• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 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 Health (+26 health)
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, my name is Partypope. I'm playing on EU West since 2009 in the gold-elos. I have recently started maining solotop in a ranked team. Apart from that I play mostly with a premade team of 5 or purely for fun (normal queue / aram / with other fun-gamers). I have played ~3000 games until today with an estimated ~1000 being on blitzcrank or nautilus. Having played until the end of season 2 a support and mained [imgsmall=champ/blitzcrank.png] I was looking for a strong team-oriented Tank with similar qualities on the top lane. So please meet Nautilus [imgsmall=champ/nautilus.png], he is very beefy and is the champion with most built in cc in the game (aoe slow, knockup, aoe dot, hook/pull, stuns). My build and guide is optimized for playing with a premade team on summoners rift. Nautilus top is in my opinion really underplayed. And with this guide I will try to show you how you can be the tanky backbone of your team.

Your role will be changing over the course of the game. Laning: You want to get a medium to high amount of last hits and an early philsophers stone laying the foundation to strong tanky items. Although you seem weak you have a nice amount of burst if you are willing to blow mana and cooldowns. As long as you don't get outfarmed too hard (or feed) you win the lane because you bring more to teamfights. Guaranteed. Midgame to lategame: You join your team and start fights. Due to your huge amounts of cc it is very easy for you to finish off the priority target(s) even though you don't have many offensive items. Latelategame: Your 1-2 slots for offensive items change the big bad tank into a big bad triple-killing beast. You start and win the last fight by flashing into their fed ad-carry and smashing him/her/it with your anchor to oblivion! Overall I consider Nautilus a little bit of a supporter because he lets your carries get their work done. [highlight]Strengths:[/highlight] Hard Engage - You start the fight and are able to take out at least 1 priority-target. Nice Escapes and baits - Your Q[imgsmall=skills/nautilus/q.png] and W [imgsmall=skills/nautilus/w.png] allow you to get out of a fight, wait for cds and reengage to finish enemies off. Easy farming under turret - thank you [imgsmall=skills/nautilus/p.png] Surprisingly high burst until your shield pops. You don't need to get fed to be useful. Nautilus doesn't require too much skill to be played well. You have an anchor. They don't. You win. Your ultimate never misses. [highlight]Weaknesses:[/highlight] Not much pushing power. You can push creeps well, but not turrets. Tough earlygame if opponent plays a high-harass champion and moves well. Very slow movement and autoattacks. Full potential in lane not until lvl4 It is easy to use too much mana (early). You need your team even if you are fed.

I generally use two rune pages and choose depending on my opponent. Am I [highlight]confident [/highlight]that the enemy won't stand a chance? Have I played against this enemy champion often enough? If I can answer both of these questions with "yes" then I take gp10 runes: [.]flat armor marks [.]gp10 seals [.]magic resist per lvl glyphs [.]gp10 quintessences [imgext=] Surprisingly I use the gp10 runes more often than the tanky runes (might be because of my elo?). Once you are familiar enough with nautilus you should definitely give them a try... Otherwise I go a more [highlight]defensive and safe [/highlight]route: [.]magic penetration marks [.]flat armor seals [.]magic resist per lvl glyphs [.]flat health quintessences [imgext=] [highlight]Other Rune-types you can consider using in your runepage:[/highlight] [.]movement speed (nautilus is very slow) [.]flat magic resistance (If you lane vs an ap-champion) [.]attack speed (only if you cannot lasthit otherwise!!) [.]scaling health (Health per level)

[title][img=skills/nautilus/p.png] Passive: Staggering Blow[/title] [highlight]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.[/highlight] [title]Explanation:[/title] While laning your passive helps you use your other skills (before they retreat) For Farming due to the bonus damage it is very easy to last-hit in lane and under your turret. In Teamfights this helps you lock up your focused target. Do not try to tag as many people as possible during a fight just for the proc. That often messes up the focus of you and your team as well as your positioning. [title][img=skills/nautilus/q.png] Q: Dredge Line[/title] [highlight]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[/highlight] [title]Explanation:[/title] In Lane: This is your greatest defensive tool in lane: pull yourself to a wall or the turret after a Riptide(e) [imgsmall=skills/nautilus/e.png] and you're are almost impossible to chase. Even if you stunned or crowd controlled in any way you will pull yourslf to your destination, as long as the skill was cast before the cc hits. When your jungler ganks you can use this skill offensively to secure the kill. Rather difficult: When fighting and you anticipate the enemy champion flashing out, you can keep him in the fight securing a kill and making his flash completely useless (unless he jumped over a wall). Out of lane: If you can catch an enemy target out of position you will catch him with this skill Camping a brush and dredgelining an enemy passing by is a great start for a cc combo and likely a kill Bonus: You can use it to move a little faster between lanes since a part of the cooldown gets refunded if you hit terrain. Max dredge line last but pick it early once for escaping/mobility in general. [title][img=skills/nautilus/w.png] W: Titan's Wrath[/title] [highlight]Nautilus surrounds himself with dark energies, shielding him from the next 100 / 150 / 200 / 250 / 300(+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: 22/21/20/19/18 seconds Range: 350[/highlight] [title]Explanation:[/title] When activate this you gain a shield. For as long as the shield is up you deal bonus aoe damage on every hit. You want this skill maxed as fast as possible because you deal high damage while the shield is up and at the same time you don't lose hp. Activating it resets your autoattack timer meaning if you press W right after a normal attack the next on follows instantly. The scaling with bonus hp is nice but not really significant. I would not recommend to stack hp just for the higher shield. This is your most important skill over the course of the game. Max it first. No alternatives. After a close fight where everybody is low you can retreat just long enough until the cooldown is off again and you can easily bait a greedy carry for a kill. [title][img=skills/nautilus/e.png] E: Riptide[/title] [highlight]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[/highlight] [title]Explanation:[/title] In the lane you use this skill if you want to push fast or if you want to prevent getting attacked by an enemy. Usually you should use this after your double autohit (see Titan's Wrath) so you can land more autoattacks while the slowed enemy retreats. Max this second for more cc and damage. [title][img=skills/nautilus/r.png] R: Depth Charge[/title] [highlight]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[/highlight] [title]Explanation:[/title] This is a gamechanger! Since you select your target on activation your ultimate will hit and knock up everybody in its path. Try not to use your ultimate too early since you might get baited into using it without beeing able to profit. Instead drege line (Q) [imgsmall=skills/nautilus/q.png] into a teamfight and use your ultimate as soon as the opposing team has committed to the fight. Ultimate cannot be dodged by anybody except for Fizz, Fiora, Spiderform Elise or alpha striking Master Yi. Also be aware of spellshields (Sivir, Nocturne, by Morgana, Nocturne,Kayle's ultimate, Banschee's veil) and Zhonyas Hourglass In a ~2vs~2 fight your ultimate can also work as the start to a huge undodgeable cc combo: R[imgsmall=skills/nautilus/r.png]-Q[imgsmall=skills/nautilus/q.png]-E[imgsmall=skills/nautilus/e.png]-Autohit with [imgsmall=skills/nautilus/p.png]-W[imgsmall=skills/nautilus/w.png] R.I.P. Even if the enemy flashes away, the knockup gives you enough time to simply keep up by walking into the range for a Q[imgsmall=skills/nautilus/q.png]. It is possible to get out of the range of the ultimate (won't happen often), but if the enemy does your cooldown (I don't know about mana) gets refunded so not too much harm is done.

[title]First buy options:[/title] [item=rejuvenation-bead][item=faerie-charm][item=health-potion3] or [item=rejuvenation-bead][item=health-potion4][item=sight-ward2] or [item=cloth-armor][item=health-potion5] or [item=boots-of-speed][item=health-potion3] or anything in between... then add (if you don't have already). Your philosophers stone grants you a steady income of goldso you don't fall behind even if you don't get to farm often. [item=boots-of-speed][item=philosophers-stone][item=sight-ward][item=health-potion] [title]Your core item:[/title] [item=sunfire-cape] Why the sunfire-rush? - Your shield scales off of bonus-HP. - Health-component? Check. - Armor is the stat that you need most of the time (damage from bruiser/jungler/ad-carry) Armor-component? Check. - Due to your low range and cc you will always be standing close to the enemy you are fighting. This synergizes well with the aura from sunfire. AOE bonus damage? Check. [highlight]With a sunfire you are very tanky and deal ontop of your already high damage in a 1on1 situation even more damge. Must. Have.[/highlight] [title]Boots[/title] more ad on the lane than you can handle? -> [imgsmall=items/ninja-tabi.png] lots of magic dmg on lane? Lots of (AOE-)cc in the game? -> go [imgsmall=items/mercurys-treads.png] you don't need the bonus armor/magic resistance early on? -> [imgsmall=items/boots-of-swiftness.png] * item enables partymode, lets you gank/escape etc For tier 3 boot-upgrade I suggest either captain[imgsmall=items/enchantment-captain.png] (you will be first in fight) or homeguard [imgsmall=items/enchantment-homeguard.png] (overall OP) [img=items/abyssal-scepter.png][img=items/randuins-omen.png] The order in which you build your next two items absolutely depends on your enemies and your team! Why you profit from abyssal scepter: [.] You get nice magic resistance stats [.] You get some AP and with that extra damage [.] You and your team profit from the flat magic resistance reduction aura. Also enhances the damage from your sunfire cape. => Build first when the physical damage sources do not deal that much damage yet or you are ahead ni gold. Why you profit from randuins omen: [.] Health and armor both get increased significantly. [.] Cold steal (the passive of randuins) debuffs enemies that attack you. [.] The active gives you another area slow adding to your strong cc skills. => Build first when the enemy ad-carry is fed or you want to stay top lane with an opponent that deals more physical damage than you can take. [highlight]Recently I've started buying another giants belt followed by an abyssal scepter before finishing randuins omen. When there is no clear source of damage but you feel the need for more tankiness. So far I am very happy with the results.[/highlight] This is what your inventory looks like now: [item=boots-of-speed][item=philosophers-stone][item=sunfire-cape][item=abyssal-scepter][item=randuins-omen][item=sight-ward5] [title]In the majority of the games you will not get past this build. [/title] I cannot remember a single game where i did not aim to build exactly the above items. I know that being able to adapt your item build to the enemies is important but this suits nautilus so well that I've not had any scenario where this build did not fit. I have fiddled with the order of those items a lot though. [title]To consider before reaching lategame:[ itle] Depending on enemy team: Do you (or does your team) have a hard time engaging? yes =>upgrade to [imgsmall=items/shurelyas-reverie.png] no => at some point sell [imgsmall=items/philosophers-stone.png] and get second a last-item instead [title]Last-items:[/title] [imgsmall=items/rabadons-deathcap.png] = AP AP AP [imgsmall=items/runic-bulwark.png] = Enemies deal too much magic damage & I am a team-player [imgsmall=items/warmogs-armor.png] = I shall tank you to death [imgsmall=items/liandrys-torment.png] = high-hp enemies? high-dmg nautilus! (Beware: does not proc on autoattacks with your shield (W)) [imgsmall=items/deathfire-grasp.png] = whoever you focus dies. twice. [imgsmall=items/lich-bane.png] = one-shot! (not too viable because of your long cooldowns, but very fun in combination with [imgsmall=items/rabadons-deathcap.png] or [imgsmall=items/deathfire-grasp.png]) [imgsmall=items/twin-shadows.png] = It is pretty cheap considering it is supposed to finish your itembuild but if you need the magic resistance - why not. Adds even more cc. Bonus: Builds out of a Kage's Lucky Pick meaning you can get even more gold per 10. [imgsmall=items/ohmwrecker.png] = The enemy team is always playing defensive under their turret and you are not too far in the lead? Buy this and murder them with their turret watching idle. Bonus: Builds out of Philosopher's Stone [title]Items I cannot recommend in general but rather in specific situations:[/title] [imgsmall=items/boots-of-mobility.png]: You are no jungler who is perma-ganking. If you want the movement-boost take boots of swiftness. [imgsmall=items/wits-end.png]: This is a very fun item but you do not profit enough from it. This doesn't help you push turrets or counteract any of your weaknesses. (played it for a while, dropped it completely) useful in 10% of your games. [imgsmall=items/frozen-heart.png]: You already have two armor-items, your mana-pool isn't that low. useful in 5% of your games. [imgsmall=items/rylais-crystal-scepter.png]: You do not need the slow. Considering that, rylais is simply too expensive for its effect. Useful in 1% of your games. [imgsmall=items/will-of-the-ancients.png]: You wouldn't want this for yourself. If you have a vladimir mid for example you could consider buying. Useful in 2% of your games. [imgsmall=items/thornmail.png]: Only useful if the enemy team has physical damage only or the AD-carry is incredibly fed. Useful in 5% of your games. [imgsmall=items/atmas-impaler.png]: You are no AD champion. Does not compliment your strengths. Useful in 0.x% of your games. [imgsmall=items/frozen-mallet.png]: You are no AD champion. Does not compliment your strengths. Useful in 0.x% of your games. [imgsmall=items/locket-of-the-iron-solari.png]: Other champions (like your jungler) profit more from this. Only take if absolutely necessary (=you need cheap armor, and the enemies have losts of AOE damage). Useful in 0.5% of your games. [imgsmall=items/rod-of-ages.png]: If you want a more AP-focused build you can consider rushing a catalyst. The extra AP might be equivalent to what you would gain in bonus damage from sunfire cape. The downside: you miss all that nice armor which takes a pretty big amount of your 1 on 1 potential. [imgsmall=items/spirit-of-the-spectral-wraith.png]: If you are not going for a full tank build this is a cheap possibility to get quick hp before you get more important items

[highlight]a) First skill[/highlight] Which skill you level first is entirely situational. [highlight]Q:[/highlight] Is your team camping in a brush hoping to catch some poor facechecking jungler/support/whatever? Skill Dredge Line smack him with an autohit (+passive) and follow up with your Q. This usually gives your team enough time to finish the kill. [highlight]W:[/highlight] If it is just you and you will get attacked in a 1on1 situation on lvl 1 (xin zhao likes early agression like that) use your shield and win the early trade. Activate only after the enemy jumps in. [highlight]E:[/highlight] If your team is looking for a lvl 1 all in 5on5 fight/invade try this. The mass slow deals nice damage and messes with their abilty to focus. Should you feel that you cannot win a fight on lvl 1 you could also consider tagging the opponent with an autohit [imgsmall=skills/nautilus/p.png] , and walk away from the fight thanks to a riptide [imgsmall=skills/nautilus/e.png] or dredge line away [imgsmall=skills/nautilus/q.png] In general you should wait for as long as possible to pick your skill (the ability to learn a skill by pressing control(ctrl)+skill(q/w/e/r) helps a lot). Sometimes (in very passive lanes) I get to pick my first three skills at the same time when i hit level 3. [highlight]b) early laning[/highlight] Lasthitting is incredibly easy. Your passive gives you on your first (and in this case last-) hit on any unit an nice bonus in form of physical damage. Your W[imgsmall=skills/nautilus/w.png] with E [imgsmall=skills/nautilus/e.png] lets you push minions easily. Overall you can control the lane nicely. Try to get pushed towards your own turret, you can lasthit there without having to use skills. When in doubt you should prefer taking experience over losing too much hp in the first 2 levels. Once your W [imgsmall=skills/nautilus/w.png] hits level 2 you shouldn't be afraid to stand a little more offensive and give an enemy a smack with your anchor without actually engaging. [highlight]c) your jungler ganks[/highlight] Too early ganks (before level 3) are seldom useful to you. At this point in the game you would use mana while not having the cc to actually deal the damage. Only go for this if your jungler can do the heavy lifting. After level 3 (preferrably 4) you can easily hold your lane by playing defensively. Try to stand a little closer to the creeps when your jungler will be ganking you soon and still continue lasthitting. As soon as you can catch your opponent with an autohit[imgsmall=skills/nautilus/p.png], your E [imgsmall=skills/nautilus/e.png] or your Q [imgsmall=skills/nautilus/q.png] do it. You just blast out your skills (don't forget to double-hit with your W[imgsmall=skills/nautilus/w.png]) and he will most likely fall to you or your jungler. Blow your ignite early for 5 bonus AD and AP from your masteries. [highlight]d) getting ganked[/highlight] All of you skills work defensively as well. When getting ganked press E [imgsmall=skills/nautilus/e.png] and walk away. If they have a gapcloser smack them once with an autohit [imgsmall=skills/nautilus/p.png] and walk away or use your dredgeline Q [imgsmall=skills/nautilus/q.png] if they also have cc. Try to save your shield as it is an incredible baiting tool for a towerdive. Should they dive you press your shield [imgsmall=skills/nautilus/w.png] and throw every skill at the enemies. Your cc + tower damage = nautilus doublekill! Dredgeline [imgsmall=skills/nautilus/q.png] also pulls the enemy a little bit towards you so hitting him right when he is out of range of the turret can be quite a surprise.

Midgame starts for you as soon as you have a sunfire cape. This is more important than upgrading boots and in some cases (if the money is just the right amount) more important than buying tier one boots in the first place. Sunfire cape makes you a tanky beast and lets you win 1 on 1 fights. Your shield also gains a nice buff when purchasing hp so you should go for a giants belt first (no rule without exception). Apart from your sunfire cape - Once you hit level 6 you gain another dangerous spell. Any fight with your ultimate landing is an easy fight to win. Why not take a short trip to midlane, get a kill and the gratefulness of your midlaner? [highlight]Split pushing[/highlight] You are not a strong split pusher. On the one hand you can finish many creeps very fast but on the other you do not deal much damage to turrets. Don't do it. Stick to your team, smack people with anchors and win fights. [highlight]Wards win the game[/highlight] Every guide says you should ward... Every guide is right! Your build often leaves single slots open, fill them up with wards and profit. One example: You see the enemy ad carry walking around their jungle to get a buff, while your team is considering to go and siege a turret. Walk towards him, flash ultimate and chain him in cc until your team catches up or until you killed him yourself. He has nowhere to run, no place to hide because you are nautilus. Squishy champions doing things without their team happens more often than you would think, but you need the vision to capitalize - nautilus is just one of the few champions that can profit from an out of position opponent really easy.

[highlight]What about the lategame?[/highlight] [.]lategame=teamfights. You are (likely) no longer able to solo the toplaner. You (likely) do not want to fight the jungler 1on1 and instead just try to make teamfights happen or catch the carry or support out. [.]You can also tank turrets easily thanks to your W [imgsmall=skills/nautilus/w.png], but if you do make sure that you don't provoke an all in fight because you will be missing a lot of your damage while your w[imgsmall=skills/nautilus/w.png] is on cooldown... [highlight]The enemies are turtling under their turret and you cannot seem to catch somebody out. Now what? [/highlight] [.]In some cases (like when you are sieging a turret) it is perfectly acceptable to blow your ultimate for the greater good: Hit it on the AD or AP carry and quickly finish the objective while they scatter. Make sure your team(including yourself) knows not to fully engage and backs off after taking the turret . [highlight]Wards?[/highlight] [.]Hope you didn't forget wards... Seriously: Your team (mostly you if you want to start smart engages) needs that shit. [highlight]Jungle objectives:[/highlight] [.]Your shield with the bonus aoe-damage makes nautilus also is a great jungler. Even if you are a toplaner you have the tools to jungle, counterjungle or take a dragon by yourself etc. [.]Tanking baron for a while should also be no problem in lategame. Just make sure that you are the first outside of the pit if the enemies decide to fight you for it. Your high amounts of hardcc and softcc should be enough for your team to either finish up or abort and join you in the fight.

Before a teamfight: Make sure you are on the same page with your team. Who is to focus? When the teamfight starts: Catch somebody out of position, dredge line right into all of them, flash if necessary and R [imgsmall=skills/nautilus/r.png] your focused champion and smack him dead. There is nothing a squishy ad-carry can do if a Nautilus hits every spell and a few autohits + ignite. Hyper-carries: Good bye. In the teamfight: Watch your positioning when hitting the first E [imgsmall=skills/nautilus/e.png] if you manage to slow the enemy bruisers it will give your carries a nice advantage. [center]*** Clips of teamfights will be added ***[/center]

[title]Difficult matchups (avoid if possible)[/title] [center]Darius[imgsmall=champ/darius.png][/center] The hardest counter to top-nautilus, I think. Try to get at least the experience and get a few creeps with your e. Do not fight on your own initiative. If he catches you use W, stun him with an autohit and q out. If he towerdives you chaincc him for a kill. [center]Elise[imgsmall=champ/elise.png][/center] Actually elise is a rather close matchup if you don't let her get ahead. Try not to blow your ultimate, since she can rappel away from it. Your Ultimate will be aborted and not refunded. PS: Those stupid little spiderlings are tanking the turret way too often -_- [center]Yorick[imgsmall=champ/yorick.png][/center] He will just spam you to death. Before he goes shopping for the first time you can try to bait his skills until he runs oom. Otherwise just sit under your turret (since he autopushes), farm and eat some pots. Since he falls off lategame just make sure to get as much xp and gold and profit later on. (I haven't seen many good Yoricks yet...) [title]Medium matchups (aka you will have less farm if the enemy plays it well)[/title] [highlight]Please remember: You do not have to outfarm your opponent to win your lane. Your philosophers stone and your natural scaling with your w let you stay useful to your team even if you get outfarmed or drop a kill.[/highlight] [center]Aatrox[imgsmall=champ/aatrox.png][/center] When facing Aatrox you should never try to go for small trades. If you want to or get forced into a fight make sure to activate you shield after his skillshot was used. Then smack him as often as possible. His low hp pool means that it is possible to all in him to zero. If he uses dark flight to escape the cast time and the visible landing spot make a very easy dredge line. My preferred tactic: Engage with everything you have ~30 seconds before recieving a gank (including ignite) and finish him off with your jungler. Do not attempt to trade when you are behind! [center]Chogath[imgsmall=champ/chogath.png][/center] He can't harrass you hard otherwise you'll be sitting under the turret and easily farming while he has to burn mana to farm. Considering his massive healing for killing a creep i would not try to harrass hard since the damage does not stick (unless your jungler has anounced a gank). I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Dr. Mundo[imgsmall=champ/drmundo.png][/center] Mundo can be played in lots of ways making it not very easy to prepare against. His cleavers aren't very easy to dodge and equal lots of harass. Try to stick very defensively and choose exp over being harassed. Since his damage is mixed i would advise to start with lots of health regeneration. If you have ignite he is surprisingly easy to take out with a gank. [center]Garen[imgsmall=champ/garen.png][/center] Try not to fight too often with him. Use your e defensively, when he tries to engage you. If you commit you win trades but you do not have the mana or cooldowns to kill him. He can simply towerhug and regenerate his hp in no time (You can zone him while he regenerates, though). Getting a good gank should result in a kill. I mostly start cloth+5. [center]Jayce[imgsmall=champ/jayce.png][/center] Do a cloth armor start vs him und you can farm till lvl 4, then ask for a gank & hopefully kill him. This is an incredibly hard lane but by eating lots of health pots I usually manage to farm enough for items to engage a fight (giants belt) after this point he just cannot stay aggressive without getting engaged. I mostly start cloth+5. [center]Kayle[imgsmall=champ/kayle.png][/center] Her being a ranged and a melee champion hurts you because she harasses really well and farms well at the same time. Rry to make her use righteous fury while farming. This makes her autopush and lets you lasthit under the turret. [center]KhaZix[imgsmall=champ/khazix.png][/center] Is dangerous. Your dilemma: if you can't stop him from farming he becomes very strong and hurts a lot in teamfights. During laning phase you can't go too aggressive on him since the match is fairly even. Ask for ganks and try to go ahead. [center]Kennen[imgsmall=champ/kennen.png][/center] This stunmonster hurts a lot. Try do dodge his shuriken and engage fights before he hits level 6. You can q out of his ultimate even when you are stunned. Use this to your advantage. [center]Lee Sin[imgsmall=champ/leesin.png][/center] A well played Lee Sin will hurt you a lot. Thanks to your huge amounts of cc you can have him ganked and very likely get a kill out of it. Do not use your q to engage a 1on1 fight with him having full hp. You might need it to disengage. I mostly start cloth+5. [center]Nasus[imgsmall=champ/nasus.png][/center] I think Nasus counters you not directly but indirectly: Your 1on1-power in lane is higher. And if you are willing to use a lot of mana you can punish him for trying to lasthit (care for ganks). The problem though is: His sustain is higher (on the long run) than what your offense has to offer. Then at some point you will want to leave your lane to go teamfighting while Nasus just stays, continues farming und splitpushes your lane. Summed up I think the concept of Nasus counters you not when in lane but rather towards lategame. Not a favorable matchup. I mostly start regrowth pendant, faerie charm + 3 pots. [center]Nidalee[imgsmall=champ/nidalee.png][/center] AP Nialee: Easy match. Dodge or shield spears, win game. AD-bruiser nidalee: You can hardly stop her from farming or harass her. When your jungler announces an upcoming gank try to make an engage to get her a bit lower for the actual gank. Otherwise try to conserve mana and farm under your turret. Due to her rather short autoattack range you can lure her into standing close to your turret and possibly anchor her inside. When trading damage with her cougar form post level 6 try to activate your shield after she has used two of her skills. This lets your damage stick around for longer. Later on: She wants to split push while you want to teamfight. Group up with your team, fight and counter-push. I mostly start cloth+5. [center]Renekton[imgsmall=champ/renekton.png][/center] You need to know exactly when to fight him. In general you want to fight, when his fury is low and his cooldowns are blown. His full combo with fury can take down your shield making it impossible for you to trade. If you want to kill him or at least trade - take the damage, maybe E once and engage on him afterwards. Otherwise press W, as soon as he engages and continue some easy farming. I mostly start cloth+5. [center]Singed[imgsmall=champ/Singed.png][/center] If he chooses to play passive and farm you can disturb him while lasthitting. When he plays aggressive you have two options: keep your distance or brawl with him. Both are possible and depend mostly on your positioning and his items. If Singed has low health regeneration and you are able to move out of his poison while fighting go for the fight. Wait until after his fling to activate your shield. It would break too fast, otherwise. Then proc your passive followed up with your e and a few hits with your w active. This lets you win trades. I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Shyvana[imgsmall=champ/shyvana.png][/center] She can go through your shield early on. Don't take more harassment than necessary and try to pin her down before level 6. You have more potential in mid to endgame so just try to survive your lane and farm. I mostly start cloth+5. [center]Teemo[imgsmall=champ/teemo.png][/center] He will try to harass you if he does just one missstep (aka moving past creeps) you can dredgeline in and unleash all of your damage onto him. This should cost him more than half of his hp. After this happens once he will play more cautious and you will get more farm. If he does not make any errors you can capitalize on you should be playing defensively and farming beneath the turret. (Optimal ganking time: you are level 3 or 4 and he is below level 6) Pinkward the water if you want successful ganks after lvl 6. I mostly start cloth+5, when expecting AD otherwise I would start regrowth pendant + 8 pots (or +6 pots and a ward). [center]Trundle[imgsmall=champ/Trundle.png][/center] Reworked Trundle is pretty viable top. You can win early and mid game 1on1-skirmishes. Dont try to harrass him out - this will deplete your mana too fast while his godlike regeneration will make him last longer than you. To kill him trade once as much dmg as possible (don't push under his turret) and then have your jungler gank once your spells are off cooldown. To sum it up: in early trades you win. Later on he has a similar teamfighting presence to you but will win trades. [center]Vladimir[imgsmall=champ/vladimir.png][/center] His harass is strong and his farm is good as well. If you get into a straight 1on1 fight then you should be able to hurt him a lot (=he will have to pool). Considering his strong harass I mostly start regrowth pendant + 8 pots (or +6 pots and a ward). [title]Easy matchups (you should get more farm or more kills)[/title] [center]Akali[imgsmall=champ/akali.png][/center] An interesting match. If you get the giants belt early enough she should not be able to burst you down at any point of the game. If you trade damage and she shrouds you can hurt her with an E. Post lvl 6 always try to carry a pink ward, throw it into her shroud and kill her a little. I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Irelia[imgsmall=champ/irelia.png][/center] This is an easy match if she doesn't get ahead. You can proc your passive every once in a while to hurt her farm. After she has engaged you can slow her with a E and start lots of painful autoattacks with you activated W. I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Jarvan[imgsmall=champ/jarvaniv.png][/center] His passive is similar to yours. You can win trades by hitting him more often. He can poke you way better though, try dodging his spells. His all-in damage falls off after the first hit, so do not play too cowardly. Do not try to kill him too hard though, it will backfire. (Bonus: You can dredge line (Q) out of his ultimate.) I sometimes start cloth+5 but if I feel confident regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Jax[imgsmall=champ/jax.png][/center] You can outburst him, outfight him, zone him etc. When he fights he loses. Try not to play too agressive or you might run out of mana. Just farm and tag him with your passive if he wants to farm as well. Care for ganks. I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Malphite[imgsmall=champ/malphite.png][/center] If his shard doesn't hurt too much try not to blow your cooldowns to mitigate the damage. You have the upper hand in trades. His overall kit is a little similar to yours so watch out for ganks after level 6. [center]Riven[imgsmall=champ/riven.png][/center] She has some really high mobility and deals damage while jumping around. By autoattacking her your passive stops her in her tracks. Using E is useful to slow her down when she doesn't want to trade. Should she counterattack you simply activate W and deal lots of damage before taking any in return. Don't play too agressive as it might backfire. Considering how riven needs to get ahead I mostly start cloth+5. [center]Shen[imgsmall=champ/shen.png][/center] Can harass you early but that should stop rather fast. When trading you shouldn't use your shield unless you know his taunt is on cooldown (or he lacks energy). You have two ways of interrupting his ultimate (Q and R) if he tries to get off of the lane. If he leaves try to push or follow up if you can. I mostly start regrowth pendant, faerie charm + 3 pots for a fast philosophers. [center]Wukong[imgsmall=champ/wukong.png][/center] He has a nice burst but you can counter his combo with one fairly easy routine: When he jumps in to use his combo keep him in place with an autohit, slow him with your e and then catch him when he returns from his invisibilty from decoy. Now you can deal some damage since he has blown all his cooldowns (using q offensively is an option!) I sometimes start cloth+5 but if I feel confident regrowth pendant, faerie charm + 3 pots for a fast philosophers. [title]Champs I cannot classify yet:[/title] [highlight]I want to have lost to a better player before I call the lane.[/highlight] Gangplank - I have not played enough against him yet. He has a nice harass and eating oranges is really annoying. Fiora - I have not played against a good one yet. Will update if I do. Katarina - I have not played against a good one yet. Will update if I do. Olaf - Activate your shield after reckless swing if you intend to trade. I have not played against a good one yet. Will update if I do. Pantheon - I have not played against a good one yet. Will update if I do. Poppy - Who is Poppy? Never played her. Farmfest in lane and just ignore her in teamfights. Rengar - I have not played enough against him yet. He should be manageable if you stay defensive and don't try to fight him near the grass. Farm and remember to warn your team if he goes missing. I need more games against him. Rumble - You will eat lots of harrass early and rumble might be able to take you down at level 6. Bait him into a towerdive, chaincc him there and trade the kill. You are more useful in teamfights. I need more games against him for a better estimation. Taric - Its possible to play him top, I guess. When I see one I will update. Urgot - If you can get into combat once or twice you will win your lane. If you overextend while doing so and get caught then you will lose. Vi - Haven't had a good top Vi lane playing against me. Should be manageable. Her damage is similar to renektons I guess... Warwick - I haven't played against any lanewicks since S3 started. There is no need to trade dmg since he heals so well. Only engage if you want to soften him up for your jungler or you think you can kill him. Xin Zhao - His built in sustain and high burst make him rather strong. Try to stand defensively since you will not survive ganks. As he has to go all-in to harrass he cannot stop you from farming. I suppose this is a favorable lane, but I need more games vs him though. Zed - I have not played enough against him yet. He can harass you with his shadow and is really hard to pin down. He auto-pushes the lane to harass you. Afterwards you can simply farm under your turret. Did I forget anybody? Do you not agree? Comment and I will try to explain or add. [title]Bonus: Laneswap - Nautilus vs 2[/title] You should very seldom choose to go 1 vs 2 but sometimes the opponents switch their lanes and you will have to deal with that. Take a very defensive start with lots (and lots) of health-pots. You could consider taking one ward/rest pots. For the first 3 levels you should try to gain as much experience as possible. A good supporter will make you miss the first to creepwaves. After hitting level 4 it is your time to shine: When the are hitting the turret and you manage to hit a Q you can unleash some high amounts of damage without getting retaliated properly because they are still in turret-range. Catching them once will have cost you some hp but you have made two statements. 1) If you catch that champion again he will die. 2) Don't touch my turret (anymore) Now you should be able to get some more lasthits. Make sure your jungler will be ready as soon as you hit level 6. This is the time you will get revenge because they have not reached level 6 yet. If you use your ultimate and hit the enemy (preferrably carry) with everything you have got you leave him with less than a quarter of hp. Add your jungler to the mix and you should get at least on kill. Killing both and getting killed for that is also worth it. Soon after this (unless they swap back) your turret should be falling.

[highlight]To make this guide a little more complete I would like to also share a few thoughts on other roles and maps he can play:[/highlight] [title]Summoners Rift jungle[/title] I have no clue how nautilus with his incredible kit could end up generally accepted as an only jungle champion. He can jungle well, without a doubt, but I think his true strength shows when he gets some really tanky items and can take damage from everybody while still dealing some fine damage in return. His shield lets him clear jungle camps rather fine and his Q combined with his E (if you hit) result in incredibly strong ganks. [title]Summoners Rift mid[/title] Another very seldom seen but perfectly viable position is middle. The playstyle is very similar to some AD champions you can see in the mid lane. Farm for some time and then go all in and take the kill or at least a flash. Since the shielded amount from his shield does not scale with AP he will be very squishy if you go a glasscannon build on him. Maxing E will deal incredible amounts of damage from the start but with no real mobility apart from Q you might feel like a sitting duck after using your skills. You can also let some AP champion take the top lane (swain, galio, sion, brand for example are very comfortable top). You on the other hand can go mid following this guide or whichever parts of this guide you feel fit your playstyle. Since mid is much easier to gank from your jungler it should be fairly easy to come out on top (even though the enemy will harass better). [title]Summoners Rift support[/title] I do not like nautilus as a support. I have tried to play him there for some time but without items you will not be more than your R,E and 2 autoattacks. And the early game is even weaker. It is very easy to feed as a support nautilus since he has no answer to harass and too high cooldowns to effectively trade with the opposing lane. I could imagine him having some fine synergy with all-in ad champions like draven or quinn for example. [title]Twisted Treeline[/title] Playing nautilus on Twisted Ttreeline has cost me quite a bit of elo when i played him there. Although he has a very decent start, you just cannot keep up with all the really strong bruisers on Twisted Treeline. When there are only 3 opponents to slow/ult your impact is way lower than in a 5 vs 5 fight. I am not saying he is unviable but there are just too many way stronger options to pick on Twisted Treeline. [title]The Proving Grounds aka ARAM[/title] Nautilus is a really great draw when playing arams. You should consider building a bit more health regeneration than in this guide, though. His Q can catch squishies out, his shield blocks nice amounts and deals nice amounts of damage. His E helps your team when playing agressive or defensive (but not when playing passive). And his ultimate simply wins the game if all enemies commit to a 5 vs 5 fight.

Now you know (if you read the guide this far) how strong and viable Nautilus top is. I would like to offer some advice for laning against him: [.] Play a poke-game. If you have a pokey skill or a ranged attack use it for lots of harassment. (like Yorick) [.] Bait his shield, then back off. It stays (if you don't pop it) for 10 seconds, afterwards it is on cooldown for another 16-8 seconds. This is where you can land some damage that sticks. [.] Only very (VERY!) few champions can win a all-in 1on1 fight early on. (like Darius) [.] Do not push your lane. Nautilus is very comfortable lasthitting under the turret and can unleash some real pain if you try to push the turret. [.] Be very careful if he suddenly plays offensively when he could farm minions instead. This indicates an incoming gank. [.] No towerdiving! ...Unless nautilus has every skill on cooldown and is very very low on hp. (or you are Elise) [.] Split pushing. Nautilus needs his team to fight and is very devastating when doing so. Let your team play defensively as a whole while letting 1 or 2 teammates take objectives. [.] Do not pick cleanse as a counter, his knockup (from Ultimate) will not be affected. [.] When low on or out of mana he falls off really hard use this to your advantage.

I will be adding gifs or clips as soon as I can access replays of my games (Upcoming feature in LoL-Client)

Let me recap for those who do not like to read: This is Nautilus: [imgsmall=champ/nautilus.png] I play Nautilus in the top lane as a tank. He has a lot of crowd control. His ultimate turns battles around and wins teamfights even if your team is behind. He has very few hard counters in the lane. Nautilus doesn't need as much farm as other champions to fulfil his role of an initiator. His surprising burst can grant early kills especially with the assistance of your jungler. My item build is mostly tanky but Nautilus can take out a carry all by himself. As a bonus, he is very underplayed top laner resulting in very few players knowing how to counter him. I love Nautilus. Smashing people with an anchor makes me feel good ^_^. Thanks for reading.

Comments coming soon!
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