(Champion Modernization Rework) Nautilus, Titan of the Depths

Meep Man·9/3/2017, 9:54:05 PM·1 votes·802 views

http://lolwp.com/wp-content/uploads/Abyssal-Nautilus-Chinese.jpg

Goals

  • Return Nautilus to his old position as the king of crowd control
  • Make sure Nautilus is a "secure this kill for my team" champion and not "I can solo kill people because they can't do anything"
  • Be sure to drag Nautilus' enemies into the depths
  • Keep Nautilus as the "my base stats are a little meh because my kit is pretty great" kind of Tank

KIT Nautilus, Titan of the Depths Main Role: Vanguard Secondary Role: Catcher Health- 565 (+87 per level) Health Regen.- 7 (+0.65 per level) Mana- 335 (+45 per level) Mana Regen.- 8 (+0.7 per level) Armor- 25.5 (+3.5 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 325 Attack Damage- 62 (+3 per level) Attack Speed- 0.5 (+1.25% per level) Attack Range- 175 (Melee)

Passive- Anchor Smash Innate: Nautilus' basic attacks against enemy units will deal 13 (+2 per level) bonus physical damage and knock the enemy into the nearest wall in the direction that Nautilus is facing, dealing (50% AD) physical damage to the enemy once they collide with the wall and stunning them for 0.75/1/1.25/1.5 seconds. This cannot happen to the same enemy unit more than once every 14/13/12/11 seconds, reduced by cool down reduction. Levels: 1/6/11/16

Ability 1- Dragged Under Active: After a 1 second delay, Nautilus sends his anchor out in the target direction, dealing 100/120/140/160/180 (+45% AP) magic damage to enemies it passes through and stopping at the first enemy champion hit. Upon hitting an enemy champion, the enemy champion will be linked to the anchor for the next 2.5/3/3.5/4/4.5 seconds by a chain, causing them to be unable to move more than 650/600/550/500/450 units away from the anchor. However, during this time, Nautilus' basic attacks cannot be enhanced by Anchor Smash and, if Nautilus moves more than 1000 units away from the anchor, the enemy will be freed from the anchor and Nautilus will recover it, enhancing his basic attacks with Anchor Smash once again. Effects that cleanse crowd control will allow the target to break free from the anchor's chain, but will slow them by 25% for the duration that remained of the tether. Cost: 60/70/80/90/100 mana Cool Down: 17/15.5/14/12.5/11 seconds Range: 950

Ability 2- Titan's Wrath Active: Nautilus surrounds himself with dark energies for 10 seconds, shielding him from the next 50/60/70/80/90 (+9/11/13/15/17% Max Health) damage. While the shield holds, Nautilus will perform a wide swing with his basic attacks, causing them to deal (20/22.5/25/27.5/30% AD) physical damage and apply Anchor Smash to all enemies around his target. Activating this ability resets Nautilus' basic attack timer. Cost: 70/75/80/85/90 mana Cool Down: 18 seconds AoE Radius: 200

Ability 3- Eye of the Maelstrom Active: Nautilus stomps the ground after a brief delay, sending out an initial shockwave from himself before causing a series of three waves to be emitted from himself over the next 2.25 seconds. Enemies hit by the initial shockwave are briefly knocked into the air for 0.5 seconds and then enemies hit by each wave take 25/35/45/55/65 (+20% AP) magic damage, are briefly knocked into the air for 0.3 seconds, and are slowed by 50% for 1 second afterwards. This deals 210/220/230/240/250% increased damage to monsters and, once Nautilus is Level 13, 75% increased damage to minions. Cost: 60/70/80/90/100 mana Cool Down: 22/20.5/19/17.5/16 seconds Initial Shockwave Range: 750 Waves Range: 550 Waves Projectile Speed: 675

Ultimate- Depth Charge Active: Nautilus sends out a depth charge that chases the target enemy champion, dealing 150/200/250 (+50% AP) magic damage, knocking them into the air for 1 second, and then stunning them for 0.75/1.25/1.75 seconds afterwards. Enemies hit along the way are dealt 75/100/125 (+25% AP) magic damage, knocked into the air for 0.5 seconds, and then stunned for 0.75/1.25/1.75 seconds afterwards. Cost: 100 mana Cool Down: 120/100/80 seconds Range: 875


This is a smaller rework, but I felt it was needed for Nautilus to reclaim his seat on the crowd control throne that he was born to sit upon. I tried to move him more towards a crowd control threat rather than a damage threat, with the only real damage threats for him being his anchor very early on and maybe Titan's Wrath in terms of total AoE damage. Thoughts and opinions? Nautilus has kind of felt left behind as of late, so I wanted to give him back his throne.

1 Comments

Kaeblen9/3/2017, 11:05:14 PM1 votes

P You have not stated the range of the knockback on his new passive. If it works as currently stated (they are knocked directly away, and continue traveling until they hit terrain) the ability would be both completely broken in overall power, and totally useless for combat engage. (if there is no range limit, he could kick them down lane to the fountain) Wording on that should be more specific. (also, I really like the current version of his passive, where he just stuns them)

Q I like this idea for an ability, but it's not really clear where they're being anchored to:

  1. does the anchor drop on the ground, and the struck champion is chained to IT, or ...
  2. is the anchor stuck to the champion, and the chain connects that champion to Nautilus.