• 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 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
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

Hello summoners! I am Gimpzo, the jungler of the team Intraversus: BlueFlame! Today I will introduce you to the mighty, and forgotten powerhouse of the jungle, Nautilus! Nautilus is a hard cc jungler who acts as the main tank for his team. Nautilus has some of the strongest CC in the whole League, and becomes one of the most powerful tanks if mastered. Nautilus got a staggering 4 CC's of which 3 are stuns/snares, which makes him extremely dangerous if he gets his hands on a carry. For the last couple of months Nautilus has been discarded in favor of other stong CC junglers such as Amumu and Cho'Gath, and he has been seen as a terribly weak earlygame and an average lategame pick. This is wrong. Nautilus can easily survive earlygame and early jungle, even with a 2 hp pot/ward start, and is a ganking terror. This guide will teach you all about what jungling Nautilus is all about, and teach you that this mighty adversary shall rise again!

[title]Pros:[/title] [highlight]+Great CC's and ganks[/highlight] [highlight]+One of the best lategames[/highlight] [highlight]+Extremely tanky[/highlight] [highlight]+Very mobile[/highlight] [title]Cons:[/title] [highlight]-Sensitive to counterjungling[/highlight] [highlight]-A rather weak early[/highlight] [highlight]-Reliant on his team, can't carry all by himself[/highlight]

2013-03-13 Made a huge overhaul on the item and itembuild section. I have tried out new builds, and nerfs on [imgsmall=items/warmogs-armor.png] became bigger and bigger, until [imgsmall=items/blade-of-the-ruined-king.png] put the last nail in the coffin on the Warmogs-rush build. My standard build has changed a lot from the old mixed resistance build to a armor focused one. 2013-02-15 Tweaked items and fixed spelling+errors.

[highlight]This is the one I personally use.[/highlight] It gives a slight more offensive play style, and a faster jungle clear time. I usually take the 9/21/0 mastery setup along with this rune page. [imgext=] [.] 24 Magic Resist@lvl 18 [.] 15 Ability power (I use holiday runes which gives 14) [.] 15% Attack speed [.] 13 Armor [highlight]Another great runepage.[/highlight] This runepage offers a more defensive play style, and you get ~35 extra movement speed from this runepage together with the 0/21/9 mastery page, which is the mastery setup I would recommend if you take this runepage. [imgext=] [.] 4.5% Movement speed [.] 24 Magicresist @ lvl 18 [.] 15% Attack speed [.] 13 Armor [title]Marks:[/title] Marks is the offensive rune slot for Nautilus, and after testing the [highlight] attack speed[/highlight] seems to be the best one. [highlight]Attack speed:[/highlight]Proccs your [imgsmall=skills/nautilus/w.png] more often, and makes early game easier. [highlight]Magic Penetration:[/highlight] I do not use it when I play jungle, except on Fiddlesticks, since it doesn't make that much of a difference if you won't do much DMG. [highlight]Armor:[/highlight] It gives you 8 armor, which along with the 13 armor from seals give you 21 extra armor. It is a secondary rune that doesn't give so much, so you would probably be better of with attack speed. It increases your clear time, meaning that you will take more damage from creeps, so it actually increases jungle damage. [title]Seals:[/title] The most important rune set for Nautilus due to the great armor increase. [highlight]Armor:[/highlight] The one rune almost all junglers have in common, makes you harder to kill by enemies, and reduces monster damage by about 10%, and makes you tankier for lategame. The only seal I would recommend. [highlight]%Health:[/highlight] Works, but it's not as good as armor. I would not recommend it. [title]Glyphs:[/title] A versatile rune slot for Nautilus, you can chose between more damage or tankiness. [highlight]MagicResist/Lvl:[/highlight] Makes you tankier against AP, which you will need as the regular build paths for Nautilus doesn't have low amounts of Mr in it. [highlight]Flat AP:[/highlight] Increases your damage from abilities by a small amount and makes early game easier by adding damage to Nautilus [imgsmall=skills/nautilus/w.png]. [title]Quintessences:[/title] The most versatile rune slot for Nautilus. You can get almost anything offensive or defensive here and I wouldn't complain, but these are the ones I feel is the best. [highlight]Flat AP:[/highlight] Makes earlygame jungling easier by adding damage to your [imgsmall=skills/nautilus/w.png], and increases early game damage by about 10%. These are preferable in the 9/21/0 mastery path. [highlight]Movement speed:[/highlight] Makes ganking easier, and reduces clear times by a short amount due to faster travel between jungle camps. If you take the 0/21/9 mastery path, you should take these. [highlight]Flat Armor:[/highlight] Makes you harder with that 12 extra armor, but it's not really noticeable because of your [imgsmall=skills/nautilus/w.png] soaking damage. [highlight]%Health:[/highlight] I haven't tried it myself, but people tells me that it has a very good synergy with his [imgsmall=skills/nautilus/w.png], but I would not recommend it.

[title][img=skills/nautilus/p.png] Passive: Staggering Blow[/title] [highlight]Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 seconds. This effect cannot trigger on the same target more than once every 12 seconds.[/highlight] [title]Explanation:[/title] One of the best passives in the game, its basically a mini-stun that gets better and better, and makes a lot of damage for being a passive. Auto-attack people directly after your [imgsmall=skills/nautilus/q.png] for a 1.5 stun. [title][img=skills/nautilus/q.png] Q: Dredge Line[/title] [highlight]ACTIVE: Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.[/highlight] [title]Explanation:[/title] A great CC, pulls targets towards you, and sends you plunging into the enemy team so that you can use your other abilities on the carry's and initiate. Maxed last due to the fact that the only thing that gets better with leveling it is cooldown, which is already low, and damage, which you do not really need. Use this in conjunction with [imgsmall=summoners/flash.png] against a wall for a 1350 range escape. [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [highlight]ACTIVE: Nautilus gains a shield that absorbs a certain amount of damage. The shield dissipates after 10 seconds if not already destroyed. While the shield persists, Nautilus's basic attacks deal damage over 2 seconds to all units within 175 range of his target. Titan's Wrath resets the basic attack timer.[/highlight] [title]Explanation:[/title] Nautilus thing that makes him a tank. One of the strongest shields in the game, and it comes with a big damage increase and a HP scaling, which perfectly synergies with getting [imgsmall=items/warmogs-armor.png] as a early item along with [imgsmall=items/randuins-omen.png] and [imgsmall=items/runic-bulwark.png] One thing to note is that this shield resets auto-attacks, which is used in the jungle early, and in late game for extra damage. See it as [title][img=skills/nautilus/e.png] E: Riptide[/title] [highlight]ACTIVE: Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion damages enemies in the area and slows them for 2 seconds. This slow diminishes over time. An enemy can be hit by more than one explosion, but take 50% reduced damage after the first.[/highlight] [title]Explanation:[/title] One of the best slows in the game, AoE and refreshes on targets if you move while it is activated, and can devestate a team along with the[imgsmall=items/randuins-omen.png]active. [title][img=skills/nautilus/r.png] R: Depth Charge[/title] [highlight]ACTIVE: Nautilus fires a shockwave that chases an enemy champion, damaging and knocking up enemies it passes through. The shockwave explodes upon hitting its target, damaging, knocking up, and stunning the target.[/highlight] [title]Explanation:[/title] The "Point of no return" if used. If it targets, people are guaranteed to be stunned knocked up, and sending this bad boy into a packed enemy team along with Nautilus [imgsmall=skills/nautilus/e.png] and [imgsmall=items/randuins-omen.png]active is if executed perfectly, a won teamfight. Your standard skill usage when ganking (after level 6) and in teamfights is: [imgsmall=skills/nautilus/q.png]>[imgsmall=skills/nautilus/p.png]>[imgsmall=skills/nautilus/w.png]>[imgsmall=skills/nautilus/r.png]>[imgsmall=skills/nautilus/e.png]. By doing this you lock them into place for about 2.5 seconds, and slow them by 50% along with dealing ca. 1000 damage. If your team focuses the target, any champion should be dead within that 2.5 seconds.

I start by maxing [imgsmall=skills/nautilus/w.png]. This allows Nautilus to jungle without taking any damage what-so-ever, and makes you a decent duelist against other junglers. After [imgsmall=skills/nautilus/w.png] I max [imgsmall=skills/nautilus/e.png], for the increased slow and damage. I max [imgsmall=skills/nautilus/q.png] last, as it doesnt give any practical benefits from leveling it. And of course take [imgsmall=skills/nautilus/r.png] when its available. Earlygame jungle: Lvl 1 [imgsmall=skills/nautilus/w.png] Lvl 2 [imgsmall=skills/nautilus/e.png] Lvl 3 [imgsmall=skills/nautilus/w.png] Lvl 4 [imgsmall=skills/nautilus/q.png] After that, take points in these. 1. [imgsmall=skills/nautilus/r.png] Always take it when you can. Pretty obvious. 6,11 and 16 2. [imgsmall=skills/nautilus/w.png] -By maximizing [imgsmall=skills/nautilus/w.png] you will get extremely tanky very early in the game. 3. [imgsmall=skills/nautilus/e.png]- Greatly increased slow, and damage. 4. [imgsmall=skills/nautilus/q.png] -The only thing that gets better at it with level is damage, so we max it last. [highlight]Skill order:[/highlight] [imgsmall=skills/nautilus/r.png]>[imgsmall=skills/nautilus/w.png]>[imgsmall=skills/nautilus/e.png]>[imgsmall=skills/nautilus/q.png] [imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/r.png][imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/r.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/r.png][imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/q.png]

[title]Easy ones:[/title] 1. [highlight]Walls that you can use [imgsmall=skills/nautilus/q.png] through:[/highlight] [imgext=] 2. [highlight][imgsmall=skills/nautilus/q.png] escape:[/highlight] Use [imgsmall=skills/nautilus/q.png] to a wall. Free 2.5x range flash if used correctly. 3. [highlight]Using [imgsmall=skills/nautilus/p.png] effectively:[/highlight] Learn how long you have to wait between target hits, and hit whenever its up. Can devastate a team if used on everyone in the team, and a great disruption method. 4. [highlight]Faster Auto-attack:[/highlight] If you click a enemy/minion, and after about 0.5 sec click the ground you make an auto attack without needing to wait for the slow attack animation. Very useful when last hitting in lane. [title]Medium ones:[/title] 1. [highlight]Perfect CC combo:[/highlight] Start by using [imgsmall=skills/nautilus/q.png] on an enemy, then AA them for a [imgsmall=skills/nautilus/p.png]. Immeadiatly use [imgsmall=skills/nautilus/w.png] for an AA reset, then use [imgsmall=skills/nautilus/r.png]. Wait until they land again and use [imgsmall=skills/nautilus/e.png]. A quick 3.5 second stun + a 50% slow@lvl 18. 2. [highlight]Super long range initiate:[/highlight] Use [imgsmall=skills/nautilus/q.png] to a wall near your targets, then use [imgsmall=summoners/flash.png] into the middle of the enemy team. Use [imgsmall=skills/nautilus/r.png] + [imgsmall=skills/nautilus/e.png] + [imgsmall=skills/nautilus/w.png]. A very confusing, huge range initiate on their team. A 2200 range [imgsmall=skills/nautilus/r.png]. ([imgsmall=skills/nautilus/q.png] + [imgsmall=summoners/flash.png] + [imgsmall=skills/nautilus/r.png]) [title]Hard ones:[/title] 1. [highlight]1.5 sec stun [imgsmall=skills/nautilus/q.png]:[/highlight] Press A, and immediately use [imgsmall=skills/nautilus/q.png] on a enemy, if done correctly [imgsmall=champ/nautilus.png] will auto attack in mid-air, and instead of "bumping" them, which lasts for 0.5 sec, you will insta-snare them for 1-1.5 seconds.(Depending on level for [imgsmall=skills/nautilus/p.png]) 2. [highlight]3.5 second stun re-vamped:[/highlight] Use [imgsmall=skills/nautilus/r.png] on an enemy, and immediately use the [imgsmall=skills/nautilus/p.png] + [imgsmall=skills/nautilus/p.png] combo. The knock-up from [imgsmall=skills/nautilus/r.png] will be slightly delayed, and will proc after your 1.5 second [imgsmall=skills/nautilus/p.png] stun, leading to a pull with a very long stun. [title]Very hard ones:[/title] 1. [highlight] Dredgerunner, a super quick and super long range escape:[/highlight] Even I have problems doing this, as it needs a heck of a timing. Use your [imgsmall=skills/nautilus/q.png] on a wall, and as soon as you start "repelling" towards the wall, use your [imgsmall=summoners/flash.png]. If timed correctly you will arrive at the end of your [imgsmall=skills/nautilus/q.png] + the distance [imgsmall=summoners/flash.png] covers, immediately without the [imgsmall=skills/nautilus/q.png] particle ever being used.

Nautilus job is to be the wall that protects your team and the battering ram that allows entry into the enemy team. To do this you need Hp, Armor and Magic resist. Nautilus synenergies very well with HP, and the [imgsmall=items/randuins-omen.png]/[imgsmall=items/locket-of-the-iron-solari.png] stats and actives are very good on him. If you manage to get [imgsmall=items/locket-of-the-iron-solari.png][imgsmall=items/frozen-heart.png][imgsmall=items/randuins-omen.png][imgsmall=items/runic-bulwark.png] you will be almost invulnerable, and a great asset to your team. Other than that you should get Armor or Magic resist according to the enemy team. One thing to note is that you don't have to build just like I say. If the enemy Katarina goes 10/1/5 it's totally OK to get 2 [imgsmall=items/negatron-cloak.png] and sell them back later. [highlight]The core item build that gives mixed resist, with a bit more armor and tons of health along along with high mobility and ganking potential.[/highlight] [highlight]Core:[/highlight] 1. [img=items/boots-of-mobility.png] -Better ganks, faster jungling and with these you will be faster than most enemies, allowing you to, well "fuck them up". Simply the best boots on Nautilus. 2. [imgsmall=items/madreds-razors.png] -These makesyour jungling/Dragon a lot faster, and gives you armor. A perfect item for early/midgame but you will usually sell this later on in the game. NEVER upgrade this into [imgsmall=items/wriggles-lantern.png] 3. [imgsmall=items/locket-of-the-iron-solari.png] -This item is one of the best right now. After the nerfs to [imgsmall=items/warmogs-armor.png] and the buff on [imgsmall=items/blade-of-the-ruined-king.png] this falls into place as one of the best items in the game for a tank. It gives everything Nautilus needs, along with one of the best tank actives. Always buy it as the first mayor item. 4. [imgsmall=items/frozen-heart.png] -This is the bane of all AD carrys, and most AD users. Along with [imgsmall=items/randuins-omen.png] it devestates AD carrys. Ad acrrys with 1.5 AS? Now its 0.9! It also gives huge CDR, which allows you to spam spells. 5. [img=items/randuins-omen.png] -The best Anti-AD item out there. After you get this you should be almost immortal, and rarely dying. But for this to be effective you must remember to activate it. If you are not comfortable with actives [imgsmall=items/frozen-heart.png] is a better choice for you. [highlight]With these items, you will stabilize ~3200 health and 280 armor ~100 magic resist, enough to tank almost anything.[/highlight] [title]What should I add in the last 2 slots?[/title] These 2 slots depends on the enemies you are facing. You want to get items corresponding to their damage, and you can change some of the core items such as [imgsmall=items/runic-bulwark.png] in favor of other items. [highlight]Against AD heavy teams[/highlight] ex.(Pantheon mid, Renekton Top, Nocturne Jungle and a AD carry.) Use the standard build. The AD centric team is rather standard ATM, and the normal build path is very effective against these. [highlight]Against heavy AP ex.(Katarina Mid, Rumble Top, Fiddlesticks Jungle and Zyra support.)[/highlight] [img=items/boots-of-mobility.png][img=items/warmogs-armor.png][img=items/runic-bulwark.png][img=items/banshees-veil.png][img=items/randuins-omen.png][img=items/abyssal-scepter.png] This usually needs a major reconfiguring of the build. With this build you get tons of Magic Resist along with some armor to protect yourself against their AD carry aswell. While playing LoL, I have noticed that the ones that is the most affected by [imgsmall=items/randuins-omen.png] active is AP carries, they simply don't know how to react to it, as nobody uses [imgsmall=items/randuins-omen.png] on them. Nautilus is also the spite of most AP carries, as he can easily shut their combos down in an instant. [highlight]If you get super fed ex.(7/1/3) within 15 min:[/highlight] [img=items/sorcerers-shoes.png][img=items/abyssal-scepter.png][img=items/liandrys-torment.png][img=items/lich-bane.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png] This is a really fun build, no one will expect you to to 3000 damage in 2 sec, but its a fun build if you are [highlight]Super fed[/highlight]. Never use this in serious premade games, or in ranked.

Jungling! The best part about the guide! When jungling Nautilus there isn't much of a choice. You are very mana hungry in early game, so you are dependent on a Wolf+Blue start. At 1:32 you should be at your wolves, and have 1-2 allies guarding you and helping you damage it. The reason for 1:32 is that your [imgsmall=skills/nautilus/w.png] has a long cooldown early on, so start it @1:32. It lasts for 10 seconds, so you get 2-3 hits on the wolves which spawns 1:40 and the shield runs out anyways due to damage from them. This way your [imgsmall=skills/nautilus/w.png] will be up again right after you start with blue. After you take Blue(with the help of allies and smite) go to the wraiths and take them, and then go take the wolves again. By this your smite should be up again, so go and take red. Don't care about the double golems. They have loads of HP and damage, and the other camps are easier to kill with your AoE damage. TL;DR: 1. Wolves(activate[imgsmall=skills/nautilus/w.png]@1:32) 2. Blue([imgsmall=summoners/smite.png]) 3. Wraiths 4. Wolves 5. Red([imgsmall=summoners/smite.png]) 6. GANK That shit. 7. Take 1-2 camps in between ganking, and keep the pressure up against the lanes. Keep this up until the laning phase is over.

[highlight]When you have finished jungle you should be at level 4. Immediately head to top or mid, and try to get a kill or force a flash. Even if you don't manage to kill the people you gank, they will have wasted HP, summoners and mana, which gives your allies advantage over them. This is why its so popular to gank top early to get them snowballing.[/highlight] [highlight]Do this earlygame:[/highlight] 1. GANKGANKGANK, get a advantage over the enemies, get your lanes snowballing early. 2. Get respect! If that bitch Shyvana walks into your jungle, tell your mid/top/bot that they are there, and go teach that ass that it's your jungle. Keeps your jungle YOURS and your lanes safer by reducing gank paths. If you do this, you won't have lost your wraiths every minute and a half, and your laners won't get killed by a crazy (INSERT ENEMY CHAMP) gank from behind. 3. Walk into their wraith camp, smite the big one. It's easy and safe to do and makes the enemy junglers life harder and your's easier. [highlight]Don't do this early game:[/highlight] 1. Don't dive towers at level 4. There is a major chance that you will die, and then you might have lost your allies their lane. 2. Don't stay in jungle and farm. If their jungle has ganked top 3 times before minute 10, its time to gank top. There is nothing worse than having a passive jungler just wandering around, when their jungler is ganking all of the time. 3. Don't stand in lane and steal creeps, you have a lane of your own, stay in it. 3b. If a lane dies/recalls, feel free to either just farm there (Don't push), or push like crazy to the enemy tower so that the tower takes some damage and resets the lane.

[title]Midgame:[/title] [highlight]This starts around the time when you have 1-2 major items, and is often initiated by your team grouping up and going for ganks as a group.[/highlight] Gank, and keep the pressure up against the lanes. By this time you should have [imgsmall=items/boots-of-mobility.png] and you should be ganking 24/7. Try to get your support to vision ward the dragon/bot river area so that you can gank bot a lot and take dragon. When your [imgsmall=skills/nautilus/w.png] is at rank 4-5 you should be able to take small monster camps in 5~10 seconds. Take monster camps, and determine when to counter jungle and when to gank. Try to force a end to the laning phase by going bot with your top and mid and kill your opponents / take tower bot. It is always better to be the team that starts roaming than being the team that gets ganked by 5 players. Midgame goes on from ~15 min to ~40 min in game. During this time it's all about taking towers, taking dragons and winning smaller team fights. If you haven't won the game by 40 min, it generally goes into lategame.

[title]Lategame:[/title] After ~40 min, and you have 3-5 finished items. You are attacking each others bases, and contesting baron. By this time you should be a raid boss. 4.5K Hp, 200 armor and magic resist. Protect your carries. You can't carry the game, but you can protect them and make them carry it. If your [imgsmall=champ/kogmaw.png] is alive throughout a team fight, you will have won it. The biggest mistake tanks make nowadays is rushing the enemy carries, and by doing this you open a HUGE hole in your defense, leaving your carries to the wolves. Think of it like American Football. If the center lineman blitzes the enemy quarterback, people will often charge back onto your quarterback. If you instead hold the line, and give your quarterback some time to do their magic, you will win the battle and the game. [highlight]Let your bruisers charge their carries, and protect your own.[/highlight] Priorities: 1. [highlight]Keep your carries alive.[/highlight] 2. Kill their carries.

Every team fight is a different scenario, but it usually comes down to 3 different approaches. [highlight]1. You have an advantage:[/highlight] If you have an advantage, say their Top/Mid/ADC got caught out of position, that's an excellent time to [highlight]initiate[/highlight] onto their carries. 95% of the time the enemy team will come to help the on who got caught, and do something stupid like getting into your [imgsmall=skills/nautilus/r.png] range. If they are in this position, go for them. 1 of their carries got caught, and now 2 got caught. You just turned a 5v5 to a 3v5. Try to kill the rest too, but if you cant get them go and take a tower / Baron / Dragon and further increase that gold difference. Usually when someone gets caught and make their team lose a team fight their team gets unnecessarily angry on them, and they start flaming, further increasing your chance to win. Winning major fights reduces the enemy morale, and if you win 2-3 major team fights and take 3-4 towers and a baron they sometimes just surrender, when they could have won. [highlight]2. Even team fights:[/highlight] Its a straight up 5v5 and no team have an advantage. Depending on if you [highlight]initiate[/highlight] or get [highlight]Initiated upon[/highlight] greatly affects your game play. [highlight]You initiate:[/highlight] Go straight for their carries and try to get them out of the fight. Ulting and locking down a 3500 [imgsmall=champ/shen.png] is just a waste of ultimate, but if you get a AP or AD carry, you will have reduced their damage output by 50%. Nautilus is excellent at getting to those carries, and whenever he ults people will flash away, only to get caught in it anyways. [highlight]No AD or AP carry can win a fight against you until super lategame, remember this![/highlight] If you manage to get any carry out of the teamfight you have done your job as an initiator/bruiser, but that is only 50% of your role. [highlight]You get initiated upon:[/highlight] When the enemy team initiates, it usually sends your team into chaos. You have to quickly look at the situation and react properly. [highlight]Your main and super important priority when you get initiated upon is to protect your carries, if they die you will lose the teamfight.[/highlight] This is what most junglers/toplaners wont realize. You will not carry any teamfight. You will not do damage in the thousands. What you can do is to make sure your damage output won't die. Almost no carry can escape from a [INSERT ANY BRUISER IN THE GAME] who jumped onto them, so its your job to get him/her off them. Use [imgsmall=skills/nautilus/q.png] + [imgsmall=skills/nautilus/p.png] and focus him down, then use [imgsmall=skills/nautilus/r.png] onto their carries and counter initiate onto them. If your carries stayed alive throughout the fight that's a won team fight. [highlight]3. Your team is at an disadvantage:[/highlight] Its not time to start a team fight if your [ANY PLAYER] got caught. Its a 4v5, which is never good. If your [ANY PLAYER] gets caught, abandon them and run towards your closest tower and defend it so that the enemies can't get even more advantages from that one mistake. The worst thing you can do when someone gets caught is to try and fight. The player who got caught usually have around 20% health, and cant help you. Doing this will lose you 3-4 players instead of 1. [highlight]If someone gets caught and are about to die, its not time to start a team fight.[/highlight]

[highlight]Taking time:[/highlight] This is a lot more common in high level play. It's pretty simple. When you take a camp/buff, write a note the second you took it. [highlight]Respawn times of jungle: Wraiths: 50 seconds, spawns@1:40 Wolves and Small golems: 60 seconds, spawns@1:40 Blue and Red buff: 5 minutes, spawns@1:55 Dragon: 6 minutes, spawns@6:00 Baron: 7 minutes, spawns@15:00[/highlight] [title]Timer notes:[/title] oB - Our Blue tB - Their Blue oR - Our Red tR - Their Red Drake/Dragon - Dragon Nashor/Baron - Baron So if you take the Blue on your side at 2:10, write oB 7:10. If you take Dragon 18:51, write Dragon 24:51. [highlight]This way you can get together as a team faster to take ex. Dragon right when it spawns, and know exactly when your blue spawns so that it can't be counterjungled.[/highlight]

[title]Easy ones / Pick Nautilus:[/title] [imgsmall=champ/alistar.png] -Make sure you gank more than him, and tell your laners to ward. counterjungle him whenever he can. You are a better duelist than him, use it to your advantage. [imgsmall=champ/diana.png] -Counterjungle her, duel her and generally be annoying for her. She can't duel you and your ganks are better. [imgsmall=champ/fiddlesticks.png] -Invade him often. He can't duel you in any way due to you interrupting his drain. [imgsmall=champ/nautilus.png] -Depends on the player. Can't really say anything else. Try to slow him and stand inbetween him and your carries. [imgsmall=champ/rammus.png] -Pull him away from your carries and your slow will make sure he cant get to them. [imgsmall=champ/sejuani.png] -Pull her away when she use her Q, and don't let her get a clean shot at her ult. [imgsmall=champ/singed.png] -You can't kill him and he can't kill you, so gank instead. [imgsmall=champ/skarner.png] -Pull him away from your carries so that he cant use his ultimate, and slow him. You are a excellent counter to him. [imgsmall=champ/udyr.png] -Pull him away from your carries and slow him, he can't do anything after that. Nautilus is a VERY good counter to him. [imgsmall=champ/warwick.png] -Anchor that shit away from your carries and he won't be a problem at all. Disrupt his ulti ASAP if he manages to ult someone. [title]Medium ones / Pick Nautilus:[/title] [imgsmall=champ/amumu.png] -A really strong pick nowadays, he is similar to Nautilus in a lot of ways, and neither of you can get a kill on each other. Just chill, gank and try your best against this one. [imgsmall=champ/chogath.png] -Ward so that he can't counterjungle you, and generally gank a lot. Be very careful when on low health so that he wont insta-kill you with his ultimate. [imgsmall=champ/gangplank.png] -Nothing special to think about. Don't duel him when he has redbuff. [imgsmall=champ/hecarim.png] -Hecarim is a medium, not because he has GREAT ganks or counterjungling or that hes a good duelist, but because he is a jack of all trades. Gank instead of fighting him. [imgsmall=champ/jarvaniv.png] -He has strong ganks, but his jungle is slow. Pretty unkillable due to his E+Q escape. There is no point in dueling him, so gank instead. [imgsmall=champ/khazix.png] -Poor ganks, but good dueling capacities. Do not duel him. [imgsmall=champ/malphite.png] -You can easily duel him before lvl 6, but be careful after lvl 6. [imgsmall=champ/maokai.png] -Not hard, not easy. He is very similar to you, and neither of you have any advantages over the other. Try to counterjungle when your [imgsmall=summoners/smite.png] is up, and he will become underleveled quickly if he cant get proper ganks. [imgsmall=champ/masteryi.png] -Never duel him, otherwise you should be fine. If he starts to counterjungle, ward the entrances to your jungle. [imgsmall=champ/rengar.png] -You have way better ganks. You can duel him if you get some armor. [imgsmall=champ/riven.png] -You have way better ganks. You can duel him if you get some armor. She is also dependant on being "on top" of carries to do something, so the standard Q + E combo will destroy a lot for her. [imgsmall=champ/shen.png] -Unkillable by yourself, but your success against him it depends on your teammates skill, and ability to predict his ultimate in teamfights and in lane. [imgsmall=champ/trundle.png] -Depends on the player, I am not sure about this one as I haven't faced him a lot. [imgsmall=champ/tryndamere.png] -CC him, then run if he wants to duel you. [imgsmall=champ/vi.png] -Not sure actually, I need to test playing against her more. [imgsmall=champ/zed.png] -If you want to duel him, get armor. Otherwise stay away from him. [imgsmall=champ/darius.png] -You can't duel him, but your ganks are better so make sure to gank a lot. [title]Hard ones / Nautilus is a dangerous pick against them:[/title] [imgsmall=champ/elise.png] -She will almost always win any duel against you, and her ganks are good aswell. Do not counterjungle her, if you do she might find you in a bad position and there is a high chance for you to die. [imgsmall=champ/jax.png] -Tons of damage and dueling power, but you have better ganks than him. Avoid dueling him at any cost. [imgsmall=champ/xinzhao.png] -It is hard to win a duel against him, and he have good ganks, so try to gank on the opposite side of the map so that he won't countergank you. It is also a good idea to get some armor if you face him. [imgsmall=champ/olaf.png] -He is hard to counter due to his true damage, but his ganks are mediocre. Get alot of health ASAP against him. [imgsmall=champ/nocturne.png] - A good dueler, so be careful if dueling him, and if he ults, run towards the lane where you think he ulted to potentially help your teammates. [imgsmall=champ/shaco.png] -Generally fucks your shit up and can easily kill you in your own jungle if he has planted some traps. Try to predict where he will gank so that you can countergank him, and ward entrances to his own jungle (where he wont expect wards to be placed). This way he wont stealth past them, and you can see what he is up to. [title]Very fucking hard / NEVER pick Nautilus against these:[/title] [imgsmall=champ/drmundo.png] -Can't duel him, and he will constantly invade you. Do not invade him, if he finds you, you will die. If you face him, buy gp/10 and try to gank alot. [imgsmall=champ/leesin.png] -If the enemy team picks him, chose another champ than Nautilus. He counters you in every way. Better dueling, better mobility, counterjungler and you can't gank better than him. If you face him buy Health and armor ASAP. [imgsmall=champ/shyvana.png] -Biggest counter. Never pick Nautilus against her. If she is the least bit skilled, you are going to have a bad day. Ward every entrance to your jungle so that she cant counterjungle unpunished, and rush [imgsmall=items/boots-of-mobility.png] to get ganking quickly. [imgsmall=champ/nunu.png] -This guy is horrible. You can't kill him, and he can't kill you, but all of your jungle will be gone if you don't ward. If you face him, buy a lot of wards to protect your jungle.

For all you Nautilus haters out there: Nautilus is a gank-heavy tanky champ, so to counter him, chose a champ that can gank, duel and counterjungle as well. [highlight]Good candidates for this role is:[/highlight] [imgsmall=champ/chogath.png] [imgsmall=champ/drmundo.png] [imgsmall=champ/leesin.png] [imgsmall=champ/shyvana.png] Nautilus success in teamfights depends on if he can use his abilites at good moments. To counter this, try to make his abilities unbeneficial for him. Ex. If you are playing any tanky champion with a leap/escape such as Jax, Lee Sin or Olaf you should "bait" Nautilus [imgsmall=skills/nautilus/q.png] by pretending to be in a bad position. If he hooks you, jump out immediately, and initiate the teamfight. By doing this he can't initiate in a good way with his [imgsmall=skills/nautilus/q.png], and he will often have to use his abilities on secondary targets, such as bruisers or tanks. If you have managed to bait Nautilus into using his abilities he will become useless for ~15 seconds, so try to engage when his spells are down. Those are the main things that counter Nautilus but if you see him get picked and arent playing jungle/tank, chose a champion with a dash/blink that can dodge his abilities. Ex. [imgsmall=champ/ezreal.png] [imgsmall=champ/leblanc.png] [imgsmall=champ/riven.png] or [imgsmall=champ/nidalee.png]

I believe that Nautilus has a bright future ahead of him, and in a couple of months, people will be crying about nerfing him. He is very underestimated, but is one of the junglers who got the most out of Season 3. Have fun playing the current boss of the jungle! Gimpzo, Jungler of Intraversus: BlueFlame All rights to and Intraversus Gaming

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