13.1 Echo's from the Deep
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+10% Attack Speed
+15-140 HP (lvls 1-18)
+10% Attack Speed
+15-140 HP (lvls 1-18)
+10% Attack Speed
+15-140 HP (lvls 1-18)
+10% Attack Speed
+15-140 HP (lvls 1-18)
Ability Order Standard
Threats & Synergies
Champion Build Guide
Hi, my name is Demonsedge, and I've been enjoying my time on league of legends. I can't say enough about this game.
When I choose to play support, I will pick Nautilus because I love how simple his setups and combos are. I will be offering an in-depth look into how Nautilus's itemization and team setups while also sharing some tips and tricks along the way as you read through the guide.
I hope you will enjoy this guide and be able to follow my suggestions to understand how Nautilus works optimally.
So let's kick things off in style with my guide on Nautilus - The Titan of The Depths.
Why choose Nautlius?:
- He's a simple champion to pick up in the support lane and can be fun to play.
- Provides heavy crowd control engages, sets up good picks for carries, and is good at absorbing damage when you need to get objectives such as dragons and baron nashor .
- Has great playmaking potential while still being an effective frontline asset.
I always enjoy taking him on the rift when playing league matches, and I hope you will too.
|Target Immunity: 6|
Nautilus' basic attacks are empowered dealing 8 − 110 (based on level) bonus physical damage and roots the target for 0.75 − 1.50 (based on level) seconds.
This effect cannot occur on the same target more than once every few seconds.
| Target Range: 1,122 | Width: 180 | Speed: 2,000 | Cast Time: .25 | Cost: 60 Mana | Cooldown: 14 / 13 / 12 / 11 / 10 |
Nautilus hurls his anchor in the target direction that stops on the first enemy or terrain hit.
If the anchor hits an enemy, it deals 70 / 115 / 160 / 205 / 250 (+ 90% ability power) magic damage and reveals them, dragging them towards Nautilus while he dashes toward them within 0.9 seconds. Afterwards, the target is rooted for 0.1 seconds.
If the anchor hits terrain, Nautilus dashes to that location and 50% of Dredge Line's cooldown and mana cost are refunded.
| Effect Radius: 250 | Cast Time: None | Cost: 80 Mana | Cooldown: 12 |
Nautilus shields himself by 40 / 50 / 60 / 70 / 80 (+ 8 / 9 / 10 / 11 / 12% maximum health) for up to 6 seconds. While the shield holds, his basic attacks are empowered to apply Pain of Wrath to the target and surrounding enemies.
Pain of Wrath: The target suffers 30 / 40 / 50 / 60 / 70 (+ 40% ability power) magic damage over time, half dealt immediately and the other half dealt after 1.25 seconds.
| Effect Radius: Wave 1 - (0 - 350) / Wave 2 - (215 - 465) / Wave 3 - (350 - 590) | Cast Time: 0.25 | Cost: 50 / 60 / 70 / 80 / 90 Mana | Cooldown: 7 / 6.5 / 6 / 5.5 / 5 |
Nautilus sends three waves of explosions that radiate from him over 0.561 seconds, each dealing 55 / 85 / 115 / 145 / 175 (+ 30% ability power) per wave in magic damage to enemies hit and slowing them by 30 / 35 / 40 / 45 / 50% that decays over 1.5 seconds.
Subsequent waves beyond the first deal 50% less damage.
| Target Range: 1,500 / 2,250 / 3,000 | Effect Radius: 525 | Speed: 275 + 466.67 Per Second | Cast Time: 0.46 | Cost: 100 Mana | Cooldown: 120 / 100 / 80 |
Nautilus sends out a Depth Charge that chases the targeted enemy champion, accelerating over time and creating eruptions every 0.264 seconds in its wake that also briefly grant sight of the area. Enemies hit by the eruptions dealing 125 / 175 / 225 (+ 40% ability power) magic damage then are stunned for (1 / 1.5 / 2) seconds and knocked up for 1 second.
Upon reaching the primary target or when it moves too far away, the Depth Charge erupts a final time. The primary target takes increased magic damage of 150 / 275 / 400 (+ 80% ability power), then stunned for the same duration as before, and instead knocked up for (1 / 1.5 / 2) seconds.
In this section, I will share some of the effective combos for Nautilus that are simple to understand and that you can apply while playing summoners rift (draft and ranked) games.
Playing As Nautilus:
- Titan's Wrath resets Nautilus' basic attack timer.
- Nautilus is unable to move or attack while Dredge Line is in flight but can cast Titan's Wrath and Riptide during the dash.
- Riptide deals 150% damage against jungle monsters. Very nice when helping your jungler take camps or neutral objectives.
Playing Against Nautilus
- Play behind minions to avoid being hit by Dredge Line.
- If Nautilus uses Riptide right next to you, hold in place until the ripple effect finishes before running. Running early will run straight into the secondary explosions, causing you to take additional damage and slow.
- While Nautilus is shielded by Titan's Wrath, he is capable of dealing large amounts of area of effect damage with his basic attacks.
Flash: This by far the most integral summoner spell for Nautilus and should be a 100% pick in all your games. Another reason it's important is that if you get caught out in a bad spot you can Flash out to safety or dodge a very crucial ability with ease.
Ignite: Strong support spell that allows you wear down the opponent dealing true damage (based on champion level) and cutting their healing in the process, making it easier to secure a kill when in a duel with another champion. In most of your games as Nautilus this will be your other go to spell. If too many ignites are present opt for another spell instead if necessary.
Exhaust: This spell can be a good alternative when going against very mobile/assassin or strong mage champions that can burst you down quick. Also great to use on targets you want to slow down or reduce their incoming damage (includes bonus damage from Sheen-related items & abilities).
Heal: This is something you won't typically see on support tanks since they mostly favor Ignite or Exhaust. If you are going to be picking this up as Nautilus it will still be helpful for you and your bot lane due to its small movement speed & heal effect that you gain.
- Control Wards are stored in your inventory (max 2) and can be placed anywhere on the map (limit 1), revealing and disabling enemy wards within a 900-unit radius. Control Wards function similarly to the Oracle Lens trinket revealing stealth & camouflaged based champions ( Twitch, Rengar, Evelynn and Kha'Zix) that approach them. As support, you will be buying this most of the time you back since you will want to make sure to clear as much vision as possible.
- Stealth Ward is the default trinket as Nautilus, revealing units within a target location for 90-120 (based on champion level) seconds. You get two charges that refresh every 240-120 seconds (based on champion level). The max allowable Stealth Wards to place is three. Great when side laning/placing deep wards in enemy territory or getting vision on objectives ( baron nashor & dragons ).
- Oracle Lens is your best choice for Nautilus and should be acquired on your first back so you can start denying enemy vision and protect key areas of the rift while also making dives more accessible for you and your team. Formidable when dealing with stealth champions who plant traps such as Teemo, Shaco, & Nidalee. It's also very helpful for champions who use stealth as means to engage/disengage like Twitch, Pyke, Wukong or Shaco.
- The last trinket Farsight Alteration (available at level 9) is one we avoid with Nautilus when playing support since your job is to deny vision.
With support items ( Steel Shoulderguards & Relic Shield) granting (4) Stealth Wards upon completion, vision is much easier to set up when on the rift.
When you have to deal with slows such as Ashe arrows or even movement imparing abilities that would leave you slowed and make it hard for you to escape fights.
In the games where you feel casting your abilities will do you more in teamfights I'd pick these. They also give you access to summoner spell haste which is good when you want to get your Flash or any other spell you currently have sooner and make a bigger impact in the game.
*Do note that you get diminishing returns on tenacity the more you stack, so avoid Iceborn Gauntlet & Mercury's Treads if you take the runes Unflinching and Legend: Tenacity.*
For Nautilus either start is good on you since both routes will help you in combat and make you more formidable in lane, but ultimately your choice should depend heavily on who you are facing and what items you intend to take into the fight.
Apart from getting our support quest done we should focus on getting:
Getting either of these mythics as your first item depends on what the enemy team is comprised of and not how Nautilus best plays in most matchups.
The following keystone & rune choices are great for Nautilus and will complement her in combat. Always pay attention to the enemy team comp, plus your item builds when selecting your runes to get the most value in each game.
-Immobilizing an enemy champion with Glacial Augment will cause three glacial waves that emanate from the impact to travel away from the target hit you, creating icy zones that slow any affected champion that crosses them. Each glacial wave reduces the damage of all targets affected by 15%.
The damage reduction gained applies to your whole team while not being applied to you.
- Aftershock will trigger the moment you hit any of yourimmobilizing abilites on targets, which will then give you bonus armor and magic resist and then deal 25-120 magic damage + 8% of your bonus health to all nearby enemies in the shockwave. This keystone will make you more durable in team fights and can be the difference between life and death.
- Pick up Guardian in lane if you would like to shield an ally from harm. Now if you or a guarded ally would take 90 − 250 (based on level) damage within 2.5 seconds or lethal damage from an enemy champion, monster or turret, you both gain a 45 − 120 (based on level) (+ 12.5% ability power) (+ 8% bonus health) shield for 2 seconds. Great against burst heavy champions.
- Cheap Shot deals 10-45 true damage based on level upon damaging a target afflicted with crowd control effects (cooldown 4 seconds). Great for Nautilus because he has access to many crowd control effects, which allows easy application of this rune in team fights.
- Ultimate Hunter is great for Nautilus due to his ult having a stun/knock up component. It's a good team fight initiator, effective at locking down targets running away or near dead targets that you are looking to finish off.
- While Flash is on cooldown it is replaced by Hextech Flashtraption (hexflash). After channeling hexflash you will then blink to a new location within a range of 200-425 depending on channel time (20 second cooldown, reduced to 10 when entering champion combat).
- Future's Market is my choice for tier 2 Inspiration because of it's ability to ramp you faster into your core items and allow for better item spikes. As support you gain less gold in lane so having this rune can keep you relevant to your teammates in the grand scheme.
- Cosmic Insight allows us to have more summoner spell and active item haste which can be good certain item build paths. Having more freedom to use summoner spells, active items & trinkets, means more chances for survival bigger opportunities for game changing plays team fights and skirmishes.
- Triumph gives you the ability to sustain yourself after fight earning 10% of your missing max health and 20 additional gold with each kill or assist you acquire. Now that might not seem like a lot at first but it can add up very quickly and can allow you to purchase key items faster.
- Legend: Tenacity is the default rune for most Nautilus builds when comparing it to the other legend runes. It also gives you more resistances against crowd control effects that are applied to you from either champions or monsters.
- I see Demolish as a way to press lane faster because it will allow you deal damage to turrets based on 35% of your max health within a 45 second window. This will help with siege turrets faster and getting the plate gold quicker in lane thus giving you more freedom to roam sooner.
- Shield Bash will give you armor and magic resist anytime you get a shield from either abilities ( Titan's Wrath) or items, and when the shield disappears you have 2 seconds to hit the enemy with an empowered auto attack based on 8.5% of the last shield you had + 1.5% bonus health.
- For a quick resistance boost, look to conditioning as your choice. Contioning increases your armor and magic resist by a flat amount then additionally by a percent amount. This rune can be very helpful when you need extra survivability and late game durability.
- Second Wind is a great rune when you are looking to engage a lot with the enemy because it allows you to regenerate some health back after a skirmish or team fight. Stacking health through items or runes in conjunction with this rune will make the healing regeneration stronger.
- When dealing with heavy burst teams and you feel like getting more damage reduction then pick up Bone Plating. It will allow you to reduce the damage of the next 3 spells or basic attacks by 30-60 depending on your champion level within a 1.5 second window (55 cooldown timer).
- Overgrowth will help you gain some health over the course of the game (3 max health per 8 monster/minion deaths, then gaining 3.5% more max health at 120 minions absorbed). Now that might not seem like a lot since in the time it takes to get 200 health with this rune you could just buy a Kindlegem or any other health item, still free stats are good no matter where you get them and work real nicely with your other runes in the build.
- Revitalize increases your total heal and shield power by 5% , further increased by an additional 10% while under 40% health. Synergizes with the shielding effects from Titan's Wrath/ Fimbulwinter, along with improved sustain from other healing/shielding based items purchased.
- If you get matched against heavy crowd control teams Unflinching is a good rune to pair with Legend: Tenacity, since it will give you 5% tenacity and slow resist at face value. This number can increase to a maximum of 25% more tenacity and slow resist while you are at 30% max health or below.
When we are deciding on what rune shards (offensive and defensive) to pick for Nautilus, you need to factor in a few things in champion select:
- Do I need attack speed? Autos on Nautilus can feel very slow, so this is a very good option when looking to chain an auto attack after landing Dredge Line.
- Do I need additional damage? For this build Nautilus won't typically take this option, since you're more inclined to be a frontline presence on your team.
- Do I require any ability haste? We can choose this option but it's not as popular.
- Do I require more armor? The default choice in most games when playing support.
- Do I require magic resist? Take this shard when the lane is double mage bot or heavy in magic damage.
- Do I require more health? A viable option for Nautilus in games where only one type of resistance is needed or if you want to strengthen his Titan's Wrath shield, therefore adding this rune shard is helpful. Great into mixed damage team comps.
Always pay attention to the team compositions you are fighting when mixing and matching the rune shards listed above, in conjunction with your Boots & items. It's a sure way to improve your overall survivability in games.
There are plenty of ways to build Nautilus, but hopefully, this guide made it easier for you to understand what abilities/items and runes work well together and how to make the most of her kit.
I hope you enjoyed this guide and will refer this to your friends and fellow gamers looking for tips & tricks.
For any questions or thoughts, you wish to share, contact me in the discussion section. I'll be happy to talk things over with you and see how I can make sense of anything you need answers for to the best of my ability.