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Nautilus Build Guide by Bob the Toastr
Comprehensive Attack Speed Nautilus JungleBy Bob the Toastr | Updated on January 31, 2016
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Nautilus is a crowd control heavy champion mainly built as a tank and used to lock down the enemy carries. I choose to build him with attack speed rather than tanky because I feel it works well with his kit, and allows him to have a large presence in teamfights. Before you commit to attack speed Nautilus, you should make sure that your toplaner, support, or both are going to build tanky because your team needs at least one good tank. This build may not seem viable in ranked play, but I have played several ranked games with it and have done very well. Before you dismiss this as not viable, if you need convincing, please click this to see that the build actually works.
+ Titan's Wrath is a great jungling tool
+ Massive amount of crowd control
+ Great engage/chase/escape
+ *Good DPS and damage over time
+ *Good dueling potential
+ *They will underestimate you
|4 out of 5 of Nautilus's abilities (including his passive) have crown control with them, which makes him great at chasing, escaping, or locking down carries. Staggering Blow, similar to Udyr's Bear Stance, causes every first basic attack to root, giving Nautilus significant presence in teamfights. Titan's Wrath gives him a shield and area damage over time, making it great for jungling. He also has great ganking potential due to his Dredge Line and Depth Charge. Best of all, for the first part of the game, the enemy team will assume that you do no damage, so they will focus your teammates, allowing you to do a lot of damage before they notice.|
+ Cooldown on Titan's Wrath is fairly long and does not decrease with level
+ Low base movement speed
+ Low base attack speed and very little with levels
+ Dredge Line can reposition you poorly if you miss
+ Depth Charge is avoidable (kind of)
+ DPS is dependent on Titan's Wrath
|Although you will be getting movement and attack speed later, Nautilus starts out slow. Very slow. He is so slow, you will feel like you've been Withered until you get some speed. Once you do get attack speed, you will clear jungle camps faster than your Titan's Wrath cools down, making you wait to clear the jungle. Since you won't be building health, you will be squishy. Your ult excels at close combat, but if they are far away when you cast it, it gives them time to run away, and champions such as Fizz or Vladimir can avoid it, leaving you a sad formerly human large metal golem thing.|
*These Pros and Cons are specific to Attack Speed Nautilus, not necessarily Nautilus in general.
- Greater Mark of Attack Speed: Attack Speed Nautilus needs attack speed. Enough said. The only marks I would even consider switching these for are Greater Mark of Magic Penetration.
- Greater Seal of Scaling Health: These help supplement your lack of late game health items and increase the shield on Titan's Wrath. If you want an easier early jungle, you could switch these for Greater Seal of Armor.
- Greater Glyph of Ability Power: Gives you early game damage (since all of your abilities scale with AP). I sometimes mix these with Greater Glyph of Scaling Ability Power for more late game damage.
- Greater Quintessence of Ability Power: Again, these help your ability damage until you get some AP. You could trade these out for Greater Quintessence of Attack Speed if you want Nautilus to be less slow.
Smite is very important as a jungler, not only because of the damage, but also because of the buffs you receive when smiting jungle monsters and the ability to purchase the jungle items. Smite is essential for most, if not all junglers.
The summoner spell I usually take with smite is Flash. It helps augment Nautilus's already significant engage and escape abilities, and allows for better ganks and kill secures. It is better than ghost because you can flash to escape or follow your enemies who have flashed away.
The main alternative to flash I would consider is Ghost. It may not give as much utility or instant movement, but in longer, drawn out chases, this works better than flash. I would strongly recommend you take flash, but if you want, this is an alternative.
Staggering Blow: Nautilus' passive is very useful, whether it be for jungling or ganking. The extra damage helps in the jungle and the root helps to give your allies time to get some damage on the person you're ganking before they can run away. The root is rather short early game but gets up to a significant 1.5 seconds. My favorite part is that it makes killing the Rift Scuttler much easier.
Dredge Line: This ability has an amazing amount of utility. Not only does it allow for easy ganks, but you can also use it to get around by hitting terrain (the cooldown is halved) or also use it to escape. If someone is just out of range when you are chasing, you can use it on terrain first to get closer, then on them. Be careful though, as a poorly aimed Dredge Line can pull you in the wrong direction and it cannot pass through terrain. I usually don't try to continue a gank if I miss my Q unless they are very low on health.
Titan's Wrath: This is Nautilus' primary jungle tool. A shield + area damage over time = jungle happiness! Unfortunately though, it is also good at stealing kills from your teammates. Also, after a couple of attack speed items, its cooldown begins to take longer than it takes you to clear camps, forcing you to choose whether to try to get a camp without it or to wait for it to cool down. Nashor's Tooth or Zephyr can help to reduce the cooldown though. Don't forget that it resets your attack timer, so you can use it right after a basic attack for 2 in a row. You sometimes may want to wait until just after the jungle monster's first attack to activate it so you get more attacks with the bonus damage. Also, a little trick, when standing still, the empowered attacks go in pairs (watch his animation) and if he at least starts the first attack of the pair before the shield runs out, both of the attacks will deal the bonus damage, even if the shield is depleted.
Riptide: This ability helps with jungling, especially at early levels. The damage is actually decent and the slow is very useful for killing the Rift Scuttler, sticking to an enemy champion when chasing, or running away. Don't be afraid to spam Riptide when jungling (watch your mana though) because its cooldown is relatively short. Also, when running away, even if your enemy is outside the range of it, go ahead and use it because they will likely be in range by the time the third wave hits them, since there is a delay. You can use this to draw aggro on jungle monsters to get them to attack your enemy too.
- Depth Charge: His ult is a fun ability. Nothing ruins an enemy carry's day like seeing the shockwave chasing you with the huge metal golem right behind it. A knockup followed by a stun allows you to get a few attacks in if you are close or to catch up if you are far away. It also does significant damage and has a long range, so it can be used to finish off weak champions, too. If you are being chased by more than one person or are in a teamfight, don't necessarily ult the closest person. It damages and knocks up all enemies it passes through, so ult someone farther away from you so the other champions get knocked up too.
We start by getting Titan's Wrath since it is hard to jungle without it and then Riptide for even better jungling. We get another point in the shield, which makes it easier to keep going through the jungle, and then finally get a point in Dredge Line at level 4. We then proceed to max the shield first for jungling. Make sure to get points in Depth Charge at levels 6, 11, and 16. I then usually level Dredge Line next, because it increases your mobility, chase potential, and escape potential. You may want to max Riptide before Dredge Line, but I would recommend leveling Dredge Line first. As an alternative, you could alternate leveling these if you feel you need the area damage from Riptide.
After gromp, go to blue. Use your Titan's Wrath just after it has attacked you for the first time so it lasts longer. Use your Riptide also for faster clearing.
Then go to wolves, use your W and E again, and I usually use the E a second time to finish it. Put your skill point into Titan's Wrath
Next is red buff, check the bushes and use your sweeping lens on the red buff to make sure they are not invading. Start with your W and E, and I usually wait to smite it until it gets low so I get the full health bonus from smiting.
Then go to the raptors, just like usual.
Next go for the golems, smite them early to get the stunning basic attacks to make Titan's Wrath last longer.
Finally, put your skill point in your Dredge Line and your ready to gank if you have enough health. Another good thing to do at this point is kill the rift scuttlers.
For the rift scuttlers, start with 2 basic attacks and then use Riptide to slow them down. Try not to use your Dredge Line if you don't have to because it has a significant mana cost and it will go on full cooldown.
If you want to, you can recall at this point, or you can just roam, ganking, killing more jungle monsters, etc. I would recommend getting items before trying to get dragon though, unless you can be sure of strong participation from your team.
As one of my Gold II friends said, "I have no words to describe the majesty of Attack Speed Warden Nautilus."
If you want to go back to the introduction, click this.
I would like to give a big shout-out to jhoijhoi's Making a Guide guide which was super useful in helping me create this guide!
6/21/15- Improved argument against Enchantment: Cinderhulk Added trick with Titan's Wrath. Also made minor improvements and spelling corrections.
7/9/15- Replaced incorrect jungle map. Emphasized importance of new Enchantment: Devourer over Enchantment: Cinderhulk. Minor inprovements.
9/30/15- Added Dead Man's Plate as the recommended defense item.