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Choose Champion Build:
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King Nautilus
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AP Nautilus
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Support Nautilus
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Threats & Synergies
Xin Zhao
Honestly I don't have a good suggestion other than communication. He loves to counter jungle. You're biggest advantage over him is team fight advantage and stronger ganks. As long as you're allies have reliable escapes he falls off in power, so just ward ward ward.
Introduction
My name is Tim, and was qualifying for gold as summer was starting up before I took a break and fell back down into elo hell since they hadn't added the awesome update that you didn't lose lp in silver back then. (Yi quit jungling and get the towers, Taric why are you maxing stun first, DON'T EVER FIRST TIME A CHAMP IN RANKED WHEN YOU ONLY KNOW 20 CHAMPS AND YOU HAVE NEVER SUPPORTED BEFORE THRESH!!)... Elo hell sucks.
Anyways right now I'm halfway through silver and finally no longer dealing with a bronze V teammate who honestly should be banned from ranked for having a 90% lose rate (matchmaking sucks). I don't plan on really doing much ranked now that the season is over focusing on learning our new preseason changes. However I thought I'd make a guide for Nautilus while waiting for those updates.
The cheat guide is useful, but I like to point out that Nautilus has some flexible builds, he can be a tank or bruiser. There are times when you may even carry a game when you only have two offensive items cause he honestly does some serious damage with only a little. He's a viable support (read the sections on match ups for those, he's very counter oriented) and has synergy with several different team archetypes. With that said the strength of his early and mid game is dependent on your teammates to properly read and understand that when Nautilus has someone it should net either a kill or flash in most cases. Late game, once you have full build and team fights are rampant, he's less dependent on this because he's a such a strong team fighter with engage, peels, and CC he will just naturally allow your allies to dominate. I'll focus mostly on his focus builds, since these are going to be your typical Nautilus games. Also, make sure you have time to read this, Cause I like being thorough.










Standard jungle start. I prefer warding trinket since you can lay it down as your ganking to guard for counter ganks as well as stop jukes in the jungle if anyone attempts to invade or if you have to chase someone into jungle. Nautilus is too slow for an early

FIRST BACK


Nautilus has strong ganks, but is so slow that sometimes it doesn't mean anything. Boots are more important than



MID GAME




At this point you want to have finished up your SotAG largely for its passives, specifically the ward. At this point you may switch out your warding trinket if you feel the need for







LATE GAME
I'll go over each of the late game items so you know why each is used
























While his core items were already discussed above, I'll go into the last 4 items you can put on him.

This provides the mana for him to push hard and consistently go back into the fray. This is best for when there is a lot of lag between teams grouping up and looking for a stray opponent before the real fight begins as it will allow you to try and harrass with your


Provides some extra slow as well as a significant amount of AP and health. Grab this over RoA if you spend a lot of time chasing, aren't having mana problems, or value more AP over health.

Provides a lot of AP, a decent amount of armor, and a game changing passive. This give you more defensive power than any other item and allows you to dive as if you were a full tank by using the active. Great against AD comps.

I honestly don't recommend this, though I've done it once or twice. This will give you insane boosts to AP at a large cost of tankiness. However, if you have a large lead this will add a considerable amount of pushing power since damage to turrets scales off of AP as well as making your




Your most important ability in both team fights and when doing your combos. View this as a manaless spell, rather than a passive. Every few seconds you get the ability to root a single opponent, and you can in between cool downs you can root different targets. This makes it hard to get past Nautilus's front line. He can easily lock up two opponents with this and that doesn't even include his other abilities. Furthermore if he gets on top of an opponent he can lock them down long enough to secure kills. The bonus damage also helps him push. When supporting or just trying to push quickly be sure to change targets often to maximize damage.
NOTE: Nautilus has a lot of wind up to his auto attacks on top having an animation for both his standard attacks, his



A powerful engagement, this briefly stuns them when it connects so it can be used to disrupt channels and spells. Its wider and moves very fast, making it the hardest to dodge hook unless they have an in built dodge. It has decent AP scaling so on AP bruiser build this can net kills and do damage. Its also starts off most of your combos,though it doesn't do the most damage. There are a lot of odd tricks with this ability though, so read carefully.
The actual range of the skill shot is beyond the indicator. Practice against bots to learn the actual range. Most people are unaware of this as well since the anchor falls short of this range as it slams into the ground when it misses. This means that a lot of players will assume they are out of range when they are not! I don't know for certain, I want to say there is about an extra 75 units of range, but that doesn't matter. Next part is that when you kill unit you move the full range as if you had hit terrain. This means that A, when you're looking for the last hit make sure that you don't accidentally drag yourself into their back up when you kill them, and B this doubles as a powerful chase mechanic. This is especially true as Bruiser Nautilus as he'll likely be able to kill minions with his Q. Nothing will catch them off guard like you pulling yourself the full length, and when chained with

Finally, remember that you can grab even turret rubble along with all other terrain. With blue buff and and at max rank this can make you seriously agile in jungle. Its especially important to use this mechanic when you see another hook shot champ like



This is your main source of damage and also makes you really hard to kill. A good Nautilus can get about two activations out of this in a team fight meaning that your effective health is thousands more than what it appears once armor and magic resist is calculated in.
On a slightly related tangent that doesn't have a better spot on this guide, every point in armor and mr increases your effective health by 1% of your health. That's to say 100 armor means that with 500 shield you have an effective health of 100% more, that is to say 1000 health with just 500. Like I said, this shield makes your effective health thousands more than what it is.
Like




This has 100% scaling if you can get all three waves in, and provides decent aoe damage and a decent slow. Most character models are large enough that they will get hit by two of the three waves unless they are moving, one less if towards and pass you and one more if away from you. Since




This is a very large range point and click hard CC that can hit multiple opponents. Once it targets you you can't get out of range, you can't stealth to lose its lock, and you can't dodge it. It will follow you to hell and knock up and pop up all enemies between you and me. Since it follows you even when stealthed and has a different animation when it hits I will know immediately when you're hit and follow it up with my other abilities to lock you up until your stealth is up. It does some pretty decent damage, and will scare away most carries because when they get hit they know they are an easy target. The two ways to dodge it are A, spell shield, and B die before it hits you. If I make this out as some sort of god like engage that's because it is, there is little CC that has a long enough range to keep me from starting it on you first and thanks to the duration of its knock up I will almost always be able to follow up unless you have teammates in the way. Even if I don't reach the target it disrupts everyone in the way opening my carries up for bonus picks. Its not a perfect engage, it has a long CD and

Jungling
Always auto cancel your




Single target combo (No ult)
From now on I'll call this your standard combo. Engage with



Single target combo (Running opponent)
Your opponent is on the run, start off with

Single target combo (with ult)
For this one you're either delaying until an ally comes to back you up or they don't see you coming. Bruiser Nautilus also brutalizes with this combo. Start the standard combo







Front line combo
Activate your ult on a carry if possible, if not save it for stopping damage, its a good engage but if your team can't take advantage its better to wait a bit. Start with







For now I run most my masteries in defense for Nautilus since he's a tank. My first mastery page focuses on defense for late game tanking as well as a small boost in mobility in utility
Second page moves the utility and some defense for CRD and some AP to help with spamming spells and for the small bit of extra damage.
Third page focuses on early game tanking with some utility to help with surviving the laning phase against an opponent.
You're slow. Especially for being a melee.


Marks
I find the extra AD helps with clear time better than a bit of AS since you rarely actually focus on building AS. This is mostly for your first clear, but there aren't any real better options. I switch these for armor on support since you have to constantly deal with the carry and this allows your shield to do a better job winning you trade offs.
Glyphs
You don't need a lot of MR early game, and it takes a while to build MR, armor is just easier to get. This helps you get late game MR without having to waste as much money on it.
Seals
Armor helps with early game ganks, clear, everything. Armor builds easier, and there's so much percent penetration late game that the few extra points from scaling aren't exactly hurting their DPS a lot. I'm not saying surviving by one or two health points isn't impossible, but in terms of variance (game theory!) its just really not that likely... just frustrating for the opponent on the rare occurrence it happens.







Nautilus excels with aoe team comps and prefers champions who value team fighting over split pushing. In terms of carries he likes ranged carries, but also loves those who can provide some high aoe damage like


Nautilus also performs well with other high CC allies, most notable


Finally Nautilus performs excellent with AP teams. This is because he scales well with two MR shred items that benefit your team as well. If you have a






Nautilus doesn't like assassin or split pushing teams. While


Assassins aren't good for Nautilus mostly because of his lengthy CD. Most assassins burst before the opponent can properly react and don't require CC to do their job, just need the opposing tanks preoccupied. Nautilus will only waste his CC before team fights if he uses it to get assists with the assassin when they go for picks. Nautilus's strength is in the duration of his CC allowing DPS to become the main source of damage. Assassins just don't take true advantage of his CC, and he prefers those who can take advantage to punish the opposing tanks and bruisers while they're locked down, something that assassins don't care about anyways. A better tank for this comp is Jarvin IV since he can trap all opposing melees and escape allowing his survival while the assassin can flank around to take out the main objectives.
Leave any thoughts you have in the comments. If you see an issue with my coding mention it, I know I'm bad, and give advice where you feel like its needed. Also if you hate Nautilus support don't let that shade your opinion on the whole guide. As I said he's situational, like Gragas jungle. As some of you may know in the LCS earlier this season someone pulled off Gragas jungle, and then every bronze player and their wood followers decided that means that Gragas jungle is viable all the time. It wasn't, isn't, and will forever be a situational comp relying both on your opponents not being sure how to react to it, having a proper comp to support it, and finally your opponents comp being one that can't punish it.
Likewise Nautilus support works the same way, and you'll notice his last three match ups are just plain statements of avoid it if possible. That means you shouldn't instalock Nautilus support.
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