Nautilus Build Guide

Titan of Solo Top + More (Solo Queue Leader)

Uploader Keftedes
Updated 4 years ago
196,803
88%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

The week Nautilus was released I was very confused. I would join ranked games and get bombarded with threats because I was picking Nautilus. Everyone claimed he did no damage, was underpowered and outclassed by other similar champions. Ignoring them, I used Nautilus only to get thanked at the end of the game for leading my team to victory. I believe Nautilus is best played at solo top. He is perfect for this position, because of his inherent ungankability, his sustain with shield, and his amazing farming capacity. He can be a very effective jungler with deadly ganks. To ice the cake, he is also an amazing support. Nautilus is a very versatile champion that can be built in many different ways to adapt to many situations. He has incredible abilities for disruption, great initiation skills, devastating ganks and extreme durability. He is a deadly because of his incredible potential for damage. His team-play compatibility and consistent damage is enormous, rivaling champions like Jarvan and Cho'Gath. When you play Nautilus you are the leader and you control the team, which is great for solo queue. You are in-charge of securing every kill, protecting every ally and dealing extraordinary damage. Nautilus is a force to be reckoned with. Pros: [.] Strong solo top champion [.] Amazing team pressence [.] So much crowd control [.] Can fit in almost any team comp [.] Can play 3 team roles very effectively [.] Dishes out very decent damage for a tank [.] Controls the team Cons: [.] Slow movement speed [.] Needs good carries to assist him (can only do so much alone) [.] Doesn't get kills, but is responsible for securing almost all of them

[title]Marks[/title] Yes, You are a tanky character. However you also dish out a lot of damage from your spells and all of it scales with Ability Power. These are the most optimal Marks I see in using. Remember, your spells must be somewhat threatening or else they will ignore you. You cant go wrong with 8 magic penetration. For support I may take Marks of Resilience for an extra 8 armor. [title]Seals[/title] I like getting 14 flat armor seals for jungling and for stability. Most solo top champions are AD according to the meta that persists. Nautilus also starts off with very low base armor, so it is worth getting a boost to help you in that category. [title]Glyphs[/title] I find that having a steadily increasing source of magic resist can substitute many popular mid-game magic resist items (according to the meta) like [imgsmall=items/aegis-of-the-legion.png], [imgsmall=items/spirit-visage.png], or [imgsmall=items/wits-end.png]. Instead of substituting, you can even get these popular mid-game items to strengthen your mid-game if you are behind. These are my favorite glyphs for any fighter champion. [title]Quintessences[/title] I get an extra +15 ability power for my quints because along with the 8 magic penetration I get with my marks, it really helps out my early game damage at top. Also after leveling your [imgsmall=skills/nautilus/w.png] to level 2, you can really fly by in the jungle. Which quints you choose is really a preference. For support you can take the Quints of Avarice (3 Gold every 10 sec). The only runes that I see myself substituting for are the Quintessences or the Marks. I can see how people may prefer an extra 6 magic penetration with Insight Quints, an extra 4.5% movement speed with Swiftness Quints, or an extra 6% CDR with Celerity Quints. [.]Other Possibilities: 9x Marks of Alacrity (15 Attack Speed) 9x Marks of Resilience (8 Armor) 3x Quintessence of Insight (6 Magic Penetration) 3x Quintessence of Swiftness (4.5% Movement Speed) 3x Quintessence of Celerity (6% Cooldown Reduction at lvl18) 3x Quintessence of Avaric (3 Extra Gold every 10 seconds)

[title][img=skills/nautilus/p.png] Passive: Staggering Blow[/title] [number]Nautilus� first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.[/number] [title]Explanation:[/title] A very, very, good passive. Not only does it root every single first attack on someone, it does extra physical damage. And even better, as your level gets higher, so does the damage and so does the stun. Seriously, one of the best passives in the game. It is very good for last hitting also. You shouldn't be focused on autoattacking, but when your waiting for your cooldowns, autoattack different champions each once. In endgame fights make sure you use this against bruisers going after your carries, or offensively. [title][img=skills/nautilus/q.png] Q: Dredge Line[/title] [number]Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+75% of ability power) magic damage and stunning them briefly.If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (7/6.5/6/5.5/5). Cost: 60/70/80/90/100 mana Cooldown: 14/13/12/11/10 seconds Range: 950[/number] [title]Explanation:[/title] A skillshot that takes quite some time to master. You can use it to escape and initiate. Be careful when trying to use it against a wall at a very low angle, it won't drag you as far as you may expect. This ability also has a bit more range than it shows; make use of it. You can Dread-Line onto dead towers making you escape counterpushes or push faster. Use this ability to survive ganks as well as gank. As a jungler make sure you use this last to ensure they don't escape. You can use this to go through some walls. I tested these out so they do work, however YoshinatorZ came up with these spots and photos. These may be glitches so make sure you use them for now before they get patched. [imgext=http://i40.tinypic.com/14c5l51.png] [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [number]Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+10% of bonus health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+40% of ability power) magic damage over 2 seconds. Cost: 80 mana Cooldown: 26/24/22/20/18 seconds Range: 350[/number] [title]Explanation:[/title] This another great skill that Nautilus has. The gist of it: You get a strong shield that does splash damage over 2 seconds. In solo top situations, every time you are in combat or harassing, make sure you have this on and you will always come on top. This shield gives you stability and farming capability. In the jungle, after you have 2 points in this skill, you will notice how much damage it is doing. It is almost like a built-in [imgsmall=items/tiamat.png]. This should be always on in a team-fight and also is your main source of damage for 1 on 1 situations. I find myself using this tactically, because you don't do enough base damage early on without it. If it is bursted down, be careful of engaging. Max this skill out first. This ability resets your auto-attack so use it right after you hit a target to get a double swing. [title][img=skills/nautilus/e.png] E: Riptide[/title] [number]Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time. A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions. Cost: 60/70/80/90/100 Cooldown: 10 seconds Range: 400[/number] [title]Explanation:[/title] Again, another great skill. I end up maxing this out second because of the potential AOE damage it does. If an enemy is fleeing from you, this skill can hit them more than once. Oh, apart from AOE damage, this skill is also a slow, a decent one infact. For a level 1 slow this slow is pretty good (30%). As you level it up you get more damage and more of a slow effect. This should be going off constantly in team-fights and should be used after your [imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/p.png] combo to secure kills from escaping enemies, or even to initate. [title][img=skills/nautilus/r.png] R: Depth Charge[/title] [number]Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+40% of ability power) magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target dealing 250/350/450 (+80% of ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds. Cost: 100 mana Cooldown: 120/100/80 seconds Range: 825[/number] [title]Explanation:[/title] What an ultimate! If you aim this correctly, you have an AOE knockup, a nuke and a stun in one skill. This is perfect for baron fights, middle-brush fights and in general any fight because you want to disable the carry. Carries are usually in the back so I see myself always using this after I jump in to initiate. No matter how far they run they will get hit and since they are almost always behind their team, their team will receive a pound with an AOE knockup that does damage. Try not to use this on [imgsmall=champ/sivir.png][imgsmall=champ/nocturne.png] or [imgsmall=champ/morgana.png] because if timed correctly they can negate the effects of this spell. This skill is really hard to aim right for the maximum amount of damage. Don't waste too much time in a battle before you use it, its a waste at the end. If you get at least 3 enemies knocked up, your ultimate was successful. The only time I've gotten more was in brush fights beside to middle lane. [title][center]Conclusion:[/center][/title] [title][center]Top Lane [/center][/title] At top, I find myself using my skills after level 4. I use [imgsmall=skills/nautilus/w.png] to farm and harass at the same time, and [imgsmall=skills/nautilus/e.png] in case they get a little too excited and try to jump onto me. After level 6 your combos are almost a guaranteed kill, just because they cannot do much while they are being CC'd the hell out of. Always try to save [imgsmall=skills/nautilus/q.png] to secure a kill or to have an extra escape. I use it as a gap closer also for champions that are ranged and try to abuse their range. [title][center]Jungling[/center][/title] Start off with blue and use [imgsmall=skills/nautilus/w.png] right after your team leashes it. You do damage per second for every hit you give it. When you are jungling and attempt to gank, make sure you use your cc effectively. I find the most effective way to use your cc is in this order [imgsmall=skills/nautilus/w.png]>[imgsmall=skills/nautilus/p.png]>[imgsmall=skills/nautilus/e.png]. After the enemy tries to run for it use [imgsmall=skills/nautilus/q.png] to pull them right back. If this is not enough you can always [imgsmall=skills/nautilus/r.png] for a sure kill. If you didn't get a kill, you did something severely wrong or your allies did not do enough damage. [title][center]Support[/center][/title] Max out your shield first here also. I considered maxing out E first for the extra DPS and slow, but for some reason I haven't had success with it. Mid game is hell for me when I get E first. Trying to participate at a fight at dragon and you will blow up before you can even help anyone. In this case, use your [imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/p.png] combo to harass/initiate on enemies or to protect your carry. Nautilus excels in both.

[title]Tanky-AP[/title] I have tried almost every role that Nautilus can play and I have concluded there is three decent ways to play him: Tanky AP, Off-Tank or as a Support. You have a lot more team presence as Tanky AP than playing Nautilus as an Off-Tank or support, however if your team already has a heavy tank, needs a support, or a lot of beefy characters, the Off-Tank or Support builds work very nicely. Nautilus maximizes his damage with a [imgsmall=items/rod-of-ages.png] and a [imgsmall=items/abyssal-scepter.png]. This is true because your skills force you to be on the front line in the battle field. You need to be tanky to survive and do your job. Having AP-carry items like [imgsmall=items/rabadons-deathcap.png][imgsmall=items/void-staff.png][imgsmall=items/will-of-the-ancients.png] is pretty when you look at your extra magic damage, but it is just not practical. You will survive more, to deal more damage and disruption with the build provided above. What is good about this build is that it works both for solo top and jungle. Here is an explanation of the items: [img=items/philosophers-stone.png] This item is essential for early game. Sometimes if I get fed, I skip [imgsmall=items/heart-of-gold.png] altogether (rarely), but this item is necessary. This item offers you statistics that favor your character a lot. Usually you will be harassing with your shield up which provides you to take damage, while regenerating your health free. As long as you do not spam your skills like a madman, you should have no problem with mana. In the jungle, you should be only using [imgsmall=skills/nautilus/w.png] to farm your creeps. You can give 2nd blue very easily to your AP carry if you buy this item. Oh I almost forgot, Gold per 10 also; how can you go wrong? [img=items/heart-of-gold.png] This item gives you early game tankiness as well as GP/10. You can sell it later if you see no use for it, or upgrade it to a midgame [imgsmall=items/locket-of-the-iron-solari.png] or even better, a lategame [imgsmall=items/randuins-omen.png]. [img=items/mercurys-treads.png] A must for a fighter. Damage reduction from magic damage, and reducing disables will help your survivability and your team's survivability. The less time you are stunned, the more time you can help allies getting crushed by diving bruisers. I just don't see myself replacing these boots for other boots. [img=items/rod-of-ages.png] This item may be a surprise to some but I think its a necessity. What I don't like is people prefer to invest in a Warmogs for the immense amount of life it provides. This is a mistake because you waste an item slot on pure life. Why do this when all your abilities scale fairly well with AP? You also need mana and some stability for lane, which catalyst provides. A Rod of Ages gives you 650 health, 725 mana and 80 abillity power. You simply cannot beat those all around nice stats. Yes Warmogs can be potentially be substituted for this item, but i find that Warmogs is less attractive to my eyes. [img=items/frozen-heart.png] Absolute necessity. You need every attribute this item has: 99 armor, beautiful, -20% CDR, pure bliss, 500 mana, just keeps getting better, and a -20 attack speed aura to enemies, amazing. Never take any other item to substitute it. Good thing about this item is that it is all you need for CDR. Your CDR with the masteries will be in the high 30's (depending on runes) just with this item. You can easily buy an elixir end game to make the 40% cap, but it should be about 38% with [imgsmall=items/randuins-omen.png]. [img=items/abyssal-scepter.png] Again, I don't see my self getting any item in this items place. You cripple enemies even more by reducing their magic resistance by 20, and you get an extra 70 ability power and 57 magic resist. Great item. [img=items/randuins-omen.png] A very nice item. I find myself attracted to its CDR, its passive, its active and its base statistics. 350 life 75 armor cant go wrong. Use this when you are in the middle of the whole team in addition to your extensive cc. One may ask, why another heavy duty armor item? Ad carries have a stronger consistent damage output because they lack the dependence of cooldowns. Unless the enemy carry is extremely weak, I usually always get this item too. [img=items/banshees-veil.png] Magic Resist, decent passive and a good amount of health and mana. I find myself getting this earlier if their AP carry is just unbearably fed. Most of the time this item is not really necessary and can be substituted for something else. ________________________________________________________________________________________________________________ [title]Items To Consider[/title] I see myself getting these items from time to time based on the situation of the game: [img=items/aegis-of-the-legion.png] Extremely nice mid-game item that seems very cost efficient. I get this if our support is having trouble getting one, or is warding like a madman. Later on in the game sell it and tell your support to get one. I see myself getting this when I am jungling and I am not doing too well. I prolong or skip the [imgsmall=items/rod-of-ages.png] and settle for this and a [imgsmall=items/shurelyas-reverie.png] instead. Sometimes I rush this right after my [imgsmall=items/rod-of-ages.png] if the enemy team is playing aggressive. The amount of tankiness and damage you deal will be enormous. [img=items/force-of-nature.png] A highly mobile enemy team frustrates me to no extreme. A FoN provides a nice movement speed buff along with the highest magic resist in the game. [img=items/guardian-angel.png] Sometimes I feel as if a late-game battle can depend on staying alive for 5 more seconds and disabling their enemy carry. It depends on the situation, but I see myself getting this if the game is really close and I do not want to risk losing the game because I couldn't stay alive long enough in a decisive battle to help my team. [img=items/locket-of-the-iron-solari.png] A very nice mid-game item. I find myself getting this if the team is mainly AD. This item will give me a complete advantage during dragon fights and will help me sheild my allies. It also stacks with my[imgsmall=skills/nautilus/w.png]. Later on I usually substitute this item for a [imgsmall=items/randuins-omen.png]. It shield doesn't help much late game, so replace this with Randuins which can cripple enemies. [img=items/shurelyas-reverie.png] This item adds so much utility . Sometimes if I find myself needing more life and more CDR, I will finish my [imgsmall=items/philosophers-stone.png] into this item. It gives me even more team presence with early CDR, an escape, a chase and health regeneration. All very nice for Nautilus. [img=items/thornmail.png] If the team has a ranged carry, and someone like [imgsmall=champ/masteryi.png][imgsmall=champ/xinzhao.png][imgsmall=champ/tryndamere.png], I may choose to get this. _______________________________________________________________________________________________________ [title]Overrated Items Used on AP Tank Nautilus[/title] [img=items/warmogs-armor.png] I'll explain why this item is overrated, so people understand and stop getting it. It takes up a slot where other items could be, items that give you not only life, but other attributes, like ability power, mana, cooldown reduction, armor, magic resist, items with actives. Not only what I mentioned above, but it also takes time to farm so you must get it early game, which really hinders your early game damage and tankiness. Just because you have a lot of life, does not mean you can tank very well. Having a safe balance between health and resistances ensures much better tankability. I understand that [imgsmall=skills/nautilus/w.png] scales with Nautilus's bonus life, however it is only 10%. This will amount to 150 extra shield for 1500 bonus health. That does not seem too great to me. In higher elo games, players will use cripples that will hinder your resistances and make you die like a squishy. Armor/Magic Penetration/Shredding Items/Runes, [imgsmall=champ/tryndamere.png] mocking shout, [imgsmall=champ/trundle.png] ultimate, [imgsmall=champ/shyvana.png] flame breath, [imgsmall=champ/kogmaw.png] causitic spittle, [imgsmall=champ/karthus.png] wall of pain, [imgsmall=champ/nasus.png] spirit fire, [imgsmall=champ/jarvaniv.png] dragon strike, [imgsmall=champ/fiddlesticks.png] passive, [imgsmall=items/abyssal-scepter.png] unique. All these can potentially be used to hinder your resistances. If you lack resistances but have life, you will not tank anything. High health also makes you susceptible to [imgsmall=champ/kogmaw.png],[imgsmall=champ/vayne.png] and [imgsmall=items/madreds-bloodrazor.png]. You will become a better player the sooner you learn to ignore this item. And as for others who get this after their Rod, I see myself getting a double [imgsmall=items/rod-of-ages.png] before I see myself getting this item; just so much better in every way. Getting a Warmogs on Nautilus is like getting a Warmogs on [imgsmall=champ/maokai.png][imgsmall=champ/galio.png][imgsmall=champ/amumu.png][imgsmall=champ/singed.png] or [imgsmall=champ/nunu.png]. If you can afford a Warmogs, get a Rod. [img=items/atmas-impaler.png] As a tank, this item is not very good at all. You are not efficient in using the extra damage because you have very little base attack damage other than your passive and you have very low attack speed. You also cant make much of the measly 45 armor that it offers you, and forget about the crit chance. [img=items/ionian-boots-of-lucidity.png] I don't think you need these especially after [imgsmall=items/frozen-heart.png]/[imgsmall=items/randuins-omen.png] and the basal increases you get from your masteries (12%) at 18. [img=items/boots-of-mobility.png] Not necessary, even for jungling. People who cannot stand his speed should invest in movement speed quints and masteries in the utility tree (swiftness) and the defensive tree (initiator). [img=items/frozen-mallet.png] You don't auto-attack fast enough to make this any useful, the life is not cost effective and you already have so much cc anyway that you wont even notice the effects of this. [img=items/rylais-crystal-scepter.png] Your spells are mostly AOE. This will proc such a small effect that it won't even be noticeable. You have a lot of cc already you really don't need this. [img=items/sunfire-cape.png] Just don't get this. It is severely outclassed by other items that offer armor and health. The extra magic damage isn't even noticeable. [img=items/will-of-the-ancients.png] I see some people getting this item on Nautilus. I ensure you it is not worth a penny. Again your attacks are AOE and you simply do not get enough health returned from spell vamp to use this item.

Off-Tank Nautilus is also a very viable build, it lacks however the durability of the AP Tank Nautilus. If you choose to go this path, make sure you play like an Off-Tank, not an in-your-face Tank. As for damage, trust me you will do plenty. This build is also reliant on skill combos, and works perfectly with them, because you will have a healthy amount of AP, a healthy amount of damage, you will have a capped 40% CDR with just [imgsmall=items/nashors-tooth.png][imgsmall=items/elixir-of-brilliance.png], a crazy amount of cc and a nice amount of attack speed. [img=items/mercurys-treads.png] As an off-tank you need to have tenacity before you can do consistent damage. You also need to get in and get out. These boots allow you to with least possible harm. [img=items/rod-of-ages.png] I love this item for the same reasons I like it on AP Tank Nautilus. I don't see how it could be substituted. You need all of the statistics it offers. [img=items/trinity-force.png] This should be your main damage output item. With a trinity force you can do nice amounts of damage, because of the damage increases with the sheen proc after ability use. Your passive along with sheen will hit very hard for a large burst. You also get increased attack speed/ critical strike, a chance to slow, physical damage, life and mana; all very nice for Nautilus [img=items/nashors-tooth.png] At first I was skeptical about this item but it offers almost everything you need to be a Off-Tank. Trinity Force itself does not offer enough attack speed for Nautilus. You also need a good substitute for the hefty -20% CDR from [imgsmall=items/frozen-heart.png]. More ability power is a great supplement and why not have an extra amount of mana regeneration for free! It was recently buffed and it offers 65 ability power. [img=items/abyssal-scepter.png] I get this item as an Off-Tank because I need a source of magic resistance. Typical Off-Tanks usually suffice with [imgsmall=items/banshees-veil.png], but Nautilus works much better with extra ability power, and a crippling magic resist aura. [img=items/atmas-impaler.png] This item ices the cake with the necessary armor and the great synergy with [imgsmall=items/rod-of-ages.png][imgsmall=items/trinity-force.png]. I said not to get this above, but you are not a tank in this situation, you are an Off-Tank. I really think this build is brilliant. Think about how deadly this combination of utility, cc, attack and magic damage really is: [.]You have a very nice amount of ability power (264 to be exact) from [imgsmall=items/rod-of-ages.png][imgsmall=items/trinity-force.png][imgsmall=items/nashors-tooth.png][imgsmall=items/abyssal-scepter.png] and runes/ masteries. Your skills will do nice damage. You also have -20 magic resist aura which means every skill will hit harder. [.]You have a nice amount of attack speed with [imgsmall=items/trinity-force.png] and [imgsmall=items/nashors-tooth.png] [.]You have a mini burst from the [imgsmall=items/sheen.png] proc and [imgsmall=skills/nautilus/p.png] combo [.]You have a nice amount of physical damage from your [imgsmall=items/rod-of-ages.png][imgsmall=items/trinity-force.png][imgsmall=items/atmas-impaler.png] synergy and your damage from [imgsmall=skills/nautilus/p.png]. [.]You have an escape[imgsmall=skills/nautilus/q.png], a pull[imgsmall=skills/nautilus/q.png], a slow[imgsmall=skills/nautilus/e.png], a chance to slow[imgsmall=items/phage.png], a stun[imgsmall=skills/nautilus/p.png], and a knock-up/stun [imgsmall=skills/nautilus/r.png] over and over and over again because of your maxed CDR _________________________________________________________________________________________________________ [title]Items To Consider[/title] [img=items/wits-end.png] This item is a good midgame option to remedy your slow attack speed as well as give you the necessary magic resist you need before you get your [imgsmall=items/abyssal-scepter.png]. I can see this item on Nautilus as a mid-game item just because in a team-fights you can maximize your passive by attacking different enemies each once. It will add some magic damage, increase your attack speed so you can hit different targets faster, and a magic resist boost. It works out really nicely but I end up selling it later for a lategame item.

[img=items/mercurys-treads.png] I will always pick these. Even though they are the most expensive, I feel as if they are worth it. Sometimes I substitute, but rarely. [img=items/shurelyas-reverie.png] This is a must. The active on this is great. You can use it many different ways. You also get the CDR you need and a nice amount of health. There's a reason why almost all supports get this (and now even other characters). [img=items/aegis-of-the-legion.png] Perfect support item. Cheap and effective. Gives you health, and you and your allies armor, magic resist and attack damage. Enough said. I get this right after my boots, philo, and HoG are done. [img=items/locket-of-the-iron-solari.png] I love this item more and more. You give your team extra health which can potentially save them. Along with a [imgsmall=summoners/heal.png], you can change a whole fight. You get very nice armor and health and can stack that shield on your shield. The health regeneration aura helps also. [img=items/randuins-omen.png] You need life, you need a GP/10, you need armor, you need a bit of CDR, nice passive, nice active, anything else? I use this for team escapes along with [imgsmall=items/shurelyas-reverie.png] and when I initiate late-game teamfights. [img=items/banshees-veil.png] I find myself getting this for its magic resist and life. I get this rather than abyssal scepter because I need the life due to the lack of my [imgsmall=items/rod-of-ages.png]. _____________________________________________________________________________________________________________ [title]Items to Consider:[/title] [img=items/ionian-boots-of-lucidity.png] If you want to spam your abilities a bit more and you have an aggressive mid-game maybe this works better than [imgsmall=items/mercurys-treads.png] for you. [img=items/executioners-calling.png] Get this if two or more enemies have too much health regeneration or if one is fed. I rarely get this but I do recall a game where a Swain, Warwick and Mundo were doing too much damage and our team had 1 ignite. It's a really good item for this purpose, it's an ignite without the damage every 20 seconds. [img=items/frozen-heart.png] Enemies are attacking way too hard and way too fast. I usually get this if no one on my team gets it. I replace it for [imgsmall=items/randuins-omen.png]. [img=items/will-of-the-ancients.png] Have a lot of magic on the team? I get this sometimes around lategame if we can benefit somehow from it (example, our AP caster wants to sell his for something with more AP, or he wants me to stack it). [img=items/zekes-herald.png] Not really that great for the auto-attackers on your team as it used to be but can be somewhat beneficial in certain situations (Example: your AD carry is fed and is rushing damage items, you rush this).

Who will you be seeing top lane most of the time? What should you do? ________________________________________________________________________________________________________ [highlight][title]Easy Top Lane Champs[/title][/highlight] [imgsmall=champ/akali.png] Sometimes I see Akali Top lane. She is easy to zone after level 4. Get her low enough before 6 and she shouldn't be a problem to deal with. Always harass with [imgsmall=skills/nautilus/w.png] on. [imgsmall=champ/fizz.png] This rarely happens but sometimes I see fizz top. Guess what, you beat him. You can CC him during his evades and can control where he is most of the time, unlike other champs. [imgsmall=champ/kennen.png] He really shouldn't be a problem. His ranged attacks are easy to dodge and his lightning dash can never really be an escape because of your Q. [imgsmall=champ/malphite.png] Way too mana hungry to compete with you. His shield should go down very easy. Try to get a hit on him ever 8 or so seconds so it never returns. [imgsmall=champ/nasus.png] You beat him. He simply cannot farm until he gets some magic resist. which will take too much time. [imgsmall=champ/poppy.png] Easy champ. Don't stay next to walls and you should be fine. She is too passive to fight back against you. [imgsmall=champ/riven.png] Why is Riven here? Becasue believe it or not, you can outdamage her with your shield alone. Don't get caught up in her moves and your shield > Riven's shield. [imgsmall=champ/swain.png] You beat him. Just don't get kited because it is very easy with swain to do so. Careful for his healing on his ultimate. [imgsmall=champ/talon.png] He has no sustain. Your shield and passive alone can destroy him. He relies too much on his abilities to be a threat. [imgsmall=champ/tryndamere.png] Another surprise perhaps? You outdamage him with your shield on. After it wears off back off. He will be forced to keep popping bloodlust and never have his rage high. You have too much cc for him to be a threat. Spins at you? No problem, E W Passive. [imgsmall=champ/wukong.png] You straight out beat him. He can do all the tricks he wants, he has no sustain. Abuse that and you should win. Only thing you should watch out for is his ulti+ignite combo. ________________________________________________________________________________________________________ [highlight][title]Champs Equal With You[/title][/highlight] [imgsmall=champ/chogath.png] He has the same laning power as you do. Make sure you dodge his Q and try to trade in harass with him. Play tactical and the better player will come out on top. After a while he will become unkillable. [imgsmall=champ/drmundo.png] Slighlty problematic. Dodge his axe and make sure to kill him before 6 because he can be annoying to burst afterwards. His level 6 ultimate isn't too strong so you can burst it out if you have a lead. He is very hard to kill with his cc reduction/damage skill but in the end he cant really kill you either, so I would just farm. [imgsmall=champ/galio.png] This will be back and forth. His skillshot does such good damage and slows you. He gets it so often, that you really have to dodge it, or he will zone you out. Play smart and know when to attack him. [imgsmall=champ/gangplank.png] A good gangplank will harass mediocre and will farm as he shoots. You have to remember how often he eats his orange. Don't be scared to engage after level 4 but be careful. You win if you get him to use his mana, so you should be happy every time he uses an ability. [imgsmall=champ/irelia.png] This will go back and forth. She will dash stun, you will stun, shield and slow. She is beatable but make sure you aren't too excited and dive her. [imgsmall=champ/jarvaniv.png] His poke will eventually kill you. You have to dodge it. Make sure you pay attention to his mana, because he uses so much of it to harass a lot. Take advantage of that. [imgsmall=champ/jax.png] This will go back and forth. Play smarter and you should win. However Jax is no pushover. His dodge and stun are very tough to counter. [imgsmall=champ/leesin.png] Pretty even fight. He his harder, but you have more durability. You should win but you need to try a bit. Make sure you dodge his Q and watch out for ganks because he adds to the terror. [imgsmall=champ/mordekaiser.png] Shield vs Shield. Make sure you abuse him in the beginning because he will become a problem. He has consistent damage later on. Win him out early on. [imgsmall=champ/nidalee.png] Annoying. Dodge her spears and her traps. She will autoattack you to death, try to avoid that. You can win in a straight fight, but its never like that with nidalee. Make sure you don't get kited or tricked with her heal and jumps. [imgsmall=champ/nunu.png] Another really annoying char, he will harass for free and has sustain. He can stay afar, and you can Q but has a speed up and a slow on you. Just farm. [imgsmall=champ/olaf.png] Olaf can be good. His true damage ability is very hard to deal with. You must know when to engage him and when to burst him down, because he is stronger when weaker. Don't try to engage him when both of you are low. [imgsmall=champ/nocturne.png] Nocturne is not that strong solotop but he's a bruiser. He can dodge some of your abilites with his shield but you have too many when its on cooldown. Fight back but never fully engage him. Kite and slow. [imgsmall=champ/rumble.png] This lane will be a mess there will be spells going off every two seconds. Try not to be too aggressive because he does not require mana, you do. you can challenge him at level 5 careful not to get kited, but it shouldn't be too hard to survive. Trying to kill him may be some trouble. A good rumble that knows what hes doing will be harder than you think. [imgsmall=champ/shyvana.png] She is decently hard on top. She can be damaged. A lot of back and forth will occur, but use your shield optimally, don't let it die under her circling fire. She does her damage over time just like Shen but I find her less deadly. When she is 6 is up be careful, because she is significantly stronger in dragon mode. If you play better you can beat her. [imgsmall=champ/sion.png] Back and forth shield action. His shield is just as good as yours. Try to take it out before he can release it. You guys have almost the same shield except he deals damage all at once, you can dps him while you have it on. Make him use up his mana and use the brush effectively when you sense he wants to stun. This lane is a pretty even, skill will win it. [imgsmall=champ/trundle.png] Trundle does a lot of damage with the right runes/masteries. Be sure when you engage, you engage at the right times. He also has sustain. You should be able to beat him because he lacks a great about of cc but don't think it will happen without a fight. Never try to cc him in his circle because it will go to waste. [imgsmall=champ/singed.png] Signed isn't hard, he just requires precise strategy. You have to break a sweat to beat him. Know where to be and know how risky it is to be there. Often I find myself farming near his tower while he is farming next to mine. Make sure you don't die by trapping yourself. Remember you can Q to a wall if you get trapped in his poison to take minimal damage. Get [imgsmall=items/mercurys-treads.png] before you get your [imgsmall=items/heart-of-gold.png] if you are having too much trouble. [imgsmall=champ/udyr.png] Pretty hard to lane against, but in the end, he will never burst you. Play safe until level 5, because he does a good deal of damage before that. Never full on fight him. Always engage with your shield. You will probably never kill him and he will probably never kill you. Get your jungle in there for some damage or else it will be a farm fest. Hard to get killed by, but has so much sustain after a wriggles. Luckily your damage is mostly magic so a wriggles offers him half the lane dominance. [imgsmall=champ/volibear.png] Back and forth action. Expect to be flipped slowed and bitten. But after that his damage isn't too good. This is where you can put up your shield and fight back. make sure you don't have your shield up before he does this combo. Why? because he can damage it down and eventually bite you. Put your shield up after he flips you and you should be okay. [imgsmall=champ/warwick.png] You need to fight back against him to win the lane. After the buff he has been harder to counter. Make sure you use your W to wack him 2-3 times. Make him use his Q so he runs out of mana because he will. ________________________________________________________________________________________________________ [highlight][title]Hard Top Champs[/title][/highlight] Let me explain a little. Most hard champs have a great early to mid game, but fall hard late game. It really is all about survival. Get enough farm early to get a GP5 item and a counter item to survive. You are sometimes destined to lose a lane, but survive for 30 minutes without being too far behind and you can lead yourself to victory later. [imgsmall=champ/garen.png] This guy will spin you down even if you have your shield. He is hard to kite because of his movement speed with his Q and after he hits you with it you cant E because of his E. Try to not get zoned and rush [imgsmall=items/ninja-tabi.png] [imgsmall=champ/shen.png] Shen is hard right now. He has sustain, he is tanky, he has a shield and does enough damage to slowly take you down. His taunt is very annoying. You don't do enough damage to kill him, you need a jungle gank to. Play safe and don't get carried away. Your shield will not help you as much as you think. [imgsmall=champ/nidalee.png] Very annoying. Dodge her spears and her traps. She will autoattack you to death, try to avoid that. You can win in a straight fight, but its never like that with nidalee. Make sure you don't get kited or tricked with her heal and jumps. [imgsmall=champ/teemo.png] Teemo will harass you till no end. If you try to engage he will just speed away. Wait till level 5 at least before you try anything silly. Do your combos and immediately back off, anymore will take off more than your shield. Just keep comboing and flee. Its the only way to survive. [imgsmall=champ/vladimir.png] Really annoying lane. He will keep Qing you to no end and you cant really do anything about it. Buy early [imgsmall=items/mercurys-treads.png] but even that wont help. Try to harass back at him at level 4 because his harrass gets stronger the higher he gets. Try to use jump tactics (Q) like you do with teemo. [imgsmall=champ/xinzhao.png] This guy is like a Garen, except he can jump at you. His knockup is annoying and he has sustain. He will beat you in every fight. Consider [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png], try not to die and he will fall slowly as the game continues. At around level 10 you can kill him with good use of your skills and [imgsmall=items/ninja-tabi.png]. [imgsmall=champ/pantheon.png] He will poke you to death with his spear. A smart pantheon will zone you out and not let you farm. You cant really play smart with a good panth so in this case it would be smarter to start off with [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png]. Survive the lane with decent farm and he falls off lategame really bad. [imgsmall=champ/renekton.png] JUST SURVIVE. Start off with [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] for sure. I think he is the hardest AD Top to play with. He can double jump, stun sustain, farm, super ulti. Really just focus on surviving and farming, you can beat him around level 3 ish, but then he just gets stronger and stronger. Late game he falls off slightly, but he can get pretty fed by then if you are not careful. [imgsmall=champ/yorick.png] JUST SURVIVE. Infact, you will probably die but try not to die so often. This guy is one of those champions that you just cant beat top. Use the brush to flee from ghouls. Ask for early ganks, because you just won't win. Buy [imgsmall=items/mercurys-treads.png] ASAP and pray you can survive. These are almost all the matchups you will encounter. Sometimes you may see another champ up there, so adapt to the situation. Make sure you have [imgsmall=items/sight-ward.png], even if you are winning the lane, you can start losing the lane just by 1 over-extension mistake. _______________________________________________________________________________________________________ [title][center]Early Game[/center][/title] Early game Nautilus is not very strong. If you are solo top, then do not try to engage or harass until you are level 5. Focus on farming, because you cannot do anything except that. Do not auto-attack minions with your shield up and don't farm with your E. You have a perfect passive for last-hitting (very similar to [imgsmall=champ/jarvaniv.png]). The last thing you want to do is push your lane and give first-blood. When you do start harassing, use your [imgsmall=skills/nautilus/w.png] always. [title][center]Mid Game[/center][/title] At around midgame, this time you should have your W at about level 4-5 and your ultimate available. You can dish out some heavy damage and can tank pretty well. Try to call your jungler to make sure you secure a kill every time you engage at top lane. Don't be scared to dive. This is why you max out your shield first. It gives you amazing diving potential and baiting potential. Use [imgsmall=skills/nautilus/w.png] every time they go for a minion. [title][center]Late Game[/center][/title] Late game use your [imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/p.png][imgsmall=skills/nautilus/e.png] to shut down any enemy that you want. Try to use this sequence for initiation and if you see an enemy carry flee behind their team, use your [imgsmall=skills/nautilus/r.png] immediately. After your ulti is used, in a team fight you have to make sure you use [imgsmall=skills/nautilus/q.png] well to crush enemies fleeing, but make sure not to forget any allies that are being attacked. Your ability to save allies from destruction is probably your best utility. Your [imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/p.png] and [imgsmall=skills/nautilus/e.png] can shutdown any bruiser going for your carry. Important Note: In some cases, you need your shield to survive, in other cases, you need your shield for DPS. It seems counter intuitive, but you may need to take a couple of hits before you put on your shield. With few or no abilities to counteract your shield, you can literally just whack away for a whopping 10 seconds. If your shield falls you will do no damage. This also gives you a chance to abuse the auto-attack reset on your shield. It will make your essential damage higher in every battle.

This is hard to explain, so, below there is a video to show most of what I have to say. Starting blue or wolves/blue with a good team is necessary. Unlike other junglers, you should use your health potion early because your shield is weak then. After a level 3 shield, you will not take and damage from the jungle route. Make sure you put a second skill into your shield before you get your Q. You should get Q at level 4. However, if you see a potential gank, get your Q earlier. Your ganks should not be attack oriented, but cc oriented. Try to maximize your cc output and you will get the kill. In the video look at the first gank I do with Cho'gath. This is how you should gank. Leave your Q for last. A minute later I decide to take out a heimer, and I add some tricks. You know you had a decent jungle run when you are level 4 at 3:50 minutes in the game. After this, decide whether it is worth your time to gank. Know the buff timings, ping if you are going to counter jungle, and ping when you are getting counter jungled. Make sure you always buy at least 2 wards on every trip back use them in the right spots. I know I am being brief, but this is because jungling is so versitle, so many things can happen that mess up your plans like an ally dying, early aggression in lanes or counter jungling. Knowing when to counter-jungle or when to dragon or when to gank severely depend on the situation. That's why I find it very hard to write about things that are inconsistent like jungling gameplay (this is also why it is a hard role to play). You learn the most about jungling from experience. [center][title]Early Game[/title][/center] What you should do at the beginning of the game is get your mid and at least 1 more person to watch the river and eventually leash/damage wolves. Get someone else to guard your red. If you see any activity, decide with your team what to do. Sometimes it is better not to fight aggression because the enemy may have a better team at level 1 to fight. Before you decide, see how much heavy early game cc the other team has and be careful (its not smart to level 1 fight teams with alistar, blitz, cho). If you want to level 1 fight them at their blue or red, it is highly advisable to take your Q or E first. Nautilus is a decent champion for level 1 fights. Aim for the same early game goals as you would with the Solo-Top position ([imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png] and Boots. If I am not too fed, I see myself buying most of these [imgsmall=items/aegis-of-the-legion.png][imgsmall=items/glacial-shroud.png][imgsmall=items/shurelyas-reverie.png]. Many guides/people say to rush [imgsmall=items/warmogs-armor.png] after core items. I feel like that is a waste, when for ~35 extra gold you get all the benefits of a [imgsmall=items/rod-of-ages.png]. If you can afford warmogs, get a Rod. [center][title]Mid-Game[/title] [/center] [.] Keep jungling. Keep running through the camps when all the lanes are at a stalemate. [.] Gank overextended lanes or lanes that need help. If a lane is having trouble, why not give a helping hand? It will end up helping their laning experience and help your team overall later on. [.] Ward in key places to keep track of the enemy team. Keep track of the rivers and tri-brushes. Yes sometimes you must invest for other people on your team. If they are on your team why not help them. Ward for them. [.] Make sure you have Dragon Control. Make sure there is a ward on it based on when you feel they may go for a dragon attempt. Sometimes some junglers can take dragon early (like Fiddlesticks). Make sure you adjust your warding time according to the jungler. [.] Choose the battles you want to get into and try not to duel. Nautilus isn't the best duelist. Nautilus does not have innate lifesteal. You will most likely lose to all strong junglers. Pick up kills where you can, not by dueling. [.] Give your blue to your AP carry if they need it. Some AP carries don't use mana, so you can take it in these circumstances. If your AP carry does use mana, you MUST give them 2nd blue. There is no reason not to. If you don't spam your E while farming jungle camps, you will never have mana problems after you get your [imgsmall=items/philosophers-stone.png] [.] Give your red to the range carry, if they want it. This usually does not happen because the AD carry 50% of the time will be on the other side of the map (in reference to where red is). Later on in the game let them have it. [.] Consider buying an [imgsmall=items/oracles-elixir.png] Will give you map control by negating their vision. [center][imgext=http://flatline-lol.net/images/buildpics/ward_map.jpg][/center] (Credit to Aradhian) I cannot stress how important warding is with jungle Nautilus. I make it a habit to buy [imgsmall=items/sight-ward2.png] every time I back. It is so important for counterjungling, safety, dragon alertness, and enemy position alertness. Some nice ward positions are shown above. Make sure to keep an eye on dragon early on for champions like fiddlesticks that can early dragon. [center][title]Late Game[/title][/center] [.] Make sure you have Baron Control. Make sure your team keeps a vision ward on it. Choose whether you will contest it or not depending on many factors. [.] Ward key areas that give you nice vision. The bush near wraiths needs a ward late game, along with the bushes near the rivers. Dragon ward also helps. [.] Stay with your team, they will die without you. Make sure you are not too spread out late game. One mistake could cost the game especially a person missing from a team fight. Tell your team to stick close. _______________________________________________________________________________________________________ [center][title]Example Jungle:[/title][/center] [youtube]http://www.youtube.com/watch?v=vMdHTWNbbTQ[/youtube]

Again, it is hard to textually explain how to play. Below there is a video of some support tactics. Use the brush to keep the enemy AD carry away from minions. Try to be conservative on mana. You can play him defensively or offensively, both are good ways of playing him. Remember, defensively while running back you trick people many times with: your shield, your grab and your slow that damages them as they chase you. There's different ways to do it. Reminder: [imgsmall=items/sight-ward5.png][imgsmall=items/vision-ward.png] Make sure you get wards consistently, pink ward dragon, ward brushes if necessary, defend your AD carry, and be conservative on mana. You should be fine with mana, especially after regrowth pendent. Know the summoner skills the other players at bottom have and when they are on cooldown. Try to always snare and E any aggression and choose to flee or snare their jungler, depending on how dangerous they are. You have amazing burst if you get 2-3 autoattacks off after your hook snare combo. Once you hit level 6, your burst and cc should guarantee a kill. Use your ulti in synchrony with your Q. Although situations vary, it is almost always better to use your ulti on the enemy AD carry. A situation where you might not is when their support is behind their carry and their carry is low also. Use it here for the extra damage/knockup-disable and to secure the other kill. I suggest to start off with a [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward3.png][imgsmall=items/health-potion2.png] opening. Get your same early game goals as you would Solo-Top, then furfill the midgame goals of a support ([imgsmall=items/aegis-of-the-legion.png][imgsmall=items/locket-of-the-iron-solari.png][imgsmall=items/shurelyas-reverie.png] and [imgsmall=items/sight-ward.png][imgsmall=items/vision-ward.png][imgsmall=items/oracles-elixir.png]). Important Note: get your elixir when you feel comfortable about your survivability. I usually get it after an aegis/shurelyas. The order of synergy I feel with my AD carry as Nautilus: [.][imgsmall=champ/tristana.png] You will destroy your lane. [.][imgsmall=champ/ashe.png] Really good pick, just so much cc especially after 6. [.][imgsmall=champ/caitlyn.png] Has a blink, range and you can set her up for offensive traps. [.][imgsmall=champ/vayne.png] You can set her up for wall hits, has a blink. [.][imgsmall=champ/graves.png] Good blink and burst. [.][imgsmall=champ/corki.png] Good blink and burst. [.][imgsmall=champ/sivir.png] Good burst. [.][imgsmall=champ/ezreal.png] Blink, nice burst [.][imgsmall=champ/kogmaw.png] Not too good, his slow is okay, you excel at protecting him though so play defensive. [.][imgsmall=champ/twitch.png] Same as Kog'Maw. [title][center]Early Game[/center][/title] [.] Be patient. Your burst gets high around level 4-5. Don't engage without your shield up or without any spells to spam. [.] Use the brush as a scare tactic. It's scary to see a giant anchor hurling towards you from out of the brush. Use it as a scare tactic so they need to ward the brush. [.] Ward the brush if they are doing the same thing to you. There are other aggressive supports out there that are scary as well. You must ward the bottom bushes for supports like Loeona, Blitzcrank, and Maokai. [.] Ward the river if you see you are overextended. You may be winning the lane, but you can easily lose it by just getting caught up in a battle and a jungler appears out of no where to get a double kill. Ward it, play smart. [title][center]Mid Game[/center][/title] [.] Use your ulti and other skill combos to burst down any enemy. Make sure you have some sort of damage output behind you like your AD carry. [.] Use a pink ward to counter enemy wards. They are a little more expensive, but they are worth it. Make sure you get one for dragon and perhaps the river bush to have controlled vision. [.] Follow your team and help them secure kills. You have a nice amount of skills that will help you easily track an enemy down if they are trying to escape. [.] Control your lane. You AD carry is just a damage machine. You actually controls what goes on in the lane. Use all your skills to bait enemies, to stop jungle ganks, to defend at your tower, and keep enemy champions away from your carry. Use wards wisely and know the time/position on enemy wards. Use [imgsmall=summoners/exhaust.png] or [imgsmall=summoners/heal.png] during battles for defensive battles or offensive battles. [.] Buy an [imgsmall=items/oracles-elixir.png] Will give you map control by negating their vision and allow for dragon/gank control. [title][center]Late Game[/center][/title] [.] Make sure you are tanky enough if you want to initiate. Don't use your spells as you would if you went solo top. Make sure you can tank the enemy team in order to initiate. [.] Be a disruptor. If someone tries any sort of summoning spell, stop it with your Q. If your team engages nail the enemy carries with an [imgsmall=skills/nautilus/r.png]. Keep using [imgsmall=skills/nautilus/e.png] and [imgsmall=skills/nautilus/p.png] throughout your fights. [.] Ward key areas. Make sure the river bushes are warded and pink ward Baron and Dragon (especially Baron) Sometimes, even if two people just died on your team the enemies may be weak and recalling to base to heal you can sneak a baron quickly. You need to know if you are in the clear. [.] Protect your carries in fights. People will be jumping on them, protect them so they can unload on the enemy team. [.] Use your ultimate on their carries to take them out of the fight for 2 seconds! [.] Use actives from your items yo assist your team. [imgsmall=items/executioners-calling.png] Pop on a mundo, swain or warwick [imgsmall=items/randuins-omen.png] Pop it when a battle starts [imgsmall=items/shurelyas-reverie.png] Pop it to chase/escape battles [imgsmall=items/locket-of-the-iron-solari.png] Use when an aoe ability is about to hit your team, or to save someone with low health _______________________________________________________________________________________________________ [center][title]Example Support:[/title][/center] [youtube]http://www.youtube.com/watch?v=gnUCEt2pbMY[/youtube]

Just use your abilites right? Wrong. Team fights vary from game to game, situation to situation. If you lose one to an equally fed team, its probably your fault. Nautilus controls the team battles: when they start, when they end, and what happens during them. Choose when to have them and what to do during them. The more experience you have with Nautilus, the more natural team fights will feel. You really do feel the difference with a Nautilus on the team. ____________________________________________________________________________________________________________ [title]Situations:[/title] ____________________________________________________________________________________________________________ Team fights will usually happen in chronological order: when an extra person is at another lane, a battle for dragon, a battle for a tower/buff, and finally a battle for baron. When you see more enemies showing up; that's your cue. [.]Extra Person in Lane: 1) Check where everyone is. Make sure you know if other enemies start missing from their lanes. Usually it will be the jungler that is the extra person in lane. Consider using teleport if you are top. Is it worth it? Will you help turn the fight around? If you are 6, you can really change the outcome of a fight. Choose wisely. 2) Check the fight composition. Nautilus in early game is really good with a hard hitter or someone who can blink. Always aim to crowd control the hardest hitter of the fight. Try to avoid early level fights, they are not Nautilus's best feature. If your shield is level 3 feel comfortable in engaging or protecting your allies. [.]Dragon: 1) Check their positioning. Usually at Dragon, there will be a weird positioning on one of the teams. Check where the damage dealers are. You should have yours right behind you. Do not barge in without knowing what you are going to do. Have a plan before you fight. 2) Check their carries. If there is an enemy carry that is just asking to die by overextending in front of their team, a quick hook can shut them out. Make sure your team follows through and you aren't the only one there. Check the enemy's jungler's health. They will be usually tanking the dragon, they become a slight priority because of smite. If they are low use your ulti to get passed others and aim him down. Most likely you can continue the fight because your jungler will be alive to smite. [.]Battle for a Tower: 1) Check your teams positioning. You should be in front of your team. If you are about to get poked use your shield. You should be able to get your shield back with only a 5ish second cooldown, don't save it and get poked to death. 2) If you are defending and someone dives make sure you cc them before they try to cc whoever they are diving. Popping your E will do. 3) If you are on offense trying to take a tower, use your Q to pull any enemy you want. You can tank fairly well midgame with your shield. Make sure your team jumps on whoever you cc. If they don't tell them to. 4) Use your ultimate when you feel as if the team battle will start. I like using it when someone on the other team has initiated or when our team wants to initiate. This will put your team ahead in a team fight because it will disable an enemy player and knock-up some of the other team. It leaves your team with the time to use all their abilities before they can use theirs. Aim the carries who are in the back. This will benefit for you because you will probably knock-up the rest of the team. The best part about it is that stun and knockup on the carry will essentially put them out of the fight. [.]Battle at Baron 1) These follow the same rules as the battle for dragon. Positioning is key. Remember to try to take out their jungler if they are not tanky. If they are a tank aim the carry who can turn the battle. It is usually better to aim the carry in all situations, because winning the battle will usually win the baron. ____________________________________________________________________________________________________________ [title]General Advice:[/title] ____________________________________________________________________________________________________________ [.] Learn to use your ultimate. Your ulti has the potential to be devastating make sure you use it wisely. Then again, sometimes it is hard to plan your ultimate out perfectly. Don't be scared to use it. [.] Keep popping your E inside the battle. It makes a difference: does damage and slows enemies. [.] If teams are evenly matched, use your Q as a Blitzcrank would use it. Aim for bruisers or carries. [.] Your Q counts as hard cc. You can stop summoning which can change a battle, use it on Galio, Nunu, Katarina, Malzahar, Warwick, Miss Fortune, Twisted Fate, Fiddlesticks, Pantheon, or Karthus. It will stop channeling spells. [.] Don't forget about active on items. Use them accordingly: [imgsmall=items/locket-of-the-iron-solari.png] When an aoe ability catches your team or is about to be used [imgsmall=items/randuins-omen.png] After initiation pop this to hit at least 3 enemies [imgsmall=items/shurelyas-reverie.png] To initiate/escape. [.] If you build Off-Tank, play like an Off-Tank. Don't expect to play the tank role. [.] After you cc the enemy team's carries your goal is to control the rest of the team. A common mistake is to go into battle and try to finish them off. Instead focus on protecting your carries; you excel at this job because of your pull/snare/slow combo. Your team damage output depends on them and not you (even though you will be doing a good amount of damage).

I truly believe if this guide is followed correctly, Nautilus can be a true terror. He provides so much utility for the team and so much disruption for the enemy team. He has grown to be one of my favorite champs as I hope he becomes one of your. Thanks for taking the time to read this guide. I would appreciate any comments or remarks. Below are some results that I hope you all share when playing Nautilus. (FULL GAMEVIDOES COMING SOON) -Keftedes [imgext=http://i42.tinypic.com/wqz2e.jpg]

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top