Nautilus Build Guide

Nauti by Nature (Support Guide)

Uploader hustling
Updated 5 years ago
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
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

To most people they saw Nautilus as this tanky top, or jungler. I saw an OP support. He offers amazing utility to team fight, and can really throw off your opponent's positioning. I fell in love with Nautilus support immediately. It's like mixing Alistar, Blitzcrank, Leona, and Jarvan. He definitely benefits most from high burst AD bots such as [imgsmall=champ/graves.png]/[imgsmall=champ/sivir.png] What really sets him apart from Blitz, and Leona is that I find his Q is just easier to hit. Not only that, he doesn't use as much mana to snare someone in place. [highlight]What's great about Nautilus, is that he has 7.45 (+0.7) mana regen on base +3 from [imgsmall=items/faerie-charm.png] also another +3 from masteries. (For all of you lazy people that's 13.45 mana regen/5 at level 1) Not only does he have the best base manaregen, but, he also has the best scaling mana regen. This allows him to literally spam Q and E ([imgsmall=skills/nautilus/q.png] & [imgsmall=skills/nautilus/e.png]).[/highlight] Pros [.]Dominate early game [.]Provides good CC for team fight [.]Good escape [.]Forces champs out of position [.]Strong level 1 [.]Good Mana Regen [.]Easy to land hook [.]Almost every skill offers CC Cons [.]Sacrifice lane sustain [.]Large hit box [.]Hard CC only at level 6 [.]Slow AA animation

[imgext=] Marks: 9 of Resilience Seals: 9 of Resilience [.]Get yer tank on Glyphs: 9 of Warding [.]Get yer resist on Quince: 3 of Avarice [.]Get yer MUNY on

[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] [highlight]No mana snare every 12 seconds.[/highlight] Extremely useful passive. This is part of what makes support Nautilus so good. Usually the bottom trade system works by who gets the higher burst out first. This secures that. [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] Nautilus's hook. More commonly known as the anchor toss. This is extremely helpful, not only to your laning phase but to team fight. You can force ADs/APs completely out of position with this and the combination of [imgsmall=skills/nautilus/p.png]. Usually this will be the first skill used in a full Q[imgsmall=skills/nautilus/q.png]W[imgsmall=skills/nautilus/w.png]PASSIVE[imgsmall=skills/nautilus/p.png]E[imgsmall=skills/nautilus/e.png]R[imgsmall=skills/nautilus/r.png] combo. Did I mention this is an escape tool as well? 950 range of escape is too good. [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] Gives you 10% of bonus health which actually helps a lot in laning while you're doing your harass combo. The problem with this skill is that attack animation. It seems like it takes about 5 seconds to get two attacks off. What I find useful is to cancel the attack animation after hitting the first time, and auto attacking again. [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] AOE Damage, and CC. This is his most damage dealing skill, aside from his ult. What's also great about this is, as they're running away it hits them more than just one time. [highlight]Note that you can also cancel your attack animation from your W[imgsmall=skills/nautilus/w.png] with this skill. It's extremely useful in that respect.[/highlight] [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] I hardly ever use this in lane, because it seems like I never really have to. Depth Charge gives awesome utility to team fight. What you really want to do is target whoever is in the back, and/or the AD carry. Usually there will be his/her team in the way and it guarantees a knock up of the AD and anyone in the way.

[img=skills/nautilus/q.png] I always start with this at level one. Not only is it good if you're protecting your jungle on Purple side, but, you can catch people completely out of position early if you really needed. [img=skills/nautilus/e.png] I max this first, solely because of the damage and the increased percentage of slow. [img=skills/nautilus/w.png] I get this at level 3 and max it second. The damage increases and just provides better shield. [img=skills/nautilus/r.png] Prioritize.

[highlight]Starting:[/highlight] [img=items/faerie-charm.png][img=items/sight-ward2.png][img=items/vision-ward.png][img=items/health-potion.png] This is probably the most standard start for a support now a days. You want to build a [imgsmall=items/philosophers-stone.png] from your starting [imgsmall=items/faerie-charm.png] and eventually get a [imgsmall=items/kindlegem.png] to make a [imgsmall=items/shurelyas-reverie.png]. [highlight]Starting:[/highlight] [img=items/faerie-charm.png][img=items/sight-ward4.png] I only like taking this when I have to deal with early gankers, or really gimmicky gankers such as [imgsmall=champ/jarvaniv.png], [imgsmall=champ/nocturne.png], [imgsmall=champ/leesin.png], [imgsmall=champ/shaco.png]. [highlight]Starting:[/highlight] [img=items/boots-of-speed.png][img=items/sight-ward.png] Leaves you pretty vulnerable in lane, but, offers you good lane mobility to get yourself in position for a combo. [highlight]Build order goes:[/highlight] [img=items/philosophers-stone.png][img=items/boots-of-speed.png][img=items/heart-of-gold.png][img=items/kindlegem.png][img=items/shurelyas-reverie.png] And this is where you start to use your own discretion. Ask yourself what does your team benefit from the most at that point in the game, and build accordingly. [highlight]Primary[/highlight] [img=items/locket-of-the-iron-solari.png] People overlook this item, hell, even I did. But if you really get into the numbers this almost gives about as much as a heal does. This is utilized great in team fights. [img=items/zekes-herald.png] If you're looking to help out your AD carry or just to help him dominate even harder. This is a great choice for that. [img=items/aegis-of-the-legion.png] Benefits everyone. If no one else on your team gets it then usually this is what I build first after [imgsmall=items/shurelyas-reverie.png]. [highlight]Secondary[/highlight] [img=items/abyssal-scepter.png] Actually a really effective item. Benefits you, and your AP carry. I usually would only build this if my team lacked damage. [img=items/rod-of-ages.png] Also a really effective item. A little costly, but, offers solid damage, and good amount of tankiness to it too. [img=items/randuins-omen.png] Very expensive, but, can help team fight tremendously. [img=items/frozen-heart.png] Also, very expensive, but, can shut down AD carries. [img=items/deathfire-grasp.png] You can build [imgsmall=items/kages-lucky-pick.png] early and later turn it into a DFG. Through the GP/5 and the extra AP, out of all of the secondaries DFG probably benefits yourself (not the team) the most.

[img=champ/nautilus.png] [title]Nautilus[/title] +14 Gold per 10 seconds. [imgext=] [title]Greater Quintessence of Avarice[/title] +1 Gold per 10 seconds. [imgext=] [title]Greed 4/4(Mastery)[/title] +2 Gold per 10 seconds. [img=items/philosophers-stone.png] [title]Philosopher's Stone[/title] +5 Gold per 10 seconds. [img=items/heart-of-gold.png] [title]Heart of Gold[/title] +5 Gold per 10 seconds. [title]With GP/5[/title] [highlight]20:00[/highlight] 2040 Gold (no items) 2640 Gold (with [imgsmall=items/philosophers-stone.png] at 10:00 mark.) [highlight]30:00[/highlight] 4860 ([imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png]) [highlight]40:00[/highlight] 7080 (end game) [title]Without GP/5[/title] [highlight]20:00[/highlight] 1680 Gold [highlight]30:00[/highlight] 2520 Gold [highlight]40:00[/highlight] 3340 Gold (end game)

[highlight]Base Mana Regen (+Scaling)[/highlight] [.][imgsmall=champ/alistar.png]Alistar: 6.45 (+0.45) [.][imgsmall=champ/blitzcrank.png]Blitzcrank: 6.60 (+0.50) [.][imgsmall=champ/janna.png]Janna: 6.9 (+0.60) [.][imgsmall=champ/leona.png][highlight]Leona: 8.0 (+0.70)[/highlight] [.][imgsmall=champ/nautilus.png][highlight]Nautilus: 7.45 (+0.7)[/highlight] [.][imgsmall=champ/sona.png]Sona: 7.0 (+0.65) [.][imgsmall=champ/soraka.png]Soraka: 6.8 (+0.65) [.][imgsmall=champ/taric.png]Taric: 4.1 (+0.4) [highlight]Base HP (+Scaling)[/highlight] [.][imgsmall=champ/alistar.png]Alistar: 442 (+102) [.][imgsmall=champ/blitzcrank.png][highlight]Blitzcrank: 468 (+100)[/highlight] [.][imgsmall=champ/janna.png]Janna: 356 (+78) [.][imgsmall=champ/leona.png]Leona: 430 (+87) [.][imgsmall=champ/nautilus.png]Nautilus: 432 (+86) [.][imgsmall=champ/sona.png]Sona: 380 (+70) [.][imgsmall=champ/soraka.png]Soraka: 375 (+71) [.][imgsmall=champ/taric.png][highlight]Taric: 468 (+90)[/highlight] [highlight]Level 3 Burst[/highlight] [.][imgsmall=champ/alistar.png]Alistar: 55.03 (+3.62) 60 85 = 210.89 [.][imgsmall=champ/blitzcrank.png]Blitzcrank: 55.66 (+3.5) 55.66 (+3.5) 20 = 219.48 [.][imgsmall=champ/janna.png]Janna: 49 (2.95) 25 60 = 142.85 [.][imgsmall=champ/leona.png][highlight]Leona: 55 (+3) 45 30 60 = 263[/highlight] [.][imgsmall=champ/nautilus.png][highlight]Nautilus: 52 (+3.3) 80 60 30 = 293.9[/highlight] [.][imgsmall=champ/sona.png]Sona: 47 (+3) 50 87 = 137 [.][imgsmall=champ/soraka.png]Soraka: 48.8 (+3) 50 = 107.8 [.][imgsmall=champ/taric.png]Taric: 58 (3.5) 40 60 = 226.5 (According to max burst with 1 or 2 auto attacks.) Nautilus has a 950 ranged skill shot that's [highlight]extremely easy[/highlight] to hit. That's part of why I like him so much. It's easy to be rewarded in lane because of how easy it is to get people out of position. Though, I'm not 100% that his [imgsmall=skills/nautilus/q.png]'s hitbox is bigger than Leona's E or Blitzcrank's Q. It's just how it feels. Note: I will be testing this out soon, and will make a separate section for Leona vs Blitz vs Naut.

[title]S Tier[/title] [img=champ/graves.png] Get ready to roll face. This is my favorite lane composition with Nautilus. Graves is just really easy to play and it's extremely easy to hit your buckshot, when caught in a combo. [img=champ/sivir.png] Sivir offers great damage, and a speed boost on her ult. This will allow you to chase people, and probably land off a second [imgsmall=skills/nautilus/q.png]/[imgsmall=skills/nautilus/e.png] [title]A Tier[/title] [img=champ/vayne.png] A good Vayne will always be beneficial to any support. Why she's so good is Nautilus can expose positions slow them, and Vayne can just come up and Condemn them into a wall. Usually this whole combo with lead to a kill. [img=champ/tristana.png] Previously wasn't on the list, but, this lane is really just so good. Pulling off your full combo trist has enough time to jump in front of the target, auto attack a few times, and ult them back. Meanwhile your [imgsmall=skills/nautilus/q.png] is just about off cooldown. If their flash isn't up, this is a 100% kill. [img=champ/missfortune.png] At first I didn't really like Miss Fortune with Nautilus. But, I've played a few games with one in my lane, and it's actually really good. Getting the [imgsmall=skills/nautilus/q.png][imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/e.png] combo off is enough time for her to start and end her ult. Which does just a ridiculous amount of damage. [title]B Tier[/title] [img=champ/corki.png] Corki just offers a lot of burst, and a good gap closer. Seems pretty easy to get rewarded with this lane setup. [img=champ/caitlyn.png] Caitlyn offers steady, consistent DPS. Using traps in lane can be really beneficial to the lane combo. [img=champ/ashe.png] During your [imgsmall=skills/nautilus/q.png] Combo. Ashe can just Volley, and Auto Attack, whilst your enemy is being slowed forever. [title]C Tier[/title] [img=champ/kogmaw.png] Kog'Maw offers mostly, just DPS. The only time he can really secure kills is at level 6. This is kind of an issue, considering the idea is to really win your lane early. [title]D Tier[/title] [img=champ/ezreal.png] Takes too much to snowball. Note: I'm not stating that [imgsmall=champ/ezreal.png] is a bad AD. I'm saying opposed to having Nautilus as your support.

Current items: [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward2.png][imgsmall=items/vision-ward.png][imgsmall=items/health-potion.png] My most used starting items. Usually I take this and play really aggressive, to the point where they have to be back at tower. Usually I'm in their brush just waiting for them to throw a ward so I can just counter pink it. His high manaregen + his capability to snare, and cc makes him amazing in lane. There's never a time that I feel like the enemy doesn't feel my presence, which often enough happens with other supports. He offers good damage in lane, and great cc. Although his damage falls after around level 6, what's the difference in a support to their AD carry in damage at level 1-3? Not really all that much. [highlight]In fact let's setup a scenario where you're level 3 with a [imgsmall=champ/graves.png] in your lane. One combo comprising of [imgsmall=skills/nautilus/q.png],[imgsmall=skills/nautilus/w.png],[imgsmall=skills/nautilus/p.png],[imgsmall=skills/nautilus/e.png], and an auto attack, you've done 293.9 damage alone. Now, if your [imgsmall=champ/graves.png] has NO RUNES, and NO MASTERIES it's k. Cause your full combo together, granted he got a few auto attacks and a Q off. You've just done 632.3 burst at level 3. [/highlight] [imgext=] May the HUES commence. NAUTILUS ES #1

Current items: [imgsmall=items/philosophers-stone.png][imgsmall=items/boots-of-speed.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sight-ward5.png][imgsmall=items/oracles-elixir.png] Nautilus makes it extremely easy for your jungler to gank. Usually you're going to be the one to initiate all the ganks, unless you have [imgsmall=champ/nocturne.png] or something. A good thing to note is that, you'll definitely benefit most if you initiate them while they're next to a wall. Cause even if you miss your [imgsmall=skills/nautilus/q.png] it's gonna pull you to that wall. Example: [imgext=] [imgext=] [imgext=] [imgext=] Establishing Dragon Control is essential. Having these two spots warded will not only help you not get ganked, but, will allow you to have a good control of space.

Current items: [imgsmall=items/shurelyas-reverie.png][imgsmall=items/ionian-boots-of-lucidity.png][imgsmall=items/aegis-of-the-legion.png][imgsmall=items/locket-of-the-iron-solari.png][imgsmall=items/sight-ward5.png][imgsmall=items/oracles-elixir.png] Team fights aren't usually initiated by supports unless you're Sona. But, for Nautilus it's definitely an option. Catching Champions out of position from having map control will show you where Nautilus shines. [highlight]If you're initiating[/highlight] You don't want to give the opposing team any time to do anything. Lead in with your [imgsmall=skills/nautilus/q.png] and [imgsmall=skills/nautilus/w.png]+[imgsmall=skills/nautilus/e.png], and you generally want to target the AD carry with [imgsmall=skills/nautilus/r.png]. This will ensure everyone between you and that AD will take damage, and be knocked up. [highlight]If someone else is initiating[/highlight] Allowing your team to focus their carry is your job. Use [imgsmall=skills/nautilus/r.png] immediately. [imgsmall=skills/nautilus/q.png] Can help you either get closer to snare their carry or pull them to you. [imgsmall=skills/nautilus/e.png] Will help do damage and CC everyone around you. [imgext=] Having all of your opponents spots warded will benefit your team tremendously. Map control will definitely take you a long way in this game.

2/22/2012 [.]Added Tristana to Lane Tier List and explanation [.]Moved Miss Fortune up in Lane Tier List and explanation [.]Minor text editing. [.]Added Pros & Cons

Thanks for checking out my guide! If you have any questions, or comments feel free to leave them down below. I'll try to answer, and comment back as fast as possible. Thanks again, everyone. :D

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