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Nautilus Build Guide by verstopper

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 verstopper

Nautilus - A Trustworthy Tank

verstopper Last updated on February 26, 2012
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Ability Sequence

3
10
13
15
18
Ability Key Q
1
8
12
14
17
Ability Key W
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello, this is my first build ever. Lately I've been playing Nautilus a lot and I've noticed that this build is pretty solid against any opponent if you go solo top or as tank.


Guide Top

Pros/Cons

The pros:
- Nautilus is great in CC
- He's almost unkillable end game
- Has great strength in the beginning of the game
- Awesome imobilizing passive

The cons:
- Very team dependent
- Large (easier to get hit by skill shots)
- Slow auto-attack


Guide Top

Runes

I've gone for the standard tanking runes, which are pretty good on Nautilus. You can see those on top.


Guide Top

Masteries

This is the build that worked the best on me. It's great because of it's strong defense and it's survivability. It's great to carry your team through team fights.


Guide Top

Items

In the beginning, I took Hearth of Gold and Philosopher's Stone because of the gold generation (as when you are tank/solo, you won't get that many minion kills) and because they fit perfectly in the build.

Mid game you should go for magic resistance/armor (look at what opponents you play against) for some survivability and able to get through team fights.

End game you should care about giving buffs to your allies, and debuffs to your enemies. Be a CC god.


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Summoner Spells

I went for Heal and Flash.

Flash because it brings you in range for those couple of abilities to get close to an enemy and to escape.

Heal because as a solo you will often get ganked, so heal is a great way to survive. Also, it really helps your teammates in big fights.

Also possible would be Ignite, but I prefer to stick to Heal and Flash.


Guide Top

Epilogue

Sorry for this rather bad guide, but this is my first one I ever tried. It's 1:30AM right now, so I didn't really bother to add pictures. If there's enough interest, I will clean up this guide. :)

Thank you for your time.