf inflict a good deal of extra damages with this ability.

During ganks it will prove itself particularly good at annoying your targets. With the slow you can, for example, place your grapple more easily.


    Cost: 60 / 70 / 80 / 90 / 100 mana

    Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.5 per ability power)

    Max Magic Damage: 120 / 200 / 280 / 360 / 440 (+1.0 per ability power)

    Slow Amount: 30 / 35 / 40 / 45 / 50 %

Depth Charge (R)

(Active): Nautilus fires a shockwave that chases an enemy champion. This deals magic damage to enemies it passes through and knocks them into the air.

The shockwave explodes upon hitting its target dealing magic damage, launching them into the air and stunning them.

  • Cost: 100 mana
  • Range: 850
Tips :


A target, a bump, some disinfectant.

A crazy ultimate that can make a big mess in teamfight. All the enemies in the way of the missile will be thrown into the air, making this a pretty monstrous control.

It is advisable to use this on an opposing carry to push him away from the fight instantly and definately touch his allies as well. Also, with the ton of control you already have at hand, you won't have a problem distroying him afterwards.

If you want to touch a maximum of people, place your ultimate on the furthest target in a straight line from you and you will hit everyone on the way.

It is also an excellent way to escape. All the same, be careful because it will be no use in the face of a banshee or a black shield.


    Cooldown: 140 / 110 / 80 seconds

    Pass Through Magic Damage: 125 / 175 / 225 (+0.4 per ability power)

    Explosion Magic Damage: 200 / 325 / 450 (+0.8 per ability power)

    Stun Duration: 1 / 1.5 / 2 seconds

Pros

 

Nautilus possesses a huge amount of control, making him very interesting in teamfight when distroying a target

His Dredge Line lets him escape from his surroundings, unlike Blitzcrank's equivalent move

His passive lets him stun each target easily with his auto-attack

His ultimate has a big range and can really split a team

You can easily zone an adverse carry

A real tank in the lategame, he will suffer very few damages

Cons

 

He is very slow and requires you to hold back on his mobility when it comes to his stuff, fortunately the grab manages to compensate

In early, if you are not tanky enough you risk being killed if you try a fight on the botlane

Apart from the grab there is no escape. Flash is obligatory!