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Nautilus Build Guide by Bob the Toastr

AP Offtank Comprehensive Attack Speed Nautilus Jungle

By Bob the Toastr | Updated on January 31, 2016
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LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


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Support Role
Ranked #13 in
Support Role
Win 49%
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Hello everyone, I'm Bob the Toastr, and I'm here to start a new trend: Attack Speed Nautilus. This build works well for me and I would be interested to see if it works for any of you that may decide to try it out, so please leave feedback so I can know what I can do better in my guide or in the build. If you do decide to downvote, I would absolutely love it if you could tell me what you disliked. Just a warning, I will be making this guide very comprehensive and will be getting very detailed in it. So here goes my first build guide, and I would like to thank all of you for taking the time to read this.

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.
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Pros / Cons


+ 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
+ *Squishy
+ 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.
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Fleet Footwork
Phase Rush

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Summoner Spells

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.
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Ability Explanation

  • 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.
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Skill Sequence

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

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.
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A Hunter's Machete and health potions are a typical start for a jungler, for bonus gold, bonus damage over time, and health and mana regen. Nautilus is no exception.

For your first back, you will have a varying amount of gold so the items you get can vary. As a rule of thumb, if you have enough to get the Skirmisher's Sabre - Devourer, then you should get that. Otherwise Skirmisher's Sabre > Boots of Speed > Daggers (for your devourer) > Boots of Mobility. You will very rarely have enough gold to get more than Skirmisher's Sabre - Devourer and Boots of Mobility on your first back, and I would not recommend staying out that long. Take a Health Potion or two when you recall to help keep your health bar topped up.

By the time you go back to base for your second time, you should have enough gold to get the Enchantment: Devourer and Boots of Mobility. If you are having a hard time, don't worry, just keep going until you can get these two items. You may be wondering if you should get the Enchantment: Cinderhulk for you tank item and get a different attack speed item later, but I think Enchantment: Devourer works better because it now causes every other attack to apply on-hit effects TWICE which works really, really well with this build and there are better tank items. That's Titan's Wrath twice, Wit's End twice, Blade of the Ruined King twice, and Nashor's Tooth twice! If you have extra gold, you can start getting the build items for your next major item: Wit's End.

After you finish your jungle item and boots, you should start on Wit's End. I feel that this item synergizes very well with attack speed Nautilus since it gives attack speed, an amount of much needed magic resist, more damage on hit, and a magic resist shred, all of which benefit him. I would strongly recommend this item before any others. After Wit's End, I usually go ahead and get the alacrity on my boots, but you can do that sooner or later if you want. Next, I take Nashor's Tooth because it, like Wit's End, works well with Nautilus and you will probably be hurting for cooldown reduction by this time. Then, you have a choice between Blade of the Ruined King and Zephyr. Zephyr is a viable option because of the movement speed, cooldown reduction, and tenacity, but I usually get Blade of the Ruined King for the lifesteal, the on-hit passive (which synergizes with the new Enchantment: Devourer, and the active, which helps supplement your in-combat movement speed.color]

For the last item, we get a defense item. By this time, you will have plenty of attack speed (usually over 2) and need some survivability. If you want to, you can get a defense item earlier in your build, but I usually save it until last if you are doing well. There are several options here, but they are for specific purposes. Against an AD heavy team, I would usually take Dead Man's Plate because of its initiation potential. Against an AP heavy team, Banshee's Veil is probably the better of the two options for this build. If the other team has high movement speeds, you may want the frozen mallet. If you are unsure, my most common choice is Dead Man's Plate.

If the game lasts long enough, you may find yourself with extra gold. In this case, you may want to replace your boots with a more useful type, either Ninja Tabi against an AD heavy team or Mercury's Treads against an AP heavy team. Also, I prefer the Elixir of Sorcery because of the AP, mana regen (you tend to run out of mana without blue buff) and true damage on hit, which helps your siege capability.
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Jungling/Early Game

The path I take through the jungle that seems to work well for Nautilus is pretty typical; if you want to know what it is, please take the time to read this section, but if you have your own jungle path in mind and don't want me telling you what to do, feel free to skip it.
With Leash
Start with gromp. Ask for a leash. I usually preface this with "Hey [insert champion or lane here], you're awesome right?" It seems to me that being nice usually works. If they just give you a short leash, then still start with gromp, but you may have to recall sooner. Smite early so they know when to back off and you can get the effect from the Gift of the Toadstool. If you need to, use a health potion, but if you can, wait until after blue. Put the skill point in 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.
Without Leash
If you don't get a leash, still start with gromp and blue, but you will need to use both of your health potions probably, get one or two other jungle camps, and you should have around enough gold to recall (if not, kill a rift scuttler or two)and get the Skirmisher's Sabre. Then you can return to your red buff and jungle like usual.

Here's a picture for the jungle path.
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Ganks, Teamfights, and Roaming

In my opinion, ganks are what Nautilus does best. Wait until the lane is pushed to the middle or closer to your turret. Engage with your Dredge Line, but make sure you have a clear shot and can hit with it. Watch out for minion waves as they will block your shot and make it harder to gank. Also, remember to use your Skirmisher's Sabre early enough in the fight to get the damage over time on them. Smiting the raptors can help you get rid of the pesky wards or your sweeping lens can do even better. Even if you reveal a ward with either, you don't have to stay and kill it! Sometimes I try to stay and kill the ward and it gives the enemy laner enough time to get away, when if I had just moved on, the gank would have been successful. If they are under turret, you can still try as your Dredge Line may pull them out of the turret's range. Just remember that it pulls you and them together, not them to you like Blitzcrank's Rocket Grab does.

Your role in teamfights is similar to your role in ganks. Whenever an enemy squishy steps out a little bit from the group to poke your team, your job is to grab them with Dredge Line. This separates them from the enemy team and usually gets your team a kill. Be careful though to not grab a wall or turret, which can drag you under turret or into the enemy team as you have no way to cancel your Dredge Line once used. You can also take down tanks, since you do a mix of physical and magic damage, and can stick to them well, but beware of attacking tanks when their more damaging teammates can show up to help them.

Remember while roaming, if you have blue buff, to use your Dredge Line to move around. This is especially important before you get boots of mobility. Try to get it to hit the terrain as close to the end of its range as possible, but be careful, because if you miss, not only have you wasted time and mana, but it will go on full cooldown, possibly leaving you unable to use it when you need it. Also, it works on turrets, so as soon as your minions get within turret range, you can Dredge Line to the turret to get started killing it sooner. Remember if you are chasing and are out of range, to Dredge Line to a nearby wall to get closer so your next one will hit them. Be careful of running out of mana though if you don't have a blue buff.
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The Proof

You may be wondering if this build actually works. I am here to tell you that it does and show you some proof that it does.

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.
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Hopefully by now I have convinced you of the viability of Attack Speed Nautilus and given you an idea of how to make it work. If you have read this far, I would like to thank you for taking the time to read my build guide. Please leave feedback so I can know what I can do better with it, and if the build works for you, please let me know!

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!
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4/12/15- Updated jungle path because the one I had didn't make sense. Added argument against Enchantment: Cinderhulk.

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.
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