• 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 Movement Speed (+1.5% movement speed)
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 there, I'm Shotgun Heavy, usually just called Shotgun or Heavy nowadays which is what I prefer, and this is my guide on Nautilus, the Titan of the Depths. Nautilus, in my opinion, is currently one of the strongest champions in the game. He is a very well designed, fun and engaging champion with a great skill set. He can literally be played in any lane effectively alongside the great presence he brings as a jungler. [title]Pros:[/title] [.]Quite tanky and deals quite a bit of damage needing almost no AP [.]Has great initiation alongside good team protection [.]Has the most CC in the entire game for a single champion ([imgsmall=skills/nautilus/p.png] is an on-hit snare, [imgsmall=skills/nautilus/q.png] is a pseudo-Blitzcrank grab, [imgsmall=skills/nautilus/e.png] AoE slow, [imgsmall=skills/nautilus/r.png] line-knock up followed up with a single target stun. 4 CCs in his kit. WTF Riot?) [.]Fits well on almost any team [.]Some of the best ganks in the game, and assist ganks in lane great as well [.]Great farming ability [.]Easy to last hit with thanks to [imgsmall=skills/nautilus/p.png] [.]Can be tricky to gank in lane because of [imgsmall=skills/nautilus/q.png] [.]Annoying mid laner for certain casters [.]Effective in any lane [title]Cons:[/title] [.]Has some of the worst base stats in the game. ([number]300[/number] MS is amongst the lowest in the game and disgustingly slow, along with terrible base attack speed. [number]0.613[/number] at level 1, [number]+0.98%[/number] per level, [number]0.715[/number] at level 18, .002 points short of Annie who has the lowest attack speed in the game. Nautilus' base armor is also surprisingly low for a tank.) [.]Early levels can be a bit rough and because of how ridiculously slow he is, can be easily ganked if you don't have the move speed advantage and you don't land your [imgsmall=skills/nautilus/q.png]. [.]Early jungling is quite slow and is very prone to invasion. Thankfully, it picks up quite a bit as he gets levels. [.]Animations can feel slow and clunky, take time to get used to. [.]Weak dragon control, needs his team to be there. In this guide, I will show you how I play Nautilus, how to play him in every lane as well as jungle, items to build, and pointers and tips.

[title]July 22nd, 2012[/title] [.]Updated Changes to Nautilus chapter to include the changes included in the Jayce patch. [title]June 6th, 2012[/title] [.]Added the Changes to Nautilus chapter for the minor nerf added with the new patch. [.]Adjusted the values in the Skills chapter for [imgsmall=skills/nautilus/w.png] to be accurate to what they are now. [title]April 11th, 2012[/title] [.]Added some more text to the Skill Order chapter for jungle Nautilus, taking note of how you can max E first instead. [.]Added some more info to the "core" build of Nautilus, stating how you should not go double GP/10 every game. [title]April 9th, 2012[/title] [.]Added [imgsmall=champ/brand.png][imgsmall=champ/cassiopeia.png] to the Lane Match-Ups. [title]March 30th, 2012[/title] [.]Added Wit's End vs. Abyssal Scepter analysis in the Item Builds chapter, located right after both items are talked about. [title][/title] [.]Added new section in Item Builds chapter for items that I feel aren't that good on Nautilus. [.]Added RoA to said new chapter. [.]Moved Rylai's to said new chapter. [.]Added [imgsmall=champ/akali.png][imgsmall=champ/anivia.png][imgsmall=champ/annie.png] to Lane Match-Ups.

I have been solely playing Nautilus in ranked recently, trying to get myself up to 1900 (which I have achieved) and above, and has proven very successfully for me. Here is some progress of what I've done: [center][title]May 7th, 2012[/title][/center] [imgext=] [center][title]March 28th, 2012[/title][/center] [imgext=] [center][highlight]Platinum![/highlight][/center] [imgext=] [imgext=] Kog even got a penta as well. [center][title]March 26th, 2012[/title][/center] [imgext=] [imgext=] Majority of the games there are jungle, with a few top and mid.

[highlight]July 7th, Saturday, 2012, Jayce Patch[/highlight] [imgsmall=skills/nautilus/q.png]Dredge Line: [.]Damage reduced at earlier ranks to 60/105/150/195/240 from 80/120/160/200/240. [.]Cooldown increased at earlier ranks to 18/16/14/12/10 seconds from 14/13/12/11/10. These nerfs feels kinda random and just a way to make Nautilus feel "nerfed". The reduced damage at earlier ganks is kinda minimal, especially when you don't really use this skill for the damage. The increased cooldown however, does affect you somewhat, even more so considering Dredge Line is the last ability you max. So for the most of the game now, you'll be hanging on a few more seconds on Dredge Line and slightly less damage in fights. Nothing too big. [imgsmall=skills/nautilus/r.png]Depth Charge [.]Primary target damage reduced at earlier ranks to 200/325/450 from 250/350/450. [.]Cooldown increased at earlier ranks to 140/110/80 seconds from 120/100/80. These changes are probably the biggest, but still aren't going to ruin Nautilus. The lower damage at earlier ranks kinda hurts you a bit, meaning less damage in your full combo. The increased cooldown at earlier ranks is probably the biggest, making you have to wait longer to make plays with your ult, but nothing major. Overall these changes are just attempts by Riot to make him somewhat weaker, but not actually nerfing why he's so strong. He does have good damage on his abilities, but that's not really the big problem here. Nautilus is still extremely strong. [highlight]June 6th, Wednesday, 2012, Draven Patch[/highlight] [imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/w.png]Titan's Wrath: damage reduced at later ranks to 30/55/80/105/130 from 30/60/90/120/150. This is a rather minimal nerf and nothing to really worry about. Nothing changed at rank 1, 5 less total damage at rank 2, 10 less total at rank 3, 15 less total at rank 4, and 20 less total at rank 5. You may notice yourself not killing the jungle creeps quite as fast, but overall the change isn't big at all nor it is very noticeable.

[center][title]Jungle[/title][/center] [imgext=] This is the rune setup I run for Jungle Nautilus, as well as what I feel is the best setup for him. For reds, attack speed are the best options for Nautilus, aiding one of Nautilus' weak points being his extremely low attack speed, overall making your jungle a bit fastter. For yellows, armor are mandatory, overall best option for Nautilus for all of his roles, and help remedy another one of his weak points, his rather low base armor for a tank. For blues, scaling MR are the best option for Jungle Nautilus, as you have no need for flat MR early game, and the rest of the possible options are rather meh. The scaling MR will give you a good boost mid game once they start kicking in, and a free Null-Magic Mantle at level 18 is nice. For quintessences, move speed are overall great for Nautilus and anyone else, and remedy yet another weak point. Along with the move speed masteries from Defense and Utility, you get quite a substantial MS boost, even more so if you start Boots, or have Janna on your team, because of her passive. It makes your early ganks even better as the extra move speed lets you close the cap faster so you can combo into your abilities and CC. There are no real other rune options I would consider for Jungle Nautilus. [center][title]Mid[/title][/center] [imgext=] I feel this is also the best setup for mid Nautilus. The magic pen reds are self-explanatory, these combined with the 10% mastery from Offense let you deal quite a bit of damage. There are no better options than armor yellows for Nautilus. Even mid lane vs a magic champion, you want that extra bit of armor, as if you don't, you're stuck with a measly 15 at Level 1, which makes you more vulnerable to creep aggro and auto-attack harass from the enemy. Flat MR for blues and quintessences help give you a lot of starting MR for mid. With the 27 MR at Level 1, along with the 6 from Defense, you start out with a bonus [number]33[/number] MR. This allows you to shrug off quite a bit of their spells and keep your shield up longer in fights with their mid. I feel reds, yellows, and blues are mandatory, but other possible options you could consider for quintessences could be AP, Magic Pen, or Move Speed. In my opinion, I feel MR quints are the best option and worth the investment. The other options I listed are still good to consider, AP and Magic Pen giving you a bit more damage overall, and Move Speed just being great on everyone, but as Naut, you want to be a big, annoying, tanky giant to the enemy laner, and those MR Quints allow you to do that, which allow you keep your shield up for longer. Once you start to get some more MR, like [imgsmall=items/mercurys-treads.png] and [imgsmall=items/abyssal-scepter.png][imgsmall=items/wits-end.png], you end up being even harder to be bursted down while still doing tons of damage. [center][title]Top[/title][/center] [imgext=] The top lane page for Nautilus is about the same as the Mid page. Reds and yellows are the same as before as they are the best options and the magic pen makes you a threat. Now, however, for blues and quintessences, it varies. If you feel like you can get away with it and are absolutely sure their top lane is going to be primarily physical based, and there won't be any lane switching shenanigans, then you can run armor blues. If not, the safest bet is to run flat MR. This can also help vs some mixed damage laners you may have to lane against. If you feel like you don't really need MR for early game, but you're going to need that extra boost for mid and late, run scaling MR. Quintessences, like mid, you can run a few options, but I prefer armor. Like the mid page, these in combination with the armor yellows, and armor blues if you happen to run them, give you a considerable defense boost, and make you really annoying for whoever you're laning against. [center][title]Bot[/title][/center] [imgext=] For bot, I use a standard support page. I run armor on both reds and yellows. This gives you a good defense boost early game, letting you shrug off harass better and lets you engage better on the enemy laners. Flat MR to also make you tankier in bot and make you safe against possible magic damage. Gold per 10 quintessences are great on champions playing a support role, as along with the GP/10 items you will be getting, they give you quite a considerable amount of gold generation. Other possible options are magic pen for reds, to make you more of a damage threat in lane, but when you're playing Nautilus in bot lane, you're usually supposed to be engaging the enemy and CCing them for your carry to follow up and do the damage. You could use gold per 10 yellows, but they aren't really that worth it. Not as efficient as armor yellows, and obviously without , you will be lacking that extra armor to let you take harass and engage safer.

[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] Very good passive that also makes last-hitting extremely easy. The immobilize may look short, but even despite that, the half-second to a third of a second immobilize from early to mid really make a huge difference and add to Nautilus' already strong kit. The extra damage is also a very strong addition. The damage will fall off somewhat late game since you won't have any armor penetration., but it still adds some kick. [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 pseudo-Blitzcrank grab. Has great range that is quite deceptive as sometimes the enemy will think they are just out of range, but then it barely lands on them and they get pulled with you. This is an amazing ability and punishes people hard. You can use this to initiate, but in a straight up fight, use it to catch a straggler trying to run away and to protect your teammates. In ganks, you do not want to initiate with this ability. Always focus on using it as they are running away or have flashed. Remember that you can't use this ability over walls, and that you can use it to escape, and once you get some mana regen, you can use it sometimes to get back to lane faster. There are actually a few little places where you can use this ability through walls, but are very position dependent and situational. I'll show those later. [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 30/55/80/105/130 (+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 ability gives Nautilus' his main source of damage and makes him quite the threat for a tank, along with a shield to make his job at tanking even better. The shield absorption base on this ability is extremely good, and the fact that it scales with a percentage of your bonus health is even nicer. It makes Nautilus very hard to trade with. The extra damage and splash from this ability is quite good and deceptive, especially once you get [imgsmall=items/wits-end.png], you become a monster. Great for farming. [highlight]Also, this ability resets your swing timer! Remember this and use it to your advantage, it will help an enormous amount. Knowing and using this will help you from waiting around to attack again, get more damage in, and will help your jungling a lot as well.[/highlight] [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] Very good AoE slow that can hit an additional 2 times to reapply the slow and for more damage. This and [imgsmall=skills/nautilus/w.png] make Nautilus an extremely good farmer for a tank champion. [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] As if Nautilus' kit wasn't already crazy enough, you then get his ultimate... a fast moving line knock-up followed up by a single target knock-up stun for a ton of damage. Amazing ultimate that can be used for initiation, protection, catching targets, interrupting channeled abilities, and makes your level 6 ganks terrifying. The cooldown also gets rather low, and with some CDR, should be up for almost every teamfight. Range on it is also pretty good. Once this ability is locked on a target, it will keep following the target, and getting faster and faster until it finally reaches them. This ability does also have a cast time, so sometimes if they just barely get out of range when you target it on them, you will do the cast animation and then nothing happens, which can sometimes screw you over. Same thing happens if you use it on a target just as they die. It will not go on cooldown, though. Nautilus' kit is extremely good, and makes him a huge threat while also being the ultimate disruptor in fights, and sets up ganks extremely well from the jungle and in lane.

[center][title]Jungle[/title][/center] [imgext=] Whether you take W or E at level 1 depends. If you can get a good leash (which is likely to happen, ask kindly), you want to take W. You then cast W at 1:32, 8 seconds before jungle creeps spawn. The level 1 shield absorption is too low for the jungle, and you generally will only get 2 seconds max out of it, about 2 attacks as well. After you kill wolves/wraiths depending on where you are starting, you can then get a leash at the buff camp and W will be up again for use soon enough. This way, you can get the most protection and damage at level 1 in the jungle and efficiently using W as the cooldown starts out quite long. Otherwise, if you are forced to take E or won't get a good enough leash, then you take E. Jungle Nautilus can do a level 1 invade, but most of the time I don't advise it and unless you have someone else on your team to catch an enemy, then you will severely gimp your early jungle speed by taking [imgsmall=skills/nautilus/q.png] at level 1. You're best off just trying to get a really good leash on blue than invading. [title]Why max [imgsmall=skills/nautilus/w.png] first?[/title] W is what gives you your jungle speed. The first 2 ranks are kinda meh, but once you get to rank 3 is once it picks up. Jungle Nautilus starts out slow, but once he gets levels it picks up quite a bit. You will clear the jungle faster and be more sustained thanks to the shield. Maxing E first looks like it would give you better ganks, but it will make your jungle slower and not as safe, and the starting slow on it is already pretty good, and you already have so much CC. Nautilus maxing [imgsmall=skills/nautilus/w.png] first will also make his damage in ganks better. Afterwards, max [imgsmall=skills/nautilus/e.png] for better CC and more damage. [imgsmall=skills/nautilus/q.png] is maxed last as it is a one point wonder that doesn't get as much benefit from putting points into it compared to the other two abilities. Put a point in [imgsmall=skills/nautilus/r.png] whenever it is available at levels 6, 11, and 16. Now, I have seen some players instead take two points into [imgsmall=skills/nautilus/w.png] and then max Riptide. After doing a bit of testing myself I do find this is also a viable skill order if you choose to do so. The benefit of maxing [imgsmall=skills/nautilus/e.png] is more burst, and better CC in ganks, but with the trade off of less overall damage, tankiness, and slower jungle clear. With maxing [imgsmall=skills/nautilus/w.png] first, you have a much better and efficient jungle clear, as well as good DPS in ganks and a great shield. Which you max first is preference, I have maxed [imgsmall=skills/nautilus/w.png] since I started seriously playing Jungle Nautilus and it has always worked for me. [center][title]Mid/Top[/title][/center] [imgext=] The skill order for mid and top Nautilus is almost identical to Jungle Nautilus. The only real differences being taking [imgsmall=skills/nautilus/q.png] at level 1 for invading and catching people out of position before the game starts. Nautilus is like Blitzcrank level 1. If your team is there to back you up when you catch someone, they WILL die 99% of the time. You also want to have each of your 3 main ablities at Level 3 so you have everything in case, as well if your jungler might be ganking. [center][title]Bot[/title][/center] [imgext=] Like the mid/top skill order, take Q at level 1 in case of a level 1 fight or engaging. I feel maxing [imgsmall=skills/nautilus/e.png] first on bot lane Nautilus is strongest, as increasing the slow percentage will help you in engages, making it harder for the enemy to run away from you and let your carry stay in range better to follow up, and making assisting in ganks better. I don't feel maxing [imgsmall=skills/nautilus/w.png] would be as good for Nautilus in bot. Sure, the shield gets increased, letting you tank in engages better, but it doesn't benefit your carry in any way.

Knowing how to use Nautilus' skills properly and how to gank well is important and very helpful. [img=skills/nautilus/p.png] Disrupt people in fights with this, whack that guy trying to get to your carry. [img=skills/nautilus/q.png] This ability can be used in various ways, like to pull someone off your teammate, but most of the time, you want to use it to catch someone as they are running away, or catching someone out of position. The hitbox and range are quite good so most of the time it's pretty easy to land, but can't lend them all, so don't get down over missing one. [img=skills/nautilus/w.png] Use this to shield yourself from incoming damage and when fighting others in lane, try to get as many hits in as you can. Like I mentioned before, don't forget to swing reset with this. [img=skills/nautilus/e.png] Use the AoE slow when they try and run away and people trying to get to your team. [img=skills/nautilus/r.png] I'm sorta repeating myself at this point, but like pretty much all of Nautilus' other abilities, you can this ability to intiation, catch people, and protect. Trying to hit as many targets as possible with the knock-up is something you should also keep in mind. [center][title]Ganking and Comboing[/title][/center] Knowing how and when to properly combo Nautilus' abilities will help you in ganking and achieving maximum CC and lockdown potential. Despite what some people believe, Nautilus' ganks are actually quite easy and in no way are entirely dependent on [imgsmall=skills/nautilus/q.png]. [title]Example of a pre-6 gank/fight:[/title] Run at the enemy → attack them, proc [imgsmall=skills/nautilus/p.png] → cast [imgsmall=skills/nautilus/w.png] to reset swing timer and attack once again → cast [imgsmall=skills/nautilus/e.png] → move with them and keep attacking them, cast [imgsmall=skills/nautilus/q.png] at them if they get too far away or have flashed. If enough damage was dealt, that should be a secured kill. This is the usual standard combo. Sometimes though, if the enemy gets too close for comfort, you may want to cast [imgsmall=skills/nautilus/e.png], and sometimes you may want to prep up [imgsmall=skills/nautilus/w.png] before engaging, as sometimes the enemy may be a bit too fast for you and you won't be in range to follow up with the slow from [imgsmall=skills/nautilus/e.png]. [title]Example of a post-6 gank/fight:[/title] It's roughly about the same as the example I gave above, but it's more about knowing when to use your ult at the right time. You don't always want to start with your ultimate. Waiting until after you have comboed your other abilities or using it as they are running/flash away is best. [title]Kill combo at level 6/7:[/title] Attack, proc [imgsmall=skills/nautilus/p.png] → activate [imgsmall=skills/nautilus/w.png] and swing reset → [imgsmall=skills/nautilus/e.png] as they run away → [imgsmall=skills/nautilus/r.png] and [imgsmall=summoners/ignite.png] along with a few more hits. At that level, this combo is quite deadly to a lot of mids and some tops as well, kills about 7/10 times. If you can survive their burst, then they usually can't survive yours. Prepare to see a lot of people flashing away only to die from your ult and ignite. Do note, that for these scenarios, I am not really taking into account teammates and how to engage them exactly. If your laner(s) have CC, try and get them to start off with that. If not, you engaging first or getting your laner to bait the enemy into a fight is what you should do. Nautilus can gank through a lane very well, you don't need even to wait for the lane to push to sneak in. With [imgsmall=items/boots-of-mobility.png], you can just run straight from the tower, and with proper coordination, initiate a gank.

Like I mentioned in the Skills chapter, Dredge Line can actually go through a few walls. These walls are mainly just thin walls with poor collision detection thanks to Riot. Do take note, that most of them require good positioning or else you end up just hitting the wall right next to you and making a fool of yourself. Most of these are of very situational use. [imgext=] This one does not hit the wall from the other side, by the way. You can hook yourself with an enemy, though. Can also be done with the Baron pit. [imgext=] A little bit hard to tell, but I do latch on and hit from over the wall. [imgext=] Like the first one, does not hit the wall. [imgext=] [imgext=] [imgext=] [imgext=] [imgext=] [imgext=] [imgext=] [imgext=] There may have been a few I either overlooked, forgot of, or don't know, but most of these, if I did it from the blue side, can be done from the purple side, since purple side of the map is basically the exact same as the blue side, but flipped.

Because Nautilus is rather weak early on in the jungle, you want to make sure your early jungling is a fast and safe as possible, so you ask your team kindly to give you a good leash and to protect your jungle. It will help a ton. Along with that, it's ideal to want to start with [imgsmall=skills/nautilus/w.png]. [title]Jungling with Nautilus:[/title] [.]Start at wolves, and like I mentioned, you want to try and take [imgsmall=skills/nautilus/w.png] at level 1 and cast at 1:32 so you can use it on wolves and get the most out of it at a level 1 without wasting it. You will also need some damage help on the wolves. [.]Head to blue and get a good help there as well. [imgsmall=skills/nautilus/w.png] should be up again soon enough to use. [highlight]Remember to [imgsmall=summoners/smite.png] to kill buffs.[/highlight] [.]You will be level 2 now. Put a point into [imgsmall=skills/nautilus/e.png] and make your way over to wraiths and kill them. Don't forget to be using [imgsmall=skills/nautilus/w.png] after you attack to swing reset, as well as using [imgsmall=skills/nautilus/e.png] to bypass time waiting to attack again afterwards. [.]Nautilus' level 1 shield is quite meh, so instead of going to golems, I find it is more efficient and safer to go back to wolves which will be respawning. You will golems quite slowly at level 2 and the shield will hardly last. [.]Go to wolves and kill them. You will hit level 3 after killing the big wolf. Put another point into [imgsmall=skills/nautilus/w.png]. [.]After killing that camp, make your way to red and kill that. Like blue, [imgsmall=summoners/smite.png] to kill it. [.]Wraiths will be up again, go and kill them. You will hit level 4 after clearing that camp, and now you put a point into [imgsmall=skills/nautilus/q.png]. This is when the real ganking starts. Nautilus can gank pre-4, but I advise just trying to power your way to 4 fast. Taking [imgsmall=skills/nautilus/q.png] at level 3 is a possibility, but your jungle will be a bit slower. Because Nautilus' early jungle is weak, you are rather prone to invasion. Think smart and analyze, and ask your support to ward parts of the map in case of invasion if need be, like your red buff or the ramp to wraiths. Some games it may even be a smarter idea to start at wraiths > red instead of blue. You will be a bit slower, but you will secure your red buff. Also consider starting [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png]. Nautilus is rather dependent on the first blue buff early game. Not so much on red, but red makes his ganks even scarier. After the first blue buff, and later on red buff, consider giving your team the buffs. Though, do remember I bet you've all had those kind of games where you nicely give your mid blue buff... only for him to die with it 40 seconds later and give it to the enemy mid laner or jungler. This doesn't mean I won't ever give the mid laner another blue buff, but it does make me think twice. It's sorta of a trust thing. Blue buff is quite useful for Nautilus obviously, as he benefits well from the mana regen and CDR to be able to contantly use [imgsmall=skills/nautilus/w.png] and [imgsmall=skills/nautilus/e.png] in the jungle with little repercussions. Red buff is very strong on Nautilus and melee champions, as they get the full slow from it, and the extra true damage DoT adds up well with the DoT from [imgsmall=skills/nautilus/w.png]. I've gotten multiple kills because of this.

[center][title]Starting Options[/title][/center] [center][title]Jungle[/title][/center] [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] I feel this is the best starting option for Jungle Nautilus. If you can get a good enough leash, than you should be okay for the next while. It gives your the extra mobility to travel in the jungle faster from camp to camp, and makes your early ganks much stronger. [title]Why not start with Regrowth?[/title] Regrowth start does get you to your Philo a bit faster, but you force yourself to farm [number]715[/number] gold so you can assure you get a Philo and Boots when you buy. If you're doing this, you're not ganking, and you're not applying pressure. If you start Boots, you can actually gank and apply pressure when you hit Level 4. If you succeed in a gank and get a kill, you can then usually get your Philo. Starting Boots does not set you that behind on getting your Philo. The same also applies to in lane. Not starting with Boots in mid/top makes you very prone to being ganked unless you play it very safe. [center][img=items/cloth-armor.png][img=items/health-potion5.png][/center] You may want to start with this instead versus certain junglers. Nautilus' early jungling tends to be slow and prone to invasion. This start will ensure you as much safety as possible early on, but it will delay your Philo and make your early ganks a less threatening due to the lack of boots. You can turn this into [imgsmall=items/ninja-tabi.png], but I prefer to save it for Aegis. [center][title]Mid/Top[/title][/center] [center][img=items/boots-of-speed.png][img=items/health-potion3.png] or [img=items/health-potion4.png][/center] Like jungle, boots is what I prefer for both top and mid. The extra mobility lets you get in, last-hit and back off easier, and lets you engage and stick up with your target better. If you are top and don't need to help leash, you can wait around in your base for a 4th potion. [center][img=items/null-magic-mantle.png][img=items/health-potion2.png][/center] Situational start versus some hard mids, like [imgsmall=champ/leblanc.png]. Do remember though, that you don't have boots, so you are much more prone to being ganked due to how slow you are. [center][img=items/cloth-armor.png][img=items/health-potion5.png][/center] Same as above, situational start for some hard tops, such as [imgsmall=champ/renekton.png][imgsmall=champ/wukong.png]. Makes you quite prone to being ganked because of how long top lane is and the lack of boots. [center][title]Bot[/title][/center] [center][img=items/faerie-charm.png][img=items/sight-ward4.png][img=items/health-potion.png][/center] Standard start for a bot lane. Gives you some extra mana regen that you can then turn into a [imgsmall=items/philosophers-stone.png]. A fair amount of wards to keep you covered for a bit in the early game as well. This start can only be done if you take the Greed mastery in Utility. [center][img=items/faerie-charm.png][img=items/sight-ward2.png][img=items/vision-ward.png][img=items/health-potion.png][/center] This start is about the same, except dropping 2 Sight Wards for one Vision Ward, which lets you counter ward somewhere, be it somewhere around the river to deny them of jungle vision most of the time, or ward in one of the lane brushes so you can know what the other support is doing or to deny them vision of you which will cause them to be a lot more scared and not being as ready for engages. [center][img=items/faerie-charm.png][img=items/sight-ward3.png][img=items/health-potion.png][/center] Almost identical to the first start, these are what you can start if you are Defense and don't have the Greed mastery. [center][img=items/boots-of-speed.png][img=items/sight-ward.png][img=items/health-potion.png][/center] This a much less common start, but if the extra mobility is needed, it can help. You will lack wards for lane coverage and be delayed on your Philo a bit, so remember that. Because of that, I don't really like this start. If you have the Greed mastery, you can start with 2 wards instead, but no potion. [center][img=items/regrowth-pendant.png][img=items/sight-ward.png][/center] Possible start versus some lanes. Mainly if don't need the extra wards early game, aren't going to be playing very aggressive as well, so you can get away with a fast Philo. I don't really like this start that much, either. You are not entirely restricted to the same start every game here, getting extra potions on bot lane Nautilus is actually a good idea because of how he is an aggressive support and those will allow him to engage more frequently and heal up from damage. [center][title]Boots[/title][/center] [center][img=items/boots-of-mobility.png][/center] These are my favorite boots for Nautilus, specifically jungle, but also work quite well for mid lane if you choose to do so. With these, you can roam around much, much more efficiently, and gank through lanes 10 times better. The speed increase makes a huge difference and made me a better Nautilus player. You can farm a camp, then proceed to go and gank a lane, and repeat. I pretty much always get these right after my [imgsmall=items/philosophers-stone.png] on jungle Nautilus, as I can usually get a successful gank soon afterwards, farm a camp or two, and then be able to purchase [imgsmall=items/heart-of-gold.png]. Generally, you will want to sell these later in the game for one of the other two main options, but sometimes I find myself running these all game long. The other two boots options are still good for jungle Nautiuls, so remember that. I just really prefer Boots of Mobility and I think they really help a lot for solo queue. [center][img=items/mercurys-treads.png][/center] The most expensive option, but very good. Get these when you are laning vs magic, and for primarily magic-based teams or teams with a lot of CC. [center][img=items/ninja-tabi.png][/center] The cheapest boots available, giving you that extra move speed for little cost. Get these when laning vs physical and physical-based teams. The other boot options are not really worth getting on Nautilus unless you are screwing around because you're stomping the enemy, in which the game is probably over already. [title][center]Core Items[/center][/title] [center][img=items/philosophers-stone.png][img=items/heart-of-gold.png][/center] I consider these the two core items for Nautilus for his jungle and all lanes. It's what has worked best for me and I don't really feel there is any thing else I'd consider for "core" on Nautilus. Both items are cheap, effective, give you more gold gain, and turn into very good items. [imgsmall=items/philosophers-stone.png] gives you health regen for sustain, mana regen so you can use your abilities more often, and builds into [imgsmall=items/shurelyas-reverie.png]. [imgsmall=items/heart-of-gold.png] gives you health, which makes you more beefier, and adds extra shield to [imgsmall=skills/nautilus/w.png], and turns into [imgsmall=items/randuins-omen.png] as well as [imgsmall=items/locket-of-the-iron-solari.png] (I personally haven't tried Locket yet, but it could make a decent option on bot lane Nautilus). When you upgrade them depends. Some games I might try and upgrade them mid-game, sometimes I let them sit there for awhile. Player preference and situational factors. [highlight]Note[/highlight]: While I do consider these items to be somewhat "core" on Nautilus, do not always get both of them each game, generally this applies laning as top or mid. Some games you may want to consider picking up one of them, but not the other. Specifically for hard/sketch lane match-ups, you can't afford to go double GP/10, you want to be building towards those other items to get them as soon as possible and will help you survive in lane. [center][title]Items to Consider Afterwards[/title][/center] [center][title]These items aren't purely restricted to their lane, but mainly the first items I will consider depending on the team, what I'm laning against, and the state of the game. Nearly all these items are good and efficient regardless of where you are.[/title][/center] [center][title]Mid/VS Magic[/title][/center] [center][title][img=items/wits-end.png][/title][/center] After I get my [imgsmall=items/mercurys-treads.png] for mid, I pretty much always get this. It's a cheap and extremely efficient item that makes you even more annoying for casters to deal with, while also giving you a ton of damage and a pushing monster. You become even more of a strong fighter for casters once you do get this. [center][title][img=items/abyssal-scepter.png][/title][/center] This is also a great anti-caster item while also giving you good damage benefit. It's more expensive, but if you are doing quite well, you can save up for this. The extra AP will give you damage on all of your abilities, and the magic pen will make you chunk the enemy even harder, so if they aren't stacking a fair amount of MR, they are in for a world of hurt. This will also help benefit any other magic on your team. [title]Wit's End vs. Abyssal Scepter[/title] A user in the comments section brought this up to me about how Wit's End stacks up versus Abyssal, so I did a bit of analysis. For [number]2000g[/number], Wit's End gives you almost the same amount of magic resistance given by Abyssal when you get 4 stacks from the passive, only 7 points less. Obviously Abyssal has the benefit of that MR gain being static all the time rather than having to stack up the passive, but it only takes 4 hits for you to get that 30+20 MR from Wit's End which shouldn't be a problem. Because of how Nautilus' [imgsmall=skills/nautilus/w.png] works, it applies the first damage tick when you hit if you have it up. As an example not taking into account any MR, you have rank 5 [imgsmall=skills/nautilus/w.png]. So you attack, it applies your auto-attack damage + 75 magic damage once you hit, then a moment later another 75. This is assuming you don't attack again to refresh the DoT, so obviously if you keep attacking you will do more damage. Once you have Wit's End, every time you attack with W up, you do an extra 117 magic damage. Another tick after wards will add another 75 to that, for a total of [number]192 magic damage[/number]. Now, onto Abyssal. Abyssal has a 0.4 AP ratio on the DoT damage on W. Each tick benefits from [number]0.2 AP ratio[/number] technically since it is a DoT. You attack with W up at Rank 5 on a target with roughly 30 MR (with how much Magic Pen you have from masteries and runes, as well as how the reduction system works, this will be on a target with pretty much no MR), once again, as an example. Abyssal provides 70 AP. Assuming you're running the same setup as I am, with no extra AP gain from masteries or runes, [number]0.4 x 70 = 28 / 2 = 14 extra magic damage for each tick[/number]. You attack, it applies [number]89 magic damage every time you attack[/number]. Another tick for a [number]total of 178 magic damage.[/number] In a real game situation, Abyssal probably provides a bit more damage to W because of the MR reduction it provides. Abyssal also has the benefit of applying extra damage to all of your other abilities, and let's not forget the MR reduction also benefits your team, so this is especially helpful if you have another AP on your team. Oh, also, when you're building towards Abyssal, you have much better individual component items than Wit's End. That's one of the downsides of Wit's End, is that the individual component items aren't the best on their own. Roughly taking a look at it, Wit's End gets more damage over time on W in most situations, but Abyssal will make all of your abilities do more damage in combination with each other. They are both very good items on Nautilus. Most games I find myself getting Wit's End for how efficient it is for the cost, but some games it might be better to get Abyssal. That's how things work, really. Item builds vary from game to game. Experiment and see what works best for certain situations. [highlight]Summed up: Wit's End gives you increased DPS alongside cheap tankiness and pushing/farming power increase thanks to the attack speed as well. Abyssal Scepter gives you more damage in your burst and combos, as well as an aura that benefits other APs on your team.[/highlight] [center][title]Top/VS Physical[/title][/center] [center][img=items/sunfire-cape.png][/center] Despite this item not being as great as it was way back, it's not actually that bad on Nautilus and I quite like it on him. Doesn't provide any real utilty, but it gives you a fair amount of armor and HP, and is a good buy to round yourself out for mid game after you get an MR item if you were laning versus magic. Also makes you farm better and push harder. You will usually have too much armor and HP + shield HP for ADs to fight you. [center][img=items/frozen-heart.png][/center] Extremely good item that gives you a ton of armor, mana, and a CDR. Makes you extremely annoying for ADs and lets you do everything more often thanks to the mana and CDR. [center][img=items/randuins-omen.png][/center] Another great armor item. Gives you some HP and health regen as well, and a small amount of CDR, but the selling point of this item are the passive and active. It makes hitting you a very bad idea for just about anyone because of the passive slow, and the active is great to use after initiating as well as for protecting your teammates. [center][title]Other Items:[/title][/center] [center][img=items/aegis-of-the-legion.png][/center] A great and efficient item. Gives you a good balanced of armor, MR, and HP for you and your team. I usually get this as my first big item if I'm jungling after my double GP/10 and boots, as well as if I'm bot lane Nautilus, as it's cheap tank item that will help you mid-game. This item is also quite good to stack if your other bruiser/tank is getting it, as the aura will stack for both of you twice, which gives you and the other Aegis holder [number]+24 armor, 30 magic resist, and 16 AD[/number]. Makes both of you a very strong tank line. [center][img=items/shurelyas-reverie.png][/center] Great support item with an amazing active. HP to be beefier and add more shield to [imgsmall=skills/nautilus/w.png], some health and mana regen, CDR, and one of the best item actives in the game that be used for initiating, chasing, escaping, speeding up an ally, and so on. Using the active when initiating gives your team that signal that you want to fight. I also like to get this after Aegis for jungle and bot. [center][img=items/locket-of-the-iron-solari.png][/center] I haven't actually tried this on Nautilus, it could possibly work, but probably just for bot lane Nautilus, otherwise you're better off turning that HoG you built in the jungle/mid/top lane into Randuin's. Hell, you could still build Randuin's on bot lane Nautilus. I don't think the item is bad, but I have never really bothered building it on anyone. The HP is nice, the armor isn't too shabby, decent passive that helps sustain your team between fights. The active looks good on paper, but it doesn't scale that well, only getting up to a [number]230[/number] shield at Level 18, and usually as support, you're going to be behind a few levels. Yeah, there's the whole "it shields the whole team!" you could say about it, but it a 230 shield that late in the game is going to be broke quite fast. [center][img=items/frozen-mallet.png][/center] I also haven't tried this item, but I think it would work pretty well. It gives you quite a bit of HP to be even more beefier, and a very good on-hit slow that helps you stick to a target and protect your allies. [center][img=items/force-of-nature.png][/center] Gives you a hefty amount of MR as well as a lot of HP regen to heal up between fights and more movement speed to chase and roam around better. It's not too expensive either, only [number]40g[/number] less than [imgsmall=items/abyssal-scepter.png]. Which you get depends. Personally, I prefer Abyssal as it gives you more team utility and makes you a lot more of a considerable threat thanks to the AP and magic pen. Do still consider this item though, as it is a great item. [center][img=items/banshees-veil.png][/center] Not a bad item by any means, but I don't think it's that great of a choice on Nautilus. The HP, mana, and MR are good, and the spell shield is also nifty, but I feel FoN and Abyssal are better than this on Nautilus. [center][img=items/quicksilver-sash.png][/center] Good, cheap MR item with a very useful active. I don't really buy it as I prefer the other items, but you may want to consider it in some games. [center][img=items/zekes-herald.png][/center] Good support item, but this is strictly a support item since the remake from Stark's, so don't bother getting this on anything but bot Nautilus. The HP is good, and the CDR as well. The aura will help buff up your carry and AD teammates nicely. [center][img=items/elixir-of-fortitude.png][img=items/elixir-of-brilliance.png][img=items/elixir-of-agility.png][/center] Consider picking up these mid-game before teamfights, mainly just red and blue though as they will give you a good HP boost and CDR boost, as well as some AD and AP. Only really bother getting green late game when you are fully decked out. Oh, and also... [center][img=items/sight-ward.png][img=items/sight-ward2.png][img=items/sight-ward3.png][img=items/sight-ward4.png][img=items/sight-ward5.png][img=items/vision-ward.png][img=items/oracles-elixir.png][/center] [highlight]Don't forget to be buying wards, and pink wards and Oracle's when necessary![/highlight] Wards win games. Pink ward dragon and baron when the time is right. An early Oracle's on Nautilus if you're doing good and are confident is extremely strong. [center][title]Items I Feel Aren't That Good on Nautilus[/title][/center] [center][img=items/rod-of-ages.png][/center] I don't think this is a terrible item on Nautilus, but I don't really feel it's that good either nor is it worth the money. The health from it is good, yes. Nautilus likes health, as it makes him beefier and tankier with resists, and he will gain more shield on [imgsmall=skills/nautilus/w.png]. But you can get this health from other items. The mana is okay, but I don't really find Nautilus has huge mana problems. You get your extra mana from [imgsmall=items/frozen-heart.png], and mana regen from [imgsmall=items/shurelyas-reverie.png]. The AP seems decent, but it starts out at 60 and takes 10 minutes to get up to 80. In the long run, this AP is negligible as you won't be building much more AP except possibly [imgsmall=items/abyssal-scepter.png]. It also takes up 10 minutes as well for the HP and mana to ramp up. Simply put, I don't feel it's worth the investment and that you are better off saving the slot for something else that is much more useful to you. [center][img=items/rylais-crystal-scepter.png][/center] I don't really feel this is that good of a item on Nautilus. This does make you beefier, as well as giving you some AP for your abilities to deal more damage. But if you really need an extra slow, I'd just get Frozen Mallet. [imgsmall=skills/nautilus/q.png] will apply the full slow, but that ability already provides great CC with the pull, and most of the time you can follow up with your passive on them after they get pulled to you. [imgsmall=skills/nautilus/w.png] is a DoT, so it only applies the 15% slow. [imgsmall=skills/nautilus/e.png] already slows. [imgsmall=skills/nautilus/r.png] already provides a great line knock-up (I think it applies the 15% slow), and follows up with a single target stun knock-up, so the slow will hardly last on them. [center][title]Items Not Worth Buying:[/title][/center] [center][img=items/warmogs-armor.png][/center] Although it provides a lot of HP and health regen, which will stack up quite well with any resistances you get, it doesn't provide any team utility. you had 3000g to buy this, you could've just farmed a bit more gold up and bought [imgsmall=items/frozen-mallet.png] or something. You already get enough HP from other items. Only really worth getting unless you're in a situation like this... [imgext=] Yeah, two Warmog's. I had two moments where I had 3000g saved up and we were stomping them hard, so... why not? lol. [center][img=items/atmas-impaler.png][/center] Like Warmog's, this item is also not worth buying on Nautilus. On paper it seems good because you will have a lot of HP from other items, but it's not worth the purchase. You can get your armor from better items for Nautilus, and the AD and crit chance are wasted on Nautilus. You don't build Nautilus like a bruiser. [highlight]Nautilus really only needs 1 or 2 items for damage. He benefits best from being tanky to keep up his shield for DPS, as well as some magic pen, AP and attack speed, and the base damage on his abilities are already quite good.[/highlight] That about covers up my thoughts and opinions on notable items for Nautilus. Now, I thought it would be a good idea to show how my usual build orders are. These aren't the same every game, and it's kinda hard for me to tell you when to get what. Experiment on your own, make good judgement and buy accordingly. [center][title]Build Paths:[/title][/center] [center][title]Jungle:[/title][/center] [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/philosophers-stone.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/boots-of-mobility.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/heart-of-gold.png][/center] [center][highlight]↓[/highlight][/center] [center]Now usually [img=items/aegis-of-the-legion.png] into [img=items/shurelyas-reverie.png] or [img=items/wits-end.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/frozen-heart.png] or [img=items/wits-end.png] or [img=items/randuins-omen.png] or [img=items/sunfire-cape.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/aegis-of-the-legion.png][img=items/shurelyas-reverie.png][img=items/frozen-heart.png][img=items/wits-end.png][img=items/boots-of-speed.png][/center] [center]Possible end game, situational boots and a 6th situational item of choice.[/center] [center][title]Mid/Top[/title][/center] [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/philosophers-stone.png][img=items/heart-of-gold.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/mercurys-treads.png] or [img=items/ninja-tabi.png][/center] [center]Depends on who you're laning against, some games you may also want to get Boots 2 before a GP/10 or even both.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/wits-end.png] or [img=items/abyssal-scepter.png][/center] [center]Versus magic, which you get depends on how well you are doing, preference, and confidence in yourself.[/center] [center][img=items/sunfire-cape.png] or [img=items/frozen-heart.png] or [img=items/randuins-omen.png][/center] [center]Versus AD. I generally like to get Sunfire, but the others options are also great.[/center] [center]If you were versus magic, then after getting one of the two MR items, you should get one of the AD items. If you were versus AD and got one of the three armor items, then get one of the MR items. These will top you off quite a bit for both of each resists mid game.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/shurelyas-reverie.png] or another armor item like turning your HoG into [img=items/randuins-omen.png], possibly even another MR item.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/wits-end.png][img=items/sunfire-cape.png][img=items/shurelyas-reverie.png][img=items/abyssal-scepter.png][img=items/mercurys-treads.png][/center] [center]Possible end game build versus mainly magic based teams, 6th situational item of choice.[/center] [center][img=items/sunfire-cape.png][img=items/wits-end.png][img=items/shurelyas-reverie.png][img=items/randuins-omen.png][img=items/ninja-tabi.png][/center] [center]Possible end game build versus mainly physical based teams. Usually Randuin's or Frozen Heart for 4th item. You have a lot of armor with this build, so remember that even physical based teams can still have a lot of CC, so don't forget to switch out for [imgsmall=items/mercurys-treads.png]. 6th situational item of choice.[/center] [center][imgsmall=items/frozen-mallet.png] makes a great item to top off both of these builds with.[/center] [center][title]Bot[/title][/center] [center][img=items/faerie-charm.png][img=items/sight-ward4.png][img=items/health-potion.png][/center] [center]or[/center] [center][img=items/faerie-charm.png][img=items/sight-ward2.png][img=items/vision-ward.png][img=items/health-potion.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/philosophers-stone.png][img=items/boots-of-speed.png][/center] [center]Try and aim for these on your first back if things are going well. You may want to also just by boots and then a part of the Faerie Charm. Don't forget wards.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/heart-of-gold.png][/center] [center][highlight]↓[/highlight][/center] [center][img=items/aegis-of-the-legion.png][/center] [center]Like jungle, this is the first big item I like to aim for. However, since you are going to be play as a support, you won't have as much gold income and can't expect to get this item as early as you'd hope every game. Some games you may want to get your Boots 2 after your double GP/10, some games you may want to get Reverie as your first item. All situational.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/shurelyas-reverie.png][/center] [center]If you managed to get Aegis first, than get this afterwards.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/randuins-omen.png] or [img=items/locket-of-the-iron-solari.png] or [img=items/zekes-herald.png] or [img=items/frozen-heart.png][/center] [center]After that, I feel it boils down to 2, almost 3 situational items to purchase. Pick and choose accordingly to whether you need to buff up your team and/or tank and protect better.[/center] [center][highlight]↓[/highlight][/center] [center][img=items/aegis-of-the-legion.png][img=items/shurelyas-reverie.png][img=items/randuins-omen.png][img=items/starks-fervor.png][img=items/boots-of-speed.png][/center] [center]Possible end-game build. Situational boots like the other builds. You have a lot more situational choices here for bot Nautilus, so it really varies. Don't be hesitant to also buy some defensive items so you can tank better, like [imgsmall=items/abyssal-scepter.png][imgsmall=items/force-of-nature.png], even [imgsmall=items/wits-end.png] would work great on bot Nautilus. [imgsmall=items/frozen-mallet.png] is also a possibility, but luxury due to how expensive it is.[/center] The builds are never the exact same game, remember that. I'm just giving a few examples of how I do it. Some people may prefer leaving the GP/10 sitting there for awhile, some prefer to skip Aegis on jungle Nautilus and get a fast Reverie, and so on. Certain build orders are better for certain games. Experiment and find what works for you. In some games, if you are stomping them, or you're playing normals and just screwing around, you can build AP Nautilus. While squishy, it can nuke pretty well, and you demolish creeps even faster than a regular build. All in all, I feel Nautilus is best built as a proper tank, and best benefits from MR, armor, HP, while also building CDR to get the most out of his abilities and CC even more, while also building a smidgen of attack speed and AP.

[highlight]I apologize for the quality in writing in the next few chapters, but I find it hard to try and define and explain what to do in these stages of the game, as it varies a lot.[/highlight] [center][title]Jungle[/title][/center] Nautilus' early jungle is quite weak, specifically from levels 1-4. Make sure to be careful and know the enemy jungler. Junglers like [imgsmall=champ/leesin.png][imgsmall=champ/udyr.png][imgsmall=champ/shyvana.png][imgsmall=champ/shaco.png][imgsmall=champ/drmundo.png] are a few you should be aware of. All of them can counter jungle really well, and can hunt you down and kill you. Nautilus really can't fight off against most junglers (though, if they do invade and your team is paying attention, Nautilus can punish invaders very well if he has some backup because of all the CC he has.) Once Nautilus gets to rank 3 of [imgsmall=skills/nautilus/w.png] at level 5 is when his jungle starts to pick up nicely, as he gets a much better shield and more damage, and this will also make your damage in ganks better. Once you hit level 6, you become a terrifying ganker with your ultimate and can guarantee kills almost every time it's up if your team knows what they are doing. Remember to try and keep a good balance of ganking and farming the jungle for maximum XP and gold income. Ganking is important, but don't completely ignore jungling for too long, or else you're just wasting them, especially if a gank doesn't end up being successful, and leaves open the camps to be stolen by the enemy jungler. If you have the money, spare some gold and buy a ward or two, and ward possible paths the enemy jungler could gank your lanes, as well as dragon depending on how far it is in the game at that point. Your team will appreciate that. If you are also doing well and are confident you won't die any time soon, consider picking up [imgsmall=items/oracles-elixir.png], and go around clearing out wards as you roam the map. If you can manage to hold on to it for, the payoff is huge and gives your team a great advantage. [center][title]Mid/Top[/title][/center] Nautilus is quite the terror in lane, but not right off the bat. Like Jungle Nautilus, he doesn't pick up as a threat in lane until level 5 once you get rank 3 of [imgsmall=skills/nautilus/w.png]. Before that, your shield isn't strong enough and will break too fast in an engagement. Until then, focus on last-hitting and be careful of the enemy jungler ganking, as top lane is one of the easiest lanes to gank early on. Once you get to level 5 is when you can bring the pain. If they get too close for comfort, do the standard combo: Attack them, proc [imgsmall=skills/nautilus/p.png] → cast [imgsmall=skills/nautilus/w.png] to reset swing timer and attack once again → cast [imgsmall=skills/nautilus/e.png] → move with them and keep attacking them. This will do quite a bit of damage, and most people tend to underestimate Nautilus' damage. Once you hit 6, you can burst some squishy targets from almost full to nothing with a combo involving your ult. As laning goes on, you become stronger and stronger, farming and pushing harder, and becoming even more of a threat to the enemy laner. If you're running the right rune setup, most mid laners start to have trouble with you when you get [imgsmall=items/mercurys-treads.png]. You just have too much MR for them to deal with. If you're feeling it, you can try and push the lane and gank an opposing lane, or even possibly invade the enemy jungle. [center][title]Bot[/title][/center] Bot lane Nautilus starts out a bit passive at the beginning, but starts to get into things at level 3, sometimes 2. Since Nautilus is an aggressive support in bot, you want to be with a carry that can follow up well on your engages. [imgsmall=champ/graves.png] in particular is very good with Nautilus. Make sure to communicate with the AD you're playing with when you want to engage. As well, be careful about the other bot lane. Nautilus is quite strong, but don't underestimate the enemy (this sorta applies to the other lanes as well.) And don't forget to use your wards wisely. [center][title]General rules[/title][/center] [.]Farming is everything, last-hit to your best. [.]Get to know your power level versus certain lanes, jungles and teams, analyze, think it out in your head, so you can understand what plays you can make, and when and you cannot make them. [.]Try not to tunnel and avoid getting ganked. [.]Communicate with your team. [.]Know when you can and cannot do dragon. (The best times to try and force dragon are when the enemy jungler is somewhere far away like top or dead, you just killed off someone that would've been a big threat in a dragon fight, in which you have the advantage, someone based, or they have no vision.) [.]Ward.

Things start to get more hectic here, people moving out of their lane more often and trying to make plays, but it's rougly about the same as early game. At this point in the game, generally for most games the items I have are: [center][title]Jungle[/title][/center] [center][img=items/boots-of-mobility.png][img=items/philosophers-stone.png][img=items/heart-of-gold.png][img=items/aegis-of-the-legion.png][/center] [center]Sometimes Reverie will just about be done.[/center] [center][title]Mid/Versus Magic[/title][/center] [center][img=items/philosophers-stone.png][img=items/heart-of-gold.png][img=items/mercurys-treads.png][img=items/wits-end.png] or [img=items/abyssal-scepter.png][/center] [center]Then I'm working on an armor item so I have a good balance of resists.[/center] [center][title]Top/Versus Physical[/title][/center] [center][img=items/philosophers-stone.png][img=items/heart-of-gold.png][img=items/ninja-tabi.png][img=items/sunfire-cape.png][/center] [center]Then usually working on an MR item.[/center] [center][title]Bot[/title][/center] For bot lane Nautilus, gold income usually isn't that good, and you will be buying a lot of wards, so most games expect to be running your double GP/10, possibly having Boots 2, then trying to build [imgsmall=items/aegis-of-the-legion.png]/[imgsmall=items/shurelyas-reverie.png] Mid game is about the same as early game. Keep farming, try to gank, be warding, make good judgement and force objectives if you have the advantage, control your team's buffs, and so on. Mid game Mid/Top Nautilus is quite strong here if you have been doing well in the game.

Late game Nautilus becomes quite strong with a full build, being exceptionally tanky and hard to kill. Expect to see your score change as the game gets to this point, specifically if you're Mid/Top Nautilus, you transition from your role of being a really tanky AP guy in lane that beats up on people to a tanky initiator and disruptor. You will transition from having some kills and a semi-carry-like score, to dying for your team and getting a lot of assists. This isn't to say Nautilus does no damage at this point in the game at all, you will still do a fair amount to squishies, but you will see a drop due to people getting items and resists. If their entire team focuses you and your team follows up well, that means they wasted everything on you, in which your chances of winning the fight are greatly increased. Dying at this point is very punishing, so you must be extra careful and stick with your team. Be warding a lot, especially Baron, clearing wards if you have [imgsmall=items/oracles-elixir.png]. Look for opportunities to catch people out of position.

Nautilus' is an extremely strong champion in team fights because of how tanky he comes and the amount of CC he brings in a team fight. He can initiate fights and protect very well. Like I mentioned earlier, Nautilus is a great level 1 champion because of [imgsmall=skills/nautilus/q.png]. If you are feeling up to it (make sure to take into account your team's composition and their's. Even if Nautilus is great for level 1 invades, your team may not be sufficient enough to back up on you and get a kill if you catch someone, and their team may be able to punish you hard for trying to invade.) If your team has good follow up, catching someone with [imgsmall=skills/nautilus/q.png] and following up with [imgsmall=skills/nautilus/p.png] should almost always be a kill. [center][title]Small, re-analysis of how to use your skills in teamfights:[/title][/center] [imgsmall=skills/nautilus/p.png]Use this at the beginning of fights on people you catch, and people trying to get to your team. [imgsmall=skills/nautilus/q.png]Catch people out of position before teamfights/on stragglers, peel people from your team with it. [imgsmall=skills/nautilus/w.png]Pop it early to absorb damage at the beginning of a fight, or tank the initial burst in a team fight, than activate it. The latter gets you more damage, obviously. [imgsmall=skills/nautilus/e.png]Combo it in with your CC when catching someone to make it harder to escape, and to slow down enemies trying to get to your team. [imgsmall=skills/nautilus/r.png]Various ways this ability can be used. Can be used at the start of the fights to get that knock-up stun on a target as soon as possible, best if your team can follow up fast enough. Use it at the end of a combo for maximum lockdown and that their escape is unlikely. Wait for the enemy time to line/pile up and target the champion furthest in the back of them to try and knock-up as many as the enemy team as possible. Now, while you a great initiator, you are also really good at protecting your team, and you should do that. I see way too many tanks do hard engages, CCing some of the enemy team, but ultimately leaving their team behind, and that one guy that can get to your carry and beat him up really hard was smart and waits out for you to engage and does so. You are the tank line for your team, and you need to be able to soak damage and protect. It's sorta hard for me to explain this, but you just need to play, look at your team, their team, and make good judgement. Analyze and ask yourself, [highlight]"Do I need to be right up in their faces because we have the clear advantage and can pick them off quickly?" "Is it a balanced 5v5 engagement from both teams where our carry is the main source of DPS and their faith can decide the outcome of the game?"[/highlight] Along with that, it also depends on your team comp. If you have another strong champion in your tank line that can protect decently, you can do the initiation and be in there to soak while the other person does their best to protect. Communicate with your team and decide who will do what and how team fights should play out.

[highlight]This chapter is a work-in-progress. For now I feel the majority of the guide is done, but I'll be updating this as time goes by with champions Nautilus synergizes well with, and how Nautilus performs versus certain champions as I play more.[/highlight] [center][title]Champions Nautilus Works Well With[/title][/center] [center][img=champ/alistar.png][/center] [center]Alistar is crazy good with Nautilus. Your team will have tons of CC to disrupt and protect and a very strong tank line. And a jungle Alistar ganking a Nautilus lane, or a jungle Nautilus ganking an Alistar lane spells doom for the enemy if you combo your CC together properly.[/center] [center][img=champ/blitzcrank.png][/center] [center]Blitzcrank also works great with Nautilus. Tons of CC, and ganks work great with each other. Jungle Blitzcrank ganking for a Nautilus lane is just like... you aren't going anywhere. [imgsmall=skills/nautilus/q.png] + [imgsmall=skills/blitzcrank/q.png] when they happen are hilarious.[/center] [center][img=champ/chogath.png][img=champ/jarvaniv.png][img=champ/malphite.png][/center] [center]Double the knock-ups, double the fun. Each also provide a slow.[/center] [center][img=champ/leesin.png][img=champ/singed.png][img=champ/volibear.png][img=champ/urgot.png][/center] [center]If pulled off right, you can displace an enemy extremely hard in combination with [imgsmall=skills/leesin/r.png][imgsmall=skills/singed/e.png]/[imgsmall=skills/volibear/q.png]/[imgsmall=skills/urgot/r.png] + [imgsmall=skills/nautilus/q.png] and set them up with even more CC, as Lee, Singed, and Volibear also have an AoE slow like Nautilus. The enemy just won't be going anywhere.[/center] [center][img=champ/leona.png][/center] [center]Leona also provides a great amount of CC, making her a very good pair with Nautilus in a team. If your team gets the first engagement and your damage can follow up well, team fights will almost always be decided in your favor. [/center] [center][title]Lane Match-Ups[/title][/center] [center][img=champ/ahri.png][/center] [center]I hate this champion. She has good range on her abilities, can burst through your shield efficiently and safely, hard to gank, especially once she hits 6, she becomes very mobile as well. Because you're melee, a smart Ahri will just use [imgsmall=skills/ahri/e.png] when you try to get up in her face, as you are basically setting yourself up to get hit by it. It's not an impossible lane for Nautilus, but it is honestly a rather tough lane that is hard to fight back against unless you get ganks. Capitalize on possible mistakes she might make, farm, and try to dodge her skill shots. [/center] [center][img=champ/akali.png][/center] [center]Generally easy lane. She's squishy and can't efficiently chunk through your shield. Because she is melee, she has to put herself in range to last hit, which lets you get easy harass on her (Nautilus also has 50 more melee range than Akali). Taking some double Qs from her can hurt, and if she starts to snowball that can be a problem, but otherwise you just become too tanky for her to burst you and can harass her constantly and farm with ease. You also push much better than Akali, so you can shove her into her tower and it will be less ideal for her to try and gank lanes.[/center] [center][img=champ/anivia.png][/center] [center]Early on, this lane can be pretty easy. She needs to hit you with Flash Frost so she can get the nuke from Frostbite, so be ready to avoid that. If she does miss, you can attempt to punish her. She won't be able to retaliate at all except waste mana on a wall if she bothers. Once she gets to 6, she can be a bit of problem, because she can just toss E at you and toggle her ult on for a split second and get free double damage. Anivia is rather blue reliant, so planning with your team to control the enemy blue is a good idea if you are fit for it. Without blue, you can just push her into her tower all day and she will have to struggle to last hit under her tower which Anivia is horrible at or be forced to use her ultimate to wave clear in which she will run out of mana fast.[/center] [center][img=champ/annie.png][/center] [center]Should be an easy lane, once you get some MR you should be able to survive her burst, in which she won't be able to do much after that and you can just beat her in. Don't get too cocky though and be careful for stuns with jungler ganking.[/center] [center][img=champ/brand.png][/center] [center]Be on the move and try to avoid his skill shots. Like Ahri and other casters, since you are melee you do put yourself in risk of his abilities and are pretty much always in range to get comboed, and he does have a lot of nuke potential. With his abilities down he can't really retaliate at all, so get up in his face and try to punish him. Brand is very squishy.[/center] [center][img=champ/cassiopeia.png][/center] [center][highlight]F*ck. This. Champion[/highlight]. Even if she might be squishy, good lucky trying to get her. She out ranges you by a ton. Because you are melee, you are an easy target for her to poison and it will be difficult to CS. Get hit by a single tick of poison? Enjoy a thousand Twin Fangs. And don't forget her ult once she hits 6. You just can't retaliate versus Cassiopeia because of how she is designed. Only real hope in killing her is if the person playing her screws up really hard or you get a good gank on her and kill her fast (Cass can turn 1v2 ganks around quite easily once she is 6 and get a kill for herself, or even double kill.)[/center]

[highlight]This is also a work-in-progress. I plan on uploading some replays/videos eventually of games of me playing Nautilus. For now, I just need a new mic.[/highlight] [imgext=] As well as trying to get more HD space...

And that's about all I have to write. Nautilus is a great addition to any team in both solo queue and arranged with what he brings and how strong he is, while also being very fun. I hope you enjoyed reading my guide and that it will help in your endeavors with Nautilus. If you have any questions, comments, constructive criticism, or noticed an error in my guide, post a comment if you want. Along with that, if you found the guide helpful and liked it, please do leave a like. I appreciate any and all comments and likes. Play on, and have fun.

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