Nautilus Rework concept
For the concepts of cool champions, Nautilus is up there as a pretty cool design. He is decribed as being "utterly massive", and that he can "punish opponents with heavy swings from a gigantic anchor,". While his current iteration sort of gives us the impression of this, it doesn't exactly live up to what he was portrayed as, or what his title leads us to believe he is. Nautilus should be a truly massive giant, that can get in and disrupt an enemy team with scary amounts of both hard and soft CC. While he is able to do this, his movements and auto-attacks should be VERY slow and deliberate, yet still be able to punish enemies that get in his way. (Think of the Nautilus from A New Dawn, and how epic he was depicted there as opposed to in-game.)
Passive: Hulking Titan Due to the immense weight of Nautilus' giant diving suit, he is immune to all displacement cc. (Pulls, Knock-ups, Knock-backs, etc...) He is instead slowed, with the slow starting at 100%, but decaying to 50% over 1.5 second before ending.
Q: Dredge Line (Range: 1300, Cost: 60/70/80/90/100 Mana, Cooldown: 20/18/16/14/12) Nautilus throws his anchor forward in a line. If it hits an enemy unit, Nautilus drags himself and the unit together, dealing magic damage based on 10/12/14/16/18% of his max health and briefly stunning his target. If the anchor hits terrain, Nautilus pulls himself the full distance and the cooldown is reduced by half.
W: Titan's Wrath (Cost: 70 Mana, Cooldown: 15/14/13/12/10) Passive: Nautilus's basic attacks deal additional physical damage and root his target for 0.5/0.75/1/1.25/1.5 seconds. This affect cannot be triggered on the same opponent more than once every few seconds.
Active: Nautilus gains a shield for up to 10 seconds that absorbs a base amount of damage plus a percentage of his maximum health. While the shield persists, Nautilus's basic attacks apply a debuff to all enemies within 175 range of his target, dealing bonus magic damage on hit. (Shield Strength: 70/80/90/100/110 + 7/9.5/12/14.5/17% of his max health) (Magic Damage: 60/75/80/85/100 + 60% AP)
E: Weigh Anchor (Range: 900, Cost: 60/65/70/75/80 Mana, Cooldown: 16/15/14/13/12) Nautilus hurls his anchor in an arc to the target location, dealing damage to all targets within the radius and slowing them by 15/20/25/30/35% After the anchor lands, Nautilus retracts it back to himself over the course of two seconds. Any enemies caught by the anchor in its path are slightly knocked in the direction the anchor is being pulled, and slowed by 15% for 1 second. Nautilus cannot use Dredge Line while the anchor is being retracted. (Magic Damage: 60/100/140/180/220 + 70% AP)
R: Depth Charge (Range: 650, Cost: 80/90/100 Mana, Cooldown: 120/100/80) Nautilus slams the ground after a brief windup, firing a ring of shockwaves in a large radius around himself. Enemies caught by the shockwaves take damage and are knocked up. Enemies caught by multiple shockwaves are also knocked away from Nautilus. (Magic Damage: 100/200/300 + 80% AP) (Basically his current E and his Ult combined. Think what a New Dawn portrayed for Nautilus's Riptide)
Well, there ya have it. Let me know what you think of this idea, or if there are any things to tweak this idea.