Nautilus Build Guide by MajorLoL
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| Health | 2798 |
| Health Regen | 17.35 |
| Mana | 1550 |
| Mana Regen | 35.74 |
| Armor | 77.5 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 111.4 |
| Attack Speed | 0.715 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 652.39 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 30% |
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Mastery Tree Is Outdated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
Thanks to Jhoijhoi. She indirectly helped me by showing me the online editor.
Hello MOBAFire! This is my AP
This video shows the tank/jungler way to play
Why AP Nautilus
As was introduced in the Champion Spotlight, Phreak plays
Nautilus as a tank/disabler and a jungler. My build does neither, but I'm recommending it to you. Why is that? Because
Nautilus has the potential to be the star of any game as AP. He has high scaling AP ratios for a tank, and has the power to fight most people in mid and late game. His skill set is very similar to
Fizz, only easier to play, as
Depth Charge is a homing missile. It also has a better effect if the missile travels under other champions.
I didn't realize "Movin Like Bernie" would come up when I was recording with Fraps. Still it goes well with the video.
An example of
Nautilus's power in lane. Here I fought
Morgana who is a supposed counter to mages. (Her shield was on CD as we had a scuffle right before this) I only had around 40-50 AP here and look how much damage I did to
Morgana. Imagine this damage heightened to a level when you have 550 AP or more. It sounds overpowered already.
This version of
Nautilus gives him more power in team fights, and allows him to use his full damage capabilities. Phreak mentions that
Nautilus does damage if ignored even as a tank. Imagine using all of his abilities to the highest potential. Ap
Nautilus is also more versatile, as he can be played in any lane, and even be a support similar to that of a support
Lux who attempts to hurt enemies so her carry can gain kills and gold.
Warning: You should tell your teammates you are going AP Midlane
Nautilus in champion select. Most people expect tank
Nautilus at this point in time.
Pros / Cons
| BUT |
Pros
+Good Harass pre-6 +High Killing Power post-6 +Easy to Master +Large amount of CC +High Utility +Fast trips to the jungle +Can Fly (Look at his joke) |
space |
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Cons
-Melee AP. (Has to get in the middle of the fight) -Needs good farm/needs to get fed to do well late. -SLOOOOOOOW. -Very slow attack speed. (Can't rely on -Strong AP version has low mana. -Won't take off his suit. I mean come on he's not underwater anymore. |
Runes
Strong AP Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
These runes give you a good balance of power early game, and even more late game with AP/level runes and MagicPen. It also helps to keep you from going back to base on account of mana late game. These runes are pretty standard on most AP champions, and will help you at all stages of the game.
Tanky AP Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Magic Penetration 3 |
||||||||||||
Tanky AP is meant to be more sustained, and more in the support damage path. That's why I take defensive seals and glyphs. I just use the AP I can get from items, and take MagicPen so that the AP is better put to use. This setup synergizes with the two health/AP items I picked in the main builds early. As is probably obvious, this build does not do as much damage as Straight AP, so MagicPen is a bit more vital than it is when you have more AP.
Masteries
Strong AP Masteries
The simple 21/0/9, getting all possible AP amplifications in offense, and all Mana Regen possible in Utility. These give you advantages throughout the game and helps
Tanky AP Masteries
Never see this setup on champions huh? Well it's plenty useful for
Ability Explanation
This passive is the equivalent to
Does 80/120/160/200/240 (+0.75) magic damage and stuns them briefly.
If the anchor hits terrain,
This is basically the ability that makes
While the shield persists,
Not as important on AP
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Such an important skill to have. This is your farming tool, chasing tool, and killer tool. It is best to use this when you close to the enemy, but not TOO close. By this I mean a little farther than melee range. Only do this if you are fighting somebody. If the target is running, you should get really close to them. This way all 3 explosions hit and the target gets a good beating.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Not so fast
One thing you may have noticed about these spells is that
Summoner Spells
I use these because they give you aid in the main problems with most AP carries. Escape Mechanisms and securing kills on that one that JUST survived your burst. You see this on most AP Carries, and
Viable Spells
Item Sequences
The following are my item choices. Later is the actual core and optional, situational items.
My Strong AP Choices
| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Will of the Ancients 2550 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Lich Bane 3000 |
Zhonya's Hourglass 3410 |
||||||||||
The Strong AP
My Tanky AP Choices
| Item Sequence | |||||||||||||||
Mercury's Treads 1200 |
Will of the Ancients 2550 |
Rod of Ages 2800 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Guardian Angel 2600 |
||||||||||
Now Tanky AP
Why CDR So Late?
While CDR Is an important part of
Strong AP Core Items
I consider these items core to full AP
Just like
Pretty much a must-have on any
The most important item on any AP champion that has an amplification on basic attacks. Examples of champions like this are These items are pretty vital to this playstyle, and all other items can be varied.
Tanky AP Core Items
Only two this time.
Stops all mana problems for a good while, and giving a good boost to health and AP. Because of this item, mana regen seals become unnecesary, and defensive seals come in. This item is just all in all a great addition to As explained before, many items can be added to this version of
Strong AP Situational / Optional Items
As mentioned before, there are many items that
Nautilus can use well instead of the main build.
PERFECT item to start early game when facing AP champions that give problems. My main problems have been with
Lux,
LeBlanc, and
Cassiopeia. This item is a perfect counter to them.
Very important if the other team is attempting to counter you. If you do buy this, get the next item to be mentioned.
Super useful, as
Nautilus's cooldowns are painfully long. Perfect item to get if you buy a
Void Staff, as you will not need
Sorcerer's Shoes after purchasing it.
A great item to abuse
Nautilus's early-mid game power. This item goes great with
Sorcerer's Shoes, and can sometimes substitute for it if another pair of boots is required.
Two very useful items if you decide you want the CDR. Choose
Morello's Evil Tome for more utility, but choose
Deathfire Grasp for bursting power. It's your choice.
Tanky AP Situational / Optional Items
Tanky AP has even more possible items, but I won't go through all of them because it's literally all tank items in the game. I'll just show the best ones, in my opinion.
The most useful armor item for mana hungry people. I use this on most champions like Tanky
Nautilus, because it provides some of the best stats in the game, and compared to other armor items is really efficient.
Of course the
Banshee's Veil. Probably the most popular tank item, as carries use it, too, and
Nautilus is no exception. Protect yourself from a poke, or the first spell of a teamfight, it's never a bad item.
If your support didn't get this already, there's no problem with you doing a little support of your own.
Same as above.
The forgotten item, use this whenever you take boots besides
Mercury's Treads, and they still have some CC.
I consider these two pairs of boots tank items because of the great stats they give. People may not agree with
Boots of Swiftness, but if you have to be the initiator of a team, you need to be able to chase people.
Nautilus is also slow as hell, so this can work well.
Sadly there's no AP version of
Atma's Impaler unless you're
Vladimir, but this item is still viable. Who doesn't want to be a health monster doing sufficient damage?
A very important part of Bottom or Top lane
Nautilus is Gold items. This is because you don't get as many farming opportunities as you would in Mid. Usually top lane is a poking fest, and bottom lane is always a constant battle, not to mention you should be letting the AD Carry farm.
The Mid Lane Monster
Nautilus can dominate mid lane. He has avid harass techniques and great sustain with
Will of the Ancients. He counters many mages, and pretty much rocks all AD champs going mid. His CC and damage also make him an awesome ganker, so whenever yo have the time, you can set the other lanes ahead. When in mid lane, you probably shouldn't be going for Tanky AP, because as mid laner you want to be the main carry for your team. Here I will post two games from two of my favorite youtubers that both show the power of Mid Lane
Nautilus.
Redmercy's game with him.
ColbyCheeZe's game with him.
I would post my own games, but I don't have full Fraps yet, plus I don't think I could play on such low FPS(My laptop sucks)
As shown in those videos,
Nautilus beats many common mid lane mages. Whenever an opportunity arose, they harassed and most of the time killed. Same went for my fight with
Morgana. The only problem with this is you have to get up close and personal. If you harass a
Brand and you ended up near his tower, you need to back up. If the
Brand has half a mind, he's going to turn around and combo you as you run! This is why it's better to only go in on certain champions when they're low enough to be killed by a full combo. How does this happen if you can't harass in the first place? Two ways. First is ganks from junglers. If your jungler ganks, the enemy's first response will be to run. If you get any hits in, and they die, all the better, but if you get hits in but not enough to kill them or make them go back, that's the time to harass. Second is exploiting weaknesses. For example,
Lux is a champion that is squishy, but can kill you without ever leaving her side of the lane. Exploit this by getting up close and personal. One
Dredge Line and
Lux will run. Same goes for
Xerath. Most
Kassadins are aggresive, so punish them after they silence you. These are weaknesses to be exploited, and you get to learn how to exploit them after games against them.
Top and Bottom
I haven't played many games in top lane or bottom lane, but I can tell you about it. When playing as the Offtank of Solotop, or Damage Supporter of Bottom Lane, you should be going for Tanky AP of course. This also includes the need for variety in builds. The main part of this is gold items. You're much more deprived of farm when you have somebody beating on you top lane or letting your AD Carry farm bot lane.
You should be playing as aggressive as you would mid lane if you have stronger laning power. For example if bottom lane is you and
Graves, and you're facing
Sona and
Ashe, you can be very aggressive to them.
Graves doesn't even have to participate in the harass as much as you do. He can farm while you zone the enemy. This is why I recommend you watch this video on zoning, and once you get a feel for
Nautilus, you can do the same thing Shurelia was doing to the enemy.
Do this and you'll have a smooth early game.
Sometimes the enemy will be able to deflect your harass/zoning. Examples of teams like this are the
Mid Lane Foes
Mentioned throughout the guide, I spoke of some enemies that AP
Nautilus can have a hard time with. In this section I will talk about all of his strongest enemies.
Difficulty:Medium
One of the few champions that can completely own you early game if you're not careful. She completely negates both farming and harassing before level 6. After level 6 is your time to shine, because you can surprise them with a good combo if they attempt to harass you again.
Difficulty:Easy
Easiest to kill pre-6, yet the most annoying post-6. I don't mean she's hard to kill, it's just that if you miss your
Difficulty:Hard
Always annoying, and she can own you post-6 if you're not careful. Only harass her if she attempts harassing you. Her egg makes this even harder. You should wait for jungler support whenever you fight her.
Difficulty:Easy
Just one rule whenever fighting her. Do not go near her when she has her stun up. In fact, you should go in directly after she uses an ability on minions. She's easy pickins if you do this.
Difficulty:Easy
Go in for the kill at level 2 or 6, either one works. These are the two primetimes when you can jump on
Difficulty:Hard
Biggest threat at all stages of the game. She's just too powerful to fight without help. This is why you should wait for jungler support to attack her.
Difficulty:Easy
Fairly easy to harass, and eventually kill. The only thing is to not let him regain health off of minions. Jungler help isn't even that necessary around him. Just be wary of his ultimate, it can be devastating.
Difficulty:Medium
Try to waste his
I'll just leave this here...
Difficulty:Easy
He does damage to you, but he's extremely squishy. Try not to get harassed pre-6, so the scuffle you should get into at level 6 won't end in your death via
Difficulty:Hard
You can't really do anything to him until his
Difficulty:Medium
What a little...Oh do I hate
Difficulty:I DUNNO
To be added. Never faced.
Difficulty:Somewhere between Medium and Hard
So...powerful. You really can't do anything to her without a lucky gank. A good one anyway. Just be careful and fight her if you have to. A squishy mage with power is still a squishy mage...
Difficulty:Easy
Wins by sitting on her side of the lane and weakening you until one burst can rape you. Not if
Difficulty:Medium
Easy to negate his farming pre-6, but you have to be extremely careful post-6. Nobody wants to get puked on to death. You should probably wait for a jungler to fight Malz after level 6.
Difficulty:Hard
Haven't faced him in mid, but I have faced him in solotop. I'm here to tell you that unless you have the support of a jungler, do not fight
Difficulty:Medium
Worst nightmare with her shield, but when her shield goes down/on cooldown, it's your time to strike. You saw a typical fight with her in the "Why AP
Difficulty:Medium
So annoying with his harass because none of his spells are skillshots or cones. If it seems like he's going to snare you, get out of range of the minions, this way he has to take your combo if he wants to harass.
Difficulty:Free Gold
LOL JK, just kill her for even considering coming mid.
Difficulty:Medium
Pre-6 he's...killable, but if he's not squishy by level 6, don't even bother going near him without jungler support. If you don't kill him in one burst, he's gonna come back harder.
Difficulty:Free Win
Just kill him.
Difficulty:Hard
Early game you have the advantage, but post-6, it's a game of quickdraw. You can kill him, but he can kill you.. This is why you can't get close to him unless you're planning on killing him post-6. He's got a stun which gives him the upper hand, but he's still way weaker than you in the form of health. That's what you can utilize to get to him and make him pay for his evil ways.
Difficulty:Easy
Pretty easy to kill if you can avoid his stun bubble nonsense. Also he has good harass past the minions, so you have to be wary of
Difficulty:Hard
Words cannot describe how annoying and impossible it is to 1v1 a good
Difficulty:Easy
Just like
Difficulty:Easy
Most
Now just because somebody's in Hard difficulty, doesn't mean you can't kill them. It's just that a good one won't let you win so easily. Vice Versa for Easy champions. Don't think you can ignore them and they won't kill you. Always be careful, because you never know when you might get ganked by an entire team. (Damn premade teams...)
Phases
Laning Phase
Depending on the champion / duo you're facing, early game will either be extremely easy, or a huge challenge. You should refer to "Mid Lane Foes" to figure out which one it'll be.
The first thing you should always be focusing on is farm. Farm is the most important thing in any solo lane. Next to that is kills, which brings up the next goal, harass. If you're not harassing, it's because you can't. If you can't it's either because they're harassing you and coming out on top of fights, or you know you can fight. At this point it's self defense until you can get a gank.
Crazy Phase
Just what I call mid game. Why? Mid game usually starts after a lane was won or lost, and everyone begins roaming or moving together to knock down towers/ teamfight. It's very unorganized unlike early game where everyone sticks to a lane except for the jungler.
Late Game
Essentially the same as Crazy Phase. The only thing is you must be MUCH more careful. A wrong move can lose your team their AP Carry, giving the other team an opportunistic time to attack your team. You should still be on the prowl for enemies that are all alone. Basically, stay safe.
Clips
Remember when I said
Teemo was free win? Well this is why. This also tells you that anybody squishier than a
Teemo with some extra health is going to die to you. (Notice he was full health)
(Many more clips to come)
Summary
Thank you for reading my AP
Nautilus guide. It's relatively short right now, but I'll add more sections in time. If you don't have an excellent game first time around, be sure to try plenty more times for a good feel of AP
Nautilus. He can take some getting used to. In other words don't play one unfortunate game and come back, downvote and say "This build is terrible, -1."
For right now it's looking pretty good, so I guess it's about time I put something funny/clever/random here. Hmmmm....Oh yes. Now I remember.

This shameless advertising brought to you by AP Nautilus. Side effects may include the effects of cancer, death, illness, death, choking on air, death, amnesia, and death. Thank you for purchasing cancer, and have a nice day.
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