Let's Talk - Nautilus Rework

Tentakill Myself·2/25/2015, 1:03:46 AM·2 votes·317 views

I was pondering over how Nautilus is pretty non meta right now as a jungler, and I thought of some potential reworks for him. Please read this post, and help it get the attention of Riot. Constructive criticism welcomed Gnar


Passive - Staggering Blow

I was reading this over on the wiki a couple nights ago and found out that the targets effected by this are rooted. This makes absolutely no sense at all. You're smashing someones face with a giant ass anchor so it has the same effect as a Lux Q? I honestly think this passive should be reworked altogether. Below are the paths I took on it. One focuses on his role as a late game hyper tank and the other focuses on mobility.

New Passive Option 1 - Titan's Armor

Nautilus takes 2.5/5/7.5% (Levels 1/8/16) reduced physical and magic damage for every 100 points of Armor or Magic Resist. This bonus is unaffected by Armor / Magic Penetration items.

New Passive Option 2 - Depth Strider

Nautilus gains 5/10/15 (Levels 1/8/16) movement speed when out of combat with enemy champions for 7 seconds.


Q - Dredge Line

This ability makes no sense at all. He hurls his anchor and somehow it is magnetically attracted to human flesh, so it latches on to them and magnets them and nautilus together. Thresh, Blitz, Darius, and Skarner pulls make sense in their animation. Thresh's chain is spiky, so it can pierce them and hook them. Blitz pull grabs, Darius pull pulls, and Skarner impales. How does nautilus's anchor just suddenly end up on the other side of someone when it clearly strikes them in the chest? Again, I've come up with 2 more options for this ability.

Q Option 1 - Anchor Swing | 100/90/80/70/60 Mana | Conic Sidesweeping Skillshot | 24/22/20/18/16 Second Cooldown

Nautilus swings his anchor in a large 180 degree radius. If it strikes an enemy champion, it deals 60/120/180/240/300 (+0.5% AP) Magic Damage and drags the target to him. All enemies caught in the path of the drag are also dragged to him.

I feel like this option would actually make what happened in "A New Dawn" seem true to league. Also, it would allow him to get as many people as possible in a good position for a good ult / e.

Q Option 2 - Dredge Line | 100/90/80/70/60 Mana | Linear Target Skillshot | Maintains Current Cooldown

Nautilus throws his anchor in a target direction, stunning all enemies hit by the initial cast for 1 seconds and dealing 30/60/90/120/150 (+0.25 AP) Magic Damage. You can reactivate this ability within 3 seconds to pull the anchor back to you, dealing 30/60/90/120/150 (+0.25 AP) Magic Damage and stunning targets hit for 1 second. Targets stunned by the initial cast of the ability will be affected by a decaying slow of 80% instead of a stun.

I feel this option would extremely useful for ganking / teamfighting.


W - Titan's Wrath

His W feels like the only reliable, balanced part of his kit right now. There is no need to alter this in any way, except maybe decreasing the shield strength if the new abilities are implemented.


E - Riptide

Seems like a good part of his kit with the slow and all, but this ability feels so unreliable it's stupid. It's a skillshot but you have no control over where the geysers are erupting. Please, just make it so one geyser erupts and slows instead of 50 million unlandable little geysers. One geyser would make a lot more sense for a titan smashing the ground. Also, if the new ult idea is implemented, it would be best to remove the damage on this ability.


R - Depth Charge

Thought of a full ability rework for this one I think you will all enjoy.

R - Titanic Geyser | 100/150/200 Mana | Linear Targeted Skillshot | 150/120/90 Second Cooldown

After a brief delay, nautilus unleashes a charge that travels towards a target location. Enemies caught by the charge are knocked up for 0.75/1/1.25 seconds and dealt 125/250/375 (+0.5 AP) Magic Damage. Upon reaching the target location, the charge erupts, knocking up all enemies for 1.25/2/2.75 seconds and dealing 250/500/750 (+1.0 AP) Magic Damage. Enemies can only be dealt up to 250/500/750 (+1.0 AP) Magic Damage, regardless of how many charges they were hit by, and they can only be knocked up for a maximum of 1.5/2.25/3 seconds.

I feel this would give him a better teamfight potential than the ult he currently has (Simply Useless, the enemy see's it coming and can flash / blink away). Also, this Ult would be targeted like a hecarim ult and have about the range of a nami ult (Including the width). Also, the geyser explosion radius would be circular and about the size of a amumu ult. It would be only about the same speed as his normal ult but ramps up speed the closer it gets to the target location.

Please leave feedback, I sunk an hour into this item 3070

0 Comments