Nautilus Build Guide


Uploader enderkin
Updated 5 years ago
  • 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 Magic Resist (+4 magic resist)
Skill Order
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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
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18 18 18 18

Hey, everybody. I'm enderkin. I'm a little over 2000 Elo right now, and I've been playing Nautilus since his release. He's a fun character who has a lot of potential and a lot of play variation--always a sign of good design. This is my first guide, and I welcome all constructive feedback. This guide will attempt to map my evolving playstyle with mid Nautilus. Here's a quick list of pros and cons for those who are just skimming the guide. I give far more in-depth analysis in later chapters. Pros: -Unexpectedly high damage -Tanky -> hard to nuke -Unparalleled gank setups due to most CC in game -Strong scaling on defensive items and high base damage means you both nuke and tank well into the late game Cons: -No sustain / long CD shield means you are counterable -Damage not as bursty as some dedicated AP champions -Slow movement and skillshot escape make you reasonably gankable

One thing I notice a lot is that Nautilus is perceived as a jungler and a solo top. I don't think this is the only way to play Nautilus. I've been playing him mid. I've tried him as support. He does a whole lot of things pretty darn well, and I think the LoL community has been shortchanging Nautilus. I respect Nautilus jungle, but I will say this: try mid. Don't go into it like a troll, don't laugh it off as something that isn't worth it. Go try it. Shortly put, consider how effective Jungle/Roam Blitzcrank ganks would be if he had no Overdrive. That is roughly jungle Nautilus pre-6 to me. Nautilus jungle has a very slow clear time--other junglers will often simply counterjungle you, and you are not very strong versus many of the best junglers in the game (they are rigged, this is nothing new). Your primary strength is in locking down enemies and doing sizable damage while someone else whales on them--something that is not often very useful when you are alone in the jungle. Further, your ganks are strong, but constrained in many of the same ways that limit your ability to clear jungle and defend from counterjungling. You are SLOW. You have tank movement speed. You cannot catch many opponents off-guard, because they have so long to react. The option for some is to run Ghost--and to each his own. But if you miss that grab, you've got a hell of a hill to climb. Now consider other tanky bruisers who have become pretty strong in mid and in lane in general (Malphite, Maokai, etc). They all jungle--but they can lane well, too. I prefer to work with what I perceive to be Nautilus' strengths--his ability to initiate, lock down an enemy completely for several seconds, do reasonable damage, and tank at the same time. Top lane is filled with high sustain champions. Those guys are scary as hell and in a class of champions all on their own. There are certainly those who Nautilus can deal with. But with no built-in sustain or any itemization that gives anything close to high sustain, I find that Nautilus will just be outpicked very easily. On the other hand, there are very few champions who go mid and can beat Nautilus. This is not to say that top lane is impossible--I will give a runepage that has worked for me and my personal playstyle. Why lane at all? When you're jungle Nautilus, enemies leave the lane entirely when you come to gank--it's the behavior we are all hardwired to utilize when getting ganked. When you're lane Nautilus, enemies try to HIT you, like we all would against our lane opponents. When a top laner hits you, usually they are recovering their own HP or have a shield to prevent you from hurting them. When mid lane hits you, their only defense is offense, range, and/or CC. That's where the difference lies. Mid lane Nautilus serves up huge CC and good damage in a way that is hard for his opponent to deal with. And that's BEFORE your jungler arrives. Go mid Nautilus with any jungler with any DPS (Lee, Riven, GP, etc) or super-strong CC (Rammus, Skarner) and try a gank. Nautilus has so much CC from early game on that ganking is simple. Most mid lane champions are squishy enemies with little to no sustain and very few escapes--that's why they go mid in the first place. But most of these champions can't often burst you down in one rotation. Meanwhile, you have 2 initiates and 4 CCs at level 6. You will tear them apart.

This is all still experimental--I have been testing out a number of different builds to see what is good. M-Pen Reds are fantastic--as a Tanky AP, you have high base values and low scaling. Magic Penetration is best for these sorts of champions (see: Malphite). Armor Yellows are best in class for tanks, possibly for all champions. MR/level Blues, maybe flat MR if you are fighting someone like Leblanc. User preference. [imgext=] I listed flat AP because that is pretty consistently good. [imgext=] Flat MR is also strong for cheesing your lane opponent. In fact, I recommend it as the default because you can just sit on mid lanes while still outputting huge damage. I do not recommend Spell Vamp--it's too minimal to notice, doesn't proc on your shield hits, and the slots can be used for other things entirely. M-Pen is decently strong. I haven't tried HP or Movespeed yet, but I can't see them going too wrong. For top lane ADs, I prefer a wholly different rune page. It's actually my Malphite page, with MPen reds and full armor for all else. [imgext=] This allows you to shrug off most physical harassment, but I still advise against going top lane for most situations.

[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] This is an amazing ability, both as a concept and in design. 1) It helps you last hit. Nautilus has some of the worst AS scaling in the game, but this will let you last hit far easier in the early game. You are only going to hit the creeps once anyways. 2) It makes Nautilus a constant threat to champions, even when soft CC'd. When an enemy silences or taunts you at too close range, you can still bind them. In a team fight, try to use this on as many champions as possible. Always get this off on champions who are getting ganked--it gives you the half second/second you need to knock 'em dead. 3) Tip: This only applies once every 12 seconds! Don't get too cocky after your first auto-attack hits them hard--unless you have W up your auto-attacks will be worthless. [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] A slightly worse version of a Blitzcrank grab, but with a better hitbox. This is your first initiation. This allows you to be a terror in a level 1 gank, because this combined with your passive makes you the equivalent of Blitzcrank and Morgana. Later, this will allow you to catch an enemy off-guard (think Blitz) and insta-gib them. Successful pull guarantees a burned escape, and usually means death. I take this first if I am invading. Otherwise I wait until level 3 or 4 (depending on jungle/lane situation). I max this last--you get almost nothing from extra levels of it. [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 is where all of your damage comes from. This is what makes you able to lane. This is what makes you able to lane mid. This is big stuff, ladies. It's deceptively strong and slightly counter-intuitive. You want this shield to be on to absorb damage, but you also want it to STAY on as long as possible because you become insanely hard hitting while it is on. I will try to explain some of the tactics later in the guide. Max this first. It is the strongest spell you can level save your ultimate. AND IT RESETS YOUR AUTOATTACK TIMER. [title][img=skills/nautilus/e.png] E: Riptide[/title] [number]Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time. A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions. Cost: 60/70/80/90/100 Cooldown: 10 seconds Range: 400[/number] [title]Explanation:[/title] AOE nuke slow--fantastic follow up to a grab (like Blitz's knockup), this can pack a decent punch and really mess with enemies. The trick is that it only does max damage if they FOLLOW the 3 expanding circles. You want to catch them and Riptide as they try to run away and reposition. [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] [youtube][/youtube] OH FUCK IT'S JAWS RUN THE FUCK AWAY TOO BAD THIS SHIT IS GONNA HIT AND BRICKS BRICKS WILL BE SHAT Ahem. Pick your target and watch them burn. It's a bit slow, but it won't go away (save for some stupid glitches...). In team fights try to get as many people either in the knockup OR the AOE knockup stun that occurs around the target when it hits.

R > W > E > Q Ultimate first, of course. You don't want to keep a time bomb ability like R waiting. W is where most of your damage comes from, and greatly improves your survivability and farming abilities. E is better than Q because it scales better. You only need 1 level of Q until late game--a grab is a grab.

You will almost always start with [item=boots-of-speed][item=health-potion3] or [item=health-potion4] The first rule is to always adapt your build to fit your lane opponent and the state of the game. If you are melting faces, get something to melt faces a bit harder. If someone on their team is fed, build to resist that champion's damage and/or neutralize him as best you can. [img=items/sight-ward.png] Always [img=items/sight-ward.png] Always [img=items/sight-ward.png] Always [img=items/sight-ward.png] Always [img=items/sight-ward.png] Always [img=items/sight-ward.png] Until you have full build [img=items/vision-ward.png] for neutral buffs (Baron/Dragon) if you can spare the cash for it. Typical build: 1) [item=philosophers-stone] - GP/10 item with regen. Excellent for early game. 2) [item=heart-of-gold] - GP/10 with health, nice for a little extra shield and survivability. 3) [item=mercurys-treads] or [item=ninja-tabi]. It is almost always going to be Mercury's Treads. You're going mid--unless they throw an AD at you, you're going to need MR and Tenacity. 4) Get a [img=items/null-magic-mantle.png] and turn it into [img=items/wits-end.png]. You will do hilariously huge amounts of damage while getting some strong MR out of it too. Why? Wit's End is a broken item. 100% BROKEN. IT IS FAR, FAR TOO EFFICIENT. Hit like a brick with W on--Wit's End applies 42 magic damage AND the first tick of your W hit on every strike, and your Attack Speed becomes hilarious. I am increasingly growing more and more fond of this item on Nautilus. ALTERNATIVELY, [item=negatron-cloak] into [item=abyssal-scepter] - Abyssal Scepter is incredibly powerful for AP Bruisers like Nautilus. Larger flat MR and a fantastic MR debuff aura will let you trade far more favorably than with any other AP item. The AP on this item is a nice bonus on top. Devastating item in early/mid-game. 5) [item=sunfire-cape] - Easily one of the best mid-game items for Nautilus. HP + armor rounds out your Wit's End/Abyssal, giving you great sustainability in the mid-game. Extra damage from Sunfire's passive, combined with the increased time that your shield will be up, allows you really hurt people given the chance. If you are top lane and/or vs AD, buy this before your Wit's/Abyssal. 6) [item=shurelyas-reverie] - HP and arguably the best support active in the game. You like the active. It lets your team know you want to initiate--and it gives them the speed to position correctly for it. 7) [item=randuins-omen] - Subtly destroys AD carries with its numerous passive effects. Overtly crushes AD carries with what is arguably the best tank active in the game. HP and armor in one. That's 5 items. The sixth item is always situational. Feel free to swap the order of the above items with the items below according to preference. Again, this is a work in progress. Tankier items (recommended) [item=frozen-heart] - Sit on AD carries [item=force-of-nature] - Absorb heavy magic, get if you find yourself getting kited and are playing a tankier role [item=banshees-veil] - Absorb heavy magic, get if you find yourself focused and want to do a bit more damage Other items (good) [item=will-of-the-ancients] - Not so much for you as for your team. I get this when there is a second AP (say, Vlad top) who gets a WoTA as well, since double WoTa wins early team fights hard. [item=thornmail] - You probably want a [item=frozen-heart] but on the off chance that you are fighting 25-0 Twitch you can certainly get this. The key is to figure if you are getting hit particularly hard or not. [item=void-staff] - It's the late game and you are stomping / you aren't dying but your whole team is? This will up your damage significantly without putting you too out of pocket, especially if they have started building MR. Void Staff + Abyssal Scepter typically means you are doing true damage to most enemies. [item=aegis-of-the-legion] - Again, not so much for you as for your team. Aegis is too solid an item to pass up if your team is not getting it. Get this mid-game if you decide to get it at all. [item=rylais-crystal-scepter] - still testing this, seems OK. You're getting this for the HP and the AP rather than the slow, really, but that's fine. Other item starts (experimental/preference): [item=eleisas-miracle] + [item=sorcerers-shoes] - You do true damage to squishies from early to mid game. It's pretty cheap and easy. It does leave you out 25 MR, and Eleisa's Miracle is iffy. Let your playstyle preference guide you here. [item=catalyst-the-protector] into [item=rod-of-ages] - I've seen this work (and well). I just prefer GP/10 myself. [img=items/dorans-ring.png][img=items/dorans-ring.png] - Works well, gives everything you need and some extra AP to boot. I like GP/10 opens a lot, so I try to shy away from this unless I am blue-pilling early and really want some early game power. Nonetheless, this will give you a very good early game. I would advise buying [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] after your [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] start, since you will want the early game sustain. Items I would not suggest: [item=warmogs-armor] - This will take you forever to farm, and you aren't really that huge on farming. If you get this you typically have to rush it, which means you skip out on some really good mid-game stuff. Also typically means that you will go AD and buy an [item=atmas-impaler]. I would not suggest this. Play to your strengths, not to your weaknesses. Nautilus has no attack speed and no AD ratios. In general I would shy away from pure AD items (and AS items sans Wit's End), since your strengths are survivability, insane CC, and decent magic damage.

Solo queue is all about disorganization. Organize just a little bit and you will win. Invade level 1. You are as good as Blitzcrank--your [imgsmall=skills/nautilus/q.png] doesn't go through most walls, but you have a passive that roots enemies and you will have to facecheck bushes anyway since no one carries [imgsmall=summoners/clairvoyance.png] anymore. Simply catching somebody off guard will burn their [imgsmall=summoners/flash.png] / other escape. Most solo queue games your enemies will NOT group up, and many will just walk to some random scouting position and go take a piss or get a drink. Get a free kill here. You would be surprised at how easy these first kills are to get even as you get up to higher Elos. Your early game laning is probably passive. You have stacked MR, but you are still reasonably squishy and if you followed the above you are lacking an immediate farming tool. That's OK, you have your passive. Farm. Farm always. Farming is money. Money is power. You want power. Level your other skills. Try not to play too risky til level 3-4. If your opponent goes near the lane, hit them, turn on [imgsmall=skills/nautilus/w.png]and immediately strike them again. Their retaliatory hits will glance off or fizzle your shield. Meanwhile, they just took 2 auto-attacks with bonus damage. If they are close enough, [imgsmall=skills/nautilus/e.png] em for even more damage and get an auto-attack or two in. You probably won the exchange. Don't get cocky--wait for your [imgsmall=skills/nautilus/w.png]to come back and repeat. [imgsmall=skills/nautilus/w.png] is your enabler. Use it wisely. As you get closer to level 6, gauge your opponent's power level. Is it over 9000? Then signal your jungler. At level 6, he'd better be able to handle an opponent who is pushing and perma-CC'd. Is it less than or equal to 9000? Push your lane and get aggressive. [imgsmall=skills/nautilus/w.png][imgsmall=skills/nautilus/e.png] combinations HURT if done correctly. If they disengage from their creep line, walk past and [imgsmall=skills/nautilus/q.png] them as they are now completely exposed. If they lack sustain, they will try to nuke you. You are a tank. Laugh. Your level 5 burst will probably exceed their damage output. Level 6, you can survive a full Annie burst and fight back. If they burn their spells early and are in range, punish them with [imgsmall=skills/nautilus/r.png] [imgsmall=skills/nautilus/p.png] [imgsmall=skills/nautilus/w.png] [imgsmall=skills/nautilus/e.png] [imgsmall=skills/nautilus/q.png]. They will feel pain. The whole point of this is to explain that you can live through their damage and they have trouble living through yours. If you have played well, your mid lane has to go elsewhere to find kills. You can easily push to the tower and do the same, but you should instead do what you do best--cause chaos in team fights.

By this time you should have your [imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png], [imgsmall=items/mercurys-treads.png], and 1-2 mid-game items. You should be very hard to kill with magic damage, but somewhat more vulnerable to AD. Don't worry--unless you or your team has royally fucked up, the AP carry has not gotten substantial gold because you have locked him down the entire game/murdered him repeatedly/denied him kills in lane. Team fight. Dragon fights are great because the arena is wide open for grabbing at all angles with few curves. Are they getting dragon or baron? Grab one if they are near the mouth of the dragon/baron pit, or nuke them all with the ultimate if they are bunched up. Your score will be like a caster at this point. Soon that will change. Be aware of this. See team fight chapter for more on that subject.

You are now primarily a tank like Malphite--that is, you have a huge initial burst that also serves as an initiation. You are deadly if not focused, but remain one of the tankiest champions on the field. You have your core items. Your role is to initiate favorable fights--pull out their largest damage source and let your team blow them up. Control neutrals, push towers and fight team fights whenever you can. Remember when I said that you probably had a carry score? Well, get ready for a whole lot of assists. You are a tank now. Live the dream and die for glory. If you die at this point in the game, the other team is either a) doing something wrong and losing since they focused the tank b) winning hard anyway c) killing you because you are alone and out of position--BAD SUMMONER. BAD. You do fuck-huge damage to carries if they don't focus you immediately. If they do, your team is getting free hits and you are not dying because at this point you are an unstoppable monster on par with Optimus Prime on steroids. Just remember: When [imgsmall=skills/nautilus/w.png] is up, blow up. When [imgsmall=skills/nautilus/w.png] is down, lock down.

You can do a number of different combinations with Nautilus. The most basic combination you can do is simply grab a champion and nuke him alone. This is best done if the guy is carrying their entire team or is clearly out of position. You can grab a champion and then ult the team as they rush to save him ([imgsmall=skills/nautilus/q.png] - [imgsmall=skills/nautilus/r.png] - Auto Attack - [imgsmall=skills/nautilus/w.png] - Auto Attack - [imgsmall=skills/nautilus/e.png]). Your ultimate will probably hit the champion you grabbed anyway as he will be desperately escaping back towards his team! If he hasn't escaped, he's probably dead already. Win-win. You can start with [imgsmall=skills/nautilus/r.png]to mark a target, activate [imgsmall=items/shurelyas-reverie.png] to signal your team to rush the target, and then grab the guy once he has been hit ([imgsmall=skills/nautilus/r.png] - [imgsmall=items/shurelyas-reverie.png] - [imgsmall=skills/nautilus/q.png] - Auto Attack - [imgsmall=skills/nautilus/w.png] - [imgsmall=skills/nautilus/e.png]). Anyone who tries to get in your way gets knocked up. If the target tries to escape to his own teammates, his teammates may get knocked up too! You always want to tag as many people as you can with your passive, but focus on one champion while your [imgsmall=skills/nautilus/w.png]is up. While [imgsmall=skills/nautilus/w.png]is up, you do massive damage, and while that is AOE it is often best to destroy one champion (a carry, preferably) than spread out the damage. Once your [imgsmall=skills/nautilus/w.png]is broken, tag as many champions as you can--your autoattacks themselves do little damage outside of [imgsmall=skills/nautilus/p.png] + [imgsmall=skills/nautilus/w.png]. Later in the game, shift over to the role of initiator and protector. Blow your shit close to your team but far from your AD carry. Keep everybody locked up, don't get isolated, and fight everything. Again: When [imgsmall=skills/nautilus/w.png] is up, blow up. When [imgsmall=skills/nautilus/w.png] is down, lock down.

This is a section that I have always found important (most important, even) when reading other guides, so I figure that I would try my best to detail my experiences with the matchups I have faced in the past. I have not fought against every (and not even most) champions mid--only the most common ones. In general, high sustain lanes will be hard to crack and enemies with an instant high damage spell on low cooldown will mess you up. See below for more detail, there are a few surprises in there. [imgsmall=champ/anivia.png] - Annoying and can keep distances--but has a hard time cracking your shield until she gets blue. Don't let her hit you constantly with her combinations and farm until you can get a good hook in. One grab will knock her down significantly, and with a jungler spells death unless she is at tower. No escapes, high zoning--skill determines victory here. [imgsmall=champ/ahri.png] - Her true damage will wreck you and at level 6 she has the mobility to destroy you--your defensive stats mean nothing to her and your CC is too slow to properly stop her. Most importantly, when you try to farm you are an open, large target for her too easy, too frequeent skillshots to hit. This one is tough, guys. You need your jungler to win this one if Ahri can hit even 1/4 of her skillshots. [imgsmall=champ/annie.png] - Faceroll--don't let her get stupid hits in and you will win. [imgsmall=champ/brand.png] - Dodge skillshots and get your potshots in. Not hard to keep up with, but a good Brand will punish you for stupidity. [imgsmall=champ/cassiopeia.png] - Can't break your shield at once unless you walk through her puddle like an idiot. Easy to nail. [imgsmall=champ/chogath.png] - Hit him a lot with shield up in the beginning to establish advantage. You can kill him but he has trouble killing you. 1v1 you win--but always remember the jungler. [imgsmall=champ/gangplank.png] - Take [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] and the top armor rune page I suggested to soak his Parley spam. You can farm passively for the first few levels without much issue this way. At level 6 you are one of the few champions that can screw Gangplank during a friendly jungle gank because you have so many layers of CC that it is hard for him to eat oranges and still get away. [imgsmall=champ/gragas.png] - Sidestep and win most fights; he will most like play passive once you boss him the first time you fight, though his combo will hurt like hell if you aren't careful. [imgsmall=champ/heimerdinger.png] - Farm game. Hard to kill when he plays tower defense. Just farm and cut off any attempts to gank; win game in team fights. [imgsmall=champ/irelia.png] - True damage shits on your shield and her sustain is fucking absurd. This combined with her passive makes her annoyingly difficult to kill and equally hard to deal with. I do not advise picking Nautilus against her. [imgsmall=champ/karthus.png] - Faceroll; he cannot crack shield without several Qs and has no natural escapes, so you win exchanges and melt him easily. Just remember to GTFO as soon as the deed is done, or his passive + ultimate will prove OP. [imgsmall=champ/kassadin.png] - Make sure you have some MR and make sure you shield before he Qs you. In the early levels your shield will absorb most of his Q damage, and he will have to be hellbent on killing you in order to push you out of lane (and will probably run out of mana in the meantime). Pre-6 you should be able to farm easily and get some harass in. Post-6 you can absorb his Q+E combo reasonably well, but once he gets blue you'd better get some MR quickly. Nonetheless, you have a decent matchup with him in lane and in team fights, since you can actually lock him down for some time with a good grab and an undodgeable, uncleansable ult. [imgsmall=champ/kennen.png] - Hard to catch and hard to dodge his skill-spamming, but squishy once you get a grab. Just be careful--being near Kennen post-6 is pretty dangerous, so engaging must be done with an advantage. His WoTA rush is annoying but you shouldn't have too much of an issue as long as you have been farming at least equivalently. [imgsmall=champ/leblanc.png] - Put on MR quints and start with Null Magic to shut her down. She will gank other lanes--you can stop her. [imgsmall=champ/morgana.png] - You win, generally, unless you get reckless. Don't get bound, push the lane with W and hit her when you can. She has to auto-attack to last hit consistently until later levels. Force her to use her shield frequently, and she will run out of mana quickly. She has trouble killing you alone, but the pushing you two will both do will open the lane up to ganks from either side. [imgsmall=champ/nautilus.png] - WORLDS COLLIDE [imgsmall=champ/nidalee.png] - You basically lose your lane because you have no way of really killing her. Farm hard and try not to die. At level 6 she will basically harass you for free with cougar form, which you will curse at all game. You will eventually lose your tower. But as long as you farm, you will win the game because Nidalee has no presence in team fights other than clean-up. [imgsmall=champ/olaf.png] - He counters you with R and melts your shield with E. Very tough lane--but Olaf tends to lose games because, like Nidalee, his team fight potential is not as strong as his strong laning phase. Lose lane win game. [imgsmall=champ/ryze.png] - His bind/Q combo will just about crack your shield--tough matchup but not impossible. Again, no escapes means that a full combination will force him back. Press W AFTER he Q/roots you and you will melt him. [imgsmall=champ/swain.png] - He can't break your shield instantly since his E-Q combo takes a bit of time to work, so you have a decent shot at exchanging favorably in the early levels. Ignite him when he ults and watch the sparks fly. In the end, you should barely win. I would consider this match-up to be skill-testing. [imgsmall=champ/talon.png] - He melts your shit unless you anticipate him and get armor fast. You can beat him in team fights--lane is harder, but manageable. He can really do a number on you if you are not ready, so be prepared. [imgsmall=champ/twistedfate.png] - You can nail this guy. Wait for him to throw his pick-a-card and then pounce--his wild cards will not break your shield unless he stacked AP early. [imgsmall=champ/vladimir.png] - Hard matchup--his constant Q will hurt and he can just CS far more easily than you can. You can really mess him up with a combination, but troll-pool settles most arguments. You must outplay him to win. [imgsmall=champ/viktor.png] - He will zap you a lot and it can break your shield easily. His damage is pretty strong but only early on. He has no escapes and your jungler will eat him alive given the opportunity. Let him push and then secure victory. [imgsmall=champ/warwick.png] - Fuck this champion [imgsmall=champ/ziggs.png] - Annoying as hell, will spam you to hell with a thousand little hits that add up over time. You beat him, but he is hugely irritating the whole time.

So you want to play Nautilus mid, but you don't really know who he synergizes well with? Well, there are a number of combos that immediately come to mind. The basic premise is that anyone who does a fuckton of damage in one particular spot or has hilarious 'drag' or 'lock' CC will love having Nautilus on his or her team, particularly junglers. Most of these combinations work best with a Depth Charge Ultimate([imgsmall=skills/nautilus/r.png]) engage, as it has long range and not a skillshot (i.e. hard to predict and harder to avoid) and thus is stupid good at starting ganks. Autoattack at all times necessary, of course. 1) PARTY AT FIDDLESTICKS' [img=champ/fiddlesticks.png] - As Fiddlesticks ults from any brush, [imgsmall=skills/nautilus/r.png] + [imgsmall=skills/nautilus/p.png] + [imgsmall=skills/nautilus/q.png]. Guarantees a full Fiddlesticks ultimate and several thousand damage if you are competent. 2) BEER GOGGLES AND THE WALK OF SHAME [img=champ/rammus.png] - Rammus Powerballs in brush. Open with [imgsmall=skills/nautilus/r.png] and pull enemy back as Rammus rolls in. Powerball, Tremors, Taunt combine with your [imgsmall=skills/nautilus/p.png] and [imgsmall=skills/nautilus/e.png]. You drag an enemy all the way back to tower whether he likes it or not. 3) THEY REALLY LIKE ME [img=champ/blitzcrank.png] - Open with [imgsmall=skills/nautilus/r.png] as Blitz Overdrives into position. [imgsmall=skills/nautilus/q.png] + [imgsmall=skills/nautilus/p.png], then Blitzcrank Grab, Knockup, Silence as you [imgsmall=skills/nautilus/w.png] + [imgsmall=skills/nautilus/e.png] + [imgsmall=summoners/ignite.png]. Rinse, repeat--your cooldowns are probably up by the time you guys are done, if the enemy is not dead. Keep an enemy helpless and CC'd in melee range of Blitzcrank and Nautilus for over 5 seconds if chained right. 4) PAINT THE TARGET [img=champ/pantheon.png] - Open with Pantheon Jump on a location you two agree on. Right before he jumps, [imgsmall=skills/nautilus/r.png] your enemy to lock him down. Your enemy should be in between the edge of Pantheon's circle and its center--now just [imgsmall=skills/nautilus/q.png] + [imgsmall=skills/nautilus/p.png] to have Pantheon catch his enemy stuck right in the center of his ultimate. Maximize Pantheon's ultimate damage and put him in instant melee range of your target, meaning he can stun as a follow-up rather than as an opening move. 5) GET OVER HERE...NOW HERE [img=champ/skarner.png] - Open with [imgsmall=skills/nautilus/r.png], [imgsmall=skills/nautilus/q.png] to Skarner, who ults and pulls enemy as far back as possible (this should be around tower range). Immediately [imgsmall=skills/nautilus/p.png] at desired location, unleash hell. Enemy is dragged all the way to your Nexus gg 6) WOW THAT WAS LAME AS FUCK [img=champ/warwick.png] - Open with [imgsmall=skills/nautilus/r.png]. [imgsmall=skills/nautilus/q.png] the enemy back to make sure he is not in tower range. Warwick's Ultimate and Hungering Strike combined with [imgsmall=skills/nautilus/w.png] + [imgsmall=skills/nautilus/e.png] + [imgsmall=summoners/ignite.png]will melt every last champion in this game and kill 95% of mids. Note: this also applies to you in the converse situation. WW ult is OP for ganking, Nautilus lockdown just makes it a cakewalk.

Always grab people Bully your lane Completely dominate many mids Don't hesitate to team fight Eat full AP bursts and live Free-farm like a boss Grab an enemy Holy shit Nautilus is raping me I can't stop him Jesus he does 400 damage with one auto-attack Kills me under tower Leaves with no shits given Man who the fuck plays Nautilus mid lane Not sure, but it resembles Maokai or Malphite in lane Olaf is a bitch with that true damage Put Nautilus in team fights and everything changes Q somebody at the right time and the game is over Really, just get good at grabbing people Scales off of tankiness, attack speed, and magic penetration though AP is good too Tanking is your main goal late game Until then have fun nuking carries Vladimir, fuck you When W is up, blow up. When W is down, lock down Xylophone You thinking about playing Nautilus mid? Zip up your diving suit and take the plunge.

Try him out! I welcome constructive comments. This is my first guide and I am not very well-versed in guide-writing, so please help me help the community at large. I'll try to update and respond as I get better and better with this champion.

Comments coming soon!
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