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Spells:
Flash
Smite
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Intro: Why Nautilus?


Disclaimer: This is my 1st guide. This is NOT for anyone looking for a very technical guide. This is more of a beginner guide overall and will hopefully help newer players understand the basic/finer points of Nautilus or for those looking to "quickly" learn and understand a new and versitle champ.
Though masteries, I feel, are 100% player preference, I have found that getting any movement speed increase you can through masteries, since I don't have runes for that, can be incredibly benifical. Otherwise, aquiring as much tankiness as you can through increased armor to survive the jungle camps and any damage reduction that you can find.
Picking up the 10g for
Smite and the cd (cooldown) reduction for
Flash should be essential no matter how you wish to customize this build to fit your play style. Being able to flash will help initiate ganks or used defensively to escape the enemy attacks. Though it may not sound like a lot but 10g adds up very quickly. I know I said I wasn't going to get very techincal but I think simple multiplaction can add some insight into the 10g per smite idea and showing how using it often and at the right times can help you out.
Every 70 seconds you are able to use smite to get 10g. If used every 70 seconds when the cd has refreshed, you would get 700 gold, the same amount as for First Blood, in about 8 minutes into the game. And that is on top of the gold you will no doubtedly have aquired through farming camps as well as successful ganks into lanes. It may not sound like a lot at first but when put into perspective, it could be the difference between as quick Philosopher's Stone
Picking up the 10g for


Every 70 seconds you are able to use smite to get 10g. If used every 70 seconds when the cd has refreshed, you would get 700 gold, the same amount as for First Blood, in about 8 minutes into the game. And that is on top of the gold you will no doubtedly have aquired through farming camps as well as successful ganks into lanes. It may not sound like a lot at first but when put into perspective, it could be the difference between as quick Philosopher's Stone
Quintessences: AP quints are a personal choice of mine that I have taken to heart and has done wonders for me. A lot of Naut jungles like having the movement speed quints to help initiate ganks. While this is true, it reduces the early game damage potential of Naut. Having an early game damage advantage on your opponent is very helpful. Once the enemy team realizes that you are more dangerous than origianlly thought, you will start getting focused, which as a tank is your main goal and at a point in the game you will be just too tanky to take down especially is your team successfully melts your enemies with assists from Naut of course.
Marks: HP marks so you can have more health. More health = less dying
Seals: AR marks for survivablity in the jungle as well in bot lanes ganks versus a smart AD carry.
Glyphs: Scaling with the AP champs that will become more dangerous later in the game through items, MR per level glyphs make the most sense since they will give you the most MR for you buck.
Much like Masteries, Runes are also personal preference. This is a guide to get you started down the path of insane CC and decimation of entire teams. Once you are comfortable with a champ, feel free to custimize to fit your play style.
Marks: HP marks so you can have more health. More health = less dying
Seals: AR marks for survivablity in the jungle as well in bot lanes ganks versus a smart AD carry.
Glyphs: Scaling with the AP champs that will become more dangerous later in the game through items, MR per level glyphs make the most sense since they will give you the most MR for you buck.
Much like Masteries, Runes are also personal preference. This is a guide to get you started down the path of insane CC and decimation of entire teams. Once you are comfortable with a champ, feel free to custimize to fit your play style.
Start with
Boots and 3
Health Potion. This will make your first round of jungling much easier and faster. Once you back you should be able to get your Philosopher's Stone, if not get the Regrowth Pendent and the
Faerie Charm. Your second back is a situational buy. If you haven't already finish your Philosopher's Stone and you are either getting
Mobility Boots or a
Ruby Crystal. This is dependent on how your team is doing. If lane phase is basically over and you are going to need to be tanky for team fights sooner rather than later, get the
Ruby Crystal. Otherwise get the
Mobility Boots, you will gank faster and more often with the movement speed bonus, resulting in more gold and a greater fear in your enemy. After that it is straight forward order of items to get.
Glacial Shroud is one of the most important early game items you can get. The armor will increase your survivablity against AD champs, CD reduction will make you able to dish out more damage with
Riptide and more grabs from
Dredge Line, and the mana will make it harder for enemies to get away because of a lack of mana.
Abyssal Mask is crucial to against AP champs. With a high MR you will be able to go toe to toe with the AP champ, especially with the aura and the AP boost to yourself, Naut becomes a very dangerous champion.
Frozen Heart is the obivous upgrade from
Glacial Shroud and will hopefully become completed about the time that the enemy AD's are starting to become a little stronger. The armor by itself is a huge bonus and then you add the aura from this against most AD carries and they won't be able to hurt you.
Shurelya's Battlesong is one item that I consider to be situational and probably the most replaceable in this build. If you support is going to end up carrying this and you trust them to use it at the right times, by all means let them have this. The boost to the HP with the health regen and mana regen this is a strong item on Naut. And Naut being a pretty slow moving champ the speed boost from the activation is very useful. I will discuss some other options for items that can take the place of this but they would go to the end of the build not in the middle.
Locket of the Iron Solari is another item that could be replaced but I would strong recommend against that. The HP boost is decent and helps with Titin's Wrath and then you add another shield from the activation and you become an unstoppable CC machine.
Morello's Evil Tome is the item that I get if the match ends up lasting that long, 8 time out of 10 it doesn't. This is item is for that point in the game that the enemy is starting to ignore you because you are not a damage threat and going for your squishy carries. With extra AP for dishing out damage as well as more CD reduction you become a living turrent of CC. You are able to almost spam
Riptide and if anyone tries to run you are going to grab them with
Dredge Line or knock them up with
Depth Charge.
Situational items
For that scary AD carrie:
Sunfire Aegis it has armor and health and does damage to anyone close to you.
For that scary AP champ: Banshee's Viel takes a bit more planning to actually get out there and that is for when you think your mid match up is going to go very south or you just don't like that AP champ and don't want to take any of their ****.
For that troll moment when you don't even care anymore:
Rabadon's Deathcap will give you an insane AP boost and you are going to be the heaviest damage dealing mid game tank ever. If for some reason this gets you into way late game when everyone has their items you will get wrecked.
For that game that is going to end up lasting over 45 minutes: DON'T GET
Morello's Evil Tome you will need to be tankier than that if game is going to last that long. By that time, even people that are not fed are going to have great items and are going to become scary so you will need to get one of the items above, preferably one of the tanky items, depending on who on the enemey team is doing the most damage and what you are afraid of the most.



















Situational items
For that scary AD carrie:

For that scary AP champ: Banshee's Viel takes a bit more planning to actually get out there and that is for when you think your mid match up is going to go very south or you just don't like that AP champ and don't want to take any of their ****.
For that troll moment when you don't even care anymore:

For that game that is going to end up lasting over 45 minutes: DON'T GET

This is the best way to remember the order of leveling your skills.
>
>
>
Maxing out your W first has two advantages. One: you will be tankier with your shield up earlier making you tougher to take down. Two:
Titan's Wrath is Naut's main source of damage. The combination of an AoE (Area of Effect) damage and a DoT (Damage over Time) makes this a deadly in team fights as well as in duel lanes.
Dredge Line is taken at lvl 4 because of the route that I take, having rank 2
Titan's Wrath for red buff makes things significantly easier thus increasing your survivability.




Maxing out your W first has two advantages. One: you will be tankier with your shield up earlier making you tougher to take down. Two:







Later when this guide is grows to more than just the jungle build I will gladly explain the options for those cases.
Jungle routes are important to know for the 1st and possibly 2nd round. After that, it is up to the jungler to prioritize camps by how lanes are doing and the positioning that can take place within those lanes for ganks. Note: It is not your job to carry the game. Naut is a support jungler that runs out and helps carries rack up kills. It is not your job to be a lane babysitter, if your lanes are complaining because they are not getting ganks or that its your fault they lost their tower, let them know that they needed to be in better positions for ganks instead of pushing on top of the enemy turrent until they got killed.
Start at the wolves camp and ask for a pretty heavy leash on blue as well as a light leash on wolves, if you're playing with any players who know what they are doing they will be able to help you out. Use your
Titan's Wrath at around 1:37 on the clock so that the cooldown will have recharged by the time blue buff is going to start to hit you in the face. Once you have blue buff you will go straight over to wraiths, back to wolves, then to red buff, then back to wraiths. That should get you to lvl 4 and relatively quickly. This is the time that you have to decide if mid is open for a gank or not. If it is let your mid know that your are going to try and go through the river and get the enemy champ. If it isn't this is the time for you're first back. On your 2nd round, you will start at wolves, then wraiths, then down to the double golems, all the while keeping an eye on all the lanes positioning and noting if there is an opening when your are near by. Once you have finished this 2nd rotation with an appropriate gank or two you will back for the 2nd time and then with the
Mobility Boots you can be anywhere in a matter of moments making you a very mobile threat that can do basically whatever you want, when ever and where ever you would like.
Start at the wolves camp and ask for a pretty heavy leash on blue as well as a light leash on wolves, if you're playing with any players who know what they are doing they will be able to help you out. Use your


Thank you for looking through this guide. I hope that you can find some measure of success with this. This is my 1st guide and it is still under construction, but because jungler is my main role and Nautilus is my main champ I thought it only appropriate to start my writing with this. Again thank you for looking this over and let me know if you have an suggestions, questions, or concerns about jungling Nautilus.
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