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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction




Pros
|
+ ![]() + Massive amount of crowd control + Great engage/chase/escape + *Good DPS and damage over time + *Good dueling potential + *They will underestimate you |
4 out of 5 of ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons
|
+ Cooldown on ![]() + *Squishy + Low base movement speed + Low base attack speed and very little with levels + ![]() + ![]() + DPS is dependent on ![]() |
Although you will be getting movement and attack speed later, ![]() ![]() ![]() ![]() ![]() |
*These Pros and Cons are specific to Attack Speed Nautilus, not necessarily Nautilus in general.
Runes




Greater Mark of Attack Speed: Attack Speed Nautilus needs attack speed. Enough said. The only marks I would even consider switching these for are
Greater Mark of Magic Penetration.
Greater Seal of Scaling Health: These help supplement your lack of late game health items and increase the shield on
Titan's Wrath. If you want an easier early jungle, you could switch these for
Greater Seal of Armor.
Greater Glyph of Ability Power: Gives you early game damage (since all of your abilities scale with AP). I sometimes mix these with
Greater Glyph of Scaling Ability Power for more late game damage.
Greater Quintessence of Ability Power: Again, these help your ability damage until you get some AP. You could trade these out for
Greater Quintessence of Attack Speed if you want
Nautilus to be less slow.
![]() |
The summoner spell I usually take with smite is ![]() ![]() |
The main alternative to flash I would consider is ![]() |
-
Staggering Blow:
Nautilus' passive is very useful, whether it be for jungling or ganking. The extra damage helps in the jungle and the root helps to give your allies time to get some damage on the person you're ganking before they can run away. The root is rather short early game but gets up to a significant 1.5 seconds. My favorite part is that it makes killing the Rift Scuttler much easier.
-
Dredge Line: This ability has an amazing amount of utility. Not only does it allow for easy ganks, but you can also use it to get around by hitting terrain (the cooldown is halved) or also use it to escape. If someone is just out of range when you are chasing, you can use it on terrain first to get closer, then on them. Be careful though, as a poorly aimed
Dredge Line can pull you in the wrong direction and it cannot pass through terrain. I usually don't try to continue a gank if I miss my Q unless they are very low on health.
-
Titan's Wrath: This is
Nautilus' primary jungle tool. A shield + area damage over time = jungle happiness! Unfortunately though, it is also good at stealing kills from your teammates. Also, after a couple of attack speed items, its cooldown begins to take longer than it takes you to clear camps, forcing you to choose whether to try to get a camp without it or to wait for it to cool down.
Nashor's Tooth or
Zephyr can help to reduce the cooldown though. Don't forget that it resets your attack timer, so you can use it right after a basic attack for 2 in a row. You sometimes may want to wait until just after the jungle monster's first attack to activate it so you get more attacks with the bonus damage. Also, a little trick, when standing still, the empowered attacks go in pairs (watch his animation) and if he at least starts the first attack of the pair before the shield runs out, both of the attacks will deal the bonus damage, even if the shield is depleted.
-
Riptide: This ability helps with jungling, especially at early levels. The damage is actually decent and the slow is very useful for killing the Rift Scuttler, sticking to an enemy champion when chasing, or running away. Don't be afraid to spam
Riptide when jungling (watch your mana though) because its cooldown is relatively short. Also, when running away, even if your enemy is outside the range of it, go ahead and use it because they will likely be in range by the time the third wave hits them, since there is a delay. You can use this to draw aggro on jungle monsters to get them to attack your enemy too.
-
Depth Charge: His ult is a fun ability. Nothing ruins an enemy carry's day like seeing the shockwave chasing you with the huge metal golem right behind it. A knockup followed by a stun allows you to get a few attacks in if you are close or to catch up if you are far away. It also does significant damage and has a long range, so it can be used to finish off weak champions, too. If you are being chased by more than one person or are in a teamfight, don't necessarily ult the closest person. It damages and knocks up all enemies it passes through, so ult someone farther away from you so the other champions get knocked up too.
We start by getting









A
Hunter's Machete and health potions are a typical start for a jungler, for bonus gold, bonus damage over time, and health and mana regen.
Nautilus is no exception.


For your first back, you will have a varying amount of gold so the items you get can vary. As a rule of thumb, if you have enough to get the
Skirmisher's Sabre - Devourer, then you should get that. Otherwise
Skirmisher's Sabre >
Boots >
Daggers (for your devourer) >
Mobility Boots. You will very rarely have enough gold to get more than
Skirmisher's Sabre - Devourer and
Mobility Boots on your first back, and I would not recommend staying out that long. Take a
Health Potion or two when you recall to help keep your health bar topped up.








By the time you go back to base for your second time, you should have enough gold to get the
Enchantment: Devourer and
Mobility Boots. If you are having a hard time, don't worry, just keep going until you can get these two items. You may be wondering if you should get the
Enchantment: Cinderhulk for you tank item and get a different attack speed item later, but I think
Enchantment: Devourer works better because it now causes every other attack to apply on-hit effects TWICE which works really, really well with this build and there are better tank items. That's
Titan's Wrath twice,
Wit's End twice,
Blade of the Ruined King twice, and
Nashor's Tooth twice! If you have extra gold, you can start getting the build items for your next major item:
Wit's End.









After you finish your jungle item and boots, you should start on
Wit's End. I feel that this item synergizes very well with attack speed
Nautilus since it gives attack speed, an amount of much needed magic resist, more damage on hit, and a magic resist shred, all of which benefit him. I would strongly recommend this item before any others. After
Wit's End, I usually go ahead and get the alacrity on my boots, but you can do that sooner or later if you want. Next, I take
Nashor's Tooth because it, like
Wit's End, works well with
Nautilus and you will probably be hurting for cooldown reduction by this time. Then, you have a choice between
Blade of the Ruined King and
Zephyr. Zephyr is a viable option because of the movement speed, cooldown reduction, and tenacity, but I usually get
Blade of the Ruined King for the lifesteal, the on-hit passive (which synergizes with the new
Enchantment: Devourer, and the active, which helps supplement your in-combat movement speed.color]










For the last item, we get a defense item. By this time, you will have plenty of attack speed (usually over 2) and need some survivability. If you want to, you can get a defense item earlier in your build, but I usually save it until last if you are doing well. There are several options here, but they are for specific purposes. Against an AD heavy team, I would usually take
Dead Man's Plate because of its initiation potential. Against an AP heavy team,
Banshee's Veil is probably the better of the two options for this build. If the other team has high movement speeds, you may want the frozen mallet. If you are unsure, my most common choice is
Dead Man's Plate.



If the game lasts long enough, you may find yourself with extra gold. In this case, you may want to replace your boots with a more useful type, either
Ninja Tabi against an AD heavy team or
Mercury's Treads against an AP heavy team. Also, I prefer the
Elixir of Sorcery because of the AP, mana regen (you tend to run out of mana without blue buff) and true damage on hit, which helps your siege capability.



The path I take through the jungle that seems to work well for
Nautilus is pretty typical; if you want to know what it is, please take the time to read this section, but if you have your own jungle path in mind and don't want me telling you what to do, feel free to skip it.
Riptide.
After gromp, go to blue. Use your
Titan's Wrath just after it has attacked you for the first time so it lasts longer. Use your
Riptide also for faster clearing.
Then go to wolves, use your W and E again, and I usually use the E a second time to finish it. Put your skill point into
Titan's Wrath
Next is red buff, check the bushes and use your sweeping lens on the red buff to make sure they are not invading. Start with your W and E, and I usually wait to smite it until it gets low so I get the full health bonus from smiting.
Then go to the raptors, just like usual.
Next go for the golems, smite them early to get the stunning basic attacks to make
Titan's Wrath last longer.
Finally, put your skill point in your
Dredge Line and your ready to gank if you have enough health. Another good thing to do at this point is kill the rift scuttlers.
For the rift scuttlers, start with 2 basic attacks and then use
Riptide to slow them down. Try not to use your
Dredge Line if you don't have to because it has a significant mana cost and it will go on full cooldown.
If you want to, you can recall at this point, or you can just roam, ganking, killing more jungle monsters, etc. I would recommend getting items before trying to get dragon though, unless you can be sure of strong participation from your team.
Skirmisher's Sabre. Then you can return to your red buff and jungle like usual.

With Leash
Start with gromp. Ask for a leash. I usually preface this with "Hey [insert champion or lane here], you're awesome right?" It seems to me that being nice usually works. If they just give you a short leash, then still start with gromp, but you may have to recall sooner. Smite early so they know when to back off and you can get the effect from the Gift of the Toadstool. If you need to, use a health potion, but if you can, wait until after blue. Put the skill point in 
After gromp, go to blue. Use your


Then go to wolves, use your W and E again, and I usually use the E a second time to finish it. Put your skill point into

Next is red buff, check the bushes and use your sweeping lens on the red buff to make sure they are not invading. Start with your W and E, and I usually wait to smite it until it gets low so I get the full health bonus from smiting.
Then go to the raptors, just like usual.
Next go for the golems, smite them early to get the stunning basic attacks to make

Finally, put your skill point in your

For the rift scuttlers, start with 2 basic attacks and then use


If you want to, you can recall at this point, or you can just roam, ganking, killing more jungle monsters, etc. I would recommend getting items before trying to get dragon though, unless you can be sure of strong participation from your team.
Without Leash
If you don't get a leash, still start with gromp and blue, but you will need to use both of your health potions probably, get one or two other jungle camps, and you should have around enough gold to recall (if not, kill a rift scuttler or two)and get the 
Here's a picture for the jungle path.

Ganks
In my opinion, ganks are what 





Teamfights
Your role in teamfights is similar to your role in ganks. Whenever an enemy squishy steps out a little bit from the group to poke your team, your job is to grab them with 

Roaming
Remember while roaming, if you have blue buff, to use your 


You may be wondering if this build actually works. I am here to tell you that it does and show you some proof that it does.
As one of my Gold II friends said, "I have no words to describe the majesty of Attack Speed Warden Nautilus."



If you want to go back to the introduction, click this.
As one of my Gold II friends said, "I have no words to describe the majesty of Attack Speed Warden Nautilus."



If you want to go back to the introduction, click this.
Hopefully by now I have convinced you of the viability of Attack Speed
Nautilus and given you an idea of how to make it work. If you have read this far, I would like to thank you for taking the time to read my build guide. Please leave feedback so I can know what I can do better with it, and if the build works for you, please let me know!
I would like to give a big shout-out to jhoijhoi's Making a Guide guide which was super useful in helping me create this guide!

I would like to give a big shout-out to jhoijhoi's Making a Guide guide which was super useful in helping me create this guide!
4/12/15- Updated jungle path because the one I had didn't make sense. Added argument against
Enchantment: Cinderhulk.
6/21/15- Improved argument against
Enchantment: Cinderhulk Added trick with
Titan's Wrath. Also made minor improvements and spelling corrections.
7/9/15- Replaced incorrect jungle map. Emphasized importance of new
Enchantment: Devourer over
Enchantment: Cinderhulk. Minor inprovements.
9/30/15- Added
Dead Man's Plate as the recommended defense item.

6/21/15- Improved argument against


7/9/15- Replaced incorrect jungle map. Emphasized importance of new


9/30/15- Added

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