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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction
Without further ado, I present to you my Nautilus support guide!
Staggering Blow: When Nautilus attacks a target with basic attacks, he will stun them for 0.5/0.75/1/1.25/1.5 seconds. The duration on the passive increases every 5 levels. The passive cannot be used on the same target on the same target for 9/8/7/6 seconds. This passive is great as it gives good CC for both the laning phase and team fights.
Dredge Line: Nautilus launches his anchor forward and drags both himself and his target dealing 60/105/150/195/240 (+75% Ability Power). If the anchor hits terrain, the cooldown is reduced by 50%. This ability is a great gap closer and escape tool. Maxing this after your W will help reduce the cooldown of this ability.
Titan's Wrath: Nautilus surrounds himself with a shield that absorbs 65/70/75/80/85 (7/9.5/12/14.5/17% of his max Health) damage. During the duration, if Nautilus attacks a target he will deal 0/55/70/85/100 (+40% Ability Power) over a duration of 2 seconds. This ability is one of the main reasons Nautilus can get very tanky. Maxing this first will allow you to gain the upper hand in trades.
Riptide: Nautilus slams the ground creating three explosions around him. Each explosion deals 60/100/140/180/220 (+50% Ability Power) and slows the target by 30/35/40/45/50% for 2 seconds. A unit can be hit multiple times by the explosion, but it will deal 50% less damage than the first time. This ability has virtually no cast time, so you can activate it if you are being chased to slow down anyone chasing you. Max this ability last.
Depth Charge: Nautilus creates a shock wave that chases his target and knocks them up and stuns them for 1/1.5/2 seconds. Upon hitting the target, it deals 200/325/450 (+80% Ability Power) damage. The ability also deals 125/175/225 (+40% Ability Power) damage to any enemy it passes through and also knocks them up into the air. This ability is great for disengages and also during teamfights. Targeting the backline in team fights will allow you to basically knock most of the enemy team.
Dredge Line: Nautilus launches his anchor forward and drags both himself and his target dealing 60/105/150/195/240 (+75% Ability Power). If the anchor hits terrain, the cooldown is reduced by 50%. This ability is a great gap closer and escape tool. Maxing this after your W will help reduce the cooldown of this ability.
Titan's Wrath: Nautilus surrounds himself with a shield that absorbs 65/70/75/80/85 (7/9.5/12/14.5/17% of his max Health) damage. During the duration, if Nautilus attacks a target he will deal 0/55/70/85/100 (+40% Ability Power) over a duration of 2 seconds. This ability is one of the main reasons Nautilus can get very tanky. Maxing this first will allow you to gain the upper hand in trades.
Riptide: Nautilus slams the ground creating three explosions around him. Each explosion deals 60/100/140/180/220 (+50% Ability Power) and slows the target by 30/35/40/45/50% for 2 seconds. A unit can be hit multiple times by the explosion, but it will deal 50% less damage than the first time. This ability has virtually no cast time, so you can activate it if you are being chased to slow down anyone chasing you. Max this ability last.
Depth Charge: Nautilus creates a shock wave that chases his target and knocks them up and stuns them for 1/1.5/2 seconds. Upon hitting the target, it deals 200/325/450 (+80% Ability Power) damage. The ability also deals 125/175/225 (+40% Ability Power) damage to any enemy it passes through and also knocks them up into the air. This ability is great for disengages and also during teamfights. Targeting the backline in team fights will allow you to basically knock most of the enemy team.
I mentioned a little of this in my ability explanation, but I will also go over it here. Your first ability you should try to max is Titan's Wrath. Titan's Wrath is the reason why
Nautilus is a good tank. Although 17% of Nautilus' health may not seem like that much, it's great for taking damage for your team mates and initiating in team fights. Its also great for escaping close fights.
On
Nautilus, the normal way to go is 0/16/14, similar to other tanky supports. The defensive masteries are self explanatory as they are normal masteries for a tanky champion.
Greed
is good because as a support, you won't get many kills. This provides you with some extra money to buy more items.
Culinary Master
,
Alchemist
, and
Scout
give you all the support essentials.
Culinary Master
combined with
Alchemist
give you that amazing sustain during laning phase.
Scout
helps you with warding the entire map in general.
Runes
Greater Glyph of Magic Resist helps you with being a bit more tanky early game.
Greater Seal of Armor similar to the Greater Glyph of Magic Resist, these help you with being tanky.
Greater Mark of Health also helps you with gaining more health for a stronger shield. You can alternatively replace these with Greater Mark of Armor (depending on if their bot lane is more AD) or Greater Mark of Attack Damage (if you want to do more damage when initiating a fight early)
Alternatives:
Greater Seal of Scaling Health: Nautilus doesn't really have that much trouble surviving laning phase due to his natural tankiness (unless they have a very pokey bot lane). These runes benefit him even more as he approaches mid and late game.
Greater Quintessence of Scaling Health: Similar to the seals, get these if you know you are going to be fine during the laning phase. Either choose these or seals for scaling health. You do need some magic resist and armor if you're going to be a tank!
Greater Seal of Scaling Armor or Greater Glyph of Scaling Magic Resist: Get either of these depending on the enemy's team comp. If the enemy has an AP mid laner or AP top laner that scales very well into late game (Example: Katarina or Rumble) it would be beneficial to get Greater Glyph of Scaling Magic Resist. If the enemy ADC is weak early game but scales well into late game (Example: Vayne) Greater Seal of Scaling Armor would be beneficial.
Remember that these are alternatives you can use if you don't necessarily agree with the flat runes I selected above. Scaling runes work just as well as flat runes, so don't underestimate them.
With
Nautilus, your play style in lane should be dependent on who your ADC is. If your ADC is someone who can play aggressive early and deal a decent amount of damage (ex:
Draven) then you should play aggressively. Nautilus has tons of CC and if you start a fight, you are bound to burn at least one of the enemy's summoner spells. If your ADC is someone who plays passive early and mainly farms (ex:
Ashe) you should play passively and peel for them. Peeling as Nautilus is easy due to the high amount of CC he has. Be cautious as to not use your abilities recklessly early as they do have a high cooldown.
Although
Nautilus is a great initiator, leave that role to someone else on your team. Your job during teamfights is to protect and peel for your ADC. Your natural tankiness will help you absorb any damage headed towards your ADC. Use Depth Charge on anyone in their back line (preferably their APC or ADC). Your Depth Charge will go through anyone and can only be stopped by either hitting its target, or being blocked by a spell shield.
Although
Nautilus is an uncommon support, and is mostly played as a jungler, he is a very fun and strong support. Large of amounts of CC and tankiness make him a nightmare to deal with.
This is my first Mobafire Guide, so I appreciate any feedback (even criticism!) that you would be willing to provide. Thank you for looking at my Nautilus support guide, and good luck on the rift summoners!
This is my first Mobafire Guide, so I appreciate any feedback (even criticism!) that you would be willing to provide. Thank you for looking at my Nautilus support guide, and good luck on the rift summoners!
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