Nautilus Build Guide by Hanjaro
[11.2] Hanjaro's Nautilus: Support your way to Challenger!By Hanjaro | Updated on January 21, 2021
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++8 ability haste
Ability Order Recommended
Threats & Synergies
Morgana is a hard counter to Nautilus due to her Black Shield. She can negate your all in potential by protecting herself or her ADC from your Dredge Line pull, or preventing the root from your Staggering Blow.
Sivir is much the same as Morgana, due to her Spell Shield - which if used correctly, can negate your all in potential. It has a high CD at level 1 (22s), so you can use this to your advantage if playing vs her.
Draven is a perfect synergy for Nautilus, due to his high base damage and axes. He has CC on his E which can set up, or follow up, from your Dredge Line. Nautlius, being weak outside of his CD rotations, the high damage Draven can offer in the small burst window is nearly always a guaranteed kill.
Much like Draven, Tristana has high damage coming from her E that is synergistic with Nautilus' upfront, burst window.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
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If you enjoy playing, or want to learn more about Nautilus, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Nautilus, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|With the massive amounts of CC built into Nautilus, on your passive, and the displacement on your Dredge Line, you can proc Aftershock extremely easily. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds extra tankiness to an already tanky champion - something that is necessary on your all-in.|
Shield Bash is a staple part of Nautilus rune set-up. There are multiple reasons, starting with the fact you gain bonus armor and magic resist every time you use Titan's Wrath, which adds extra value to using your shield when engaging on an opponent.
You gain bonus damage on your next attack up to 2s after the shield expires, increasing your burst, working well in conjunction with your Staggering Blow.
|Nautilus is an engage champion, he wants to be snowballing his ADC by diving into the enemies, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output and Bone Plating enables this.|
|With Nautilus and his burst damage, you are using Flash to engage on enemy champions, catching them off guard. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you get in and out quicker.|
|Even though Nautilus may be as tanky as he is with the Resolve treeline, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase his sustain. With his large mana costs, they also restore 15% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.|
|Cosmic Insight provides us with +15 summoner spell haste and +10 item haste, reducing the cooldowns on staple parts of our kit.|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Nautilus wants to roam a lot, and catch people out, so having the bonus movement speed is invaluable.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Plated Steelcaps > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Plated Steelcaps's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Nautilus as it offers armor, magic resist, ability haste and an extra 250 mana. When immobilize an enemy, they receive bonus magic damage from your chosen allies basic attacks on-hit and abilities - increasing damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, add a sustain for his allies that Nautilus' kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Titan's Wrath.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - and you also provide nearby allies 5 bonus armor and magic resist. It also empowers other legendary items to increase passive bonus resistances by 2.
Thornmail > SURVIVABILITY/UTILITY
Providing us with 60 armor and 350hp, Thornmail also deals 10 (+10% bonus armor) magic damage to the attacker, and inflict 40% grievous wounds upon them. Immobilizing enemy champions inflicts 60% grievous wounds - a good pickup vs heavy AD teams with a lot of healing behind them.
Gargoyle Stoneplate > SURVIVABILITY/SUSTAIN/UTILITY
Gargoyle Stoneplate provides you with some extra tankiness in the form of Armor and Magic Resist. It's most effective in the later stages of the game, when team fights are more prevalent, so you can trigger the passive effect reliably. The active effect really shines in those same scenarios, allowing you to survive through the fight and maintain control of the enemy threats.
Staggering Blow (Passive)
COST: 0 mana
COOLDOWN: 6 seconds
INNATE: Nautilus's basic attacks deal 8 − 110 (based on level) Attack damage bonus physical damage and Root icon root his target for 0.75 − 1.5 (based on level) seconds.
Staggering Blow applies on-hit effects, and can critically strike. The root will be applied, even if the enhanced attack is dodged, parried, blocked or if Nautilus is blinded. Sivir's Spell Shield will block the root, but not the damage.
Dredge Line (Q)
TARGET RANGE: 1100
COST: 60 mana
ACTIVE: Nautilus hurls his anchor forward in a line, simultaneously dragging the enemy hit towards him while dashing towards them within 0.9 seconds, dealing 70/115/160/205/250 magic damage and rooting them for 0.1 seconds.
If the Dredge Line anchor hits terrain, Nautilus dashes to the very end of its path, it's cooldown is reduced by 50% and it refunds half of it's mana cost.
Titan's Wrath (W)
COST: 60 mana
COOLDOWN: 14 / 13 / 12
ACTIVE: Nautilus shields himself for up to 6 seconds.
While the shield holds, his basic attacks deal bonus magic damage over 2 seconds to his target and all enemies around them.
COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
ACTIVE: Nautilus creates 3 waves of explosions that radiate from him, each dealing magic damage to all enemies hit and slowing them by an amount that decays over 1.5 seconds.
Enemies hit by subsequent waves beyond the first are dealt half damage.
- You can use Riptide to slow enemies, trying to escape from your all-in after you have exhausted your other cc abilites.
Depth Charge (R)
COST: 100 mana
COOLDOWN: 120 / 100 / 80
ACTIVE: Nautilus sends out a Depth Charge that chases the target enemy champion, dealing magic damage while knocking them up, and anyone in it's path, for 1 second and stunning them on arrival.
All enemies hit along the way are dealt less damage, knocked up for 1 second, and are also stunned.
As of 9.22 - PRIMARY TARGET BASE DAMAGE200/325/450 ⇒ 150/275/400
- You can use Depth Charge on the furthest away target in a team fight, to guarantee that the enemies between yourself and them will be cc'd.
You can also set up a brush cheese in lane, and engage straight away onto your opposing laners with Dredge Line, minimum you should be able to blow 1 or both of their Flash, and at best you can get at least one kill.
When you're in laning phase, you want to be a dominant force,pushing and zoning the
enemy laners out of cs'ing, with the threat of a Dredge Line engage, or a Flash all in.
You want to be looking all the time for potential hook opportunities, granting your ADC easy kills or setting up a gank from your ally jungler.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Staggering Blow, or if your ADC has baited a spell such as Jhin's Deadly Flourish.
Level 2 you want to be skilling up Riptide for the slow, so there's even less chance your opposing laners can escape your engage. Then it's onto Titan's Wrath, which is synergistic with Shield Bash, and the reason you take that rune. It also gives you more survivability on your all-in.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be getting Mobility Boots for the roaming potential, and due to the support item upgrade in Season 10, you can focus on buying your core items asap such as Zeke's Convergence. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills. You can tower dive around level 3 with your Titan's Wrath, depending on an ADC such as Draven, or Tristana, with her easy escape.
As tanky as Nautilus is, you mostly want to be around your team, and helping out your ADC to (hopefully) continue his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.
During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage, or you will want to be peeling your ADC from targets such as Zed or Kayn. Your kit is overloaded with cc, meaning you can 100-0 an enemy assassin in one burst window.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times, increased to 3 with Watchful Wardstone.
I hope you enjoyed, and learned enough from my Nautilus guide, to play him as well as the pro's.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
- 06/05/2019 - Published Guide.
- 06/10/2019 - Added Itemization Chapter.
- 06/12/2019 - Cleaned up layout.
- 06/27/2019 - Reflected Dredge Line nerf from 9.12.
- 08/14/2019 - Added Banners.
- 11/06/2019 - Reflected Depth Charge nerf from 9.22.
- 11/20/2019 - Updated for 9.23.
- 01/23/2020 - Updated for 10.2
- 19/11/2020 - Updated for preseason.
- 01/21/2021 - Updated for 11.2.