[Champion Rework] Nautilus, the Titan of the Depths

TheHappyReaperz·8/28/2017, 3:08:42 AM·3 votes·523 views

Base Stat Changes Health: 550 + (80) Movement Speed: 300

P: Depth Titan Passively, Nautilus is immune to knockbacks and knockups. Instead of displacing him, these effects will instead slow him for 80/75/70%, equal to the duration of the knockup. Additionally, Nautilus gains 40/45/50% of MS from items and runes. EX: If Nautilus buys Boots of Speed, at level 1, he will only gain 10 bonus MS.

Passively, Nautilus's abilities charge his auto-attacks. After casting an ability, Nautilus's next auto-attack will deal 4 - 55 + (0.35 AP) magic damage, and root the target unit for 0.5 - 1.5 seconds. If they target unit has been rooted by this ability in the last 10 - 6 seconds, the charged auto-attack will not root them, but will still apply the bonus damage.

Q: Dredge Line CD: 18/16/14/12/10 Cost: 60/70/80/90/100

Actively, Nautilus hurls his anchor. If he strikes an enemy unit, the target takes 80/120/160/200/240 + (0.75 AP) magic damage, and Nautilus drags himself and the target unit together, briefly stunning the target. If Nautilus strikes a wall or player created terrain, Nautilus dashes to the struck location, and the CD of this ability is halved.

W: Riptide CD: 16/14/12/10/8 Cost: 80

Passively, Nautilus shields himself for 35/45/55/65/75 + (5/7/9/10/11% max health). This shield is restored through Depth Titan's empowered auto-attacks. Empowered auto-attacks against minions and small monsters restore 5 - 10% of the shield, while empowered auto-attacks against champions and large or epic monsters restore 10 - 20% of the shield. After the shield is broken, it cannot be restored until 12/10/8/6/4 seconds have passed.

Actively, Nautilus swings his anchor in a cone in front of him, dealing 65/85/105/125/145 + (2/2/3/3/4% enemies max health + 1% per 100 AP) + (1.00 total AD). Enemy minions and small monsters are pulled closer to Nautilus.

E: Depth Charge CD: 20/18/16/14/12 Cost: 60/65/70/75/80

Actively, Nautilus plants a Depth Charge, at target location. The Depth Charge preps for 0.75 seconds, then becomes active. If an enemy unit steps on a Depth Charge, it will detonate, knocking up all enemy units within 200 units, and dealing 70/100/130/200/230 + (0.75 AP).

R: Titan's Wrath CD: 140/120/100

Actively, Nautilus plants his anchor in the ground behind him, and becomes ghosted and 25/50/75% tenacity for the next 6/10/14 seconds. During this time Nautilus gains 150/250/350 + (10 per 100 AP) movement speed, but cannot cast basic abilities or auto-attack. While this ability is active, Nautilus can reactive this ability to grab an enemy champion, dealing 200/325/450 + (0.80 AP). Once Nautilus grabs an enemy champion, Nautilus and the targeted enemy champion are untargetable and suppressed, as Nautilus travels back to where he placed his anchor. Nautilus retracts to his anchor at a speed of 1500. Enemy champions struck by Nautilus retracting are knocked back, and take 100/163/225 + (0.40 AP) magic damage.

Thoughts?

5 Comments

Whats A Riv8/28/2017, 4:02:16 AM1 votes

Reading this, it looks like something (with a few changes) could make it into the actual game but his passive would have to have a cool down of 30 seconds or more due to the fact that he wouldn't be able to be CC'd and only slowed

Variks the Loyal8/28/2017, 8:32:07 PM1 votes

I'm a longtime fan of Nautilus. While I haven't played him a lot lately (Sejuani kinda replaced him for me), I used to love jungling as him during Season 5.

I really like a lot of the ideas you've posted here! In particular, the passive; being completely immune to knockbacks and knockups is a very cool and thematically appropriate ability, and it seems like there's a proper tradeoff as well, with the heavy slow they afflict instead. It really solidifies him as a lumbering titan, slowly approaching enemies to lock them down, and while many would say a passive like this would be more appropriate on a Juggernaut, you've done a great job of making it work for a Vanguard tank.

I am a little confused by Riptide. I assume you gain the shield when you place a rank into the ability; this could lead to some cool, cheeky level 2-into-3 all ins in Top lane. The idea of a passive shield that regenerates as you fight fits perfectly on a Vanguard that subsists in combat, but I think the restore mechanic is a tad weak; when the shield is broken, you can't regain it until some time has passed. When you can refresh it, you can do so with one AA, but the refreshed shield will be small (Not much more than 1% of his health) and probably immediately break, and cause it to go on cooldown; this means you could never really get the shield to it's full value unless you charge it on lane minions or Scuttle Crab. Instead, what I would do is reduce the maximum shield value, and make it so there is no lockout time to refreshing the shield. Perhaps his passive empowered AA's grant a shield for 5% of his maximum health that can stack to up to 15% maximum?

I think Depth Charge is cool, and Titan's Wrath is extremely cool. I'd reduce the damage numbers a bit, though; Vanguard tanks should have DPS, but that's coming primarily from his Riptide ability, and I don't think the other abilities need to be particularly chunky.

Overall, good job!

HydroTyrant8/30/2017, 1:51:10 AM1 votes

The damage on the E and Ult would be too good to make it into the game... I can just imagine a full AP mid nautilius that roams and places depth charges on the junglers buff, sit in a bush and wait until they hit it, then run in with ult to one shot them. I don't like the idea of another teemo in the game.

On a positive note I love the idea of going out and grabbing someone and pulling them back to the anchor, almost like the tides going in and and sucking you back out... but with that pull too maybe too much initiation power on one champion. Well done on the ult though.