Nautilus Build Guide

My anchor is TOO BIG!

Updated 4 years ago
408,139
87%
Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 5
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 4
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hey, My name is FG Misguidance and I am a diamond elo jungler. I use to play under the organization of Frost Gaming but not anymore due to personal conflicts within the team and amount of time to play. I'm here to enlighten the community on the power of the scuba-man Nautilus, who I have recently found great success with. I hope you enjoy the guide and have a great day. If you're interested and satisfied with this guide you can watch my stream here: www.twitch.tv/aok_misguidance

Nautilus is a high CC tank that comes from the jungle. Even though he isn't picked very often I still find him strong. He has repeatable CC in his [imgsmall=skills/nautilus/p.png] as well as a displacement in his [imgsmall=skills/nautilus/q.png]. You would think thats enough cc for a jungler right? BUT WAIT THERES MORE, [imgsmall=skills/nautilus/e.png] gives you a decent size AOE slow as well. Oh thats it? Just a slow? BUT WAIT THERES MORE, [imgsmall=skills/nautilus/r.png] an 850 range knock up & stun that can hit multiple people. Might as well give him a big ass shield too right, lets make it do extra damage too, cause fuck it. [imgsmall=skills/nautilus/w.png] Makes your early game damage decent as well, it also resets your auto attack animation so remember that!

[imgext=http://i43.tinypic.com/1e30b7.png] Runes here are pretty simple, I don't feel like there is much room for change here. Red attack speed mainly to speed up your jungle as I feel it's far to slow without them also it lets you apply [imgsmall=skills/nautilus/p.png] on targets slightly quicker. Armor Yellows are to stay health in the jungle and every team have champions that do physical damage. 5 scaling MR blues and 4 flat MR blues are to be a bit more tanky for the mages in the game. I run 5 scaling because they scale better into the mid-late game and I run 4 flat because they're good for the early game. Movespeed quints are the only quints I would take on Naut. Like I said in the above sections getting in range for [imgsmall=skills/nautilus/q.png] & [imgsmall=skills/nautilus/r.png] is the name of the game on naut.

[title][img=skills/nautilus/p.png] Passive: Staggering Blow[/title] [title]Explanation:[/title] 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 be applied on the same target more than once every 12 seconds. So this is a really strong passive, no mana CC and some extra damage. You want to utilize this as best you can in team fights by auto attacking multiple targets once to get the snare proc onto them. You smash them so hard that they can't move is basically what happens [title][img=skills/nautilus/q.png] Q: Dredge Line[/title] [title]Explanation:[/title] RANGE:950 COOLDOWN:18/16/14/12/10 COST:60/70/80/90/100 MAGIC DAMAGE:60/105/150/195/240 (+ 75% AP) Nautilus throws his anchor out and 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 to the terrain and the cooldown is reduced by half. This is Nautilus' bread and butter move, it makes or breaks a good Nautilus player by how many anchors he can hit and how well he can utilize the CDR if you hit the terrain. You can also do cool stuff like [imgsmall=skills/nautilus/q.png] to terrain -> [imgsmall=skills/nautilus/r.png]. Then your [imgsmall=skills/nautilus/q.png] will be up shortly and you can hook em back in. [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [title]Explanation:[/title] COOLDOWN:22/21/20/19/18 COST:80 SHIELD:100/150/200/250/300 (+ 10% of bonus health) MAGIC DAMAGE:30/55/80/105/130 (+ 40% AP) Nautilus gets a shield. The shield only last 10 seconds. While the shield is active, Nautilus's basic attacks are enhanced to debuff all enemies within 175 range of his target, dealing bonus magic damage over 2 seconds. It also resets your auto attack timer which can be very useful. This is the ability you max first because the shield life is amazing especially when you start to get CDR. This is also your main source of damage and clearing speed in the jungle. Always max this spell first in the jungle. [title][img=skills/nautilus/e.png] E: Riptide[/title] [title]Explanation:[/title] RANGE:600 COOLDOWN:10 COST:60/70/80/90/100 MAGIC DAMAGE:60/100/140/180/220 (+ 50% AP) MAXIMUM DAMAGE: 120/200/280/360/440 (+ 100% AP) SLOW:30%/35%/40%/45%/50% Nautilus stomps on the ground, causing geysers around him in 3 waves. Each explosion deals magic damage to enemies in the area and slows them for 2 seconds. An enemy can be hit more then once, but take half damage after the first. This move is pretty much just a slow, maxed second because of the damage potential behind it. Maybe you could think about maxing this first if the cool down went down but [imgsmall=skills/nautilus/w.png] is just to strong not to max first. Don't worry to much about trying to hit people twice with it, focus on getting the slow down rather then the possible bonus damage. [title][img=skills/nautilus/r.png] R: Depth Charge[/title] [title]Explanation:[/title] RANGE:850 COOLDOWN:140/110/80 COST:100 PASSTHROUGH MAGIC DAMAGE:125/175/225 (+ 40% AP) EXPLOSION MAGIC DAMAGE:200/325/450 (+ 80% AP) STUN:1/1.5/2 Nautilus hits the ground and a geyser chases an enemy champion, dealing magic damage and knocking up enemies it passes through. The geyser explodes upon hitting the target, dealing magic damage, knocking up, and stunning the target. This ult is pretty powerful. It can CC 5 people if you hit it right, but you don't always want to hold it to do that. You can use this early in the fight and not care if you hit the right target with it, either the high priority carry or the person diving your carry. The downside to this ability is that it has a slow animation speed so if casted at its max range its easy to get to a safe place before the stun actually gets to its target, so don't always use it at max range. If you burn a flash with this ability its worth it, so you don't always need to follow it up. Just come back when you ult is up and when their flash isn't yet.

[title]Starting items:[/title] [img=items/hunters-machete.png][img=items/health-potion5.png] Normal jungling starting items [title]First back:[/title] [img=items/spirit-stone.png][img=items/boots-of-speed.png] or [img=items/boots-of-mobility.png] I go with [imgsmall=items/boots-of-mobility.png] if i'm trying to do more ganks early. If im just farming my jungle ill go with [imgsmall=items/spirit-stone.png] first. [title]Core items:[/title] [img=items/spirit-of-the-ancient-golem.png][img=items/boots-of-mobility.png] [imgsmall=items/boots-of-mobility.png] are a pretty much must pick on Naut. These allow you to get in range for the first [imgsmall=skills/nautilus/q.png] much easier. [imgsmall=items/spirit-of-the-ancient-golem.png] is core because the stats on it give naut everything else he needs. Tenacity since you're not picking up [imgsmall=items/mercurys-treads.png], cdr for more cc and Hp and mana regen. [title]Good tanks items for everything:[/title] [img=items/runic-bulwark.png] [imgsmall=items/runic-bulwark.png] I buy this pretty much every game that my support doesn't buy it. This item gives you Armor/Mr/hp and an aura for your team. Theres no reason not to buy one if your support isnt. [title]Good tank items against AD:[/title] [img=items/randuins-omen.png] [img=items/frozen-heart.png][img=items/thornmail.png][img=items/sunfire-cape.png] [imgsmall=items/randuins-omen.png] is a really good item as it provides a bit more of cc when people attack you as well as armor and health. It also provides another active that is another slow. With this item naut has even more cc then before making it a good pick up against heavy AD teams. An especially good pick up if you need the HP against burst AD casters [imgsmall=items/frozen-heart.png] is a good pick up against a team full of auto attackers. It provides a debuff auto that slows attack speed. It also has a large amount of mana and cdr on it making is an awesome pick up for naut. I usually buy this if I don't really need the hp from a [imgsmall=items/randuins-omen.png] [imgsmall=items/thornmail.png] I don't really pick up this item but I can see it being good later in the game against a lot of auto attackers if they're burning you down. I think the other two options above are just better though. [imgsmall=items/sunfire-cape.png] This item is a decent pick up midgame if you want a bit more aoe damage. This item has good components as well so it makes your mid game stronger in that respect. I buy this some games where there is a big fight and I can't afford another tank item. [title]Against lots of magic damage:[/title][img=items/runic-bulwark.png][img=items/banshees-veil.png][img=items/wits-end.png][img=items/negatron-cloak.png][img=items/abyssal-scepter.png] [imgsmall=items/runic-bulwark.png] Like I said above this item is just to good not to pick up. Usually this will be all the MR you need. [imgsmall=items/banshees-veil.png] I don't often pick this item up because theres not often a lot of double Ap teams anymore but its a decent pick up on naut. Gives you hp/mana/mr and a spell shield. Can't ask for much more if you want mages to stop killing you. [imgsmall=items/wits-end.png] This item increases your damage output by a lot as well as gives you a decent amount of MR. I don't often pick up this item but if you want the damage and need MR as well its a good pick up in my opinion. I would never rush this item though, you need other tank items for this to be effective at all. [imgsmall=items/negatron-cloak.png] Sometimes this will be all you need for additional MR ontop of your [imgsmall=items/runic-bulwark.png]. So don't be afraid to just pick this up and not complete it for awhile. [imgsmall=items/abyssal-scepter.png] This item is a decent pick up if you have another person on your team doing magic damage. It will give you some MR and AP and lower the enemies MR. This gives you a bit of a damage increase and is definitely a good pick up on naut. This is often my choice for extra MR if I need it. [title]Need more damage?[/title][img=items/nashors-tooth.png][img=items/wits-end.png][img=items/abyssal-scepter.png] These are pretty much the only items that I think are good enough to pick up on Naut if you're looking for damage. [imgsmall=items/nashors-tooth.png] If i had to buy one item to do damage on Naut this would be the one. It provides you with everything you need to do damage on him, cdr/attspd/ap. The attack speed and ap on this odd item has good synergy with [imgsmall=skills/nautilus/w.png] giving a decent damage output and cdr is always a powerful stat on Naut. [imgsmall=items/wits-end.png] As stated above this item will boost your damage output a decent amount and gives you some MR as well. A decent pick up in certain situations. [imgsmall=items/abyssal-scepter.png] Same deal as Witend. [title]Other good items on Naut:[/title][img=items/guardian-angel.png][img=items/shurelyas-reverie.png][img=items/warmogs-armor.png] [imgsmall=items/guardian-angel.png] Who isn't this item good on? Revive, pop your [imgsmall=skills/nautilus/w.png] and CC some more people. [imgsmall=items/shurelyas-reverie.png] This item is good if you're having troubles engaging (or disengaging for whatever reason) and your support can't pick it up. [imgsmall=items/warmogs-armor.png] If you feel the need to have lots of health then pick one of these up, but in my opinion the other tank items are better.

Naut's early game is pretty strong since he has so much cc. His lvl 1 is decent because [imgsmall=skills/nautilus/p.png] can snare the whole team if you go around autoing everyone. At level 1 don't be afraid to get [imgsmall=skills/nautilus/q.png]if it can ensure a kill. If you do get this ability let your team know that you need a bigger leash since you pretty much don't have an ability for jungling yet. This will slow down your jungling speed but a lvl 1 kill or two can change the whole game. As long as your team is willing to give you a better leash since you leveled up this skill you should be just fine in the long run. But around level 3 is when he can shine, with all your spells at rank 1 you can get some good early ganks off. Your [imgsmall=skills/nautilus/w.png] isn't to big before rank 3 so you're not too tanky yet, so don't try to dive any turrets unless its an absolute kill. Once you have [imgsmall=items/boots-of-mobility.png] your ganks are 5 times as potent so gets this as early as possible. Once you're lvl 6 your ganks are almost guaranteed kills if you have flash up, whether its [imgsmall=summoners/flash.png] -> [imgsmall=skills/nautilus/r.png] or [imgsmall=summoners/flash.png] -> [imgsmall=skills/nautilus/q.png] they will likely die if it lands. Naut is not a very good jungler for dragon, as he has low damage and isn't a very big tank early so be careful when doing early dragons with him. In dragon fights you usually want to protect your carry if he is doing well, or dive theirs with another of your team mates if their carry is doing well. With all of your cc and hopefully someone elses damage they should go down pretty easily. Remember to [imgsmall=summoners/smite.png] the dragon for the last hit, you're the jungler!

This in my opinion where naut is the strongest. Once you get your [imgsmall=items/spirit-of-the-ancient-golem.png] & [imgsmall=items/boots-of-mobility.png] is when you start to shine bright, like a diamond! These two items give you the mobility and tankyness to survive. You do decent damage in this phase of the game with no damage items because of [imgsmall=skills/nautilus/w.png] and the attack speed runes you're taking help a lot with this. This is where you look to catch people with [imgsmall=skills/nautilus/q.png] and initiate fights. You're the first one in and hope you get focused, any damage on your is damage that isn't on your carry. You can still protect your carry from bruisers or go after their carries with another diver. After you intiate and cc the first target you want to look for your carry and auto attack people walking towards her then either [imgsmall=skills/nautilus/r.png] them as well or target their carries with it. If you have several people around you in a fight try to auto attack them all if possible to get extra cc. The more people you cc the more chance of winning you get. You want to try to apply your [imgsmall=skills/nautilus/w.png] dot on as many people as possible here because it does enough damage to matter since its rank 5 by now. This is where you might start to look for the early baron calls, but be careful, Nautilus usually can't solotank a baron this early so you might need to switch off tanking it. Baron can turn a winning game into a losing game if the other team comes and stops you so you want to turn on them immediately with a good [imgsmall=skills/nautilus/q.png] on the carry, since teams don't always run in in the correct order when trying to stop a baron. Just remember that you can't tank baron very well this early into the game but if you do decide to do it make sure you [imgsmall=summoners/smite.png] it!

If you didn't build a [imgsmall=items/nashors-tooth.png] by now you're pretty much just a wall and a cc bot, which is okay in some situations when you have hyper carries like [imgsmall=champ/vayne.png] or [imgsmall=champ/twitch.png]. If you did buy the [imgsmall=items/nashors-tooth.png] your damage isn't out of control but it makes it so AD carries can't just ignore you. But usually you'll want to be peeling for your AD unless you can get a strong catch on theirs. You don't have the most reliable gap closer so late game its really hard to get to the 6 item AD carries, so usually you want to just peel the bruisers trying to kill yours. At this point in the game you should be able to tank a lot of damage so going in first is still the thing to do. If you can't get a catch on someone with [imgsmall=skills/nautilus/q.png] you can always pull back people from your carries. You don't always have to use [imgsmall=skills/nautilus/q.png] offensively, especially late game since at this point your [imgsmall=skills/nautilus/q.png] has a much shorter cd. Usually you want to absorb some of the initial burst then peel for your ad in these late game fights. I find this the most effective use of Nautilus once the final item builds or close to them start coming out. You don't do enough damage to really dive the carry and 100% -> 0% them so i dont find it worth the risk of leaving your carry alone to try to kill theirs. Naut has enough CC to where he can keep pretty much any diver off your carry by himself, sometimes even two people diving your carry. With the low CDs on all of your abilities at this point getting to your carry is no easy task for someone diving them even with their [imgsmall=summoners/flash.png] or [imgsmall=summoners/ghost.png] This late in the game if you're preforming a tower dive you want to be the one tanking the tower shots. The low CD on [imgsmall=skills/nautilus/w.png] gives you a lot of effective health (shields are effective health rather then actual health as they are temporary) You can also tank a few shots with [imgsmall=skills/nautilus/w.png] on so that your AD carry can have a few free auto attacks on the turret. Be careful when doing this you can bait your team into bad turret dives if they dive onto you. You usually want to disengage with a [imgsmall=skills/nautilus/q.png] to terran if possible if they dive onto you and you don't want the fight to happen.

In team fights your goal is to CC as many people as possible while either A. Protecting your carry or B. CCing theirs so their damage is close to none. Plan A: Your goal here it to make sure your [imgsmall=champ/varus.png] survive. A no escape carry. You can still engage with a hook but afterwards you're going to want to run next to Varus and make sure hes okay. You want to apply [imgsmall=skills/nautilus/p.png] on everyone close to him as often as possible. You can [imgsmall=skills/nautilus/q.png] people away from him as well, if there is anyone near him that is a threat. You can run backwards a bit and just [imgsmall=skills/nautilus/q.png] them away from him. You'll have a often slow with [imgsmall=skills/nautilus/e.png] ontop of the 2-3 people chasing the [imgsmall=champ/varus.png]. If they get out of the range of your auto's or just are really threatening your carry you can [imgsmall=skills/nautilus/r.png] them as well. Even if it only hits one person its worth casting if it keeps [imgsmall=champ/varus.png] safe. You have some of the best peeling potential in the game Plan B: Your goal here is to dive the [imgsmall=champ/varus.png] with your buddy [imgsmall=champ/khazix.png]. So here you especially want to engage the fight so your closer to their carry at the beginning. An early [imgsmall=skills/nautilus/r.png] targeting the AD carry can CC a lot of their front line at the same time an giving [imgsmall=champ/khazix.png] time to get past the frontline without taking as much damage. You want to get as many as your spells on the AD carry as possible while your team kills him. After the ad carry is dead you should look for the next highest priority target and kill him with [imgsmall=champ/khazix.png].

What this whole guide has been about. The only place I'd play Naut, though some would disagree, is in the jungle. He brings 4 forms of CC, 3 of which are on 10~ second cooldowns. One being a displacement in [imgsmall=skills/nautilus/q.png]. His ganks are very strong at all times in the game, and his [imgsmall=skills/nautilus/w.png] gives him a naturally good ganker. Although his jungle is slow and can be susceptible to invades by junglers like [imgsmall=champ/xinzhao.png]. He isn't the best duelist but his high cc makes it so that your laners have more time to get there to save you or stop the enemy jungler from escaping. [title]Pro[/title] Lots of CC Hook city trick Naturally tanky Insane peel potential Lots of fun to play Mobile with [imgsmall=skills/nautilus/q.png] [title]Cons[/title] Subpar Duelist Low late game damage Slow Jungle

YOUS A SCUBA-MAN WITH A SPACE ANCHOR. GO GET EM COACH. [imgext=http://i39.tinypic.com/67oc5s.png] If you enjoyed reading this guide please up vote and comment. You can also watch my stream here www.twitch.tv/aok_misguidance Thanks for reading!!!

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