Nautilus Build Guide by LordCure
Mastery Tree Is Outdated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.
Ever imagine what it would feel like to bash you enemies' heads with an anchor 2.5 times per second? Well, I'm here to teach you how you can accomplish just that. While trying out Nautilus, I just couldn't get used to his play style and started to think I had lost some very well earned IP on him. His attacks were to slow for my taste and his abilities had long cool-downs, which lowered his ability to deal damage over long periods of time. Then I noticed that both, his Staggering Blow and Titan's Wrath could greatly benefit from increased attack speeds, so I decided to give it a test. And let's face it. It's pretty hilarious to see Nautilus swinging his anchor at ridiculous speeds.
This isn't THE best way to play Nautilus but it is my favorite way to play it and it's tons of fun to see other people confused when they get hit in the head with an anchor a few times per second. I'm still perfecting this guide, and any suggestions on how I may improve it, will be appreciated and tested thoroughly.
Pros / Cons
Greater Glyph of Scaling Magic Resist
Greater Mark of Cooldown Reduction
Greater Quintessence of Scaling Ability Power
Greater Quintessence of Ability Power
Greater Seal of Armor
21 masteries on Offense because you want to deal as much damage you can as fast as possible, the +5 Ap and AD while ignite is on cool-down really helps early game, and you get some very much needed CDR on your abilities so you damage everyone with your B. F. Anchor.
9 masteries on the Utility tree help you get more mana and get some very much needed movement speed because Naut is slow as balls. There isn't any mystery in them. Feel free to change these into the Defense tree if you feel that you need a tad more survivability.
The build is simple. Start off with boots, two health pots and a mana pot to better your early laning and follow by getting Berserker's Greaves (Change them to Sorcerer's Shoes if the enemy builds a lot of MR). Get every attack speed item that lets you deal extra magic damage with you basic attacks. They'll get you attack speed to be a tiny bit over the cap, but that's negligible. Be very careful when using this build as it offers little to no survivability.
You may change any of these for other situational items, but this will make you dish out the maximum amount of damage you can per second. This will make you very vulnerable, though, so you can't play as a tank, but as a melee DPS, so be very careful when using this build. If you feel you need some better survivability, then get either Banshee's Veil, to shut down those bursty champions that want to kill you, Thornmail if their AD Carry is focusing you too much and Guardian Angel if you have a good team that will protect you from it being useless. Frozen Mallet is useful for that extra bit of health and if you want your attacks to slow, which helps with those champs who are faster than Nautilus. Warmog's Armor can also help that shield of yours last longer since it scales off of additional health, which is nice since that will be your main source of damage during team fights.
Skill SequenceDredge Line, because it will be you best form of harassment in lane, and get Riptide second for the best disruption early game and getting those early game kills with your other bottom laner. After that, max out Titan's Wrath because it will be your biggest source of damage and the shield it provides can help with your survivability. Max out Riptide second to increase the slow duration and helps you get those extra hits on the opposing champs who are trying to escape your wrath while dealing a good amount of damage all around you. Level Dredge Line last because I like the idea of a cheap pull and escape mechanism early game because of how much of a mana wh*re you are initially. Level Depth Charge whenever possible as with all ults.
Naut's abilities will help you be both a burst champion and a DPS and here's why. You find a lone champ in the jungle and decide that he'd be an easy kill so you go for it. You use your Dredge Line to pull a champ. While in the air, activate Titan's Wrath, which will make you first hit deal a lot of damage while stunning the enemy with Staggering Blow. When the stun is over and the other champ sees he wants to escape, unleash your Riptide to slow him and keep him within your grasp for a while and once he's just outside of your reach, send a Depth Charge his way and now you have an easy kill.
Ignite helps you get those champs who've barely escaped your wrath or shut down those who benefit mostly from Health Regen, like Dr. Mundo or Warwick while you destroy them with your Anchor.
Flash is basically to allow you a very reliable escape mechanism because Dredge Line is pretty hard to use and won't let you jump over walls. There is really no reason why you shouldn't get Flash.
You may choose to change Ignite for Heal if you're having survivability problems early game, or if your team lacks any other healing mechanisms.
If not played well, you'll be a mana ***** early on in the game, and this can help sustain your lane, but really looses it's use in the late game where mana isn't really a problem for you.
NEVER CHANGE FLASH! You will need to escape at times!
This build is just fun to play with and it's interesting to see people's reactions to getting hit various times per second with an anchor. Build him like you would build an AP Teemo and you'll be fine. Upvote if you had fun and Downvote only if really necessary.
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