Nautilus Build Guide by Kyranian
| Health | 4498 |
| Health Regen | 74.35 |
| Mana | 1100 |
| Mana Regen | 39.05 |
| Armor | 295.19 |
| Magic Resist | 170.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 7 |
| Attack Damage | 111.4 |
| Attack Speed | 9.215 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 7.68 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Crowd Quarantine Nautilus - Ultimate Jungle Control

Nautilus is a tanky support champion who excels at disrupting the enemy team with massive amounts of CC while dealing out slow consistent damage, and has a built in shield on dots for initiations on ganks and escaping ignites. Nautilus is a rounded champion which makes him an excellent jungle and ganker.
Nautilus, The Titan of the Depths
Pros:
* Insane at initiating team fights
* Four different crowd control effects
* Good at ganking
* Huge awesome model with a floating animation!
Cons:
* Slow initial jungle
* Vulnerable to jungle invasion
* Ganking some champions less effective from cc reduction and non-summoner flashes
* Slow animations, result in missed passive on auto-attack at times
General Strategy
Nautilus is one of the best crowd control champions in league of legends. He has four different CC effects with one stun built into his passive and this allows his naturally tanky builds to dominate in team fights and ganks. Because of his threat generated through damage and constant crowd control, he is a tank that often is focused in team fights. This build focuses on a quick early jungle clear and movement speed allowing quick ganks and better initiation/CC so he can start supporting his team.
If you are a fan of Udyr's bear stance stun to disrupt enemy teams as they are trying to initiate carries, or if you love Singed's ability to near constantly troll, you will love Nautilus. Not only can he just walk around stunning people right when they are about to initiate, but he also has a versatile skill-shot grapple, and massive area-of-effect disrupts with his E and R which can devastate groups positioned just right. When needed, Nautilus can completely disrupt 2-3 champions for a significant amount of time, preventing them from doing anything in a team battle, and with enough health completely separate their entire team from reaching each other upon initiation. Nautilus is the type of champion who can occasionally sacrifice himself causing massive cc in a team fight or baron initiation while making the team come out ahead because their entire team was unable to coordinate in between his numerous stuns, knock-ups, and slows.
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Nautilus is a fairly versatile champion, make the most out of his positioning for his abilities and disrupt enemy carries throughout team fights and you should come out ahead no matter what. This build is designed to get you through jungle quickly and set you up for the long haul, as well as providing stats needed early on.
Items
Starting with a
Cloth Armor and five
Health Potions is about standard for Nautilus jungle.
Boots of Speed and three potions or
Regrowth Pendant and one potion, are also viable if you can handle it.
or
or
Next you can build an early
Madred's Razors on first recall to improve jungle clear times along with Boots of Mobility on second recall which will improve not only jungle clear times significantly but allow you to initiate with your passive much easier and land crowd control effects. If it is late game or this is not an issue, you can build straight into Mercury's Treads and Philosopher's Stone/Heart of Gold.
or
/
Next you want to work on your core items.
Sunfire Cape is synergistic to his crowd control abilities and his damage-over-time effects applied on his W as well as providing him with much needed health and armor. Usually I get this first for this reason but sometimes its better going for
Heart of Gold, then
Warmog's Armor or
Shurelya's Reverie depending on if more tank or support roles are needed, and a
Force of Nature against fed AP champions and to provide more essential nautilus tankyness and speed.
Warmog's Armor health bonus also helps with his W shield and works well with cooldown reduction to buffer damage.
Force of Nature gives him more much needed magic resist, speed and sustain; allowing him to heal while shielded rapidly and regain 10% of his life every 30 seconds to allow for constant ganks and tower pushes.
/
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Either way your core build should end up as
Boots of Mobility/
Mercury's Treads,
Sunfire Cape,
Shurelya's Reverie,
Warmog's Armor, and
Force of Nature.
| Item Sequence | |||||||||||||||
Madred's Razors 700 |
Boots of Mobility 1000 |
Philosopher's Stone 700 |
Giant's Belt 1000 |
Sunfire Cape 2650 |
Shurelya's Reverie 2100 |
Warmog's Armor 2830 |
Force of Nature 2610 |
||||||||
Late game or with enough gold I will move on to
/
After I will buy whatever floats my boat.
For a more AP intensive build, swap out Greater Mark of Desolation x4 and Greater Quintessence of Desolation x1 for Magic Penetration Runes. Then instead of working towards an early
>
/
Troll Items:
Usually building tanky is the way to go with Nautilus, however
Early Jungle
With a point in Titan's Wrath start at blue then move to wolves. If you can have teammates help get wolves after you aggro so you can last hit them before having mid leash blue at 1:55. After quickly move to wraiths > lizard buff > golems > and back to wraiths. This will bring you to level 4 giving you Dredge Line to initiate with decent DPS allowing you to gank an available lane. If needed you can gank after lizard buff and get a point in Dredge Line at level 3.
Obviously as with any jungle, look at which lanes are pushed, which will soon ganked, or if any allies are being hard countered. Nautilus is very vulnerable to early invasions due to his low base movement and attack speed, make sure your team protects your jungle well early on. If an early buff is stolen it is difficult to jungle without a blue or red buff in time, as his initial jungle can already be slow.
Runes
Most nautilus rune pages are mostly based on defense for good reason, he needs to tank to get his passive off more times, and the more tanky he gets the better his crowd control effects become.
or
| Runes | |||||||||||||||
Greater Mark of Attack Speed 5 |
Greater Mark of Armor Penetration 4 |
Greater Seal of Armor 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Movement Speed 3 |
|||||||||||
These runes are aimed at providing a slight bonus to attack speed and armor penetration to compliment his passive stun, while providing armor and magic resist to mitigate damage. Sometimes I may swap magic resist runes for cooldown reduction, this way you can get more cc with E, frequent dots and shields with W, and gank with his ultimate a bit more if you buy a Kindlegem/Reverie. Also try swapping gold per sec quintessences for movement speed.
Masteries
The 0/9/21 masteries listed provide slight defense for ganks and jungle sustain; along with utility, most notably cooldown reduction on abilities/summoner spells, bonus XP, bonus gold, and improved buff duration.
Defense for ganks and jungle sustain is almost a necessity. Lower ability cooldowns helps a lot in combination with Kindlegem/Reverie for more cc on E, frequent dots and shields with W, and frequent gank with his ultimate about every minute.
For more defense and a bit of speed instead of utility try:
Skill Sequence
Skill sequence isn't *** important to the build after early levels. Depending on which types of champions you will be ganking, Riptide may help more than Titan's Wrath, or vice versa, if the champion is vulnerable to damage-over-time effects or crowd control.
I like to generally start with Titan's Wrath and get three points in it before level 6, with one point in Riptide at level 2 and one in Dredge Line at 4 for ganks. Depth Charge Ultimate at level's 6-11-16 as always. Levels 7-10 I usually try to max Riptide first since it's useful against a variety of champions or Titan's Wrath depending on the enemy team. Then finish maxing either after the final point in Depth Charge followed last with maxing out Dredge Line.
Depending on the types of enemies you many only want to put 2 early points into
Summoner Spells
Summoner spells
Flash and
Smite again practically a need.
Ghost helps a lot to chase in range of ultimate sometimes but I think
Flash is better for surprise ganks and general utility in escapes / initiation on Nautilus. If you are reading this guide for some reason and you like lane Nautilus,
Flash/
Ghost does make a good combo for constant initiations and CC.
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