Nautilus Build Guide by Viraemia
Champion Build: Nautilus
| Health | 4118 |
| Health Regen | 44.35 |
| Mana | 1100 |
| Mana Regen | 39.05 |
| Armor | 205.19 |
| Magic Resist | 136.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 391.875 |
| Gold Bonus | 10 |
| Attack Damage | 111.4 |
| Attack Speed | 56.015 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| 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Mastery Tree Is Outdated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
Introduction
Hello and welcome everybody to yet another janglin' guide from me. This time, we're going to be taking a look at one of newest champions to join the league,
Nautilus. I personally feel he is the best in the jungle. But why? Well, have you ever run away from a
Nautilus without burning a summoner spell? DIDN'T THINK SO, BOY. Anywho, i think this sailor can deal a bunch of damage early on and can tank like semi truck on steroids late game. And typically, what you want in a jungler is someone that can initiate, which is something
Nautilus more than excels at. So let's begin with this guide on
Nautilus, shall we?
Pros / Cons
PROS
-
Super tanky
Good AOE damage/disruption
Super strong ganks
Decent jungle speed
Not dependent on blue to jungle
STAY HERE
CONS
-
Can be counter jungled
If you don't have a team with damage or backs your tank up you lose anyways
Skill Sequence
Staggering Blow
On hit snare from an auto-attack. REAL? REAL RIOT? DAFUQ YOU STANKIN'. This passive by itself is a great utility tool but when combined with your Q pull, and your E slow or even the ulti knockup. You keep them in place for a long enough time to 100-0 someone instantly.
Dredge Line
Hi, i'm trying to be
Rocket Grab but i'm a little more cool and can be used as an escape tool, too. Okay, play this smartly. When you're ganking SAVE IT unless you need to close distance instantly. All you really need to do to gank is auto attack them and hit E. When they're finally running away, THAT'S when you use this ability.
Titan's Wrath
I AM NAUTELLA SHIELD! I MAKE YOU ABSORB MOAR DAMAGE AND DEAL MOAR DAMAGE! I SCALE OFF YOUR MAX HEALTH, AND I AM AWESOME. LOVE ME. I LOVE YOU. This ability is why i take attacks speed reds by the way. It gives your auto attacks a
Tiamat and a DoT. So if you can hit more creeps with this in the jungle, you can massively increase his jungle speed.
Riptide
AoE slow. Can deal a decent amount of damage and secure kills on pesky stealth champs (
Akali +
Shaco) when they disappear. Not much to say rather than It slows and can deal extra damage depending on how many times it hits.
Depth Charge
Potential AoE knockup. You can't run away from it. It's impossible. Funny thing about it is that if you target one of their carries they're going to flash away which is usually behind the rest of their team so yay for them for making your ult do more than it probably should have.
WRAPPING IT ALL UP
What you have as
Nautilus is a disruption toolkit. You stop everything they are going to try to do or run away from. You can snare everyone on their team if you auto attacked them in a rotation over and over again. You can pull them into your team with your
Dredge Line. You can deal TONS of AoE DoT damage and absorb TONS of damage with
Titan's Wrath. You can slow their entire team
Riptide. And finally you can knock everyone up and disrupt channel ults like
Malzahar's
Nether Grasp or stop
Fiddlesticks from ever LULULULULCAWCAWCAW'ING. The entire toolkit is designed to stop the enemy team from ever doing anything.
PRIORITY
Why this order? Well, the ultimate is obvious. Maxing
Runes
MARKS
Greater Mark of Attack Speed - I explained it before why the attack speed is crucial to his jangle speed. You have a free
Tiamat and DoT spell that can clear the jungle pretty fast at level 2 of
Titan's Wrath.
SEALS
Greater Seal of Armor - STANDARD JUNGLE SEALS ARE STANDARD. No explanation needed.
GLYPHS
Greater Glyph of Scaling Magic Resist - STANDARD JUNGLE GLYPHS ARE STANDARD. No explanation needed.
QUINTS
Greater Quintessence of Movement Speed = Because if you can close the range of any spell or even an auto attack, they will not be able to run away from you. Not to mention you have one of the slowest base movement speeds. (Changed this from
Greater Quintessence of Gold after playing him a lot and got annoyed of being so slow.)
Masteries
IMPORTANT MASTERY POINTS
Veteran's ScarsBy getting this you get an extra 108 health at level 18 from
Honor GuardTank more damage? WHY THANK YOU VERY MUCH GOOD SIR. Take it. In my opinion it's better than the extra CDR you get from
JuggernautSo, you get a little extra tenacity from this as well as 3% extra health from everything you get. And again, your main tanking/damage dealer ability
(RANDOM BAND PLUG: http://bedlamofcacophony.bandcamp.com/track/juggernaut. You'll probably hate it, but it's about being a JUGGERNAUT.)
Runic AffinityEarly on you'll need blue buff to safely jungle without dying to keep your shield up. Which is paramount to your income which is very closely related to your tanking ability.
Summoner Spells
SUGGESTED
- Jump over walls since sadly you can't do that with
- You janglin' bro. Don't be a "it's better endgame" tard that loses baron.OTHER VIABLE CHOICES
CHOICES, NOT NECESSARILY VIABLE, BUT CHOICES
NAUTELLA TROLL
Items
+
Cloth & 5 Health Pots
This is your typical start for a non-sustain jungler. You're going to need it unless you get a god leash at blue.
+
Philosopher's Stone and Heart of Gold
Your reliable source of income for a tank jungler. Amass your monies while you AoE farm the jungle to death.
OR
Mercury's Treads or Ninja Tabi
Pretty self explanatory. Depending on the enemy's team comp you should whichever one defends against the majority of their damage out put. Or if you're afraid of a lot of hard CC, then go for that tenacity.
Aegis of the Legion
One of the best item passives in the game. For team fights, anyways. Makes you, and your team tankier, and deal a little extra damage. It gives you health and some real tank stats. More health, more shield, more tanky, more win. It's a great first item goal.
Warmog's Armor
Let me be straight here. I actually hate this item. I really do. It gives health and... well, health. That's it. If someone only has a
Warmog's Armor and you are
Kog'Maw or
Malzahar or someone that deals % health based damage. You will get dropped. But that's the downside of this item. However, as far as
Nautilus is concerned, it's an absolute core item. Your shield will get a lot of extra hit points on your shield and be able to deal more of that awesome AoE DoT damage from
Titan's Wrath.
Randuin's Omen
Even if their AP mid is rolling, getting
Randuin's Omen before
Force of Nature is better. If you have
Warmog's Armor you are more likely than not going to able to survive any burst sent at you. So dealing with their AD carry is your main concern and making them SLOOOWWWW DOOOOWWWWNNN is just the best way to deal with them.
Wit's End
Your magic resist item. "BUT YOU TANK, WHY YOU NO GET REAL TANK ITEM?" Well, a tank absorbs damage, sure. But a good tank does damage and can't be ignored. So, if you're outputting a lot of AoE DoT magic damage because of
Wit's End instead of say
Force of Nature, then you are going to be a better tank and your carries are going to be able to do more damage.
Shurelya's Reverie
When you want to initiate and catch the enemy team off guard. Or if you want to GTFO. Take your pick. However, the rest of it for you is mainly the health you get and the CDR. It really is a great item for a tank.
6 Items? What do?
Well, you could sell
MORE ARMOR?
MORE MAGIC RESIST?
TROLOLOL?
Jungling
Start at your wolf camp. Begin hitting it with your shield up (HELPFUL TIP: Pop your shield up around 1:35 so it will be ready for when you need it at blue.). And ask for your mid lane and either bottom or top to give you damage on wolves and a leash on blue. If you want to be nice, start heading over to your blue at 1:52 so you get there when it spawns initially so your lanes can go start CSing and gaining experience as soon as possible. Move over to wraiths after you grab
Riptide. Pretty basic what you do when you get there. Use abilities you have when they come off CD. Just make sure all the creeps are in front of you, since they will be hit by the AoE DoT of
Titan's Wrath and speed up your jungle. Move onto double golems. Depending on how good your blue leash was, you can do red or you will have to blue pill. Either way, you do yourself a favor. You either get red buff, or get your philo stone. When you finish red go do wraiths again and see if you can gank.
REMEMBER TO SAVE
Dredge Line UNTIL THEY ARE RUNNING AWAY. That's basically the only trick there is to
Nautilus is knowing when to hook. Figure this out, and you will do well with
Nautilus.
Team Work
You are the tank, you are the initiator. Be out in the front and try to grab anyone. If you can even catch 1 person off guard you can win a team fight just by making them get chunked hard enough. If they are grouped up, ult the one farthest from you so they all get knocked up as compared to just one. Pretty simple. These are a couple little tricks that will make your totally-original-not-ripped-from-Bioshock-sailor-suit-dude stand out from the rest.
Summary
As far as jungling goes, he's got some good early damage and ******ed CC throughout the game. He doesn't have that much damage, but he can clear the jungle at a decent speed. What
Nautilus excels at is tanking and dishing out massive AoE damage and interrupts. He's honestly a great champ that can fit into any team comp.
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