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Spells:
Flash
Smite
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction





On hit snare from an auto-attack. REAL? REAL RIOT? DAFUQ YOU STANKIN'. This passive by itself is a great utility tool but when combined with your Q pull, and your E slow or even the ulti knockup. You keep them in place for a long enough time to 100-0 someone instantly.

Hi, i'm trying to be


I AM NAUTELLA SHIELD! I MAKE YOU ABSORB MOAR DAMAGE AND DEAL MOAR DAMAGE! I SCALE OFF YOUR MAX HEALTH, AND I AM AWESOME. LOVE ME. I LOVE YOU. This ability is why i take attacks speed reds by the way. It gives your auto attacks a


AoE slow. Can deal a decent amount of damage and secure kills on pesky stealth champs (



Potential AoE knockup. You can't run away from it. It's impossible. Funny thing about it is that if you target one of their carries they're going to flash away which is usually behind the rest of their team so yay for them for making your ult do more than it probably should have.
WRAPPING IT ALL UP
What you have as







PRIORITY




Why this order? Well, the ultimate is obvious. Maxing




MARKS
Greater Mark of Attack Speed - I explained it before why the attack speed is crucial to his jangle speed. You have a free
Tiamat and DoT spell that can clear the jungle pretty fast at level 2 of
Titan's Wrath.
SEALS
Greater Seal of Armor - STANDARD JUNGLE SEALS ARE STANDARD. No explanation needed.
GLYPHS
Greater Glyph of Scaling Magic Resist - STANDARD JUNGLE GLYPHS ARE STANDARD. No explanation needed.
QUINTS
Greater Quintessence of Movement Speed = Because if you can close the range of any spell or even an auto attack, they will not be able to run away from you. Not to mention you have one of the slowest base movement speeds. (Changed this from
Greater Quintessence of Gold after playing him a lot and got annoyed of being so slow.)



SEALS

GLYPHS

QUINTS


IMPORTANT MASTERY POINTS

By getting this you get an extra 108 health at level 18 from




Tank more damage? WHY THANK YOU VERY MUCH GOOD SIR. Take it. In my opinion it's better than the extra CDR you get from



So, you get a little extra tenacity from this as well as 3% extra health from everything you get. And again, your main tanking/damage dealer ability

(RANDOM BAND PLUG: http://bedlamofcacophony.bandcamp.com/track/juggernaut. You'll probably hate it, but it's about being a JUGGERNAUT.)

Early on you'll need blue buff to safely jungle without dying to keep your shield up. Which is paramount to your income which is very closely related to your tanking ability.
SUGGESTED



OTHER VIABLE CHOICES



CHOICES, NOT NECESSARILY VIABLE, BUT CHOICES



NAUTELLA TROLL






This is your typical start for a non-sustain jungler. You're going to need it unless you get a god leash at blue.
philosopher's stone +

Your reliable source of income for a tank jungler. Amass your monies while you AoE farm the jungle to death.


Pretty self explanatory. Depending on the enemy's team comp you should whichever one defends against the majority of their damage out put. Or if you're afraid of a lot of hard CC, then go for that tenacity.

One of the best item passives in the game. For team fights, anyways. Makes you, and your team tankier, and deal a little extra damage. It gives you health and some real tank stats. More health, more shield, more tanky, more win. It's a great first item goal.

Let me be straight here. I actually hate this item. I really do. It gives health and... well, health. That's it. If someone only has a






Even if their AP mid is rolling, getting




Your magic resist item. "BUT YOU TANK, WHY YOU NO GET REAL TANK ITEM?" Well, a tank absorbs damage, sure. But a good tank does damage and can't be ignored. So, if you're outputting a lot of AoE DoT magic damage because of



When you want to initiate and catch the enemy team off guard. Or if you want to GTFO. Take your pick. However, the rest of it for you is mainly the health you get and the CDR. It really is a great item for a tank.
6 Items? What do?
Well, you could sell

MORE ARMOR?





MORE MAGIC RESIST?





TROLOLOL?



Start at your wolf camp. Begin hitting it with your shield up (HELPFUL TIP: Pop your shield up around 1:35 so it will be ready for when you need it at blue.). And ask for your mid lane and either bottom or top to give you damage on wolves and a leash on blue. If you want to be nice, start heading over to your blue at 1:52 so you get there when it spawns initially so your lanes can go start CSing and gaining experience as soon as possible. Move over to wraiths after you grab
Riptide. Pretty basic what you do when you get there. Use abilities you have when they come off CD. Just make sure all the creeps are in front of you, since they will be hit by the AoE DoT of
Titan's Wrath and speed up your jungle. Move onto double golems. Depending on how good your blue leash was, you can do red or you will have to blue pill. Either way, you do yourself a favor. You either get red buff, or get your philo stone. When you finish red go do wraiths again and see if you can gank.
REMEMBER TO SAVE
Dredge Line UNTIL THEY ARE RUNNING AWAY. That's basically the only trick there is to
Nautilus is knowing when to hook. Figure this out, and you will do well with
Nautilus.


REMEMBER TO SAVE



You are the tank, you are the initiator. Be out in the front and try to grab anyone. If you can even catch 1 person off guard you can win a team fight just by making them get chunked hard enough. If they are grouped up, ult the one farthest from you so they all get knocked up as compared to just one. Pretty simple. These are a couple little tricks that will make your totally-original-not-ripped-from-Bioshock-sailor-suit-dude stand out from the rest.
As far as jungling goes, he's got some good early damage and ******ed CC throughout the game. He doesn't have that much damage, but he can clear the jungle at a decent speed. What
Nautilus excels at is tanking and dishing out massive AoE damage and interrupts. He's honestly a great champ that can fit into any team comp.

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