since Naut dodged a class rework can we put him in the dumpster

Big Lincoln··8 votes·300 views

like pre-rework yorick and poppy. a champ this cancerous deserves nothing else

6 Comments

Ralanr6 votes

Nah.

Mira Arya Enthe2 votes

I'm with you on this. Aside from his ult and/or base damages nothing screams inherently toxic about Nautilus.

Ralanr1 votes

Honestly only his reliable damage abilities shouldn't be high base damage (I'd argue his stomp should have more utility).

To be frank though, all of Nautilus's CC is too reliable to properly pull off the high base damage tank formula imo. Trying to balance him around top and jungle without enough damage is probably a headache.

They could push him towards support. As much as I hate balancing top lane tanks as support champions, I honestly wouldn't be saddened if they did it to Nautilus.

It's either make him a bit less reliable to make his laning interactive and healthier, or just market him as a support.

meowwow73 votes

tbh with the new items he's going to be even more cancer especially if he's going support

The Lost Marbles2 votes

Naut's one of the few tanks who has no %HP damage in his kit, and his big shield is literally his ONLY defensive ability.

On top of having fairly mana-intensive skills (with his E's mana cost having been increased).

Also, glancing at champion.gg, he has a ~48% winrate in both top and support, with his jungle rates not even being tracked anymore. That's with a 2% pick rate support and nearly 6% pick rate for top.

The Lost Marbles1 votes

Would changes like this make him feel better to be against? I just kinda threw it together.

/-/-/

W: Titan's Wrath

  • Cooldown lowered to 16 / 15.5 / 15 / 14.5 / 14
  • Cost lowered to 70 Mana
  • Shield %HP scaling lowered to 8 / 9 / 10 / 11 / 12% Max HP
  • Shield duration lowered to 6 seconds
  • Magic damage on-hit now additionally scales with 1% of Nautilus' Max Health per tick

/-/-/

E: Riptide

  • Cooldown changed to 7 / 6.75 / 6.5 / 6.25 / 6 seconds
  • Slightly increased delay between shockwaves.
  • Magic damage per wave changed to 50 / 75 / 100 / 125 / 150 (+35% AP)
  • Maximum single-target damage is now 100 / 150 / 200 / 250 / 300 (+70% AP)
  • Slow no longer decays over its duration

/-/-/

R: Depth Charge

  • Now ground-targeted rather than enemy-targeted
  • Range increased to 1200
  • Charge knock-up on enemies while traveling reduced to 0.75 seconds.
  • Charge's ending explosion deals Magic Damage and knocks up enemies in a small area. The size of the explosion and the damage dealt increase the farther the charge traveled.
  • Minimum Magic Damage at 100 / 175 / 250 (+45% AP), maximum 200 / 350 / 500 (+90% AP)

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