• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Ability Power (+1.19 ability power)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello, 2100 elo player who's looking into interesting and powerful top lanes. I recently bought Nautilus and fell in love with him. He has amazing utility, powerful crowd control, and insane burst damage. While i'm sure jungle Nautilus is great, his strength at top is no laughing matter. My way of playing him is basically that of a tanky AP to utilize his single burst damage to its best. Hope you all enjoy my guide. AP NAUTILUS Pros: +High Burst Damage +Strong ganks +Variety of CC +Sustainable Damage +Extremely high farming capabilities +Powerful Chasing Ability +Tons of utility Cons: -Not a good initiator into a team fight [Optimal to come in after another person to deal maximum damage with W] -Slow Movement Speed -Extremely Low Auto Attack Speed -High Skill Ceiling Lane Champion -Weak to harass and high mobility champions

[title][center]Red[/center][/title] [highlight]Magic Penetration[/highlight] All his skills are magic damage so this will help with his damage. I support Armor red runes if you feel you don't need the magic penetration and will be up against a heavy ad team. [title][center]Yellow[/center][/title] [highlight]Armor[/highlight] Just regular runes to help him against top lane harass from AD champions. Flat Mana Regen if you're having mana problems in lane just use these runes. Good crutch, mainly for those who are new to Nautilus. [title][center]Blue[/center][/title] [highlight]AP Scaling[/highlight] Gives him that extra burst of damage with his W-Q-E-R combo after he hits 6 in lane. Flat AP in case you don't have AP Scaling. Cooldown Reduction if you don't like his lengthy cooldowns. [title] [center]Quintessence[/center][/title] [highlight]Flat AP[/highlight] Just for that bit of AP to go along with his great scales. Movement speed quints if you have the IP for it and don't want to be a slow chunk of metal. I personally don't get it because I find its effect to be minimal for me.

[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] An extremely strong version of Jarvan's passive. This allows for Nautilus to be able to interrupt champions and their channeled spells with only an auto attack. It also helps with chaining CC's with other champions during ganks and so forth. [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] His one point wonder skill that made me fall in love with him. It makes Nautilus the underwater version of batman as it provides INCREDIBLE amounts of utility. It can be used in many situations like getting to lane faster by grappling walls ahead of him, escaping ganks, initiating ganks, beginning many damaging combos and even more which will be explained in a later section of my guide. [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [number]Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+10% of bonus health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+40% of ability power) magic damage over 2 seconds. Cost: 80 mana Cooldown: 26/24/22/20/18 seconds Range: 350[/number] [title]Explanation:[/title] His bread and butter skill. This should always be maxed first as it provide Nautilus both a huge shield and splash damage that can clear creeps in relatively short time. This turns him into a farming machine in combination with his E. Should be used constantly to cs and ignore harass. It also gives surprising amounts of damage to enemy champions. You should almost always attempt to auto attack an enemy champion at least once when used. [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] A strong skill that clears waves in an instant and slows down champions all around him. Easily dodgeable by itself, but its a perfect skill in combination with his other abilities that makes it into an unavoidable slow. [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] Super high AP ratio, long-lasting CC, and a knock up makes for one of the strongest single-targetted skills in the game. Use it in combination with your other skills to dish out burst damage as by itself it isn't very strong. It can also be used to leave many champions open to ganks by knocking them into the air PLUS stunning them. This ultimate is a great finisher and a great initiator.

Put one point in Q / W / E then from there max in this order. R > W > E > Q Get Q first for the utility. It is extremely strong when you're invading their jungle, want to get to lane faster, or to juke out of a level 1 gank without using flash. Maxing W first helps with the laning process a LOT against high-harass champions and lets you farm creeps in lane. Its a must have skill for laning Nautilus. Max E second to help clear waves and for the extra slows. Its just a better scaling skill than Q. Q last because its a one point wonder.

[title]Core[/title] [img=items/mercurys-treads.png] : This is your primary type of boots if the enemy team has more than two forms of hard CC's. You're enormous so chances are they'll target you (especially since you have to go up close and personal to fight them). [imgsmall=items/ninja-tabi.png] : Great boots that lets you reduce physical damage. Absolutely necessary against Pantheon, GP, Tryn and other AD champions. [imgsmall=items/boots-of-mobility.png] : These are the boots I get if they have no hard CC and don't have 4 AD champions. This is mainly to offset his terrible movement speed and allow me to roam more from top lane to gank other lanes or to help at dragon. [img=items/dorans-ring.png][img=items/dorans-ring.png] : This is something that has grown on me when I use any AP champion. It allows Nautilus to spam his spells without having to worry about mana for the most part. Plus it gives a sizable amount of AP and HP that's perfect for his W. [img=items/rod-of-ages.png] : A recent AP item that has caught my attention. This item in combination with Rylai makes you a big fat AP burst. This is basically equal to Rylai's Crystal Sceptor in my opinion, and with both you'll be in great shape. [img=items/rylais-crystal-scepter.png] : What has a ton of HP, AP, and a passive slow? The perfect item for Nautilus. It gives him the bit of beefiness for his W, a lot of AP for his great scaling, and ontop of all that even MORE CC ontop of what he already has. The most important item to get on AP Nautilus. I'm surprised it wasn't a recommended item. There are one of two items you can get next. Only get one of these items. [img=items/rabadons-deathcap.png] : This will turn you into a wrecking ball of death. If you manage to hook onto a squishy after this item, chances are they'll melt to nothing without being able to do anything with your burst. [img=items/zhonyas-hourglass.png] : If you need to take on an even more tanky role, choose Zhonya's Hourglass. ONLY get this if you are against a team with 3 hard AD's on it. (Ex: Lee Sin, Irelia, Ranged AD). [highlight]Other Items[/highlight] [img=items/banshees-veil.png] : Banshee's gives you much needed magic resist, a free spell shield, and health. Useful is all cases. [img=items/sunfire-cape.png] : An ideal armor item for Nautilus. Synergizes with his W, turning him into a giant flaming farming machine. Also gives an alternative source of damage when Nautilus' skills are on cooldown. [img=items/randuins-omen.png] : Upon further thought, Randuin is an absolutely amazing item on Nautilus and far surpasses Frozen Heart. Gives a little bit of everything that would make Nautilus good; armor, hp, cooldown reduction, and a passive that punishes players that hits you. [img=items/abyssal-scepter.png] : Just to aid your other AP carry in team fights in combination with his passive. No real reason not to get this unless they only have one AP carry.

Below is generally the order you want to get the items in. You should always try to buy a ward whenever you go b. If you have around 60+ gold and waves of creeps are being pushed towards their turret, feel free to wait for the extra gold. [title]Item Order[/title] [highlight]Starting Item[/highlight]: [item=boots-of-speed]+[item=health-potion4] (If you can return to base after a quick invasion, do so and wait for the extra gold to get your 4th pot. Otherwise simply head to lane with three hp pots) The reason for this is to give Nautilus a form of sustain/health to go to lane with and also to help with his atrocious movement speed. It's basically a must to start this way on lane Nautilus, especially against skill shot champions. [highlight]First Trip Back[/highlight] [item=dorans-ring][item=dorans-ring] (950 gold) : At the very least try to get one dorans ring before you have to go back to shop. This will give him a lot of early game advantages with health and AP, both great things for him. [highlight]Early-Mid Game Goals[/highlight] After completing your two dorans rings, you should start building towards your core items. What you aim for first depends on how the game is going. If you are having a little trouble in lane / farming and can't farm a Needlessly Large Rod by your second or third back, begin building a [img=items/rylais-crystal-scepter.png] for the extra HP and AP. If you are dominating your lane and farming like a mad beast and can afford a Needlessly Large Rod early, build a [img=items/rabadons-deathcap.png] first. This should RARELY happen however and should only be bought if you are pubstomping them. Finish your boots while finishing or after you finish your core item. After you finish building [img=items/rylais-crystal-scepter.png], work on a [img=items/rabadons-deathcap.png] or [img=items/zhonyas-hourglass.png]. [img=items/zhonyas-hourglass.png] If there are 3+ AD champions. [img=items/rabadons-deathcap.png] In every other situation. [highlight]End-Game Goals[/highlight] If you are against a heavy magic damage team, go for: [img=items/banshees-veil.png] or [img=items/abyssal-scepter.png] If you are against a heavy physical damage or balanced team, go for: [img=items/randuins-omen.png][img=items/guardian-angel.png] If you are not being focused in team fights build even more damage. [img=items/abyssal-scepter.png][img=items/zhonyas-hourglass.png]

I stress in every single one of my games to invade their jungle. People in <1500 elo have grown stale in defending jungles because it just simply doesn't happen often enough. When invading blue, you want to move down mid and into the bush rather than going from river into bush so that if, on the off chance there is someone camping there, they won't see you enter the bush. Then when everyone is in the bush, ask for a cv to cover the three bushes (ping where the ping in the picture is). If you don't have a CV, simply go in head first while keeping your Q ready to grab someone. Worst case scenario they flash away and your gank doesn't succeed. But that's okay, you still made them blow a flash! Now assuming you don't meet anyone through the bush, camp at the top / bottom end of the bush til all of you are in one group. Then begin moving with your Q ready. 75% chance that someone will be in the next bush. If not, instead of cutting across to blue buff, go around through the wolf camp and see if you can catch their jungle waiting there. If no one is there move to their blue buff and just camp there until 1:22 then begin going back to base. If you are on the blue side of the map and have a weak invading team and/or the chance of an invasion happening is low, camp in the tri bush near bot lane. A lot of bot lanes will try to face check that bush in an attempt to stop your bot lane from doing double golems which will lead to an easy kill. CV spots [imgext=] [imgext=]

1. After getting double dorans rings, you can reach your lane faster by using your Q ahead of you along walls to pull you to lane faster. 2. You can use your Q over cliffs to attach to people. 3. You can use your Q on enemy minions to close gaps or to juke/escape pursuers. 4. The further away you are when you use your Q, the more effective it is. This is because the enemy target will be drawn much more closer from their original spot than if you simply Q'd them up close. 5. Q+Auto attack will lead to an immobilized, stunned champion leading to many successful ganks. 6. Flash Q is the ultimate clutch escaping, chasing, saving, and killing combo. REMEMBER YOU CAN'T HOOK THROUGH WALLS. THE NUMBER OF TIMES I'VE FORGOTTEN THIS IS ASTOUNDING.

[highlight]*Nautilus' Harass Combo LEVEL 1-2*[/highlight] Q --> AUTO ATTACK --> W AUTO ATTACK(resets your Auto Attack counter) Then immediately back off if they can deal back a lot of damage. [highlight]*Nautilus' Harass Combo LEVEL 3+[/highlight] Q --> AUTO ATTACK --> W AUTO ATTACK --> E (or E --> W AUTO ATTACK, either works) Auto attack until your shield is about to die. [highlight]*Nautilus' Harass Combo Melee Range[/highlight] Auto Attack --> W AUTO ATTACK --> E --> More auto attacks until your shield runs out /Q(towards them if they are running away, or away from them if they are still fighting you) More auto attacks until your shield runs out. [highlight]*Nautilus' KILL COMBO 1[/highlight] Q --> W AUTO ATTACK --> E --> R Best to use this if they are at <40% HP and you're alone. [highlight]*Nautilus' KILL COMBO 2[/highlight] R --> Q --> W AUTO ATTACK --> E Best to use if you are having trouble landing your Q's and need them to stay in place. Also works great during ganks as it can be used to chain your CC's together to deal massive amounts of damage.

Counterwarding top is by far THE most satisfying thing to me when I lane. It allows you to move around between top jungle and mid freely. Most effective if you have clairvoyance where you can simply ask for a cv when they start to move down river. If you are at base while your opponent is in lane with a green ward, that is the best time to buy a pink ward. I will list the possible places where your lane will put a ward and where you can counter ward. 1. If you place a green ward between the bush and tri bush you can have full vision on where he will place his ward. Then when you want to roam, have your jungler gank, or use your ultimate place a pink ward near the spot he warded (either in the tri bush, river bush, or in front of the path to blue's side blue buff) 2. If your lane enters river for a second or doesn't even leave vision, chances are he put the ward in the river bush. 3. If your lane completely disappears of your sight for 3-4 seconds chances are he put it in the tri bush. 4. If your lane disappears for longer than that and they're on the purple team, he most likely put it in front of baron or in your blue buff bush. This can easily be figured out and exploited if they indeed do this (they disappear when your jungler is doing the blue buff or back off when your jungler starts heading to top) The most important thing is being able to keep vision on them as they're placing a ward to ensure you can counter ward or at the very least be able to avoid the ward as you or your jungle are moving. Knowledge of ward placement will aid in many many ways.

[highlight]DO NOT BE AFRAID TO USE YOUR HP POTS. WHENEVER YOU HAVE LOST 200 HP USE ONE. IT IS YOUR ONLY FORM OF SUSTAIN IN LANE. THIS IS JUST A GENERIC WAY TO PLAY LANING PHASE. SPECIFICS ARE IN THE LANE MATCH UP SECTION[/highlight] You want to basically play defensive until level 5 if you are against a heavy harass lane. Focus only on last hitting and giving up a few last hits to avoid harass. Use W whenever you want to go into last hit and E if you can't reach a dying creep with your auto attack. If you feel they're getting a bit too cocky in denying you farm, hook them in with a Q and auto attack before backing off. The CC will keep them still enough so that they can't harass you back too much. When you're level 5 you want to start becoming aggressive and using your pots. You generally want to try at the very least to bring them down to <60% hp. This is to prep you up for your killing combo at level 6. Now Nautilus is a very easy champion to push a lane with and could lead to troublesome ganks with your movement speed. Your Q will be your life saver in MANY situations. If they manage to catch you from behind, be sure to head into a nearby bush(if you were pushed far enough, it would be near your enemy's turret) and do either one of these. A simple Q to the bush(wall) next to your turret and walk out, using E when they manage to get close. A flash into your bush and immediately following that a Q towards your turrets. If you have flash you are basically assured life as long as your Q isn't on cool down. This is what gives him an extremely strong advantage and survivability at top with the ability to escape ganks. On the other hand, he can also make many ganks successful if you manage to land your Q. His infinite CC of stuns, snares, and slows makes your lane perfect to gank so be sure to tell your jungler top lane is easy to gank. If your lane is pushed feel free to try and gank mid every now and then if they need help. Or if you are on purple team, ward their blue buff and at around the 7 minute mark attempt to take it while having some back up with your jungler/mid. (Make sure there's no wards in top river or else you'll be found out instantly)

Just hug turret and farm the best you can. Not much is available to Nautilus if you fall behind, and the worst thing you can do is make it worse by feeding. Just deal with your lane the best you can until you can farm up to compete with your lane. Be sure to ask your jungler to hug top as well. If you are in a situation where they froze your lane in front of their turret, just roam around and hope you can get some ganks off.

The following is a list of lanes I have personally went up against. Will be updated the more lanes I have experienced. [center][highlight][title]DO NOT GO AGAINST THESE CHAMPIONS[/title][/highlight][/center] [img=champ/yorick.png]: He will dominate you in so many ways that you'll end up crying by the time the lane phase is over. He has tons of harass and sustain compared to you. An aggressive Yorick will be your worst enemy. Best option is to switch lanes or to just focus on farming until your jungle can gank. [img=champ/singed.png]: Singed will generally be able to free farm and push against you, which is not a very good thing. While you may not lose the lane you certainly won't win it without having a jungler camp top. If you do have to fight a Singed, try to be extremely aggressive level 1-5 and attempt to zone him. If he can get rolling he'll be unstoppable which at that point just focus on farming creep waves. [img=champ/renekton.png]: Renekton's a monster and controls the lane with a dominating fist. This could just be my own ineptitude in dealing with Renektons but I can't handle any of them at all. [img=champ/heimerdinger.png]: You'll never reach Heimerdinger, don't even try. [img=champ/olaf.png] : Pants on head retarded match up. It's just WHY.TIER. The most you can hope for is to go double gold/5's and clear waves in front of your turret. [center][highlight][title]BEST CHAMPIONS TO GO AGAINST[/title][/highlight][/center] Weak top lanes with no form of harass or squishy AP champions. [img=champ/volibear.png]: Insanely easy to go against. Harass him whenever you can with Q+Auto attacks and you'll auto-win the lane by level 6. No reason you should lane against Volibear. [img=champ/nasus.png]: Generally Susan's main strength is ignoring most AD damage at top. Luckily Nautilus' in-your-face magic damage with W, E and his CC makes it almost impossible for susan to farm freely. [img=champ/morgana.png]: She can't exactly do much to you. Just harass her constantly with W, E and force her to use her mana to keep shields up. Try to stay away from your creeps and be aggressive when she uses her W on creep waves. [center][highlight][title]GENERAL LANE MATCH UPS[/title][/highlight][/center] [img=champ/pantheon.png]: He's actually a pretty strong pick against Nautilus. His passive counters Nautilus' passive preventing his CC. Just pop your shield whenever Pantheon tries to harass you and farm the best you can. The lane should be pushed up against your turret 24/7 thus making it easy for your jungler to gank. Even if he can block your auto attack, he can't block the rest of your CC. [img=champ/riven.png]: Play extra defensive early on. Whenever you want to cs and Riven wants to fight you use your Q + Auto Attack combo to make them back off and farm. The lane should end up pushing towards your turret if you aren't simply auto attacking + w waves. [img=champ/kennen.png]: Play defensive, farm farm farm with W, Q+Auto attack every now and then to weaken them for your combos or to make the chance of a gank succeeding higher. You should be willing to lose a few cs to getting bursted down. (If he gets a charge on you back off unless 3 creeps are about to die) [img=champ/tryndamere.png]: A fairly hard lane at the start have to be extra careful for those tryn crits. However the lane gets MUCH easier as it progresses. You can't outright kill him but you can farm easily with W+E in front of your turret. Your CC is also great for interrupting him if he's trying to chase you. Slows are Tryn's ultimate enemy and your Q can let you easily jump away. [img=champ/shen.png]: Surprisingly Nautilus dominates Shen. Just last hit, harass him with your combos. Turn your W on when he wants to last hit and auto attack him a few times until your shield is about to break. He really can't beat Nautilus in a 1v1 fight at all. But an aggressive Shen will dominate Nautilus early on until the first back / doran's ring. [img=champ/gangplank.png]: A fairly hard matchup at the beginning. A good Gangplank will harass you constantly with Q keeping you extremely low. I would actually recommend going 9/0/21 and going into the gold masteries so you can start with boots + 5 hp pot. Try to attack for an early jungle gank otherwise just play defensive and farm. Don't go back until he goes back. When he does go back, push the lane up to his turret then rush a ninja tabi (and try to afford a doran's ring or two). Now you have more leeway and can harass him with W-E combo before backing off. If you have roughly 2x his hp, feel free to engage as hard as you can to try and kill him or zone him. [img=champ/warwick.png]: A pretty hard lane against a good WW. The key to dominating WW is through ganks. WW is one of the easiest champions to have your jungler get a successful gank on as he has no form of escapes. Don't bother harassing him before your first back, just focus on farming unless your jungler is going for an early gank then try to harass a bit before your jungler comes.

There are many options available to you during Mid Game. Mid game in my eyes, begin when turrets start falling and champions are now roaming. Its very dependent on how well your team is doing. 1. If all your lanes are fine and you're ahead in the game, feel free to keep pushing top as hard as you can. Use your combination of W and E to clear waves in an instant and use your harass combo against your lane whenever possible. Be sure to ward their blue buff(if you are on purple team) or red buff(if you are on blue team) so you can push safely. If your lane opponent seems unnaturally aggressive begin backing off with Q as chances are help is coming for them. 2. If your lanes are losing and your jungler is behind, let your jungler go top and take all your farm while you focus only on ganking lanes. With your combo + a gank, you're almost always assured a kill. Don't be afraid to dive from behind turrets if they're <40% hp and you work together with your lane. 3. If you are behind and your lanes are even just farm. Don't even bother with dragon fights until you catch up and be sure to warn your team mates you're not there during team fights. 4. If everything is even, be sure to head down for dragon fights or to follow your missing top lane after clearing your wave with W+E. Basically work together as a team to meet objectives.

During Late Game you should have gotten quite beefy and can dish out tons of burst damage. You want to only roam together with your team now aside from the moments when a big wave is pushing, then quickly use W+E to clear the wave before sticking with your team again. 1. Ask for an oracle if you see the enemy team holding onto a lot of wards. Only get one yourself if you aren't dying in fights ever. Killing the enemy's vision is the NUMBER ONE priority as unsurprisingly, surprising the enemy will guarantee you kills. 2. If you kill either their jungle or two of their team around mid/top while your team maintains minimal losses in health, head for baron and do it. Chances are they will be in no position to stop you, but if you are feeling that you are taking a beating from Baron and they actually want to engage, tell everyone to back off and to fight the enemy team to ensure an ace. 3. ALWAYS and I mean ALWAYS use your CC's / skills on the enemy carries(especially the AP carry if they haven't dished out their entire magic combo). Do not hesitate to land your combo if you are confident you can hook their squishy. You'll be able to either burst them down so that they have to back off from the fight or give your team a big enough opening to initiate what is basically a 4v5 fight. Be sure you are on the same page with your team though. Rambo'ing does nothing good unless you are overly fed. 4. Don't be afraid to split push if your team agrees with you and baron isn't an issue. He has great pushing power and the ability to get away from most ganks.


Nautilus has become one of my favorite top lane champion with his extremely interesting playstyle and laning phase. However he can be shut down quite easily if counter picked by champions with high harass like Teemo or Yorick. If you can play defensive and live through the early minutes of the game, you'll snowball into a wrecking machine, dishing out tons of damage with the combination of your high-CC champions. I urge readers to provide insight and suggestions to my guide, I welcome everything from praises to criticisms. Thank you for reading this guide.

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