Nautilus Build Guide

[S3 Jungle] Hook City Part 2 (Revenge of dumptruck)

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

Hi there and this is my Nautilus guide, you may of read some of my other guides such as jungle Elise or jungle Chogath or that useless bugger we call Olaf jungle guide. Nautilus is currently a very strong champion and likely getting owned by nerfs soon since everyone else in jungle got nerfed anyway (Xin,Vi,Hec,Jarvan,Elise,Zac etc) to put him in line but I figure he should still be fairly similar aside from having less damage mid-late game. Nautilus Pros: Decent Engage Durable tank Good sustained damage with Titan's Wrath shield Multiple strong CC mid-late game Outscales almost every jungle late game due to strong/utility skillset Has a dumpster truck skin Cons: Extremely weak first few levels, assistance required in jungle against invasions Deals very low damage when Titan's Wrath's shield is broken Skillshot based engage which pulls Naut into danger if used incorrectly

Fairly standard runes unfortunately, since most of the physical damage junglers have been nerfed (hec,vi,xin,j4), runes have sorta stagnated to movespeed=power rather than getting flat AD quints or something. Marks are attack speed as Naut needs it due to not having any attack speed skills or items (normally) so we get them here as it'll help Titan's Wrath do more damage and allow Nautilus to switch targets often to apply his snare. Seals are standard armor as Nautilus needs some way to mitigate the jungle monsters damage early game. Glyphs are magic resist per level to make Nautilus tankier late game. Quints are movespeed since Naut moves horribly slow for a melee champion and he needs all the help he can get here.

[title][img=skills/nautilus/p.png] Passive: Staggering Blow[/title] [title]Explanation:[/title] This passive is very useful in ganks for Nautilus as it'll pin down an opponent for your allies to wail on or for you to stall the enemy while you wait for your cooldowns. Note that the snare is fairly weak early game so don't expect it to do that much aside from extra damage until level 7 where the snare goes to 0.75 (1.00 at level 13+). This does however do a significant amount of damage so remember that when calculating damage though it's unlikely you'll get more than 1 shot of this on a target unless you're doing a long chase against them. [title][img=skills/nautilus/q.png] Q: Dredge Line[/title] [title]Explanation:[/title] A nice 1 point wonder, it's ability to engage tends to be very strong due to Naut building tanky. Often even hooking a tank can be beneficial if your team is stronger or you're a more durable tank as you can deal chunk damage to the target before his allies get to him or you can lure the rest of the team in and ult their backline to get several people with Depth Charge. Another thing to remember is that the hitbox is fairly large compared to blitzcrank's hook so keep it in mind when hooking past terrain or minions towards your target. Hooking towards towers/terrain is also very useful in getting around the map or escaping enemies. Note that this skill can also hook over certain walls on the map so you'll have to check youtube for vids like that as I screw it up several times in my jungle video below lawl. [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [title]Explanation:[/title] Nautilus won't do much damage or tank very much if he doesn't have this skill active. Titan's Wrath is a HUGE shield at later levels and having cooldown reduction makes sure that if it survives the full duration, Nautilus will almost always have it up. Titan's Wrath is very strong at later levels and scales throughout the game with bonus HP meaning it's shield becomes extremely strong later when it's constantly recasted similarly to Udyr's Turtle Stance. However remember that if this shield is up, auto attack like crazy. If this shield is down, well better spend your time positioning yourself to CC people as your autoattacks will be weak unless they're applying staggering blow. Naut basically lives or dies by this skill in terms of durability and damage so be sure to use it effectively and not start/engage without it ready to cast. [title][img=skills/nautilus/e.png] E: Riptide[/title] [title]Explanation:[/title] A fairly strong aoe spell, it often hits twice if the target is moving away and got hit by one of the earlier procs of it or if they're standing between the one of the 2 tides as their character is too big. This skill is very helpful for saving allies by casting it near their retreat path so enemies can't run at em or else they'll be slowed too. It's also castable from over a wall in certain areas of the map so the enemy could step on it while they're chasing someone. Though in most situations this will be used after the initial hook/auto attack snare combo where the enemy will attempt to get away but be hit by this slow before the snare ends. [title][img=skills/nautilus/r.png] R: Depth Charge[/title] [title]Explanation:[/title] The final follow up to your combo, which starts with a Dredge Line followed by a Staggering Blow (titans wrath active) then a riptide slow and if the enemy flashes or is about to get some distance, a nice Depth charge on them or a target behind them to knock em up and hope your useless team can finish them since damn that was a lot of CC. This spell will follow most targets unless they get absurdly out of range and if a target dies before a single charge comes out, it'll not be used up as this spell has a small cast time. Unless the target that is dying is going to escape, often it's better to fire a depth charge at the back lines so the running target gets knocked up while the rest of his team can't help due to the ult knocking the rest of the line up.

I like maxing R-W-E-Q. R is a fairly strong ultimate and the benefits of leveling it such as the stun duration, cooldown and damage being buffed each level is too good to pass up so level it when you can. W is a very nice skill when leveled, doing insane damage and tanking a huge amount once maxed, without it, Nautilus would probably not tank almost anything and wouldn't do much damage. E is a nice little slow so it takes precedence over Q at being maxed as it does good aoe damage and slows. Q is only leveled once at level 3 for having the utility as it tends to take a bit of mana when cast a few times at early levels and the benefits of leveling it are fairly low until cooldown is bought on Naut.

(This is mostly copied from Chogath's item chapter because Chogath and Nautilus are very similar auto attacking tank machines and play fairly similar) CORE: Starting out: [imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png] Standard jungle items, if a invade happens or you get harassed in a level 1 skirmish or you take damage during a gank, it's always good to have health potions top your HP off regardless of what champion you have. Nautilus has a shield to 'sustain' himself and is able farm fairly well past level 3 once his shield becomes tanky. The potions are mostly for if stuff goes wrong before level 4 as level 1 Titans Wrath is fairly weak as a shield so expect to use a few potions on your first clear or if invades and such happen. Next: [imgsmall=items/spirit-stone.png][imgsmall=items/boots-of-speed.png] Basic jungle items as we aren't interested in madred's razor. This gives you regen in addition to the fact that Nautilus isn't losing hp due to his shield so your hp is topped off for a gank between jungle camps. Boots allow Nautilus to roam the map faster and have less downtime between camps/ganks as he'll walk faster. Also strong in ganks where the enemy has yet to buy their own boots. Next: [imgsmall=items/spirit-of-the-ancient-golem.png],[imgsmall=items/ninja-tabi.png] or [imgsmall=items/boots-of-mobility.png] Spirit of the ancient golem is a very strong jungle item as it gives tenacity, cooldown reduction and HP for a nice price. The most important part in addition to the nice deal on stats is the tenacity which means we're allowed to go different boots (instead of merc treads all day every day). Ninja Tabi tends to be the safest as it scales all game and makes Nautilus very durable. Mobility is a slightly riskier solo queue style boots as it's useless late game but very strong at roaming and doing ganks early as it'll make Nautilus run extremely fast. If you can't get mobility early, I tend to skip it for Tabis or to get Tabis way later as you may also want to get another completed item before finishing the boots if you have a huge stash of gold on one of your buy back. Next (get both unless support getting aegis, order is your choice): [imgsmall=items/aegis-of-the-legion.png] into [imgsmall=items/runic-bulwark.png] if needed, [imgsmall=items/locket-of-the-iron-solari.png] You can pick which one to go for first but if teamfights are breaking out or if the enemy team has a heavy amount of Magic damage then I'd rush Aegis/Bulwark. This doesn't mean Locket is a bad item in those scenarios but Aegis does gives huge stats and is always active and it's stats don't level up as your champion levels like Locket does. [imgsmall=items/frozen-heart.png] or [imgsmall=items/randuins-omen.png] (get after spirit visage) The reason for this choice is that sometimes the enemy has many auto attack champions or AD based champions (irelia,jax, most ADCs, Nocturne etc), a Frozen heart will be a better deal as it gives armor and helps your allies greatly as it slows the enemy attack speed just by being near the wearer (unlike the passive on Randuins which only affects the person hitting the target). Otherwise, Randuins is a better option for limited enemy physical attackers as it gives health in addition to armor to protect against the other forms of damage coming out. One advantage of Frozen heart is that it gives huge CDR. Enemy has heavy magic damage: [imgsmall=items/spirit-visage.png] (if no frozen heart) otherwise [imgsmall=items/abyssal-scepter.png] Get spirit visage instead of randuins first if the enemy contains heavy Magic damage as you want to be maxed on cooldown reduction (40% is max) to have Naut spamming his CC and his shield (which will only have 0.8 seconds downtime). Abyssal will give nice damage to you and your team should you go that route (if you got a FH).


Anyway I hope this guide helped you how to build/play Naut better, I feel like I couldn't say that much more about Naut than I could chogath as they play similar (aside from details in their skillsets) as they're auto attacking CC beasts. Hook City out.

Comments coming soon!
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