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Fear the Ocean's Weight [Naut Sup] [8.13]
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Threats & Synergies
Squishy, and can be hooked easily. Just wait until she comes out to use her Q.
Squishy and will come into range to hit Q, especially if using Spellthiefs. Build Magic Resist.
Dodge tornadoes and hook when she comes out
Will poke from behind minions and can ult to get away. Depending on ADC, try and All in ASAP to burn her down. Build Magic Resist.
Can stun you if he blocks your hook on the all in.
Will stun you when you hook, and pop her shield.
Very poke heavy, and can root you to get away. Needs to be killed ASAP. Very dangerous to all in, especially post 6.
Will jump away from hook shots and burn you down.
Squishy, though very poke heavy. Need a strong ADC and burn her quick.
The worst. Will screw your day up with her root and patch combo. Wait until she uses root, dodge it, go all in and kill her.
Stuns you when you go in, and can ult to nullify and damage you try to do if you get lucky.
Squishy. Dodge bubble, all in. Build Magic Resist.
Blinds you, so you can't use passive, then burns you down with autoattacks and poison. Land hook, and burn down quick.
Dumb tree dies very quick. Just watch for his root.
Has a lot of CC, but lately has been going Spellthiefs more often. Wait until he pokes with Q, and grab him. Hard to lock down so make sure to get an auto off.
Will root you, poke you, prod you and generally give you a bad day. Wait until she misses her root and go for her. Hope she is an auto-filled mid laner.
Very dangerous, as has a lot of burns and damage.
- Very Tanky
- Great Playmaking capability
- Amazing Range on Dredge Line, which people don't expect
- Can peel for days
- Depth Charge can make the difference in a team fight
- Very fun to play
- Slow, and therefore susceptible to being left behind.
- Outclassed by a lot of other supports
- Limited options once you engage, relies on ADC having a brain.
- Flash is really needed on Nautilus. As you are a slow moving juggernaut, Flash offers you a way to escape situations that would otherwise mean death.
- Ignite is another option, if you are going for a kill lane. Against someone like Sona or Soraka, this is amazing as you can delete them before their ADC has time to react.
- Aftershock seems to be the best choice, especially because the tankiness has recently been buffed.
- Bone Plating will help you survive all ins.
- Second Wind means you can all in more often. Take this on a lane that will be easy to attack, or that just pokes a lot.
- Overgrowth scales well into late game, extending your health by a lot.
- Biscuit Delivery will allow you to heal more often, keep you in lane longer, and get some mana back.
- Approach Velocity will keep you on the enemy longer, allowing you to use your passive a few times if lucky. Great for running people down.
- Guardian is good if you want to play a very supportive tank, and less aggressive.
- Perfect Timing and Magical Footwear are both good options. Free Stopwatch that builds into Gargoyle, or more MS is always good.
- Typically I take Dredge Line first when I know that my ADC can all in level 1 or 2. This allows more plays, and can get some summons from the enemy if not a kill.
- Maxing Riptide first allows more slows, more damage and more control in general. Your Titan's Wrath, while giving a great shield, isn't going to be as useful as the enemy will be focusing your ADC. E will allow you to peel more
- Maxing Titan's Wrath second will typically happen at the end of the laning phase. While maxing Dredge Line reduces it's CD and increases the damage, W means that you can stay in the fight longer, absorb more damage and hopefully peel enough from your ADC to allow them to kill.
- Auto attack to Staggering Blow them in place.
- Use Riptide for free damage and the slow
- Depth Charge them as they run away
(Alternative is to engage with ult if there is a team fight)
- The obvious difference is that it can not go through terrain. This means no sneaky engages from across a wall or anything, however it also means that you can use your Dredge Line to escape dodgy situations and generally disengage as long as you aren't surrounded. Try and keep yourself open to use it to run away.
- The Depth Charge is a great tool to engage and disengage. Using it on the squishiest, furthest away enemy means that they will inevitably run it through their team and knocking up everyone along the way. If you have a Yasuo on your team, check if his ult is up and use it in the middle of a team fight so you can get a nasty 5 man ult for the dude.
ADC's THAT SYNERGIZE WELL
- Xayah (Roots help you land Q and go in, which allows her to ult)
- Ashe (Slows the enemy, meaning you can land hook easier and catch enemies that are retreating)
- Jhin (Your passive, into his root, into him putting a trap under them. Noone is escaping)
- Caitlyn/ Jinx (You hook them in, then they can put traps under/ behind them to prevent runaways)
- Yasuo (Your ult enables his ult)
- Sejuani (She can slow them for days, allowing you to stick to whoever she is on)
- Lux/ Morgana/ Zoe (Same reason as Jhin, CC makes Naut the king)