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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Please Read!


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0 - 21 - 9
R > W > E > Q


Basic Statistics
Damage Attack Speed Health Mana Movement Speed Attack Range Armour Magic Resistance Health Regeneration Mana Regeneration |
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52 (+3.30 / level) 0.613 (+0.98% / level) 432 (+86 / level) 200 (+50 / level) 300 175 12 (+3.25 / level) 30 (+1.25 / level) 7.45 (+0.55 / level) 7.45 (+0.70 / level) |
Your best options
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I have seen more and more top laners packing this to give them an advantage in those 1v1 exchanges that sometimes occur in a less gentlemanly lane phase. Champions like ![]() ![]() ![]() ![]() |
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If you intend to take the top lane as any farm-dependent melee bruiser should, then teleport will be your instant channel back into lane after your recall. This means you won't miss out on farm and experience in the laning phase if you're forced to recall due to harassment or simply to go back and buy a critical item. Later in the game this allows you to split push, rejoin your team gathered in a lane, assist in taking towers, baron, or dragon, and instantly initiate ganks from brush. Overall a useful skill all throughout the game, definitely take this if you prefer it over ![]() |
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If you intend to play Nautilus as a jungler, this spell is non-negotiable. It speeds up your miserably slow early clear times, allows you to secure important buffs such as dragon and baron when contested, and allows you to do some counter-jungling of your own. I shouldn't have to explain much more as to why this is crucial for junglers, the minion true damage is just that important, especially for a champion such as Nautilus with sustain issues early-mid game until you get 4-5 points in ![]() |
Honorable mentions
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A great anti-carry summoner that will leave the enemy severely weakened in a teamfight without the ability to deal adequate damage. This spell is also great in laning for those inevitable duels that seem like even exchanges until the summoners are popped. Don't be the guy who comes up short from a ![]() ![]() ![]() ![]() |
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This spell will give you greater net movement than ![]() ![]() ![]() ![]() |
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This is a strong summoner for hard melee carries who are the most common victims of crippling CC as well as all the enemy debuffs. Champions that match that description are ![]() ![]() ![]() |
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You shouldn't have mana problems in lane and definitely not after completing your philosopher's stone. Two of your spells will push the lane with AoE damage and should be used sparingly in general. The other is a skillshot that is circumstantial and not spammable by any means. The nature of your abilities makes this summoner useless and if you are really having problems controlling your mana usage, recall and ![]() |
Defensive and Utility Masteries
I take 0 - 21 - 9 for both top lane and jungle masteries as both will benefit tremendously from the extra health, resistances, movement speed, and other attributes these masteries confer.













The utility tree is fairly standard and identical for both our jungler and top lane builds. We spec a point into






The only difference between my jungle and lane masteries is for jungling I spec the three points reserved for



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Solo Lane
Runes




greater mark of desolation | ww |
9x Greater Mark of desolation
These runes grant 15 flat armour penetration to make your early autoattacks hit much harder. They will effectively cancel out the enemy's armour runes if they have any and also synergize with your passive ![]() |
ww | greater mark of desolation |
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9x
![]() Flat armour seals are always effective on junglers and even laning because it reduces the damage you take from neutral minions and early game harassment from auto-attacking champions. I take these seals on almost every champion I play for their early game value. |
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9x
![]() I take per level runes because for magic resistance because they offer the most benefit late game when most casters pick up large amounts of AP, and you will need all the help you can get surviving ![]() ![]() ![]() ![]() ![]() |
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3x
![]() Nautilus can be very flexible with his quintessence build but I've found that for him, flat movement speed works by far the best and synergizes very well with your ![]() ![]() ![]() |
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Jungle
Runes




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9x
![]() I use these marks a lot of tankier junglers who don't utilize the flat attack damage as well as those with scaling abilities like ![]() ![]() |
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Seals and Glyphs should ideally remain the same between each Nautilus build regardless of your itemization.
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3x
![]() I like to take these quints when jungling as well to decrease the transit time between camps as well as allow for stronger and more frequent ganks for overall faster roaming and initiating. Similar to the top lane rune setup, these synergize well with the ![]() ![]() |
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Optional Alternatives
Tanky Initiator







Anti-Carry Hybrid DPS







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