Nautilus rework concept V2

Jollie Unleashed·11/1/2019, 5:30:39 PM·2 votes·1,220 views

Most tanks suffer from not being as fun to play as other champions, and Nautilus is no exception. With almost 150k points in him, I'd say I have fair grounds to say he can get a bit stale. Regardless of the enemy comp, your play style is always Q + R a prime target, then spam E and W on cooldown until the fight ends. His only mastery curve is using W to reset your auto as quickly as possible and learning his janky Q hit box to hook from the side.

Although he's nowhere in desperate need of a rework, he is a fairly old champ with so few voice lines you could memorize them all in a day or 2, and the update to his lore awhile ago isn't fully reflected in them.

I made an older post about a Nautilus rework, but looking back, it seems a bit overloaded in places and gave him new mobility that went against what I designed in others, plus his R wouldn't make sense after the lore update. So now I present a NEW rework that I feel better portrays the fantasy of the walking talking submarine:

Passive - Oceans weight: Displacement effects (knock-ups, knock-backs, pulls) are 15% - 60% (based on levels 1/6/11/16) less effective on Nautilus, but movement speed bonuses used on Nautilus are 10% less effective at all levels.

Q - Anchors away (mana cost: 60/70/80/90/100, cooldown: 16/14/12/10/8): Nautilus hurls his anchor to a target location, dealing (70/85/100/115/130 +40% AP) magic damage and slowing enemies hit by (15/25/35/45/55%) and creating a tether between himself and the anchor. Nautilus gains 15% bonus movement speed moving towards the anchor and retrieves it upon touching it, removing the tether. Exiting the tether range will slow nautilus by 15%, but will move the tether's radius accordingly. Cooldown begins on cast, not on retrieval.

W - Reinforced hull (mana cost: 80/85/90/95/100, cooldown: 27/24/21/18/15/): Nautilus roots himself and gains (5%/10%/15%/20%/25% +2.5% per 300 bonus HP) increased armor and magic resistance for (2/2.5/3/3.5/4) seconds (can be cancelled early). While rooted, nautilus reflects enemy non-auto attack projectiles back towards their casters (Nautilus still takes post mitigation damage, and is an ability kills him during this time, it will not be reflected).

E - Dredge reel (mana cost: 75 at all ranks, cooldown: 8 at all ranks): Passive: Nautilus' first basic attack on a target does (15/30/45/60/75 +20% bonus AD) bonus physical damage and roots them for (1/1.25/1.5/1.75/2) seconds. Active: (Only able to be cast after Q) Nautilus pulls his anchor back to him, dealing (50/60/70/80/90 +25% AP) magic damage and knocking aside minions and non-epic monsters. Champions hit are pulled toward Nautilus, but the more champions he hits, the less distance they are pulled to him.

R - Titans wrath (mana cost: 100/150/200, cooldown: 140/110/80): Nautilus begin channeling for up to 2 seconds and raising his foot for a mighty stomp, dealing (100/175/250 + 100% AP) magic damage and knocking up enemies hit for (.25 - 2.5) seconds based on channel length. The effect radius also increases with channel length.

Like all champions or reworks, he needed a good game play hook, so I thought of what niche could suit a tank and thought of the ability to reflect enemy projectiles. If any rioters happen to see this, I'm curious how difficult it would be to program something like this. Would you need to have a "pseudo" champ cast the ability from his position, or would it be more simple/complex?

All feedback from any reader welcome.

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