• 6
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 3
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 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 Attack Damage (+2.25 attack damage)
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

First and foremost this is a jungle Nautilus guide. If you are not or do not plan to jungle with Nautilus, this guide is not for you. The title is not a personal jab at your solo or duo lane Nautilus strategy, play Nautilus the way that he works for you, this guide is just how he works for me, and hopefully will work for any pursuing jungle Nautilus. Thank you for viewing my guide and judge according to quality and effectiveness regarding jungle Nautilus, not if this guide contradicts your personal build or not.

2/16/2012 - Guide released 2/16/2012 - Expanded runes, masteries, and jungling sections. Added Early, Mid, and Late game chapters. 2/24/2012 - Guide Approved 2/25/2012 - Added "AP Argument" section to the "Why Jungle Tank?" chapter.

[title]Intro to Nautilus:[/title] Nautilus is in the category of tanky junglers whose job is to initiate for the team later on, similar to Malphite, Maokai, Sejuani, etc. He is a little bit of most tanky junglers rolled into one champion and can be a formidable opponent. This guide is all about his jungling and team fight potential on Summoner's Rift. As a tanky jungler, you are able to evolve into a full blown initiator from mid to late game with utility and durability items. Most of your duties involve taking damage so that others don't have to. Being a tanky category of jungler allows for riskier gank strategies early game such as tower diving and forcing fights. [title]Guide Terms:[/title] CC = Crowd Control (slows, stuns, etc) AP = Ability Power (magic damage) AD = Attack Damage (physical damage) AoE = Area of Effect Leash = Term for your teammates damaging your starting jungle camp(s) to help you take less damage and clear the camp faster. Carry = Champion capable of dealing large amounts of damage but has trouble absorbing it. Carries can be AD (Physical Damage) or AP (Ability Power: Magic Damage)

[center][title]Lore[/title][/center] Once, Nautilus was a sailor commissioned by the Institute of War to explore the uncharted reaches of the Guardian's Sea. This expedition took him deep into unknown waters where he and his crew found a vast section of black oozing liquid that none of the crew could identify. Though their job was to investigate anything new that they found, no man aboard was willing to brave the murk except Nautilus. Only moments after he donned the hulking diver's suit and climbed over the ship's rail, something lurking in the muck grabbed hold of him. He clung to the side of the ship, but the thing below pulled him fiercely, rocking the entire ship. The other sailors grew afraid and made a terrible decision. As he stared and pled for help, they wrenched his grip free of the rail. He tumbled into the ink, grabbing the anchor in futile desperation. Dark tendrils enveloped him and he could do nothing but watch as the dimming outline of his ship faded away. Then everything went black. When Nautilus awoke, he was something... different. The great iron suit had become a seamless shell around him, concealing whatever awful truth lay inside. All the details of his memory seemed fuzzy and indistinct but one fact remained clear: he was left here, alone in the sunless depths, to die. In his hands he still clutched the anchor that belonged to the men who had condemned him. Having no other purpose, he took this clue and trudged - too heavy to swim or run - in search of answers. He wandered without direction or sense of passing time in what felt like an eternal dream. By the time he stumbled upon the shores of Bilgewater, he could find no traces of the man he was. No house, no family, no life to which he could return. Terrified sailors who'd heard his tale directed Nautilus back to the Institute, but the summoners refused to relinquish the names of the others they commissioned. By then Nautilus had learned about the League of Legends and there he saw an opportunity to discover and punish those responsible for the time and life he lost. ''When consumed by utter darkness, there is nothing left but forward.'' -- Nautilus. [center][title]Skins[/title][/center] [center][number]Default[/number][/center] [center][highlight]6300 Influence Points or 975 Riot Points[/highlight][/center] [imgext=] [center][number]Abyssal Nautilus[/number][/center] [center][highlight]975 Riot Points[/highlight][/center] [imgext=] [center][number]Subterranean Nautilus[/number][/center] [center][highlight]975 Riot Points[/highlight][/center] [imgext=] - Skin images from

Nautilus' abilities are both disruptive and versatile, while a Tanky AP hybrid may work for laning, his lack of a ranged poke or sustain makes him lose to smart players and strong match ups. His shield isn't available enough to block harass, his hook is blocked by creeps, his slow is too short ranged, and his ultimate has a rather short range and needs something to be followed up with to be useful. Anyone I've talked to who has gone solo top or mid AP hybrid Nautilus says they have been destroyed by any ranged champions or abilities. But these issues only occur when laning. To me his skills look like powerful ganking and initiating tools so I build him as such; a jungler who transitions into a strong tank later in the game. [center][title]AP Argument[/title][/center] But Fenix, Nautilus has half decent AP Ratios! Lets look at this mathematically. Lets say [imgsmall=champ/nautilus.png] here has 3 AP Quints and AP per level Glyphs and his masteries are 21/0/9, taking all the AP and magic damage masteries in Offense. He skill orders E, W, E, Q, E, R and takes Flash and Ignite. At level 4, he recalls for [imgsmall=items/boots-of-speed.png][imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] Considering all of the above, Nautilus has about 67 AP right now. [imgsmall=skills/nautilus/q.png] will deal roughly 130 damage. [imgsmall=skills/nautilus/w.png] will deal roughly 57 damage if the target is hit with [imgsmall=skills/nautilus/p.png] and forced to take the AoE damage for the full second. [imgsmall=skills/nautilus/e.png] will deal roughly 134, 268, and 402 damage based on how many Riptide waves up to 3 have landed. [imgsmall=summoners/ignite.png] will deal 130 True Damage This full combo at level 4 can deal potentially 800 or more damage if we include a couple auto attacks and if they stay under your shield's AoE damage longer. This is not even factoring in magic resist or armor, so this combo does even a lower amount of damage. This is Nautilus' full damage potential at level 4 with standard AP runes if EVERY spell hits and if [imgsmall=summoners/ignite.png] is used. Most casters will be able to live through this combo if they also have 2 Doran's Rings, as well as having abilities that are up much sooner and are easier to hit. Play AP Nautilus if you think it works for you, but I still recommend Jungle Tank.

Nautilus is a tank at heart, if strong, slow moving champions are your style, Nautilus is a good choice. He is capable of dealing sufficient damage but you are a damage sponge first and foremost. [center][number]Pros +[/center][/number] [center][highlight]Tanky[/highlight][/center] [center][highlight]Disruptive[/highlight][/center] [center][highlight]Fast jungle clears[/highlight][/center] [center][highlight]Powerful ganks[/highlight][/center] [center][number]Cons -[/center][/number] [center][highlight]Slow moving[/highlight][/center] [center][highlight]Long cooldowns[/highlight][/center] [center][highlight]Short ranged[/highlight][/center] [center][highlight]Effectiveness strongly varies[/highlight][/center]

[center][title]Standard Rune Page[/title][/center] [center][imgext=][/center] [center][title]Marks:[/title][/center] [center][highlight]6 Greater Marks of Desolation[/highlight][/center] [center][highlight]3 Greater Marks of Strength[/highlight][/center] [center][title]Seals:[/title][/center] [center][highlight]9 Greater Seals of Resilience[/highlight][/center] [center][title]Glyphs:[/title][/center] [center][highlight]9 Greater Glyphs of Shield[/highlight][/center] [center][title]Quintessences:[/title][/center] [center][highlight]3 Greater Quintessences of Strength[/highlight][/center] [center][title]Total Stats:[/title][/center] [center][highlight]+10 Armor Penetration[/highlight][/center] [center][highlight]+9.6 Physical Damage[/highlight][/center] [center][highlight]+13 Armor[/highlight][/center] [center][highlight]+24 Magic Resistance at level 18[/highlight][/center] [center][title]Explanation:[/title][/center] [highlight]6 Greater Marks of Desolation[/highlight], [highlight]3 Greater Marks of Strength[/highlight], and [highlight]3 Greater Quintessences of Strength[/highlight] will allow Nautilus to clear the jungle quickly with the AoE damage on [imgsmall=skills/nautilus/w.png] and increase your auto attack damage during ganks. The 10 ArmorPen will also allow us to ignore most armor of all jungle camps. [highlight]9 Greater Seals of Resilience[/highlight] will let you take more damage from jungle camps and make you more durable overall. [highlight]+24 Magic Resistance at level 18[/highlight] will let us take a little more punishment from AP users and give us the most magic resistance by the time they get the items to deal large amounts of damage. [center][title]Gank Heavy Rune Page[/title][/center] [center][imgext=][/center] [center][title]Marks:[/title][/center] [center][highlight]8 Greater Marks of Alacrity[/highlight][/center] [center][highlight]1 Greater Marks of Desolation[/highlight][/center] [center][title]Seals:[/title][/center] [center][highlight]9 Greater Seals of Resilience[/highlight][/center] [center][title]Glyphs:[/title][/center] [center][highlight]9 Greater Glyphs of Warding[/highlight][/center] [center][title]Quintessences:[/title][/center] [center][highlight]3 Greater Quintessences of Desolation[/highlight][/center] [center][title]Total Stats:[/title][/center] [center][highlight]+12 Armor Penetration[/highlight][/center] [center][highlight]+14% Attack Speed[/highlight][/center] [center][highlight]+13 Armor[/highlight][/center] [center][highlight]+13 Magic Resistance[/highlight][/center] [center][title]Explanation:[/title][/center] [highlight]8 Greater Marks of Alacrity[/highlight], [highlight]1 Greater Marks of Desolation[/highlight] and [highlight]3 Greater Quintessences of Desolation[/highlight] will do less damage to the jungle camps but at a faster rate, I only recommend this set up if you plan on counter jungling with your team early or ganking early and often. The Attack Speed will let us apply our passive faster and the ArmorPen will help go through any armor runes or items the enemy has when ganking. [highlight]+13 Armor[/highlight] will be standard to absorb more damae from jungle camps and AD champions. [highlight]+13 Flat Magic Resistance[/highlight] is taken instead of per level to increase our survivability against AP user in our early level ganks.

[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] The inverse of Sejuani's passive, Nautilus can instantly root the target with an auto attack every 12 seconds and one reason why his ganks are so powerful. In team fights, switch between targets to get as many roots off as possible. When ganking or landing [imgsmall=skills/nautilus/q.png] you want to auto attack as soon a spossible to root them in place so that your teammate(s) can follow up with their damage. This passive is also great at peeling enemies off of your carries. The root should allow your teammate to get away if he is quick enough. [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] This ability is taken at level 4 and maxed last. An early point will allow for easier ganks and maneuverability through hooking to terrain, which includes towers and cliffs. This ability doesn't scale as well as his others but is taken as a "one point wonder" for mobility and ganking. This will pull you and the target to the center range of the ability or any terrain you have targeted. I prefer to save this ability to hook an enemy if they flash away. [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] This ability is maxed first because is scales the best for Nautilus' role as tank and is the most useful in the jungle. This is not taken at level one as the shield will be destroyed too quickly and be a waste of a spell. The AoE damage Nautilus deals will only work if this ability is active, which is why we don't take it at level one because it will be destroyed too quickly to make any use out of it. This ability can be taken at level one but only take it if you get a leash on Wolves and save the ability use for Blue. [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] This ability is taken at level 1 and maxed second. At level one this ability does more damage than Titan's Wrath and clear Wolves and Blue buff faster. The slow also makes your ganks more powerful. Riptide deals 3 explosions starting from Nautilus outward in a circle effect. and the damage as well as slow stacks upon itself. This ability is best used when closest to a champion as subsequent explosions will hit them as they run away. [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 an ultimate this ability is taken at levels 6, 11, and 16. It doesn't have the best range but it makes your ganks godlike and is an incredible initiation. Use it early levels for ganking but save it for skirmishes mid and late game. Against a group, always aim this ability at the farthest target possible to disrupt the most targets, as the knock up effect will have to pass through all the enemies in it's way. This ability can not be outrun or stopped by them flashing over a wall.

[center][title]Good Item Choices[/title][/center] [center][number]~Starting Item Choices~[/number][/center] [center][highlight]Cloth Armor and 5 Health Potions[/highlight][/center] [center][img=items/cloth-armor.png][img=items/health-potion5.png][/center] [center]Lets us sustain through our jungle route and take less damage from the jungle camps.[/center] [center][highlight]Boots of Speed and 3 Health Potions[/highlight][/center] [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [center]Starting with this for Jungle Route 2 will allow us to move faster and thus, gank and counter-jungle easier.[/center] [center][highlight]Regrowth Pendant and 1 Health Potion[/highlight][/center] [center][img=items/regrowth-pendant.png][img=items/health-potion.png][/center] [center]Starting with this for Jungle Route 2 will help us get a Philosopher Stone earlier, especially if you get the First Blood for 400 extra gold to recall with. Starting with this is also viable for Route 1 but only if you get a really good leash on Wolves - Blue[/center] [center][number]~Early Core Items~[/number][/center] [center][highlight]Philosopher Stone and Heart of Gold[/highlight][/center] [center][img=items/philosophers-stone.png][img=items/heart-of-gold.png][/center] [center]Provides income during jungling and ganking and builds into Shurelia's/Randuin's.[/center] [center][number]~Boot Choices~[/number][/center] [center][highlight]Ninja Tabi and Mercury Treads[/highlight][/center] [center][img=items/ninja-tabi.png][img=items/mercurys-treads.png][/center] [center]Top two boot choices; pick Ninja Tabi against AD, pick Mercury Treads against AP/CC[/center] [center][number]~Core Items~[/number][/center] [center][highlight]Warmog's Armor[/highlight][/center] [center][img=items/warmogs-armor.png][/center] [center][imgsmall=skills/nautilus/w.png] scales off health and this will make us more durable. Always buy a Giant's Belt as the first piece of this item. I buy this item after [imgsmall=items/boots-of-speed.png][imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png] but will buy a [imgsmall=items/chain-vest.png] (against 3/5 AD) or [imgsmall=items/negatron-cloak.png] (against 3/5 AP) before I finish the Warmog's.[/center] [center][highlight]Shurelya's Reverie[/highlight][/center] [center][img=items/shurelyas-reverie.png][/center] [center]Builds from Philosopher Stone and helps your team with initiating and escaping, adding to Nautilus' team fight potential.[/center] [center][number]~Against AD Item Choices~[/number][/center] [center][highlight]Frozen Heart[/highlight][/center] [center][img=items/frozen-heart.png][/center] [center]Build this if you are against attack speed based champions like [imgsmall=champ/vayne.png] or [imgsmall=champ/kogmaw.png] Just be sure to focus these kind of targets first because Warmog's will still be core. I would recommend this over Thornmail for ability based AD champions as well. Ex. Graves[/center] [center][highlight]Randuin's Omen[/highlight][/center] [center][img=items/randuins-omen.png][/center] [center]Buy this if your team lacks CC or against AD heavy teams. The AoE can help initiate and then armor helps against AD carries.[/center] [center][number]~Against AP Item Choices~[/number][/center] [center][highlight]Force of Nature[/highlight][/center] [center][img=items/force-of-nature.png][/center] [center]My recommended magic resistance item, buy this against AP champions. Combined with Warmog's this will greatly increase our survivability, as this item is most cost effective past 2000-2500 health.[/center] [center][highlight]Banshee's Veil[/highlight][/center] [center][img=items/banshees-veil.png][/center] [center]I rarely buy this over Force of Nature, but it is a better choice against burst or combo reliant casters. Get this if you are against an AoE team composition that relies on strong ultimates such as Galio's ultimate. [/center] [center][number]~Damage Item Choices~[/number][/center] [center][highlight]Atma's Impaler[/highlight][/center] [center][img=items/atmas-impaler.png][/center] [center]Buy this after Warmog's to increase your overall damage output so the enemy may be more prone to focus you in fights.[/center] [center][number]~Situational Item Choices~[/number][/center] [center][highlight]Guardian's Angel[/highlight][/center] [center][img=items/guardian-angel.png][/center] [center]Buy this if you need to be even tankier; works best against burst damage. This item works wonders in solo queue as most players won't try to waste spells or damage on you with the buff active.[/center] [center][highlight]Aegis of the Legion[/highlight][/center] [center][img=items/aegis-of-the-legion.png][/center] [center]Buy this if you've pulled off many successful ganks and your team is grouping up and starting skirmishes earlier. This buff also applies to allied creeps so it is a great item for early pushing.[/center] [center][highlight]Trinity Force[/highlight][/center] [center][img=items/trinity-force.png][/center] [center]Buy this if you are ridiculously fed to adapt to more of a bruiser role. The general combat stats work well with your abilities, but it is a large investment of gold, focus mainly on tank items and only build this if you got a lot of kills or it is really late in the game.[/center] [center][highlight]Abyssal Scepter[/highlight][/center] [center][img=items/abyssal-scepter.png][/center] [center]Buy this if one or both teams have 3/5 magic users. This will give you the magic resistance to tank their casters and also help your casters by reducing their magic resistance.[/center] [center][highlight]Locket of the Iron Solari[/highlight][/center] [center][img=items/locket-of-the-iron-solari.png][/center] [center]Buy this if the enemy team has lots of AoE spells. This item is more useful than people give credit for, activating a shield on your whole team can nullify a lot of ultimate combos.[/center] [center][highlight]Thornmail[/highlight][/center] [center][img=items/thornmail.png][/center] [center]Buy this if they have fed AD carries. I wouldn't recommend this if you buy Frozen Heart as they wouldn't be attacking you fast enough to deal a lot of damage to themselves.[/center] [center][highlight]Wit's End[/highlight][/center] [center][img=items/wits-end.png][/center] [center]Buy this if you feel you need the attack speed and are against multiple enemy casters.[/center] [center][highlight]Ionic Spark[/highlight][/center] [center][img=items/ionic-spark.png][/center] [center]Buy this if you feel you need attack speed and are against champions that can push/split push well.[/center] [center][title]Bad Item Choices[/title][/center] [center][highlight]Wriggle's Lantern[/highlight][/center] [center][img=items/wriggles-lantern.png][/center] [center]You already have enough AoE damage with spells and Bladed Armor to clear jungle camps quickly.[/center] [center][highlight]Frozen Mallet[/highlight][/center] [center][img=items/frozen-mallet.png][/center] [center]You already have [imgsmall=skills/nautilus/e.png] or [imgsmall=items/randuins-omen.png] for CC.[/center] [center][highlight]Rylai's Crystal Scepter[/highlight][/center] [center][img=items/rylais-crystal-scepter.png][/center] [center]While this may seem like a better choice over Frozen Mallet, you are the tank and should have enough CC already.[/center] [center][highlight]Lich Bane[/highlight][/center] [center][img=items/lich-bane.png][/center] [center]You are not building as an AP carry and won't have many spells to activate this for anyway.[/center] [center][highlight]Nashor's Tooth[/highlight][/center] [center][img=items/nashors-tooth.png][/center] [center]Bad for the same reasons as other AP items, you are not the AP carry.[/center] [center][highlight]Hextech Gunblade[/highlight][/center] [center][img=items/hextech-gunblade.png][/center] [center]Nautilus is not a hybrid champ and does not fully benefit from the large gold investment in this item.[/center] [center][highlight]Rod of Ages[/highlight][/center] [center][img=items/rod-of-ages.png][/center] [center]It is unlikely you will be able to afford this item as a jungler. Even though it slightly boosts your spell damage and tankiness you should be focusing on [imgsmall=items/warmogs-armor.png] and [imgsmall=items/shurelyas-reverie.png] early game.[/center] [center][highlight]Sunfire Cape[/highlight][/center] [center][img=items/sunfire-cape.png][/center] [center]You already do AoE damage and [imgsmall=items/warmogs-armor.png] is more effective. Only buy this if they some how have 5 melee AD champions on the enemy team.[/center] [center][highlight]AP Carry Items[/highlight][/center] [center][img=items/rabadons-deathcap.png][img=items/zhonyas-hourglass.png][img=items/morellos-evil-tome.png][/center] [center]For the last time, you are not an AP carry![/center]

As a jungler, you will be doing a standard jungle route and adapt based on counter jungling, ganking, or invading. Refer to the 3 chapters below for basic information on these subjects. [center][title]Early Game Tips:[/title][/center] [highlight]Be Responsive![/highlight] Be sure to help out your lanes when you can, especially if they are being ganked. Counter ganking can quickly turn the tides of a skirmish in your favor [highlight]Buy Wards![/highlight] Warding saves lives, period. I buy AT LEAST 10 wards per game without wriggles. Use [imgsmall=items/vision-ward.png] on the entrance to Dragon or Baron to clear the enemy wards and secure the team objective. Use [imgsmall=items/sight-ward.png] in the river, your jungle, or the enemy jungle to keep track of their jungler and if any of their lanes leave to gank or do Dragon or Baron.

[title]Route 1; Standard Route[/title] This is my standard jungling route for Nautilus, it will allow you to acquire both buffs by around 4 minutes and give you the option for stronger ganks and more farm. Starting Items: [img=items/cloth-armor.png][img=items/health-potion5.png] or [img=items/regrowth-pendant.png][img=items/health-potion.png] with a heavy leash. Wolves - Blue - Wraiths - Wolves - Red - Wraiths - Optional: Gank - Recall for Boots and Health potions [center][imgext=][/center] [title]Route 2; Level 2 Ganks[/title] This route lives up to its name, ganking at level 2 can be a strong strategy to help someone win their lane early. Use the "Gank Heavy" rune page shown in the Runes chapter above. Starting Items: [img=items/boots-of-speed.png][img=items/health-potion3.png] for better ganks or [img=items/regrowth-pendant.png][img=items/health-potion.png] for a quicker Philosopher Stone. Wolves - Blue or Wraiths - Red (Recommended Wolves - Blue) Skill Order E -> Q (Requires heavy leash) - Gank - Recall or Farm non buff jungle camps [center][imgext=][/center] [title]Route 3; Being Invaded or Counter Jungling[/title] Use this route if you have been invaded or plan on counter-jungling the enemy. This will negate the counter jungling they have done or help you stay ahead of their jungler. Starting Items: [img=items/cloth-armor.png][img=items/health-potion5.png] if being invaded (If doing Route 1) or [img=items/boots-of-speed.png][img=items/health-potion3.png] with planned counter jungling and team assistance. Wraiths (Only do these if you know they are occupied with your blue and you have enough time) - Enemy Blue - Optional: Enemy Wolves - Red - Gank or Farm non buff camps in your jungle [center][imgext=][/center] After routes 2 or 3, farm the non buff camps as recommended to afford boots or a philosopher stone quickly. Get boots first if you plan on ganking a lot early, get philosopher stone if you plan on farming the jungle a lot early. If you started with boots, buy Cloth Armor and 2-3 Health Potions or a Philosopher Stone if you got early kills.

[center][title]Jungle Timers[/title][/center] 1 minute for wolves, wraiths, and small golems (all initially spawn at 1:40) 5 minutes for Red and Blue Buff (Buffs spawn at 1:55) 6 minutes for Dragon (Dragon initially spawns at 2:30) 7 minutes for Baron (Baron initially spawns at 15:00) Be sure to time your buffs and team objective to be better prepared to secure them. *It can be useful to type the timer into chat for a future reference. i. e. *dragon died at 8:47* "drag 14:47" [center][title]Being Invaded[/title][/center] The enemy team may decide to invade your blue and unless your team is able to repel them or counter attack the best course of action is to immediately go to their blue or change your route to acquire red buff by going Wraiths -> Red or refer to Route 3 in the chapter above. [center][title]Being Counter Jungled[/title][/center] If the enemy team has a mobile jungler such as Shaco he may try to steal your jungle camps and buffs and overall ruin your day, my advice is to ask for the assistance of your teammates to ward accordingly and either counter the counter jungling or get a kill. [center][title]Counter Jungling[/title][/center] Counter jungling can be a risky tactic without communication with your team; you could get jumped by 3 or more of the enemy team members at any time. Notes: Jungle camps will not respawn if one of the creeps is left alive at that camp, this is why you may see only one wolf, wraith, or golem left if you are counter jungled. Depending on the leash the enemy jungler gets, if he invaded, and what buff he acquired, the enemy's (or possibly your own) Blue or Red buff should respawn around 7:00 - 7:20, take this into consideration if wanting to counter jungle. [center][title]Smiting[/title][/center] Make sure to use your Smite as soon as the target is low enough health so that it isn't stolen from you. This is most important for securing Baron and Dragon unless you like your team being angry with you. Below is a helpful chart that lists the damage Smite deals per level. [center][imgext=][/center]

Nautilus is an extremely powerful ganker, and has many ways to be successful in getting a kill. Here are a few simple tips and strategies for ganking a lane. [title]Strategy 1[/title] Simply run up to the target and root them in place, and use [imgsmall=skills/nautilus/e.png]. This strategy works best if you have Red buff so you can keep attacking them and re-applying the slow. If they have a flash to use jsut save [imgsmall=skills/nautilus/q.png] to hook them right back to you. If you plan on tower diving just use [imgsmall=skills/nautilus/w.png] to block tower shots and any counter attack they may use. [title]Strategy 2[/title] If they are out of reach of your auto attack you can use [imgsmall=skills/nautilus/q.png] on them or a nearby wall to get close enough to root them in place or use [imgsmall=skills/nautilus/e.png] to slow them down. Make sure you use your passive as soon as you are close to them. [title]Strategy 3[/title] When you have your ultimate Nautilus becomes one of the strongest gankers. Employ the above 2 strategies but now you have the ability to initiate the gank with your ultimate or use it after they flash. Using [imgsmall=summoners/flash.png] into [imgsmall=skills/nautilus/r.png] is an efficient way to "surprise initiate" ganks or skirmishes as well. Use your summoner spells wisely and don't blow them by making a bad play that you need to escape from.

After farming for 15-25 minutes most champions will have a core item or two. At this period in the game is when most of the lane pushing starts and more team fights break out to defend or attack a tower. Refer to the Team Fights chapter below for more information on what do to in a skirmish. [center][title]Mid Game Tips:[/title][/center] [highlight]Fight Smart![/highlight] Your main goal in a team fight will be to either keep on their carries or defend your own. Your passive ability is great for locking down an enemy or peeling an enemy off of your own temmates. So when using your abilities, focus most of your disruption on the enemy carries. [highlight]Secure Objectives![/highlight] Make sure to kill dragon and Baron to obtain or press an advantage to win the game! Pushing a tower or inhibitor is a great precursor to securing one or both of these objectives. For more information on the availability of Dragon and Baron refer to the "Timers, Invasion, Counter Jungling, and Smiting" chapter above.

Nautilus' main job in a team fight is to initiate and soak damage while being disruptive. Like ganking, I use two main strategies to initiate fights. In the strategies below, your main targets will be an enemy AD or AP carry, don't do a tank's job for him and pull someone like Amumu or Rammus into your team. [title]Strategy 1[/title] Use [imgsmall=skills/nautilus/q.png] on an open target and immediate auto attack them to root them in place. Then use [imgsmall=skills/nautilus/r.png] on the farthest enemy target that rushes in to save them. This way, even if the target you grabbed flashes backwards to their team they end up getting knocked up and stunned by [imgsmall=skills/nautilus/r.png]. If they don't flash or escape backward after rooting make sure to use [imgsmall=skills/nautilus/e.png] and stick to the target. Also use [imgsmall=skills/nautilus/w.png] to absorb incoming damage. [title]Strategy 2[/title] Very similar to strategy 1 but this time you will [imgsmall=summoners/flash.png] (if needed) and use [imgsmall=skills/nautilus/r.png] on a group of enemies. This strategy is best used when you have a team with AoE that can follow up. You can also use [imgsmall=skills/nautilus/q.png] to pull yourself closer to their team with a wall or an enemy and use [imgsmall=skills/nautilus/e.png] to slow them all. Make sure to still activate [imgsmall=skills/nautilus/w.png] to absorb damage and dish it out in a small area. [title]Adapting to Different Teams[/title] [number]Sustain Compositions[/number] Champion Examples: [imgsmall=champ/alistar.png][imgsmall=champ/sona.png][imgsmall=champ/soraka.png] These team compositions will have someone who can constantly heal themselves and others and need to be bursted down quickly. Target one of their sustaining champions such as [imgsmall=champ/soraka.png] or [imgsmall=champ/sona.png] so that they are unable to heal their team back to full. These champions are mainly utility based and are weak defensively, killing them quickly will let you kill their AD carry quickly too, as they will be unable to heal or support them well. [number]Poke Compositions[/number] Champion Examples: [imgsmall=champ/corki.png][imgsmall=champ/kogmaw.png][imgsmall=champ/xerath.png] These team compositions usually have long ranges and will damage you before you are even near them, making it hard to initiate fights on their team. Strategy 2 listed above works best here, but make sure that the Flash is over a wall or from a place they don't expect so they can't just retreat further back

Most champions may start rounding out their item builds by now and become incredibly powerful; that includes Nautilus. Build according to the enemy team to be the most effective as possible. Refer to the Item Choices and Explanation chapter above for more information. [center][title]Late Game Tips:[/title][/center] [highlight]Concluding the Game[/highlight] At this point in the game is the most important to decide when to team fight or secure an objective. Do not engage in a fight unless you are 100% confident that your team will outright steamroll them, or else you could be the one seeing the Defeat screen. Make sure to employ the team fight strategies listed in the section above for the best results.

Thank you for reading my jungle Nautilus guide. Like and comment if this build has helped you!

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