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Nautilus Build Guide by Senpai Marlon

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Senpai Marlon

[In-Depth] ELOCopter - NAUTILUS SUPPORT GUIDE [5.7]

Senpai Marlon Last updated on August 29, 2015
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
3/
Intelligence
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21



Threats to Nautilus with this build

Threat
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Threat Champion Notes
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Bard Bard is no threat for Nautilus. He is relativly squishy and does not offer a lot of poke and crowd control. The anoying part about Bard is his gate and sustain ability in lane.
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Blitzcrank Eventhough Blitzcrank is extremly annoying he should not be a threat for you. The only thing to worry about is not letting him close to your Ad Carry. His hook is extremely predictable and easy to dodge. Even if you might get grabbed you can still go all in and turn the fight with your set of crowd control and your tankiness. He does not provide any poke to be worried about eigther.
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Soraka Soraka at all is not a big threat but the fact that she provides an incredlibe sustain for herself and her Adc should not be forgotten. You should only be worried about her if she knows how to stay out of your range and basicly safe. With this gameplay she can easily bring hypercarries in the late game eventough she does not provide any pressure at all. Keep in mind that she can not heal her carry if she has not enough health which means you should trade damage with her.

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Hey guys my name is Senpai Marlon and I am a high level League of Legends player but most of the time I am just haveing fun with friends and random people I talk to. I started playing way back in season 2 where I mained marksman but currently I am maining support especially tanks like Nautilus and Thresh. I like to be the person who tanks as much damage as he can and prepares kills for his carries along with giving the right calls to win the game.
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Guide Collection
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EuW - Level 30 - Senpai Marlon - Master I
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My goal is to share my knowledge about roles. champions and general things to help you guys as much as I can. Fell free to pm or add me in League if you need help or have any questions. If you are interested in other guides feel free to check out my youtube channel and subscribe (click the banner for redirection).


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Nautilus is a tank/support champion who can fit in different roles. His set of crowd control abilities Staggering Blow, Dredge Line, Riptide and Depth Charge) combined with his function as a tank/meatshield makes him not only viable. It makes him to one of the best supports for the patch 5.7. I like to play Nautilus as a massive tank who's role is to take as much damage as he can in order to protect his carries. Some times all i do is staying in my enemies carries chaining and forcing them to attack me so my carries can clean up. If you like playing Nautilus try to practise and gain as much knowledge as you can.
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Pros


+ Chain of crowd control
+ Great initiation with Depth Charge
+ HP scaling shield Titan's Wrath
+ Good wave Riptide clear as support

Nautilus's Strengths

Nautilus has a lot of crowd control which is good for both agressive and defensive purpose. His engagement possibilities through Dredge Line and Depth Charge makes him extremely valueable in teamfights and frightening in laning phase.



Nautilus's Limitations

Eventhough Nautilus is a beast he has his own weaknesses especially against poke composiotions. To compensate this lack you should always force a all in fight in order not to lose your lane slowly. If you can not win fights ask for ganks.

Cons


- Weak against poke comps Morgana or Vel'Koz
- Has to get his tankyness in order to be usefull
- no "real" disengage abilities





Runes

Greater Seal of Health
9

Greater Mark of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Armor
3
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Greater Marks of Armor will massively boost your resistance in order to be able to absorb more damage.
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Greater Seals of Health give you an extra early tankyness and are scaling very well with your "W" Titan's Wrath. The combination of Armor Marks and Magic Resist Glyphs gives you the right mix of tankiness and resistance to peel for your AD Carry.
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Most of the supports have at least one source of magical damage which means you will avoid a lot of damage + there are not many runes which are viable or could replace the "good old" Greater Glyph of Magic Resist.
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In my opinion Greater Quintessences of Armor are the best choice to complete your runepage. These runes will massively boost your armor to win trades and fights more often along with being able to peel better.





As a support Nautilus you should always run a mix of defense and utility. In my opinion the best option is 0/9/21 to compansate your lack of movement speed and utility in general along with gaining defensive stats. Your runes are giving you more than enough tanky stats which means you should not run 0/21/9 or any offensive masteries.
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Defensive Tree

Enchanted Armor will boost your total armor by 5% which means that you will get around 2-3 bonus armor.

Nautilus armor: 26
Runes: 21
26 + 21 = 47x 5% = 49,35 Armor

This does not sound that much but but it will scale throughout the game. The same goes for Nautilus health.
Nautilus's health: 576,48
Runes: 72
Masteries: 36 + 3% maximum health

576,48 x 3% = 593,77 + 108 = 701 health


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Utility Tree

Fleet of Foot and Wanderer in combination with Boots of Mobility gives you the ability to travel significantly faster while roaming, into lane or to objectives.

Alchemist and Culinary Master will boost your susatin in lane to trade more damage and simply make you a better tank. With Wealth you will have an extra 40 gold to spend on an other health potion.

Health calculation

Without any boosts:

3x Health Potion = 3x 150 = 450 Health

With Alchemist , Culinary and Wealth :

4x Health Potion = 4x 150 = 600 Health
600x 10% = 660 + 4x 20 = 740 Health

Total bonus Health: 290 Health


Overall you are gaining significantly more stats through your focus on utility. With this mastery setup you will be able to outsustain and outrotate your enemies along with surviving poke compositions more easily.




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Early Items
Your first buy should be a Sightstone to provide continuous vision.
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Along with buying a Sightstone you should "buy" a Sweeping Lens to gain the ability to deny vision in order to set up ganks or for the purpose of denying knowlege that vision provides.
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Upgrade your Relic Shield to maximise the amount of stacks and the active defensive ability it provides. The shield you gain can be used to secure allies from death or just as extra health to "make them safer". The low cooldown makes this item a "MUST" for Nautilus.
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Core Item
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This item maximises your engage and chasing potential. Whenever enemies are in certain range the unique active ability boots your movement speed by 60% along with an shockwave which slows their movement speed by 80%. The shockwave will automaticly trigger after 3 seconds.
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Late Game
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Banshee's Veil is a "must buy" late game item. It does provide good health and magic resistance stats along with the ability to block an ability every 60 seconds. The fact that you can block an ability makes it possible to engage without interuption.
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Randuin's Omen is like Banshee's Veil a "must buy" late game item. It does provide really good health and armor stats along with an usefull passive and active ability for tanks. Getting attacked slow the attacker's attack speed. The active ability slow the movement speed by at least 35% improving with your armor and magic resistance wich makes this item extremely usefull for peeling.
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Situational
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Frozen Heart is only necessary if the enemy team has attack speed oriented champions like Jinx, Twitch, Vayne or Kalista due to the passive aura whcih slows their attack speed by 20%. In combination with Randuin's Omen makes it almost to easy to deal with their Ad Carry.
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Thornmail is a really good choice if the enemy team depends on a lot of physical damage. This item provides tons of armor along with the passive ability to reflect 30% of any taken damage as magic damage back to the attacker which makes it extremely usefull if the enemy team has more then two sources of physical damage. Eventhough this item is extremely effective i would not recommend an early rush or building it before a Randuin's Omen.
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Locket of the Iron Solari is a really good defensive item eventhough i would only recommend buying it if the enemy team has more than one source of magical damage. One of the few exceptions in playing against a Karthus. The unique passive ability provides an 20 magic resistance auro along with the defensive active ability to shield every ally by 230 (at level 18 - 50+10 per level). Activating Locket of the Iron Solari while being grouped and about to engage provides everyone a good shield to absorb a little bit more damage.
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You should not buy
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Talisman of Ascension is a good item on champions like Thresh, Blitzcrank and sometimes on Janna and Leona. It provides a 40% movement speed buff for your whole team which makes it extremely usefull for engages and disengages. In teamfights where you want to unexpectedly collapse (overrun) on your enemies movement speed and surprise will be the key and Talisman of Ascension can help to be the key.
The fact that Nautilus relies on resistances and health in order to stay in the frontline makes this item inappropriate and Righteous Glory the better choice.
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Mikael's Crucible is one of the best items for support. It provides an extremely usefull active ability which heals an ally and removes any kind of crowd control. But the fact that it does not provides any health makes it not worth to buy. Its a good choice for supports who will stay in their backline like Janna, Lulu, Morgana (due to Zhonya's Hourglass) or Thresh who has The Box as an escape tool if he engages.
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Staggering Blow
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Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5/0.75/1/1.25/1.5 seconds. The duration increases every 5 levels. This effect cannot trigger on the same target more than once every 9/8/7/6 seconds.



Staggering Blow makes you snare your target. You can reply it every few seconds on the same target.






Dredge Line
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Nautilus throws his anchor forward. If he hits an enemy, he'll drag himself to his target and his target to him dealing 60 / 105 / 150 / 195 / 240 (+75% of ability power). If he hits terrain, he'll drag himself to the terrain and the cooldown is reduced by 50%.

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Dredge Line makes you throw your anchor pulling yourself to your target. If you hit any terrain like walls or turrets you will still get pulled but half of the mana costs and colldown will be refunded. This ability is extremly effective for engaging, disengaging and faster traveling.
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Titan's Wrath
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Nautilus surrounds himself with dark energies shielding himself from the next 65 / 70 / 75 / 80 / 85 + (9/11/13/15/17% of his maximum health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30 / 40 / 50 / 60 / 70 (+40% of ability power) magic damage over 2 seconds.

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Titan's Wrath creates a shield from a base amount and a percentage of his max health. His auto attacks than do AoE to close nearby enemies and your auto attacks apply a DoT to the enemies affected by the AoE. When the shield breaks or the ability ends his auto attacks go back to normal.
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Riptide
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Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60 / 100 / 140 / 180 / 220 (+30% of ability power) magic damage to units in the area and slows them by 30 / 35 / 40 / 45 / 50% for 1.5 seconds. This slow diminishes over time. A unit can be hit by more than one explosion but they take 50% less damage from additional explosions up to a maximum of 120 / 200 / 280 / 360 / 440 (+100% of ability power) magic damage.
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Riptide is a ripple AoE Slow around him hitting nearby enemies and the slow and damage is reduced from multiple hits. At level 9 Riptide will slow the movementspeed by 50% which makes it a great tool for chasing.
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Depth Charge
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Nautilus fires a shockwave that chases an enemy champion. This deals 125 / 175 / 225 (+40% of ability power) magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target, dealing 200 / 325 / 450 (+80% of ability power) magic damage, launching them into the air and stunning them for 1 / 1.5 / 2 seconds.
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Depth Charge makes you send a homing knockup which dierupts all enemies in its path and knocks them up. This ability is great for engaging and "picking up free kills".
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ooo Flash ooo You always want to pick flash as a support just to provide an extra escape ability from ganks or other hairy situations. Flash also provides you an offensive ability which means you can use it to secure kills along with objectives. Dont forget that Flash has a fairly long cooldown of 5min/300sec which means you always should pay attention on your positioning. Using Flash makes you vulnerable for long long 5 minutes and can cause many following deaths if you do not ward and play passivly in this downtime.
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ooo Exhaust ooo Exhaust is always a good choice and most of the time you can not make anything wrong with choosing it as your second summoner spell. Exhaust provides you the ability to massivly slow your targets attack and movementspeed along with their magical and physical damage. This makes Exhaust a great tool in general. Like Flash Exhaust is of agressive and of defensive use along with the potential of "baiting" your oponent. Exhaust should always be casted on the Ad/Ap Carry to provide its maximum benefit. Keep in mind that this might always change depending on the situation. Exhaust a strong Top laner or Jungler if you are getting ganked is not wrong BUT keep in mind that in this current meta (Patch 5.6/5.7) is relied in on tanks. Most likly the jungler and top laner will be a tank who wont have enough "burst", attack damage or spell damage to make him Exhausting more worth than the carries. He will apply damage over time with more than one spell rotation.
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Remember that everything depends on the situation.
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Early Game

At the start of the game you always should take golems or gromp and share the experience with your carry. If you havent practised damage sharing you can skill Titan's Wrath.
first instead of Riptide. Use Titan's Wrath at 1:47 to provide its mamimum benefit. You will be able to tank the whole damage without losing any health.

The next step is to get a level and skillpoint advantage which will be level 2 but you can wait for level 3 if you feel safer.
Remember that in this case its more likly that the jungler will gank so keep your lane warded BEFORE you start a fight you might regret having started.
When you got your level advantage go all in eigther on the carry or the support this depends on their positioning. Use Dredge Line on your target an lock him down. Riptide will provide a good follow up slow. Your carry should be able to deal some free damage.

Keep in mind that you should always be focusing the carry but do not run after him like a "******" for the sake of focusing the carry (at least not in the early game). If you just can not get in his range focus the support and try to avoid as much damage from your oponents. Titan's Wrath will help you absorb some of it.

Do not get baited if they have not used their suommoner spells. Force their summoners first and take the kills afterwards. Time their summoners and ask for ganks. ( Flash 5min/300sec cd Exhaust 3min30sec/210sec cd) Get your Stealth Ward and Vision Ward ready to secure some more kills.

Mid Game

In the mid game your focus should always be at warding dragon and the area around it. You will be able to clear some of the enemy wards with Sweeping Lens but do not forget to buy Vision Ward. Your trybush and the dragon pit are "good positions". Do not be afraid to lose teammembers for a dragon. Its at least worth 2 deaths.

Your second focus should be roaming and rotating in order with teamfighting. This means you hsoudl have vision on your oponents position or at least the knowledge where they are. Your job is it to peel for your carries. Pick up your Righteous Glory to get the massive movementspeed boost. This will help engaging and continiue chasing. Focus their essential targets and lock with your rotation down. If you are able to get an decent exchange (3:1/4:2) with their jungler dead do not be scared trying to get nashor. Nashor is your key for a fast and almost uncontested win. The rigth nashor call can change a lost game.

Pick up some kills to purchase your items take down towers alogn with inhibs and start grouping/preparing for the late game.

Late Game

The late game is the final phase of the game. The winning team is trying to destroy all of the inhibitors and their towers to gurantee a safe push. The losing team is trying to defend and clearing the waves without forcing a fight or dieing to mispositioning. In this phase you want to rotate with your team from inhibitor to an other. Your job is it to make sure that your carries can take down their buildings. A Frozen Heart will allow you to tank the tower if necessary along with the ability to sit in their Ad Carries "face". Banshee's Veil] is always good to block some spells to make sure you can engage without interruption.
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Just tank everything because YOU ARE A BEAST if you play NAUTILUS :)
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ooo Annie ooo Vel'Koz
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Spoiler
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ooo Morgana ooo Zyra
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ooo Janna ooo Lulu
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ooo Thresh ooo Leona
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ooo Nami ooo Alistar
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ooo Sona ooo Soraka
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ooo Blitzcrank ooo Bard
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14.04.2015: Guide created
15.04.2015: Major update (graphical)
16.04.2015: Matchups added
17.04.2015: Runes updated (graphical)
17.04.2015: Items updated (explanation & graphic)
17.04.2015: Summoners updated (graphical)
17.04.2015: Small graphical fixes
18.04.2015: Spells updated (graphical)
19.04.2015: Matchups reworked (content & graphic)
19.04.2015: Changed Introduction
19.04.2015: Added Youtube
19.04.2015: Added "Why Nautilus?"
20.04.2015: Added item explanations & "You should not buy"
23.04.2015: Adding "Guide Collection"

Upcomming Updates:
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