Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Nautilus Build Guide by Aerenax

Support [14.23] Echoes from the deep! - A comprehensive Nautilus guide.

Support [14.23] Echoes from the deep! - A comprehensive Nautilus guide.

Updated on December 1, 2024
8.1
6
Votes
0
Vote Vote
emerald
League of Legends Build Guide Author Aerenax Build Guide By Aerenax 6 0 15,777 Views 1 Comments
6 0 15,777 Views 1 Comments League of Legends Build Guide Author Aerenax Nautilus Build Guide By Aerenax Updated on December 1, 2024
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Aftershock

Resolve
Aftershock
Font of Life
Bone Plating
Overgrowth

Inspiration
Hextech Flashtraption
Cosmic Insight
Bonus:

+10% Attack Speed
+2% Movement Speed
+65 Base Health

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[14.23] Echoes from the deep! - A comprehensive Nautilus guide.

By Aerenax
Greetings fellow support players, welcome to my Nautilus guide! My summoner name is Aerenax on EUW. I main support since season 3 and hit Master in season 13. Nautilus has always been one of the staple champions in the support role in soloq and pro play. He is a really fun champ so that’s why I want to share my my knowledge and experience on Nautilus with you guys! I really appreciate some constructive feedback as this is my first guide and I do want to know what you guys think of the information or the guide layout itself. If you have any personal questions feel free to ask them aswell!

This guide has been written and checked by me. If you have any additions feel free to contact me. I am planning to update the guide every patch to keep you guys up to date on the newest builds, strategies and matchups. For other Nautilus questions check out the NautilusMains reddit!

I hope this guide will make you play Nautilus with the same enthusiasm as me, so let’s explore the depths together!
PROS

+ High base damage
+ Great CC tools
+ Great teamfighting potential
+ A lot of roaming potential
+ Strong lane phase
+ Pretty tanky late game

Nautilus is a pretty straight forward support champ. You throw your hook out and blow up the target you hit. With all the CC tools you have, you are extremely powerful around teamfights and skirmishes, so it is important to be active on the map to get the most out of your champion. A very strong pick into both ranged and melee supports!
CONS

- Squishy in lane
- Low mobility
- Long cooldowns
- No way out of fights

Nautilus is really strong but once you are in a fight you do have trouble to get out, so making the right decisions is important. Besides that your tankiness comes with items and you are absolutely not tanky when in lane. Make sure to avoid poke because you can’t soak damage for ages early game. If you like to play hyper aggressive your high cooldowns early can also be a limiting factor on how you play the game.



Staggering Blow

Nautilus first Attack against a target deals increased physical damage and roots them briefly.

This is a pretty strong passive in my opinion. It is strong reliable CC to help you lock down a target for a long time. When used correctly you can chain your CC abilities to maximize the CC duration.



Dredge Line

Nautilus hurls his anchor forward. Colliding with an enemy pulls them and Nautilus together, dealing magic damage. Colliding with terrain pulls Nautilus towards it.
This is Nautilus bread and butter engage tool. It has a wide hitbox so be careful around minions as it’s hard to throw it around them. You can also use your anchor to return to lane faster by using the “spiderman” tactic. Use it on towers or walls on your way to lane or during a roam to move around faster! This can catch enemies by surprise.



Titan’s Wrath

Nautilus gains a temporary Shield. While it persists, his Attacks deal damage over time to his target and surrounding enemies..

When you engage this will help you endure the fight a little longer. This also scales with your max HP which increases the syngery with the items you want to build.



Riptide

Nautilus creates three exploding waves around himself. Each explosion damages and slows enemies.

This ability is can be used offensively for damage and sticking to the target or defensively when running away. It’s good to get some early points into this ability as the slow increases.



Depth Charge

Nautilus Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them..

The ult is fairly easy to use, by just clicking a target and watch them being knocked up. If you want to optimally use this ult try to look for a target that has more enemies between you and them. This way you get more knockups and more value out of your ult.





-

The levelling sequence I use for Nautilus is not the most common one. In the end it still follows R>W>E>Q but there is a twist. Early on I like to get the 3 points into Riptide. I do this because I want to be patient with the fights I choose and once I find a good one I get more value out of Riptide.

Your needs in game can also be dependant on what you level in the first 3 levels of the game. In matchups where you need more sustain, such as a Xerath matchup you can choose to start with some points into Titan's Wrath. Try to find your own way and use this sequence for some inspiration!

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18


Q
W
E
E
E
R
Q
Q
Q
Q
R
W
W
W
W
R
E
E



FLASH: You take Flash in all your games as you need a tool to escape. Flash can also be used offensively by using it in combination with your Dredge Line or using it to reroute your Depth Charge to secure more knockups, if you do so correctly.
IGNITE: You take Ignite in about 95% of your games to add some all in threat at level 2. Furthermore it’s a good tool to use in early fights when up versus some healing supports to reduce healing.
EXHAUST: You only take exhaust if the enemy team is stacked with assassins and one-shot potential. You want to peel your ADC from all this damage and you can reduce their damage by 40%. It also works to slow down enemies to catch them when they are alone, because Exhaust also applies a slow and reduces attack speed. Always look to take Exhaust when playing versus a Kalista if your ADC doesn’t take it.



RESOLVE
Aftershock is the go to rune for the traditional Nautilus support playstyle. Aftershock provides extra tankiness when CC’ing a target which helps you in trades, skirmishes and teamfights. As Nautilus you want to be on the frontline for your team and Aftershock helps you with that. I would not recommend Grasp of the Undying or Guardian in any scenario
This row has 3 good options. I find myself having the most succes playing with Font of Life. As Nautilus you have some ways to proc Font of Life and when an ally procs it they heal a bit, which helps out in trades and skirmishes. Demolish is also a good option as you tend to buy HP which scales with the damage you can do to a tower. This is not an ideal option but can be a good choice in a team with low sieging power. The last rune in this row is Shield Bash. This rune can be extremely viable because it works well with your W - Titan's Wrath and increases your damage in trades and skirmishes.
Bone Plating is also one of 3 runes in its row that depends on your lane a lot. Bone Plating is overall just a solid rune when playing versus melee supports or all-in lanes. If you are looking into a more teamfight/skirmish oriented rune Conditioning is a solid rune. Second Wind is great into heavy poke lanes.
Overgrowth is a great rune for Nautilus as this helps you getting more HP during the game which helps increase your W shield. Another great option is Unflinching. The tenacity might be useful versus heavy CC comps. The only option I would not recommend in this row is Revitalize. The extra shielding could be good for locket and your W, but doesn’t provide the same value as the other runes.

Inspiration

Glacial Augment has some good synergy with Nautilus. When using CC on an enemy you will shoot frost bolts around you which slow enemies and reduce their damage. This tool is pretty huge in teamfighting. Unsealed Spellbook and First Strike are both not recommended on Nautilus as the Resolve tree is preferred as primary runeset.
I would recommend going Hextech Flashtraption. It's ideal to surprise enemies from behind walls or when playing from the bushes. I would not recommend Magical Footwear as you want to get your early on to start roaming faster. The newest option Cash Back could be a fun option too as you get some money back, but because your items aren't as expensive the value is less than for a solo lane champ.
This row has 1 valid option. I recommend taking Biscuit Delivery which will result in some sustain in laning phase. Laning phase can be difficult as Nautilus so this is a pretty helpful tool. Time Warp Tonic is worse for supports because you have less gold to buy potions, which makes me value Biscuit Delivery more. The last option, Triple Tonic is not recommended.
Cosmic Insight is the best option in this row as the item haste benefits your Locket of the Iron Solari and the summoner spell haste will lower the cooldown of your Flash which results in more playmaking potential. Approach Velocity is not worth it as you already get on top of your target, so you don’t need the extra movement speed. Jack of all Trades is also not ideal as you are not looking into buying a lot of different stats.
Everyone will be starting with a World Atlas. This item will grant a fixed amount of gold for last hitting any minion (so no boosting with canon minions) and gold for hitting a champion with an attack or ability. These stacks are on an 18 second cooldown. Don't worry about the minion gold, your nearby ally will receive the full amount as if they last hit the minion themselves .

After finishing the first quest at 400 gold the World Atlas will upgrade into the Runic Compass.
The Runic Compass will also generate stacks every 18 seconds but differs in the amount of gold you recieve.

When finishing the second quest at a 800 gold you receive a Bounty of Worlds. It's the same as the Runic Compass but you will get to choose 1 of 5 upgrades for you support item. Below are the most valid options for Nautilus.

Celestial Opposition
Celestial Opposition is the option you go for when playing like the main engage on your team. You will get reduced damage for the first hit. When this shield breaks you release a shockwave around you that slows enemies for 50% for 1.5 seconds. This will help you when dashing in and slow your enemies.

Solstice Sleigh
Solstice Sleigh is the option you go for when you have someone else that can engage and you need to peel for you carries more. When slowing or immobilizing an enemy the Sleigh will provide you and the lowest health nearby ally bonus health and movement speed for 4 seconds. If an enemy dives on your carry and you cc them your carry has more chances of getting out alive.

Bloodsong
Bloodsong is my go to support item that is pretty strong. When using an ability you get the spellblade passive and inflict expose wounds on your enemy, making them take more damage. So the auto attack after a hook will already increase the damage your ally deals onto the target.

The following section will describe the viable boots options for Nautilus. Right now Mercury's Treads feel like the strongest option as they give you a lot of tenacity.

Plated Steelcaps
Plated Steelcaps are the obvious choice versus a full AD comp. Also if the enemy composition has a lot of champions that are auto attack heavy (Vayne top, Kindred jungle and an ADC for example).

Mercury's Treads
If you are losing lane or the enemy team has a lot of CC, Mercury's Treads are the ideal boots for Nautilus as they provide tenacity. Also a valid option when you are playing versus an AP heavy composition. Because I don’t take Unflinching in my runes I tend to default these boots unless versus a full AD comp.

The following section will describe the items you might want to include into your build. These are my commonly used items and are the best in my opinion:

Heartsteel
Heartsteel is a core pickup for Nautilus to get tankier. It costs a lot of gold but in the end it will help you get tankier if the game goes longer. Furthermore the base health you get from the item makes you super tanky early on.

Locket of the Iron Solari
Locket of the Iron Solari is a good item versus a team with Area of Effect damage. The active provides a shield and the Armor and Magic Resistance help you getting more tanky.

Redemption
Redemption is a less common item on Nautilus. It can be very good if the game turns out to get a lot of extended fights. Don’t shy away of buying this as it’s an “enchanter” item.

Thornmail
Thornmail is a good armor pickup that help reducing the healing of enemies. It’s not ideal to get but if your team desperately needs antiheal, you should get it!

Force of Nature
Force of Nature Is a strong magic resist item versus a lot of long range magic damage and cc. Stacking the item provides you with a lot of magic resist and bonus movement speed.

Frozen Heart
Frozen Heart is a good pickup for armor stats and mana. As we seem to head into a hypercarry meta with the new ADC items the attack speed slow is very valuable.

Knight's vow
Knight's Vow is a good pickup for armor stats and peeling your carry. You redirect some damage from your carry to you and he heals you for the damage he does. Be careful as him taking damage from minions also redirects it to you which can cancel your recall.


Moderate
ALISTAR

Moderate
AMUMU

Very Easy
ASHE

Easy
BARD

Very Easy
BLITZCRANK

Hard
BRAND

Moderate
BRAUM

Easy
FIDDLESTICKS

Hard
JANNA

Very Hard
KARMA

Very Hard
LEONA

Moderate
LULU

Moderate
LUX

Moderate
MAOKAI

Hard
MILIO

Very Hard
MORGANA

Moderate
NAMI

Moderate
PANTHEON

Hard
POPPY

Easy
PYKE

Easy
RAKAN

Hard
RELL

Moderate
RENATA GLASC

Hard
SENNA

Very Hard
SERAPHINE

Moderate
SHACO

Easy
SONA

Very Easy
SORAKA

Hard
SWAIN

Hard
TAHM KENCH

Moderate
TARIC

Moderate
THRESH

Hard
VEL'KOZ

Hard
XERATH

Very Easy
YUUMI

Hard
ZILEAN

Moderate
ZYRA
Nautilus is an oppresive champion in the botlane. A lot of base damage combined with CC can make you a really agressive and strong early game botlaner. But besides fighting there is more to playing botlane. These things will be explained briefly below.

You have to be wary of lane state no matter the matchup you are in. There are 3 important wave states that you should acknowledge:
Freeze – Freezing is manipulating your minion wave to stay in the same place for a given amount of time. This is the hardest form of wave management, especially in the botlane as you are dependent on your ADC and your own ability of wave management. Freezing is done by only last hitting the minions and matching minions damage with your opponent.
The way you setup a freeze is linked to how close you are to your tower. The closer to your tower the more ranged minions you need, this is because your minions arrive quicker to lane then the enemy minions. The picture shows in what area you need a certain amount of ranged minions to freeze. Learning to freeze effectively requires some practice so don’t give up after the first one doesn’t work out. You want to freeze your wave when you are ahead or when you are in a difficult matchup and your ADC can farm safely so you can roam.

Slow push – Slow pushing already says what is does, it slowly pushes the wave. This one is easier than a Freeze as you don’t have to be focussing on what the enemy does. All you want to do is killing the caster minions in the wave and there you have it, a slow push. Slow pushing is something you want to avoid during laning phase in botlane. When you leave lane and the enemies have based you almost always want to be fast pushing the wave. The only time slow pushing is applied is in the later stages of the game where you want to prepare waves by slow pushing them in the side lane. This either draws attention of at least one enemy so you can make a play across the map or it builds towards a massive minion wave which helps you siege or denies your opponents a lot of experience and gold.

Fast push – Fast pushing is important during the laning phase. Fast pushing is done by killing all the melee minions of a wave and even clearing a complete wave in such a way that the wave crashes into the tower and starts slow pushing back to you. Fast pushing when the enemy botlane has backed denies them a lot of gold and experience while you get a good timing to base and get some items and catch the wave that bounced back from the tower.
Another viable reason to do so, is to roam. While the wave is under the enemy tower try to get some deep vision in the enemy jungle or look for a roam midlane. The last thing you can do with a fast push is setting up a dive. If the enemy botlane decides to stay you can have a free kill, if they back off they lose gold and experience. I only recommend diving when you know you can get a free kill and don’t risk the fact that you can fall behind because of a misplayed dive.
Another important part of the laning phase is to help out your jungler when he is invading or fighting for scuttle crab. Try to fast push the wave and follow him into the jungle to help him fight. By fast pushing you will force the enemy botlane to either miss the wave or leave their jungler for dead.
In the early moments of the game, hitting level 2 can change everything for Nautilus. As soon as the first minion wave is cleared and part of the second wave goes down, Nautilus unlocks his first chance to shine.

The moment you hit level 2, the air in bot lane shifts. With your Dredge Line you start looking aggressively for the perfect target. The enemy ADC is standing too close, not expecting what’s coming. You fire off your hook, pulling yourself toward them and stunning them in place. Your ADC follows up, raining damage and that should be first blood.

In just a few seconds, you’ve set the pace of the lane. Whether they flash away, burn a heal, or even die—this is the power of a well-timed level 2 engage from Nautilus. The key is reading the moment and making sure your team is ready to follow up on your bold hook.

As a tank and crowd-control master, positioning is everything for Nautilus. You are the wall between the enemy and your team. When you position well, you control the flow of the fight. But when you're out of place, your team can fall apart.

In lane, you want to stay slightly ahead of your ADC. Not too far forward that you get caught, but just close enough to shield them from danger. Your size and threat mean enemies will think twice before diving onto your carry if you’re standing between them.

When it comes to setting up engages, patience is key. Don’t rush into fights—wait for the right moment, usually when the enemy oversteps or uses an important ability. As Nautilus, your Dredge Line can catch people from unexpected angles. Look for opportunities when the enemy stands near walls or terrain where you can surprise them with a hook.

While disengaging your position is also important, make sure if someone is to die it’s you and you make sure that your team gets out alive. You can use Riptide to slow enemies that try to catch you and Dredge Line to pull yourself out of danger towards structures or terrain.

Recalling is an important aspect of laning in general, but especially in botlane you have to time it correctly. As a support you always want to try and synchronize your recall with your ADC. When you want to Recall you are looking to push the minion wave under the enemy tower, as this gives you enough time to recall and come back to lane to catch the enemy wave pushing in.

In the example on the right you see Kalista and Rakan pushing the wave, getting 2 towerplates and recalling after that.
As the game progresses and laning phase ends, Nautilus role shifts from lane guardian to full-on team protector and initiator. You are the team's frontline and their key to starting fights. In the mid-game, you’ll often find yourself leading the charge around objectives—whether it’s around the Dragon pit, Rift Herald, or preparing to siege towers.

Your Depth Charge is your strongest tool here. Look for priority targets—enemy carries or champions with low mobility. In mid-game skirmishes, a well-timed ultimate can force the enemy to scatter or pick off their most important member.

But being a tank isn’t just about diving in; it’s also about peeling for your team. If the enemy’s assassins or bruisers dive onto your ADC or mid-laner, it's your job to stand between them. Use your crowd control— Riptide to slow, Dredge Line to catch out threats—and make it hard for anyone to touch your carries.

When teamfights break out, Nautilus is the titan at the center of the chaos. You’re both the initiator and the protector, and knowing when to be which is the key to playing him well.

As fights begin, your eyes should be locked onto the enemy backline—their carries, their damage dealers. Position yourself in a way that you can land Depth Charge on these high-value targets. Even if they’re far back, the knock-up effect will ripple through their team, disrupting everyone in its path.

But sometimes, you’ll need to play the protector. If your own carries are being threatened, it’s your duty to stop the enemy in their tracks. Use Riptide to slow anyone diving onto your backline, and fire off Dredge Line to catch out anyone who slips past your frontline.

In the chaos of battle, the right hook or ultimate can change everything. Be the unshakable anchor for your team—whether it’s holding the line or diving in to start the fight. Every ability you use can turn the tide of battle in favor of your team.

As Rakan you can do a lot of roaming and get a lot of value out of this by putting teammates other than your ADC ahead. With runes such as Water Walking and Celerity or items such as Mobility Boots your roaming becomes a threat as you will quickly move around the map. There are some rules linked to roaming:
    1. Only roam when your minion wave is under the enemy tower or your ADC can farm safely in botlane.
    2. Only roam when the enemy midlaner isn’t pushed under his tower so you can make something happen.
If one of these requirements is not met do NOT roam as this will put you or your ADC in a bad spot. You can roam from two different situations; you either roam from botlane after pushing in the wave or when you pushed the wave and come back from base instantly look to make something happen in the river area. The following pictures are coming from the site of mobalytics. For any further information on roaming have a look here.

Roaming from base
The first situation we are looking at is roaming from base. On the right is shown with roam pathings when coming from base. Alistar and his adc pushed the wave on botlane and based. Now he is looking for a roam on mid. He will use the blue dotted path to get behind the enemy midlaner. The same case for Blitzcrank on red side, he will follow the red dotted line to get behind the enemy midlaner. You don't necessarily have to go for a mid gank, as you can also look for a gank top or vision control in the river (check out the warding chapters).


Roaming from botlane (Blue side)
The second situation is when you are roaming from botlane. In this example we look at Alistar again. First you take one of the green paths, when you are pushed under enemy tower you take the path through the river, when your adc is farming under your tower you take the other path. From there on you can choose each of the purple paths. You decide to go through the enemy jungle when the enemy controls rift scutler, otherwise path straight to midlane. From there on you have to choose the best angle for a gank and that totally depends on the position of the enemy midlaner. I always favor wrapping around the longest route as you get more value out of this.


Roaming from botlane (Red side)
The same goes for mr. Blitzcrank on the otherside of the map. When your wave is pushed in look to path through the river, if the wave is under your tower and there is no threat of a dive, path through your own jungle following the green paths. As for Alistar in the other example you can also choose the purple path you like from here. I do favor the longest route as this gives the highest reward most of the times as the enemy has to walk into you. When pathing through the enemy jungle beware of the possibility of a jungler that is clearing one of his camps, so be sure you are safe to go there!

In these examples I only talk about setting up a gank on midlane. When following these green and purple paths it can also just be as valuable to place down wards so you can see the opposing team path along these routes! See the warding chapters for more info on that.
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies.
In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in the river.


Early Game
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade.

2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Support windows to roam or create deep vision because the enemy won’t know where you go.

3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks.
4. This ward is a strong ward around minute 3. If the enemy jungler is clearing towards botside he will be there between minute 3 and 3:30. So seeing him pass on the ward helps a lot to avoid getting ganked.

5. This ward is good to cover a dive. If you are feeling you will get dove or you have no info on the enemy midlaner and jungler this ward is really good. It shows people in your side of the jungle which also helps your jungler.

6. You can ward the lane bushes when you think you need a ward in here. These wards are highly advisable when the enemy support is playing a lot around the bushes or you suspect a lane gank.

7. A ward in the middle of the river to check activity around Dragon or Scuttle Crab. This ward also helps spotting midlane roams early.

8. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner.

9. This ward is useful to spot out lane ganks or for an ally to Teleport on as it perfectly cuts of the escape path of the enemy botlane.

10. This ward is deeper into the enemy jungle and helps getting info on the enemy jungler.



Dragon Setup
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights.

3. If there is already a ward in the pit, this ward is very helpful because it spots out enemy flanks from your jungle. This is the least useful of the 3 control wards so you could consider a stealth ward or no ward at all here.
4. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adapt according to the situation.

5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adapt according to the situation. Try to have either this ward or ward 2 in position (can be a Control Ward).

6. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way and if they attempt to use a Blast Cone when present.

7. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position.

8. This ward a deeper variant on ward 5. This gives you more time to adapt, but less information for a last moment decision.

9. This ward a deeper variant on ward 6. This gives you more time to adapt, but less information for a last moment decision.



Baron setup
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to get behind the pit or coming from a flank angle.

3. This ward is good because it can show you enemies trying to get behind the pit or flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3.
4. This ward shows enemies coming from the botside. It will help your carries position accordingly.

5. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron.

6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward).

7. This ward will spot out enemies that just came from base and are pathing through midlane.

8. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition.

9. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base.

10. This ward helps with fast decision making. You can spot out engages coming from across the wall easier and see if the enemy wants to try and fight you.

Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies.
In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in river.


Early Game
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade.

2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as support windows to roam or create deep vision because the enemy won’t know where you go.

3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks.
4. This ward is good to cover a dive. If you are feeling you will get dove or you have no info on the enemy midlaner and jungler this ward is really good. It shows people in your side of the jungle which also helps your jungler.

5. You can ward the lane bushes when you think you need a ward in here. Especially when you play versus a support that plays a lot around the bushes. Also when you feel like a lane gank is coming you need to make sure you have vision to spot that out.

6. Good ward in the middle of the river that spots out action around Dragon or Scuttle Crab. It also helps scouting out midlane roams early.

7. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. Furthermore, this ward is important to get down at around 3 minutes. When the jungler is pathing towards botside he will arrive between 3 minutes and 3:30.

8. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner.

9. This ward will help scouting out lane ganks early and will give information on the enemy jungler.

10. This ward can spot out the enemy jungler when he is clearing his botside. If placed correctly it spots all 4 entrances of this point.


Dragon Setup
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy trying to get behind the pit from midlane. Having a Stealth Ward here is very helpful aswell!

3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy trying to get behind the pit from botlane. Having a Stealth Ward here is very helpful aswell!
4. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 7 in position.

5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 6 in position.

6. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly.

7. This ward comes in handy when the enemy just pushed out their wave in midlane. This way you can see them coming your way from a longder distance and if they try to engage on you.

8. This ward spots the enemies that are coming from base through midlane. These give early information on their position but won’t help with last minute decision making.

9. This ward spots the enemies that are coming from base through botlane. These give early information on their position but won’t help with last minute decision making.



Baron setup
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to fight you in the pit and your allies can react accordingly.

3. This ward is good because it can show you enemies trying to flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3.
4. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition. This will also show any enemies trying to get behind the pit.

5. This ward is important as it spots out enemies trying to steal the Baron or enemies setting up a long range engage. Your jungler will benefit from this ward a lot as he can focus on his Smite timing.

6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward).

7. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base.

8. This ward will help your carries position correctly if the enemy decides to engage from the midlane if they just pushed out their mid wave. You should have either this ward or ward 2 in place.

9. This ward is important when trying to sneak a Baron when the enemy just reset. This ward gives early info but won’t help you with last minute decision making.

10. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron.



Thank you for reaching the depths of my Nautilus guide! I hope I gave you some insights and new knowledge to apply in your games and become a Nautilus enjoyer just like me. Don’t forget to leave a comment with some feedback so I can update the guide! The best way to learn Nautilus is by playing and applying tips you found in guides. Below you will find the Changelog and I will be updating it so you can see what changed in my guide without completely reading it over again every patch. I hope you enjoy your time playing Nautilus and hopefully I will see you on the rift sometime!









Changelog
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide