Nautilus Build Guide by Nhedro
Not Updated For Current Season
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Not Updated For Current Season
In this guide, I present you to one of the champs with most cc if not the one with number 1 cc, The Titan of the Depths, the Space Jungler, Nautilus.
I will give you the most helpfull suggestions, other alternatives you may prefer, and show you videos to let you decide what's the best way for you to take your team to the win!!
Hope you enjoy, and give some use to this.
Pros / Cons
- Great tank;
- With Dredge Line you can pull the best suitable champion to you;
- Dredge Line it's also a great way to escape unwanted encounters in jungle and in lanes;
- 3 CCs skills, Staggering Blow can be used multiple times on different targets stunning them, Riptide slows every one around him, Depth Charge knocks anyone in the way until reaches target;
- Without any ap has a nice burst damage against squishy targets.
- Easily invaded;
- Hard to invade jungle.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
Greater Quintessence of Magic Penetration
Greater Seal of Armor:
Greater Glyph of Scaling Magic Resist:
Greater Quintessence of Movement Speed:
As long as you combine attack speed, with some armor I think you will be succesfull in you wild jungler adventures.
You can even mix them, for example, taking 2 Greater Quintessence of Movement Speed and 1 Greater Quintessence of Magic Penetration for greater damage.
Ofensive Masteries:With this built you will be more active, dealing greater damage. I improved Resistance and Durability to stand some more time in jungle and ganking.
Without Smite you wont be able to jungle, its a great help at begin and always usefull to secure a dragon kill, or baron kill, even during baron. Imagine during a teamfight at baron a Xin Zhao stays killing killing baron while you fight, with Smite you can just use Dredge Line to get close to him and if it is well timed you just steal baron and you gain advantage in the teamfight.
Flash: Always useful to get out of a tought situation or even when chasing u can combo Flash with Dredge Line and you and your team got a free kill.
Ignite: It's great to get that extra true damage, especially ganking bot, where usually isn't a Ignite, you can easily secure the kill by using Ignite and less chances for the enemy to escape laughing, not to say if you are facing a Dr. Mundo and he has ulti you must Ignite him, it's his weakness, a well timed Ignite!
Exhaust: You just used Dredge Line, and you team is right behind you althought Depth Charge is on cooldown, so time to slow him down, Exhaust on the way, a very good slow that lowers armor and magic resistance, that just gives you time to get in front of him, use Riptide and stun him with Staggering Blow, and always good to take all strength from champions as fast as Akali or Tryndamere.
Staggering Blow : Nautilus basic attacks deal an additional 2 + (6 × level) physical damage and stuns his target for 0.5/0.75/1 seconds.
This can only be used on the same target once every 12 seconds. It's great for ganks, to let your teammates catch the stunned enemy and get the kill.
Dredge Line :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), according to the abiility level. If he hits terrain, he'll drag himself to the terrain and the cooldown is reduced by 50%.
Titan's Wrath :Nautilus surrounds himself with a shield that takes 80/130/180/230/280 (+10% of HP) damage for up to 10 seconds.
While the shield is active, Nautilus basic attacks apply a damage over time effect to all units around his target. The deals 30/55/80/105/130 (+40% of ability power) magic damage over 2 seconds. This is a way to give a nice damage and tank at the same time.
Riptide :Nautilus slams the ground, causing waves around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow decreases 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.
Depth Charge :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.
Here is something to see what use you can give to these awsome cc abilities.
5 must haves in your mind when you go shopping:
- Magic Resistance;
Boots of Mobility: Whats do all lanes ask to junglers? GANKS!! with this boots you can move easily around the map, go help lanes where enemy jungler appeared, gank top, mid and bot all in 1:30 minute. you can even chase a annoying Teemo and catch him.
Mercury's Treads: I could call them the tank's favorite, WHY would you ask? Tenacity its the main answer, how can u save your ad carry or catch the coward that flees during teamfight if their team has lot of cc and you stay ages stunned, or slowed, tenacity helps a lot resolving that.
Ninja Tabi: Also a respectable choice, that extra armor and reduced damage taken its always good when you fight an AD champ.
Berserker's Greaves: Some attack speed, hmm, that seems odd. Yes it does althought if u think twice you will have more Titan's Wrath profit, as said above in runes .
Sorcerer's Shoes: Want some extra burst damage? this may be the answer, some magic penetration, it won't hurt you but you can't say the same to those who will fight you.
Warmog's Armor: Large amount of health, plus some health regen, you couldn't get more health from one item only.
Frozen Mallet: Not that much health would you say but improving your cc with auto attack slows is something you could ask.
Sunfire Cape: 1..2..3..4, 4 AD's!! so.. need armor and health, you got it, this is one of the best solutions, plus extra damage to all foes around you.
Rod of Ages: Feeling confident? why don't get some extra damage and mana to spam abilities? plus the health it gives, turns it to a viable choice.
Frozen Heart: A lot of armor, plus a debuff on all foes around you decreasing their attack speed, plus mana for you to fight 3 minutes spamming abilities, just what fits any ap tanky.
Randuin's Omen: Starts with Heart of Gold, extra gold income, always good, plus armor and health regen, plus and active that slows all enemies near you, seems pretty good for engaging or chasing.
Sunfire Cape: Explained already, and if they have a weak ad carry and few ad champs why not more health and some damage?
Thornmail: Hmm theyr ad's champs dont want do build armor penetration let's make them shoot themselves, loads of armor and a usefull passive seems just perfect to some situaions.
Abyssal Scepter: MAgic resistance, not as much as Force of Nature, but you will also have some more ap, and will help you ap caster with some reduction of enemy's magic resistance.
Force of Nature: Great solution facing a strong ap team, awsome magic resistance and some helpfull great health regen, think it is a good option to think about.
Banshee's Veil; Health, mana, magic resist, plus a shield every 45 seconds that denies any enemy ability cast on you, great against Karthus for example.
Shurelya's reverie: Cooldown's reduced, plus a inicial item, philosopher's stone , that gives extra gold, and an active that improves your and your team's speed by 40% for 3 seconds, it could be the difference about an ace or just triple kill.
Randuin's Omen: Explained above, i just add it makes a great combo with Shurelya's reverie, increased movement speed and slow foes.
Aegis of the Legion: Squishy team you have? How about giving them a boost, a reasonable cheap item that gives u health armoe and magic resistance and increase damage, armor and magic resit of your teammates, may male the difference.
Wit's End: As explained above, attack speed let you give more damage while Titan's Wrath is active, plus bonus extra 42 magic damage and some magic resistance, must say its a great help in jungle and tower wrecking, with all this attack speed you alone can destroy a tower with 2 minions wave.
Rod of Ages: Already explained.
Abyssal Scepter: Already exlained.
Moonflair Spellblade: Save yourself from buying Mercury's Treads, this gives you the same tenacity and so ability to escape stuns and slows, plus some extra ap that is always useful to nuke a squishy target.
If u are willing to do early gank upgrading Dredge Line (Q) at level 3 or even 2, it would be a great option for a sucessful gank.
I strongly advise you to start with Titan's Wrath, it gives you area damage and protects you from receiving some damage.
Creeping / Jungling
When you go ganking, you must first think if they see you, cause that way it's not probable that your gank will be sucessful, if your sure they don't see you you must decide.
In my opinion there are two types of ganks, the ones to hurt and make enemy waste his abilities and spells, like for example ganking mid lvl 3 its great so the enemy looses mana an even his spells. Of course if u have the chance kill him, but dont dive at low level, you will see that even a tank is squishy against targets at low levels.
The second type of ganks its to kill, use your full burst damage, that means a combo, 3 most usefull combos (they are not in any specific order, you must always do what you it's the best):
- 1. Staggering Blow, Riptide, Titan's Wrath, Dredge Line and Depth Charge if needed.
- 2. Dredge Line, Staggering Blow, Riptide, Titan's Wrath, Depth Charge if needed.
- 3. Riptide, Dredge Line, Titan's Wrath, Staggering Blow, Depth Charge if needed.
Explenation and tips:
2.It may be the most used combo, because you pull the enemy always to you and then stun him and slow, just be sure you got vision on him or you predict well his movements.
3-This last combo it's not so used nor efficient, it will let a lot of champions to use flash, it's used more in late game when you're waiting for your team and must slow down your enemy.
NEVER FORGET: This are the most used combos, you may do whatever you want, start with Depth Charge it's also a great decision, I just think why to waste ulti immediately.
In teamfights you have two option:
- Defend your carrys, wich is very good because your great cc, and if your carry is fed your team should thank you;
- Focus their carry or most powerfull champ, which is what you shall do if there is a fed Jax and your team can 4vs4 their team, with this i mean that would be like you 1vs1 jax and the rest 4vs4, also if their carry is fed, your should focus him, and with your cc he won't be able to attack fast enough.
Also Important: you have two engage skill, Dredge Line and Depth Charge, so try to seperate theyr most powerful or most squishy target and gain advantage on teamfight, just be sure don't to pull a Malphite, he may just use Unstoppable Force in all your team.
Thanks to jhoijhoi, for "Making A Guide", it was a great help, awsome to all users