Thought Experiment: What if Nautilus was the CC Juggernaut?
Nautilus has always seemed to me like he'd fit as a juggernaut. His large size, tankyness, and low mobility, as well as his hulking monster from the deep theme always seemed like it fit the bill of a juggernaut almost perfectly with a few tweaks. Because of this, I wanted to try a little thought experiment with a kit that is altered in the juggernaut direction. Tell me your thoughts!
Base Stat Changes: Size increase health and armor increase movement speed decrease (down to 300ish, lowest in game by far) attack speed decrease attack damage and range increase
Why these changes? To fit the profile and theme of a giant, tanky, monstrous titan coming at you, but taking away his mobility and ability to attack quickly.
Passive: Strength of the Titan: Nautilus cannot be displaced. Knock-ups, suspensions, knock-backs, and other forms of displacement only root nautilus where he is currently standing for the duration, which can be lowered through tenacity. Suppressions stun him for the full duration instead but still cannot move him.
Why this passive? Well its thematically very fitting for this titan to be in your face in the middle of the fight, unable to be moved. On top of that it simple would help him stay in the fight and be relevant without moving, while allowing counter play by letting opponents still kite him. Some of you may ask how thing like Azir's and Gnar's ults would affect him, and my answer is that he would work like terrain. Azir's soldiers would wrap around nautilus like they would a wall, and Gnar's ult would damage nautilus and allies/enemies as if he was terrain being hit.
Q: Dredge line: Same as it is now. Maybe number tweaking if necessary but currently this works perfectly.
W: Titan's Wrath Nautilus shields himself for up to 10 seconds for A/B/C/D/E% of his max health (big percentage). While the shield persists, his basic attacks deal X bonus magic damage scaling per rank on hit (larger than current number) and stun his target for X seconds. There is an on target cool down in which target cannot be affected by the empowered auto attack and stun for a few seconds.
Why this change? Well it allows for his current passive of stunning and bonus damage autos to be kept, but it requires him to spend mana and be shielded to do so. Therefore he has to be close enough to autoattack and get the empowered hit off (in the middle of the fight) and be shielded, which means enemies can break the shield to negate the affects. What he gains in return would be a bigger shield, more on hit damage since its the combination of passive and w damage, and possibly a longer stun. this seems like a fair trade off that incentivizes fighting and tanking damage but allows for counter play.
E: Riptide: Same as it is now but possibly with tiny %HP scaling that increases when multiple waves are landed, and lower slow strength and duration for only hitting one wave, both of which can be increased by landing multiple waves. Thus rewarding skilled naut players for hitting multiple waves.
R: Depth Charge: Same as it is now.
I believe the culmination of the changes could make for a very interesting Jugger-Nautilus champion which would trade damage and mobility for tons of cc and tankyness. He would be rewarded for being in the middle of the fight, tanking damage and pumping out cc rapidly, but he'd be very kiteable and his cc would have more counter play because parts of it are gated behind a shield or hitting multiple waves for instance.
The Undead Juggernaut.
Is not a Juggernaut