ФЭНДОМ


Чемпион Биография Другое


Характеристики Ред
HealthRegenIcon.png Здоровье 576.48 +86 AttackDamageIcon.png Сила атаки 57.544 +3.3
HealthRegenIcon.png Восст. здоровья 8.37 +0.55 AttackSpeedIcon.png Скорость атаки [*] 0.613  (+ 0 +1%)
ManaRegenIcon.png Мана 284 +50 ArmorIcon.png Броня 26.46 +3.25
ManaRegenIcon.png Восст. маны 8.625 +0.7 MRIcon.png Маг. сопротивление 32.1 +1.25
AttackRangeIcon.png Дальность 175 MovementSpeedIcon.png Скорость передвижения 325

Abilities Править

v e
Staggering Blow
On-Target Cooldown: 9 / 8 / 7 / 6

Nautilus's basic attacks deal an additional 2 + (6 × Nautilus' level) physical damage and Root icon.png root his target for 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds.

This effect cannot trigger on the same target more than once every few seconds.

Подробнее об этой способности
Staggering Blow is an on-hit effect.


v e
Dredge Line
Дальность: 1100
Стоимость: 60 / 70 / 80 / 90 / 100 mana
Перезарядка: 18 / 16 / 14 / 12 / 10

Active: Nautilus hurls his anchor forward in a line. If it hits an enemy unit, Nautilus Airborne icon.png drags himself and the unit together, dealing magic damage and briefly Stun icon.png stunning the enemy.

  • Magic damage: 60 / 105 / 150 / 195 / 240 (+ 75% AP)

If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.

Подробнее об этой способности
Dredge Line is a skillshot-targeted projectile and dash.
  • Projectile Speed: 2000
  • Магический урон будет поглощен магическими щитами.
  • Накладывает эффекты способности как способность на одну цель.
  • Дополнительная информация:

    • Dredge Line will also take into account player-created terrain such as Cataclysm.png Cataclysm.
    • If Dredge Line lands the killing blow on a unit, Nautilus will instead pull himself all the way to their location.
    • Dredge Line will preserve Nautilus' previous movement orders if the dash direction is roughly along the path he is scheduled to take. This is a convenience feature meant to aid Nautilus if he is using the ability for casual travel.
    • The dash on Dredge Line has a significant cast time due to its low projectile speed. With sufficient timing, it is possible to override most crowd control effects on Nautilus if they are applied during this period, including all airborne abilities.


    v e
    Titan's Wrath
    Стоимость: 80 mana
    Перезарядка: 18

    Active: Nautilus gains a shield for up to 10 seconds that absorbs a base amount of damage plus a percentage of his maximum health.

    • Shield Strength: 65 / 70 / 75 / 80 / 85 (+ 7 / 9.5 / 12 / 14.5 / 17% of max 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 over 2 seconds.

    • Magic damage: 40 / 55 / 70 / 85 / 100 (+ 40% AP)
    Подробнее об этой способности
    Titan's Wrath is an on-hit effect and shield that applies a damage over time to enemies around the target of Nautilus' basic attacks.

    Дополнительная информация:

    • Titan's Wrath resets Nautilus' attack timer on cast.
    • Titan's Wrath has no cast time and does not interrupt Nautilus' previous orders.
    • Titan's Wrath will always deal half of its listed damage on every hit while it persists, with the second half of the damage being applied over the next second regardless of how fast Nautilus attacks.
    • While Titan's Wrath is active, Nautilus' will utilize a different animation for his basic attacks. Autoattacks using these animations will always apply the damage over time, even if the shield expires before the damage has been applied.
    • If the shield is about to break, Titan's Wrath can be artificially extended by applying another shield, such as Eye of the Storm.png Eye of the Storm JannaSquare.png Janna, on top of it. This is still subject to the 10 second maximum duration, with further autoattacks not applying the debuff regardless of whether Nautilus is still shielded or not.


    v e
    Riptide
    Дальность: 600
    Стоимость: 60 / 70 / 80 / 90 / 100 mana
    Перезарядка: 10

    Active: Nautilus slams the ground, causing a ring of explosions to radiate out from him in 3 waves. Each explosion deals magic damage to enemies in the area and Slow icon.png slows them, decaying over 2 seconds.

    • Magic Damage per Wave: 60 / 100 / 140 / 180 / 220 (+ 50% AP)
    • Slow: 30 / 35 / 40 / 45 / 50%

    Enemies take 50% less damage from explosions beyond the first that hits them.

    • Maximum Magic Damage: 120 / 200 / 280 / 360 / 440 (+ 100% AP)
    Подробнее об этой способности
    Riptide is a point-blank area of effect ability.

    Дополнительная информация:

    • Riptide will radiate out from where Nautilus cast the ability, not his current location. Moving will not cause Riptide to cover any additional ground.
    • Rylai's Crystal Scepter item.png Rylai's Crystal Scepter's slow will be diminished beyond the 15% (down to 5.25%) due to Riptide's slow being more effective.


    v e
    Depth Charge
    Дальность: 825
    Стоимость: 100 mana
    Перезарядка: 140 / 110 / 80

    Active: Nautilus fires a shockwave that chases a target enemy champion, dealing magic damage and Airborne icon.png knocking up enemies it passes through for 0.5 seconds. The shockwave explodes upon reaching its target, dealing magic damage to the target, as well as Airborne icon.png knocking them up for 1 second and Stun icon.png stunning them.

    • Passthrough magic damage: 125 / 175 / 225 (+ 40% AP)
    • Explosion magic damage: 200 / 325 / 450 (+ 80% AP)
    • Stun Duration: 1 / 1.5 / 2
    Подробнее об этой способности
    Depth Charge is a unit-targeted area of effect ability that sends a chasing projectile towards an enemy champion. Enemies hit by this projectile along the way are also affected by the ability.

    Дополнительная информация:

    • Despite being a projectile, Depth Charge is not intercepted by Wind Wall.png Wind Wall YasuoSquare.png Yasuo or Unbreakable.png Unbreakable BraumSquare.png Braum. This may be due to balance concerns or for flavour.
    • The stun and knockup on the ability are applied concurrently and not sequentially; the total CC duration on a target is not actually 2 / 2.5 / 3 seconds but 1 / 1.5 / 2 seconds.
    • Depth Charge's projectile does not path around terrain or units.
    • Depth Charge's projectile will accelerate over time, generally ensuring it is impossible to outrun for all but the most extreme of movement speeds. However, a target moving a vast distance away such as with Recall.png Recall or Teleport.png Teleport will cause the projectile to vanish.


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