Nautilus Build Guide by Railom
Not Updated For Current Season
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.
Before we get into anything, I will let you know that is my first guide. I will also let you know that guides are meant as suggestions in ways to play a character or do something in game. The following build for Nautilus, the Titan of the Depths is my own personal play-style.
Now that that's out of the way: Welcome to Nautilus ~What Came from 20000 Leagues Below~ Obviously Nautilus reminds a lot of people of the infamous Big Daddy from the Bioshock series, but also Nautilus was the submarine Captain Nemo piloted in Jules Vernes' 20,000 Leagues Under the Sea. On to the actual guide stuff now.
Nautilus is obviously a tank. He's someone who gets into team fights to mess stuff up for the opposing team and help your allies either flee or completely wreck things. However, with some ability, he can get some kills and push hard, although slowly.
There are two builds I would recommend. The first one is more AP heavy with the chance to get in and wreck stuff. Albeit not as tanky as the second build, this one can be used to tank towers with a little support from your lane partner and to scare enemies off.
The second one is heavy tank. This one will provide you with double the HP to get into a team fight and give everyone a chance to: a) kill the enemies or b) flee for their lives. This build does improve his Titan's Wrath because of all the bonus HP from items.
Personally, I've used the AP build more because of my personal play style but you play how you like. As a last note of the Intro, I will not take any responsibility for how you finish as Nautilus just because you use my guide. There are several factors that affect your end result, such as: a) who you're facing in your lane, b) who your lane partner is, c) the overall skill of all other players, and d) who feeds who. So don't leave comments about how this guide is terrible because you ended with 13 deaths and lost. Sorry your team couldn't do better, it happens, believe me.
Finally, thank you for taking the time to read this guide even if you don't like how it runs.
Pros / Cons
|People to work with||People to watch out for|
Masteries. The true benefit of leveling up. These are to provide your character with benefits from the beginning before picking up any items.
Abilities. The crux of all champions.
Staggering Blow 'Passive': The first hit on an enemy champion will stun them. This effect can only affect a champion once every 12 seconds.
This is actually pretty impressive. In a team fight, you can hit a champion, stun them, turn to the next champion, stun them, and keep going while your team beats the stunned enemy. It is also useful for fleeing enemies after using Dredge Line.
Dredge Line 'Q': Nautilus launches his anchor. If it hits an enemy champion, Nautilus drags himself towards the champion and the champion towards Nautilus. If it hits terrain (sides of the walls, trees, rocks, anything that isn't "ground"), Nautilus will drag himself towards the object and the cooldown is reduced by half.
This skill can be utilized in both chases and escapes. If the enemy champion is faster than you are, you can use Dredge Line to pull him towards you and then you can hit him to stun him with your passive. Overall, this skill isn't really used to deal a lot of damage, although you can last hit enemies that have little health left.
Be warned, if a minion is standing in front of the enemy champion you are targeting, you will hit the minion and not the champion.
Titan's Wrath 'W': Surrounds Nautilus with dark energies creating a shield to absorb damage for 10 seconds. Titan's Wrath also supplies a DOT/AOE buff to your normal attack.
Titan's Wrath is probably Nautilus' most important skill. It helps with survivability and allows you to add a DOT debuff to enemy champions, even if they aren't targeted specifically since it affects nearby champions and minions.
Riptide 'E': Nautilus sends out a shockwave which damages and slows enemies hit.
Against enemy champions, Riptide will be used for the slow effect more than damage. You can also use it to farm minions since you can last hit several more minions around you rather than one minion.
Depth Charge 'R/Ultimate': Sends a depth charge after an enemy champion that causes shockwaves in its path, ultimately exploding and sending its target into the air and stunning them briefly.
Depth Charge definitely gives Nautilus the ability to interrupt a team fight. If you target someone with it, it will follow them until it hits, knocking anyone in its path into the air. You can take advantage of this to knock several champions into the air by targeting the one behind the others. Cannot target minions or neutral monsters with it.
That's the description of the skills.
For AP, I max out [Titan's Wrath] ASAP. At level 2, I'll take [Riptide] and at level 3, I'll take [Dredge Line] as a chase tool. I then leave [Dredge Line] till absolute last because it's there to provide a tool to get close to champions, not to really damage them. Continue to max out [Titan's Wrath] until level 6 to pick up [Depth Charge]. That should be followed by one Titan's and then one [Riptide]. From there feel free to max out either Riptide or Dredge Line first.
For tank, I follow the AP style except I switch [Dredge Line] and [Riptide] positions.
Items. These are the things that make or break any champion. Without the right items you could be a DPS Morgana (not that I'm not saying its not plausible, it could be for all I know).
Start with Doran's Ring for health and AP. For boots, really depending on the enemy team these could be different. I suggest Mercury's Treads since they provide tenacity which will help you avoid any enemy CC. If they are a more AD heavy team, try Ninja Tabi for the defense they give.
After this move onto health and AP boosting items. catalyst the protector is good for its boost in health and mana and you can use it to build into Rod of Ages. You may also need some armor so I recommend Glacial Shroud into Frozen Heart. It provides 99 armor and 500 mana with the added bonus of slowing enemy attack speed by 20%. Even though at this point you may have more than enough mana, the point of Frozen Heart is more for the armor and the passive slow on it. For even more AP, Abyssal Scepter is pretty good. Finally, I finish off with a Warden's Mail into Randuin's Omen.
Rylai's Crystal Scepter might also work well with this build, but isn't really necessary. Another good item could be Athene's Unholy Grail. It'll give some AP and also some resistances and mana regen.
Tank style build:
This is more along the lines of how I build another tank like Volibear. Doran's Shield should be first for health and armor, followed once again by either Mercury's Treads or Ninja Tabi as the situation deems.
You should then build Warmog's Armor because of the permanent health boost that will add more shielding to Titan's Wrath. catalyst the protector into Banshee's Veil for MR, health, and more mana unless the enemies are AD heavy which I would then recommend shurelya's reverie.
Use Rylai's Crystal Scepter as a complete boost to Titan's Wrath since it'll up your AP and give you more bonus health, increasing damage and the amount of shielding there is for Titan's. Frozen Heart again for the 99 armor and finished with Randuin's Omen again.
I'm really big into
myself and typically use them on any champion I'm playing. Heal to keep myself alive in an escape or long enough to finish an enemy champion and Teleport to get back to my lane after being in base, whether after a death or a recall.
Other Good Options for Summoner Spells
- You can use this one to add to your already pretty high CC count, slowing enemies and catching them quicker.
- If your teammates escape and you can't finish fighting whoever you're fighting, this will help you escape quicker.
- Can't finish that pesky Ashe? Take Ignite if you want to go ahead and finish those champions.
These ones could work...
- AP Nautilus eats through his mana pool the longer you stay in your lane, you could use Clarity to restore some of that missing mana until you can get back to base.
- This one could help shake off some of that pesky CC the other team might inflict, but would be totally useless if the other team has little or no CC.
- If you really need to chase a champion but you're moving too slowly take Ghost for enough speed to catch them with Dredge Line.
Spells I don't recommend at all
- So you've got a giant minion. Great now what?
- Although it does provide a little more AP, you don't really want the extra attack speed.
Of course, I find these ways to play Nautilus good, but there are more guides out there now, now that more people have had a chance to play around with him. So, however you play him, just remember that guides are only ways that other people play a champion, and not all guides will work for your play style.
And again, thanks for taking the time to read this Nautilus guide.
Thanks to JhoiJhoi for her guide on making guides. Without that, there wouldn't even be this guide to read.
Thanks to MajorLoL for explaining the uselessness of Spirit Visage as compared to Banshee's Veil on tank Nautilus.