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Nautilus Build Guide by Hanjaro

Support Hanjaro's Nautilus, Supporting Your Way To Challenger

Support Hanjaro's Nautilus, Supporting Your Way To Challenger

Updated on October 30, 2023
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 936 43 2,966,839 Views 5 Comments
936 43 2,966,839 Views 5 Comments League of Legends Build Guide Author Hanjaro Nautilus Build Guide By Hanjaro Updated on October 30, 2023
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Runes: Default

1 2
Glacial Augment
Hextech Flashtraption
Biscuit Delivery
Cosmic Insight

Bone Plating

+10% Attack Speed
+6 Armor
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

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


Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Nautilus?

Nautilus is a strong, early-game support that transitions well into the late game, with his strong zoning and CC abilities. There are rarely any matchups that he cannot be played into, and the pressure he exerts is second to none. He is currently a tier 1 support, and is a great blind pick.

If you enjoy playing, or want to learn more about Nautilus, you can read and discuss more over at

Flash and Ignite are the staple go to for nearly all support champions, especially with the all-in presence that
Nautilus provides.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Nautilus, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.

Flash is used for the threat of an all-in engage, and as your primary escape summoner.

With the massive amounts of CC built into Nautilus, the root on your Staggering Blow, and the hook provided by your Dredge Line, can both proc Glacial Augment extremely easily. This provides an icy patch of ground for 3s baseline, which slows enemies and reduces their damage dealt to your allies by 15%, which is like a mini Exhaust!

Hextech Flashtraption provides you with an extra, channeled Flash after you've used your base one. This means that you can use it to surprise your enemies from fog of war, and also works like normal Flash over walls, so you can continue to make aggressive plays.

Biscuit Delivery restore's 8% of your hp and mana, and you get 3 of these over the course of 6 minutes, meaning you can sustain in lane longer. This is useful for Nautilus to continue making aggressive plays without having to recall. It also increases your mana cap by 120 in total. Minion Dematerializer can also be taken against lanes that are poke heavy and will harass you when you go to last hit.

Cosmic Insight provides you with item haste, which is great for Locket of the Iron Solari's onuse, and you also get summoner spell haste, meaning you get your Flash and Ignite back sooner - meaning more aggression!

Bone Plating provides you with a small shield that reduces damage taken for the next 3 attacks from enemies, which is a great bonus for engaging in lane and can be the difference between dying or living in a close fight. Second Wind can be taken if you're against a poke mage such as Lux or Vel'Koz, as you'll regen some hp after taking damage from them. Conditioning is also a good choice if you're planning on going to late game and you don't have another tank on your team (not that you should be the primary tank!)

Unflinching gives you tenacity and slow resist, increasing up to 20% when you drop to 30% hp, meaning you can escape from CC easier, very useful on an engage champion, heading into the thick of the battle!



Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Nautilus wants to roam a lot, and catch people out, so having the bonus movement speed is invaluable.

Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Plated Steelcaps > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Plated Steelcaps's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.

Zeke's is a fantastic item on Nautilus as it offers armor, magic resist, ability haste and an extra 250 mana. When immobilizing an enemy, a missile is fired at them, dealing bonus magic damage.

Redemption offers an aoe heal in an area, add a sustain for his allies that Nautilus' kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Titan's Wrath.

Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - and you also provide nearby allies 5 bonus armor and magic resist. It also empowers other legendary items to increase passive bonus resistances by 2.

You gain extra HP, 25 armor and Ability haste with this item which are all great stats.
If your ally is nearby, you redirect 10% of the damage they take, to yourself (increasing their survivability), and you heal for 10% of the damage they deal. If they are below 30% max hp, you take 20% damage instead, but this redirection will stop if you hit 30% hp. Usually a core item to take vs physical damage.

Providing us with 60 armor and 350hp, Thornmail also deals 10 (+10% bonus armor) magic damage to the attacker, and inflict 40% grievous wounds upon them. Immobilizing enemy champions inflicts 60% grievous wounds - a good pickup vs heavy AD teams with a lot of healing behind them.

Gargoyle Stoneplate provides you with some extra tankiness in the form of Armor and Magic Resist. It's most effective in the later stages of the game, when team fights are more prevalent, so you can trigger the passive effect reliably. The active effect really shines in those same scenarios, allowing you to survive through the fight and maintain control of the enemy threats.

Staggering Blow

Staggering Blow (Passive)

RANGE: Melee
COST: 0 mana
COOLDOWN: 6 seconds
INNATE: Nautilus's basic attacks deal 8 − 110 (based on level) Attack damage bonus physical damage and Root icon root his target for 0.75 − 1.5 (based on level) seconds.

Staggering Blow applies on-hit effects, and can critically strike. The root will be applied, even if the enhanced attack is dodged, parried, blocked or if Nautilus is blinded. Sivir's Spell Shield will block the root, but not the damage.

Dredge Line

Dredge Line (Q)

COST: 60 mana
COOLDOWN: 14/13/12/11/10
ACTIVE: Nautilus hurls his anchor forward in a line, simultaneously dragging the enemy hit towards him while dashing towards them within 0.9 seconds, dealing 70/115/160/205/250 magic damage and rooting them for 0.1 seconds.

If the Dredge Line anchor hits terrain, Nautilus dashes to the very end of its path, it's cooldown is reduced by 50% and it refunds half of it's mana cost.
  • You can pull champions out of their dash abilites by using Dredge Line.
  • You can use Dredge Line as an escape tool or gap closer by using it on terrain.
  • Dredge Line will hit minions, and towers and subsequently pull you into them, so you want to be careful!

Titan's Wrath

Titan's Wrath (W)

RANGE: 350
COST: 60 mana
ACTIVE: Nautilus shields himself for up to 6 seconds.

While the shield holds, his basic attacks deal bonus magic damage over 2 seconds to his target and all enemies around them.


Riptide (E)

COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
ACTIVE: Nautilus creates 3 waves of explosions that radiate from him, each dealing magic damage to all enemies hit and slowing them by an amount that decays over 1.5 seconds.

Enemies hit by subsequent waves beyond the first are dealt half damage.
  • You can use Riptide to slow enemies, trying to escape from your all-in after you have exhausted your other cc abilites.

Depth Charge

Depth Charge (R)

RANGE: 850
COST: 100 mana
COOLDOWN: 120 / 100 / 80
ACTIVE: Nautilus sends out a Depth Charge that chases the target enemy champion, dealing magic damage while knocking them up, and anyone in it's path, for 1 second and stunning them on arrival.

All enemies hit along the way are dealt less damage, knocked up for 1 second, and are also stunned.
  • You can use Depth Charge on the furthest away target in a team fight, to guarantee that the enemies between yourself and them will be cc'd.

Early Game

Level 1 you will want to be levelling your Dredge Line as it's your primary engage tool, and can get you early level 1 kills. You can set up an invade if your team is not afk in base - going through the midlane to the right brush, as you will not be seen by the enemy until it's too late.

You can also set up a brush cheese in lane, and engage straight away onto your opposing laners with Dredge Line, minimum you should be able to blow 1 or both of their Flash, and at best you can get at least one kill.

When you're in laning phase, you want to be a dominant force,pushing and zoning the
enemy laners out of cs'ing, with the threat of a Dredge Line engage, or a Flash all in.

You want to be looking all the time for potential hook opportunities, granting your ADC easy kills or setting up a gank from your ally jungler.

If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Staggering Blow, or if your ADC has baited a spell such as Jhin's Deadly Flourish.

Level 2 you want to be skilling up Riptide for the slow, so there's even less chance your opposing laners can escape your engage. Then it's onto Titan's Wrath, which is synergistic with Shield Bash, and the reason you take that rune. It also gives you more survivability on your all-in.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.

Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.

Once you get your first back, hopefully with at least one or two kills under your belt, you want to be getting Mobility Boots for the roaming potential, and due to the support item upgrade in Season 10, you can focus on buying your core items asap such as Zeke's Convergence. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills. You can tower dive around level 3 with your Titan's Wrath, depending on an ADC such as Draven, or Tristana, with her easy escape.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

As tanky as Nautilus is, you mostly want to be around your team, and helping out your ADC to (hopefully) continue his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.

During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage, or you will want to be peeling your ADC from targets such as Zed or Kayn. Your kit is overloaded with cc, meaning you can 100-0 an enemy assassin in one burst window.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times, increased to 3 with Watchful Wardstone.

I hope you enjoyed, and learned enough from my Nautilus guide, to play him as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports.

If you're interested in seeing more of me, please follow my stream! I stream every day and I play a wide variety of supports, and I am always engaging with my stream chat.
    01/09/2023 - Revamped guide.
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Hanjaro Nautilus Guide
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Hanjaro's Nautilus, Supporting Your Way To Challenger

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