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Choose Champion Build:
-
Jungle Nautilus
-
Support Nautilus
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
I. Introduction
Hi I'm KingPudding I created this guide for many reasons. First to explain the mechanics of

I added the comment feature because feedback is always nice. If you leave a comment please remember to vote on the guide. I will take into consideration all comments and will update this guide when I feel there is something I might have missed or would be good to add or a different build. Remember though to be clear with what you are trying to say. I'm not also a person with great formatting skills so if you vote please leave out aesthetics. With that aside lets learn about

Nautilus is a fantastic jungler and ganker. He is arguably the king of CC (Crowd Control). His early ganking allows his team to become fed early and


When to play Nautilus
- Your team needs a tank.
- Your team has no Crowd Control.
- When you wanna jungle an exciting character besides
Lee Sin
- synergizes well. with CC bruisers like
Jax
Xin Zhao or
Riven.
- Good against strong escape enemies IE
Riven
Times NOT to play Nautilus
- When you feel uncomfortable playing
Nautilus.
- When your team doesn't deal enough damage
Greater Seal of Armor
I get this because it allows you to take more hit's from the jungle monsters and allows you to gank top and bottom easier. Will help you a lot either Solo top or Jungle. Solo top is covered mostly by Physical damage dealers
I get this because it allows you to take more hit's from the jungle monsters and allows you to gank top and bottom easier. Will help you a lot either Solo top or Jungle. Solo top is covered mostly by Physical damage dealers
Greater Glyph of Scaling Magic Resist
This helps against AP casters in late game. Or if you are counter ganked in mid-lane.
This helps against AP casters in late game. Or if you are counter ganked in mid-lane.
Greater Mark of Attack Speed
This is another standard jungle rune that speeds up jungle clear time. But most of naut's damage comes from his abilities. The plus side is this attack speed plus
Wit's End can be a very devastating combination. It allows for faster jungle clear time and allows you to hit more swings with
Titan's Wrath.
I understand that people love to use this on Nautilus but, I see it like this. Why waste maybe 3000 ip on quints when you can get
Mobility Boots and have a different set of quints that won't help late game. You can get this to get to gank faster which is the main reason to get this. It's viable, I just don't like it.
I know the runes may seem a little weird but, they have worked really well for me.
This is a possible start for jungling with nautilus because it helps with
Titan's Wrath by giving you a stronger shield. A stronger shield + attack speed= better jungle clear. This transfers over into late game by giving you more health instead of flat armor.
This is another standard jungle rune that speeds up jungle clear time. But most of naut's damage comes from his abilities. The plus side is this attack speed plus


Greater Quintessence of Movement Speed
I understand that people love to use this on Nautilus but, I see it like this. Why waste maybe 3000 ip on quints when you can get

I know the runes may seem a little weird but, they have worked really well for me.
Viable runes
Greater Seal of Scaling Health
This is a possible start for jungling with nautilus because it helps with

Greater Quintessence of Ability Power
This allows you to deal damage in Jungle, Teamfights , and ganks.I recommend this as it can be a great benefit as it increases your damage over time amount and increases
Riptide damage. Because all of his spells scale with ability power this is a great choice.
This allows for Nautilus to dish out damage useful especially at early game. This allows him to jungle faster but not as fast as attack speed marks. I would suggest this if you are the only AP character on your team.
This seems weird at first but after looking into it it really helps. If you are unable to land a gank due to your team pushing extremely hard this can give money because your aren't getting a champion kill or assist. But, if you do get a kill this rune will help you snowball as you can become fully built by mid game.
This allows you to deal damage in Jungle, Teamfights , and ganks.I recommend this as it can be a great benefit as it increases your damage over time amount and increases

Greater Mark of Magic Penetration
This allows for Nautilus to dish out damage useful especially at early game. This allows him to jungle faster but not as fast as attack speed marks. I would suggest this if you are the only AP character on your team.
Greater Quintessence of Gold
This seems weird at first but after looking into it it really helps. If you are unable to land a gank due to your team pushing extremely hard this can give money because your aren't getting a champion kill or assist. But, if you do get a kill this rune will help you snowball as you can become fully built by mid game.

Defensive












Utility








Other viable masteries











Masteries I don't take and why




For a while people have debated over the use of
Spirit Stone or
Madred's Razors on
Nautilus, I believe that both are viable choices and is mainly a preference. But due to disagreements between critiques I will list both options.
Pro's
Con's
So obviously there are some drawbacks for going this route. One reason I don't choose this is because
Nautilus is mainly a gank oriented jungler meaning that counter jungling shouldn't be a higher priority then helping your team snowball. The Pro's do outweigh the Con's in this situation but remember its a preference.
Pro's
Con's
So because of it's statistics it makes it a superior choice and the cost is the same. It doesn't prohibit counter jungling either.



Madred's razors option
Stats
Costs 700
25 armor
25 armor
Unique passive: basic attacks deals 60 bonus magic damage to monsters with every basic attack
Pro's
- Faster clear time
- 25 armor
- Counter jungle choice
Con's
- Passive only effects Monsters
- Doesn't build into late game item
So obviously there are some drawbacks for going this route. One reason I don't choose this is because

Spirit stone option
Stats
Costs 700
14 health regen
7 mana regen
UNIQUE Passive: Maim - Your basic attacks against monsters deal bonus 10 magic damage with every basic attack.
14 health regen
7 mana regen
UNIQUE Passive: Maim - Your basic attacks against monsters deal bonus 10 magic damage with every basic attack.
Pro's
- 14 health regen
- 7 mana regen
- Allows for situational build depending on team
- Benefits to survival
- Faster clear time
- Builds into tenacity item
Con's
- Slower clear then
Madred's Razors
- Lacks 25 armor
So because of it's statistics it makes it a superior choice and the cost is the same. It doesn't prohibit counter jungling either.
Early Game
1st





2nd








3rd

25 armor
This allows faster jungle clear time. But it doesn't build into anything that really benefits

4 th

35 armor
425 health
10% cooldown reduction
10 health regen
active gives your team a shield of 50(10 per level).
I get this item due to the cost and the stats it gives you. For a small amount of gold you get a tanky item and powerful active that helps your whole team. I have seen this make or break fights.
5 th

1000 health
and a passive regen. Offers huge bonus for your Titan's Wrath. Be weary of things like


Mid Game
6 th

30 armor,
500 health,
14 health regen
7 mana regen
Tenacity
Unique Passive-Butcher: damage bonus to monsters 30%.
I think this item is great on



7 th

95 armor
20 cooldown reduction
400 mana
UNIQUE (passive) reduces the attack speed of nearby enemies by 20% within (1000 range)
This is wonderful on heavy AD teams. Gives mana, cooldown reduction, armor, and a great passive for your team. The attack speed debuff is great for teams whose ADC is fed early.
Late game
8 th

42% attack speed
25 magic resist
Unique(passive) your basic attacks steal r magic resist from the target and stacks up to 5 times.
This gives you magic resist and attack speed along with magic damage. It's a really good item on nautilus and synergizes with your


Offense

40 ability power
60 armor
10 cooldown reduction
500 mana
I get this as an additional slow and extra ability power with the armor boost. This could be traded with


60 ability power
450 health
450 mana
a decent amounts of mana, health, and ability power. This item is very cost efficient for nautilus and allows him to deal out a decent amount of magic damage and keep him relatively tanky. But it can be replaced with




80 ability power
500 health
This gives



40 ability power
40 magic resist
6 movement speed
magic resist, ability power, and a great active late game for finding those enemy ambushes. This is a substitute for


120 ability power
50 armor
This is a good item as well. It gives you ability power and armor. The active effect is great in certain situations like after you initiate a big teamfight with



45 Magic resist
70 Ability Power
The passive is great for teamfights allowing your Mage to dish out more damage.I suggest getting this if the AP carry does a lot of damage and yours does too. Another reason to take this is if your team is all AD as you will need some AP on your team to be successful. This item can be changed for

Defensive

70 armor
500 health
This item is great giving you a good amount of armor and health. It has a speed debuff active along with a passive that if they attack you they get slowed.

20 armor
30 magic resist
400 health
This item gives you health,magic resist, and a great passive aura. Before season 3 I would always build a



400 health
45 magic resist
300 mana
This item is decent on


50 armor
30 magic resist
This gives you the chance to escape from sticky situations. Or comeback from the dead and help your team win a major battle. It's great on all champions. It gives you magic resist, armor, and one of the best passives in the game. I would buy this late game if you keep dying in teamfights.

450 health
45 armor
One of my favorite items on Nautilus for so many reasons. The health is a wonderful thing to have along with the armor making you tanky. And because you are the main tank you are going to initate fights and be at the center of them. This means that sunfire capes passive will hurt all the enemies around you. This item is also good for turret diving because it will throw turret agrro onto you.
Mobility

25 magic resist
Tenacity
It's uneccesary if you have


25 armor
It allows you to take more hits from auto attacks, but you are a lot slower. This is good versus heavy AD teams. I try to get this by level 13 or 14.



This is Nautilus's passive. It's simialr to Udyr's


Q
Cooldown: 18/16/14/12/10
Cost: 60/70/80/90/100
Nautilus throws his anchor forward. If he hit's an enemy he will pull himself to the target and the target closer to him. dealing 60/105/150/195/240 + (75% of his ability power). If he hits a wall he will pull himself to it and the cooldown will be reduced by 50%.
This skill is your initiation into a gank. The pro's such as Phreak save it but, I use it early because I'll get it back by the time the enemy tries to escape. Besides being able to catch enemies with it and deal a little damage. It can be used for wonderful escapes. It can latch on to turrets even if they are destroyed, walls, and minions. Even if thrown by



W
Cooldown: 26/24/22/20/18
Cost:80
Nautilus surrounds himself with dark energies shielding him from the next 100/150/200/250/300 (+10% of HP) damage for up to 10 seconds.While the shield persists Nautilus's basic attacks apply a damage over time the effect deals40/55/70/85/100 (+40% of Ability Power) magic damage over two seconds.
This is part two of your ganking combination. A little tip with this ability is to use it after your first hit. It resets your attack and instantly applies another hit. This is great for team fights and also adds a cleave similar to



E
Cooldown: 10
Cost:60/70/80/90/100
Nautilus slams the ground causing earth to explode around him.Each explosion deals 60/100/140/180/220 + (50% ability power) magic damage to each enemy hit by the explosion and slows them by 30/35/40/45/50% for 2 seconds. A unit can be hit by more than one explosion but they take 50% less damage up to a maximum of 120/200/280/360/440 (+ 100% ability power) magic damage.
This is part three of your gank.After anchoring in and auto attacking once then popping your




R
Cooldown:140/110/80
Cost: 100
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225(+40% 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% ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Nautilus's Ultimate Move





- Dredge lining
Baron Nashor or Dragon will only pull you halfway to it while they stand still.
Titan's Wrath resets the hit counter therefore you get a free attack after an auto attack if hit
Titan's Wrath.
Titan's Wrath can be casted during a
Dredge Line.
- Being disrupted while retracting to anchor will resume your retraction from where ever you are.
- Using anchor on an invisible enemy will pull them to you but wont reveal them unless if they are
Teemo.
Depth Charge will chase the opponent no matter where they run and will hit a target even if they just stealthed. But, it won't reveal them.
Titan's Wrath has an AOE (Area of Effect) that only lasts if the shield is up.
- If
Blitzcrank tries to grab you throw you anchor at him. This negates his
Rocket Grab and allows you to get away because it pulls you both together.
- You can use your anchor to grappel to walls.
- You can pull yourself over the edge of cliffs and hit an enemy if near a ramp.
Some of these little tips have saved my life and can be a real game changer in the long run.
GOOD SPELLS
Flash: I will go into the pro's and con's of
Flash vs
Ghost.
Smite: This is a must have for jungling. If you don't have smite on FORGET JUNGLING.
Ghost: Good for running away or chasing.
Heal: Heal is a decent spell but then you have no form of escape. It can be used if playing support nautilus though.
NOT RECOMMENDED SPELLS
Clarity: To quote Laggermeister "NEVER USE clarity" go see his clairty mini guide for further explanation
Teleport: This is a possible spell to use and allows you to gank from placed wards. The downside though is a lack of an escape.
Clairvoyance: The only time you will have to use this is if your playing support nautilus and is a very situational spell.
Exhaust: Having this means you lack any form or escape. But can also be used on support nautilus for an additional slow and attack speed debuff.
Ignite: It's not something I recommend for jungling because it leaves you without an escape. It could be used though in high level elo games though for a support nautilus but I don't recommend it.
Revive: There is a thing called not dying.
Cleanse: Should be used on characters that deal major damage such as
Vayne or
Twitch This spell only really helps carries and allows them to fight off exhaust and other Crowd Control effects.






NOT RECOMMENDED SPELLS










ghost
-
increases speed
great for chasing and running away
can't be used to escape if cornered
can't ghost fail so that is a benefit
So overall I say take the one that will benefit you the most. I myself prefer

Jungle route

So my route as

I start with





1). Then at 1:50 go to Blue buff and repeat the process and then put a point into

2). Then walk over to wraiths and pop shield after hitting the big wraith. Kills wraiths after poping


3). Then I suggest heading back to wolves and auto attack then pop your


4). Gank
Invading
When to invade
To invade the enemy make sure your team is a stronger level 1 team then theirs. This means avoid fighting if they have



How to invade
So the best way to invade is through one of the side brushes in mid lane. As it gives you a faster time to close the gap and they can't see you coming as fast that way. When you go for a level 1 invasion get your

Getting Invaded
This can be problematic. So I can give you a few helpful hint's to make sure you don't get invaded or if you do. what should you do next? First determine if their team does more damage than yours and if they have a

If they succeed in stealing your blue go take theirs and start with wraiths and follow the route (the unorthodox route). after it or until you reach level 3.
Counter jungling
So what I have found to be very successful is straight after taking your blue SMITELESS head over to the enemies red. What I suggest doing depends upon the jungler.IE: if the jungler is


The second option is to take the buff by force and clear the camp before the enemy jungler can arrive to stop you. I suggest doing this with slow jungle clearers such as



After taking the buff I recommend heading to your own buff and taking it. This leaves the enemy jungler at least one level lower than you and ahead in gold and buffs. By doing this strategy it secures a stronger hold for your team by weakening the potential gank threat of the jungler.
Ganking
There are two ways to gank a lane. One is a jungle gank and two is an in lane gank.
Jungle gank (from river or enemy turret)
To successfully gank any lane you must first look at the situation. If you are low on Health or your Ally is DONT GANK .Secondly Announce where you are going to gank with [OMW TOP. OMW MID, or OMW BOT] This allows your teammates in that lane to prepare for your opponents doom. By communicating you are likely to go into a fight and win. Remember PING when you are about to go out of the bush.
In lane gank
This is a little more tricky as you must wait for your opponent to get pushed first this allows you to hide in the first bush because the enemy minions wont have vision. Or you can gank from a placed ward in the bush. Then after entering the bush you must wait for the enemies to push back and then you can engage.
The combinations!!
1




this allows for the most slows and damage at the earliest part of the game. Doing this combination sets up the kill for your lane.
The Wild Nautilus Appears combination!!!
1





This allows you to save your

So after level 6 this is the combination that benefits you the most
1





This combination will assure a kill if your lane participates in the gank. The amount of slows, Crowd Control, and damage over time should leave your opponent open even if your team doesn't have a gap closer.
Jungling spawn times of relevance
BLUEspawns at 1:55
Red also spawns at 1:55
WRAITHSspawn at 1:55
WOLVES spawn at 1:55
DOUBLE GOLEMS spawn at 1:55
BARON VON NASHORspawns at 15:00
DRAGONspawns at 5:00
Important jungling respawn rates:
Red, Blue buff: 5 mins.
Dragon: 6 mins.
Baron Nashor: 7 mins.

So the first thing about teamfights; YOU are most likely the one to engage them. Start with either your






focusing
Your goal should be to focus the character who does the most damage. Rather it be the ADC or the APC. In an easy to follow list I will show you what to do in teamfights.
NEVER FOCUS THE TANK!! let me explain this to everyone. If you target the tank then you allow the damage dealers to remain unchecked allowing them to deal more damage to your team.
Teamfighting checklist
Before engaging the fight check to make sure your whole team is there. This makes certain that you won't go in at a disadvantage. If there is one less person with them and you have all five of your team go for the engagement. If your team is dumb enough to try an engagement try to peel an enemy away from the fight by throwing them out of position by possibly using

-
Initiate the fight
Focus the ADC (or biggest threat)
Make the enemy team focus you
Focus the next biggest threat.
Support nautilus is a very different kind of support than others. He is similar to support
Amumu in the fact that he pulls himself to his enemies. It's slightly viable but not recommended as he is better as a jungler.
This item is great because you don't need pots early game and it gives you mana for a starter as well.
This allows you to not have to buy wards constantly and you get health from it too. This item is probably the best thing for nautilus early game. I would suggest getting it second
This item is also great on support nautilus and gives your team an active movement speed boost for a short time when activated.
zeke's herald I'm still debating if this item should be used or not.
Ashe: She is also great and brings Crowd Control and damage to the lane. Along with her
Hawkshot that can check the bushes early game. It's a good idea to be aggressive with ashe as a lane partner. By level three try to hit the ADC with
Dredge Line and follow it up with the ganking combo.
Caitlyn: She synergizes well with you giving extra crowd control early game with her yordle snap traps. And her range allows her to stay safely behind you. This can go either way. You can play aggressive or passive in this lane depending on how confident you feel.
Corki: Your Crowd Control with corki's early game damage will help set up a very good kill lane. Try to be aggressive with him as a laning partner.
Draven: His early game damage and your snares are great together. Just make sure he gets fed because he tends to fall off late game. This is an aggressive lane and you should start being aggressive by level 3.
Ezreal: He is really strong with you and can kite in and out of fights. And his early game with yours creates a real pub stomping for the other team. Go aggressive all out with ezreal but be weary of ganks.
Graves: Your snare synergizes with his
Buckshot due to the fact that it does more damage close range. His damage output is also very strong. This lane can be aggressive or passive depending on the skill of the graves.
Miss fortune: She is a good champion to support. She has a great slow and a damage over time and your passive can root someone so she can use
Bullet Time with the whole duration hitting them. I believe you synergize with her the best. This lane should be aggressive.
Sivir: She is really mana hungry. This is one of the champs to use
Clarity with. Your snare synergizes with her double
Boomerang Blade allowing her to have a better chance of landing both hits. This lane is also an aggressive lane.
Teemo: He is a decent lane partner just keep him alive until mid game or he gets his first AP item.
Tristana: Her early game is decent and her late game is amazing just try to protect her in mid game. She has a weak start up so you need to play passively with her.
Twitch: because most of his play style is stealth based and being one of the biggest characters in the game doesn't help. The lack of ways to heal twitch is also problematic. If you have to lane with one use heal. This lane is very skill based. If the twitch is good you can be aggressive if he isn't play passive.
Urgot: Undetermined due to the fact that no one plays him.
Varus: He doesn't deal much damage early game and that can be very bad for an aggressive support such as nautilus. But he does have decent poke which might make him decent. If you do play with varus play passively.
Vayne: She is really good to have with you. Vayne requires a champion with some form of Crowd Control to keep her safe and we all know nautilus is the king of Crowd Control. I recommend using heal with her due to her low amount of starting health. This lane becomes aggressive at level 6.
Alistar: The so called King of Crowd Control. He deals more damage than you and CC longer than you. His ultimate also makes him a lot tankier. Be careful against him. This lane might be one of the toughest lanes for you.
Blitzcrank: He isn't too tough of a match up. Just make sure he doesn't pull you through a wall. I advise being cautious and warding the bushes to avoid him from getting a good grabbing position without you seeing him. Be careful if you do fight one as nautilus. It's a winnable lane with jungle ganks or at level 6.
Janna: She is very squishy e. Make sure to take advantage of this and attack her whenever she is too far away from her carry. This lane is an easy win for you.
Karma: You won't see a lot of her but when you do remember that when she is low she gets extra ability power. She will be able to keep her carry in lane for a good amount of time. You should have no problem with her and can beat her at any level.
Kayle: She is a pain. She can heal her carry slow you down give her carry a movement speed buff, make the invicible for a few seconds and can kite you. Play passively in this lane.
Leona: "this is a scary lane". fighting a leona + ADC comp will require complete bravery on the part of you and your ADC. You will need to peel their ADC off of yours, as Sunlight procs can really give them the upper hand in a drawn out fight.So try to beat them early game.
Lulu: has a strong ability to kite and her CC/barrier/visibility/speed buff/ and slow. You and your carry will get kited to death, if you play offensively. Then her ultimate can buff her ADC giving health and a knock up if they are close to the target. Try to beat her before level 6.
Malphite: He is very annoying as a support taking what little movement speed you have. Then at level 6 his ultimate is really dangerous. Try to play passively in this lane.
Nami: After reevaluating her I have come to the conclusion that she can be a hard match up post 6 with her Q and Ult. Try to beat her before level 6 to maximize your chances of wrecking your opponent.
Nidalee: She is probably your worst match up. Her spear dishes out a ton of damage and her traps show you in the bushes. Then her cougar form can burst out a lot of damage. Try to win this lane pre 6 if possible with jungle ganks.
Nunu: He outpokes you and gives his carry an attack speed buff. This puts you and your adc at a disadvantage. Then post 6 his ultimate is very scary. I suggest trying to play passively in this lane.
Sona: she can harass you in lane a bit but she isn't too tough to beat. Try to have your carry beat sona and her lane partner by level 3. This lane is in your favor.
Soraka: she can be annoying constantly healing her carry. But she has no form of crowd control besides a silence.This lane is another easy win.
Zilean: he can be super annoying with his time bombs and can bring his carry back to life. Beat this old man down before level 6.
Zyra: Zyra will wreck you if she gets the chance. Her snare and knock up from her ult will almost lock you or your carry down. Then her seeds create vision if you step on them. Play passive against her.

The benefits of support nautilus
- Crowd control from passive.
- The carry can hide behind you.
- stops other pesky carries that everyone hates to go against IE:
Ezreal and
Teemo.
- Still naturally tanky and useful in teamfights late game.
Drawbacks
- Slow support and can be harassed easily.
- Very slow and can give kills away if ganked.
Items for support Nautilus



zeke's herald I'm still debating if this item should be used or not.
Synergy and opponents




















The opponents




































Note: I'm not a high Elo player. But I know my build works.
http://www.lolking.net/summoner/na/30310831#ranked-stats
http://www.lolking.net/summoner/na/30310831#history
http://www.lolking.net/summoner/na/30310831#ranked-stats
http://www.lolking.net/summoner/na/30310831#history
Nautilus is a very well rounded character and is extremely fun in almost all situations. His Crowd Control is debated by some to be MODERATE because it's not a
Galio,
Amumu,
Malphite, or
Nunu & Willump ultimate. But, unlike their ultimate moves he get's his snare every 12 seconds on the same enemy.
Thx to contributions of Veng Lmfao for inspiring me to revise my build look and clean it up a bit.




Thx to contributions of Veng Lmfao for inspiring me to revise my build look and clean it up a bit.
- 12/24/12 The perserverance skill seems to be replaced with the
Garen passive. Look at my masteries for the actual picture.
- 12/24/12 Added
Randuin's Omen
- 1/2/2013 Added new visuals and a few new explanations and made a change to an ability order.
- 1/3/2013 Added
Frozen Heart,
Spirit Visage,
Runic Bulwark,
Banshee's Veil, and
Ohmwrecker.
- 1/3/2013 Changed the mastery page to 6/21/3
- 1/5/2013 Changed runes to make better use of nautilus
- 1/5/2013 added ganking combinations
- 1/8/2013 Changed a few sentences and removed sunfire cape to replace with
Randuin's Omen
- 1/8/2013 added extra viable runes and masteries.
- 1/9/2013 added
Shard of True Ice and updated summoner spell explanations. Still haven't fixed the perseverance issue yet though.
- 1/9/2013 updated summary and support nautilus section.
- 1/10/2013 updated the support nautilus guide part but am still having trouble getting bbcoding of shureleya's Reverie and the correct mastery perks IE
Tough Skin and
Alacrity
- 1/11.2013 added history to my results
- 1/11/2013 Fixed shurelya's reverie,Tough skin, perseverance, and the enchantments.
- 1/12/2013 Added Kayle as possible support.
- 1/13/12 Added jungling map
- 1/15/2013 Changed Masteries section to better improve nautilus as a jungler.
- 1/16/2013 Added New situational items and added to ability explanation.
- 1/16/2013 I have decided to keep Nautilus jungle 2.0, It has different masteries that I will cover by tomorrow.
- 1/18/2013 Added
Shyvana
- 1/31/2013 added roman numerals for aesthetics and made updates to the counters with explanations.
- 2/2/2013 Changed a few thing such as synergies and items along with changing masteries.
- 2/3/2013 Changed wordings on ali, leona,lulu and fixed a glitch on my riptide saying it stopped cc.
- Changed wording on
Depth Charge and moved iceborn guantlet into viable items and moved
Wit's End into the main item set after recalculating whats best for naut.
- 2/9/2013 Removed top nautilus and found it to be unviable
- 2/14/2013 Put
Guardian Angel into viable items and moved
Sunfire Aegis into the main build.
- 2/18/2013 changed Jungling section by cleaning up a wall of text.
- 2/22/2013 Added
Locket of the Iron Solari and changed
Spirit Visage to
Runic Bulwark in the VS AP build.
- Added movement speed quints and atk speed marks.
- 2/27/2013 Changed some Coding to make it look better.
- 3/11/2013 Changed runes removed
Shard of True Ice and
Spirit Visage.
- 3/18/2013 Removed
Thornmail and finished invading section of guide. Revamped the items by showing the statistics of each item.
- 6/18/13 Added the patch notes on
Titan's Wrath
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