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Intoduction

HOPE IT HELPS! BEST OF LUCK ON THE FIELDS OF JUSTICE!
DONT FORGET TO RATE! <3





Items
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Due to the immense damage that Nautilus provides your duo bot lane, you have the ability to ward off the enemy combo with your own presence, now if you choose to add an ADC that also provides immense presence and can duel well and at any moment decide to all-in and blow up the enemy, it makes for some absolutely ridiculous combos. Nautilus works well with all adc's, but i've found that when yo uwork with the bursty ADCs, you can create some serious work down there in the bot lane. |
Pros
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+ Hard Engage + Tanky + Strong Shield + Immense CC + Low Mana Costs + AOE Abilities + High Damage + Not Difficult to Play + No Disengage + No Sustain + Unable to Give Allied Buffs |
Debatably one of the champions with the hardest engage in the game, Nautilus provides your team with the ability to take a fight immediately when you want it. He offers the squad the constant bonus of pressure - which many players will respect. The underrated Titan of the Depths brings to the table CC similar to Leona's, and damage similar to Annie. Due to the low mana costs, you aren't forced to buy any mana items (regen or base increase), giving you more options for the raw defense/ offense items of your choice. The biggest issue with Nautilus is thus: If you go in, there's no coming out. 0 disengage besides an occasional AOE slow makes it hard for you to retreat if you've made a poor choice of engagement timing. With this Nauty support, you'll also find that playing against poke lanes can be fairly difficult due to you not having any sustain - potentially making it difficult to find a time to utilize your all-ins since you could be low on health. On a similar note, you cannot give buffs to your ADC either. Meaning that their ADC may have increased move speed, extra healing, extra attack speed, etc. while your's does not. |
DISCLOSURE: Maxing W















GAME TIME
Early Game
Nautilus is similar to most supports in the case that: It is difficult to win a fight at level 1. So, if possible, hold off on an incredibly early fight. Wait until level 2 or 3 for that kind of thing. If you're starting to get ahead in lane, try to pick a fight. If you're behind, play a little more passively and capitalize on their missteps and misplays for your opportunity to catch up - a good time for this is when their main abilities are on CD, or if your jungler is nearby and ganks well. IF YOU ARE BEHIND EARLY then you will, presumably be stuck under, or near your turret. Making it difficult for you to make an out play and also meaning that their jungler doesn't really have the greatest opportunity to gank you. So your first buy in this scenario should be



Mid Game
Mid game is the time of the game where you will generally win or lose the entire match. By this time, you should have



Late Game
The separation of the weak and the strong willed comes out here. Team fights orrupt you should have at least added an armor added (




As in the mid game, you should continue to ward - deep warding if your team has the upper hand and defensive warding if you've been placed on the back foot. This should be the difference between: (a) securing an objective, and not. (b) being caught out, and catching them out. (c) a free tower lost or gained. (d) Free pressure placed on them, or on you. KNOW THIS NOW: WARDS WIN GAMES!
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