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Spells:
Ignite
Flash
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction
This is a my AP support tank build guide for Nautilus. I have had some success with this build, which really takes advantage of his shield and gives him enough health to be a great tank, while still building enough mana and cooldown to do be a great disabler and do some damage in a fight. This build is intended for longer games and can take some time to reach full potential but at the end makes for a relatively high damage, nearly invincible Nautilus. If you are having difficulty early game you may want to play with the build to help your survival rate.
This is in particular a support/tank build intended for play with a high damage partner in lane, as that is my favorite play-style with him. However, Nautilus also makes an extremely good jungler or is quite capable of soloing top lane. I intend to add those aspects to this build as i get more experience working Nautilus in these capacities. Please try the build before you vote and leave comments or suggestions, positive or negative. As this is my first guide and I'd like to know how to improve both the build and my guide writing.

______________ |
Pros
![]() + Powerful Tank + Lots of stun/slow capability + Great support for AD carry in lane + Spammable disables + Great teamfight initiation + Useful auras + Decent damage output |
______ |
Cons
![]() - Slow Early - Takes time to reach full potential - Susceptible to disables - Weak ranged hit power - Not able to solo easily |
Nautilus is a heavy tank with high disruption capabilities and, if built right, decent damage. Items should focus on increasing health, magic and armor resistance as well as AP. Cooldown reduction is also useful to help him spam his abilities.
Staggering Blow makes for a great disruptor and gives bonus damage.
Dredge Line is an effective grab move that can also be used to get away from a fight.
Titan's Wrath is a good shield that greatly aids survivability and increases damage.
Riptide is an area of effect slow that is crucial in teamfight. Finally,
Depth Charge is a high damage, range and disruption shot that can easily secure a kill.
Focus on using his abilities to slow and disrupt your enemies as much as possible so high damage characters can get the kills. Use
Titan's Wrath and
Riptide to farm minions and deal damage, and
Dredge Line and
Depth Charge to initiate fights or stop fleeing enemies. While Nautilus does have enough damage to get a few kills, your success is more measured in how few deaths your teammates have. If you die saving 2 companions, you have done your job.
While it doesnt follow my own playstyle perfectly, the LOL spotlight on Nautilus is very useful. Check it out below!





Focus on using his abilities to slow and disrupt your enemies as much as possible so high damage characters can get the kills. Use




While it doesnt follow my own playstyle perfectly, the LOL spotlight on Nautilus is very useful. Check it out below!
Support
This is my personal favorite role for Nautilus, and is what the build listed was invented for. As a support Nautilus can greatly aid any ally in lane. In your support role, the game is all about keeping your opponents disabled, pushed off, and unable to farm your lane. Combine with ranged AD for maximum potential.Needed for this role: Decent CDR and a bit of mana regen. Look to Philosopher's Stone early and


Tank
No matter your build, Nautilus should always have the health and armor to at least act as an off-tank. Initiate fights with
Needed for this role: Armor, Magic Resist and Health. Look to



Jungling

Typical order for me: Wolves-Blue-base-wraiths-golems-red-base-gank-repeat
Needed for this role: Health Regen, AP and CDR. Philosopher's Stone and

Ganking
One of Nautilus's greatest strengths is as a ganker, no matter his build. His nuke has slow, stun, pullback, launch and significant damage. Combined with an ally you can burst an overpushed enemy down to nothing without giving them any time or ability to counter. With all his health and armor, it is difficult to counter-gank or drive your gank off, which is always nice. Whether you are jungling or not, always look for opportunities to gank your opponents and secure kills.Needed for this role: Health, Magic Penetration and tons of AP.



Description:
(Innate): Nautilus’ first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.Details:
Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 (initial) / 0.75 (after level 7) / 1 (after level 13) seconds. This effect cannot trigger on the same target more than once every 12 seconds.Using this ability:
The stun can be a great interrupt for longer cast abilities, such as Miss Fortune's

Note: staggering blow hits are considered spells. While they do not get better with AP, they do give spell vamp and are pitched against the enemy's magic resistance. As a spell, you can do some interesting things, like disable an opponent's


Description:
(Active): Nautilus throws his anchor forward. If he hits an enemy, he'll drag himself to his target and his target to him. If he hits terrain, he'll drag himself to the terrain and the cooldown is reduced.Details:
Cost= 60/70/80/90/100 manaCooldown= 14/13/12/11/10 seconds
Nautilus hurls his anchor forward (950 Range). If it hits an enemy unit, Nautilus drags himself and the target together dealing 80 / 120 / 160 / 200 / 240 (+0.75 per ability power) magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.
Using this ability:
Again, this stun is a great interrupt. Use it at range to harm a caster or close the distance to a ranged unit. It is also, as any grab, key for stopping a fleeing enemy. Combined with a good AD character and

Warning: This ability can attach to anything, including towers and enemy minions. Make sure you don't pull yourself to the base of an enemy tower by accident or catch their minion instead of the fleeing opponent. This is his hardest skill to use properly and can be very difficult to master, and may end up backfiring if misused.

Description:
(Active): Nautilus places a shield on himself that absorbs additional damage based on his maximum health. While the shield is active, Nautilus' attacks deal damage over time to units around him.Details:
Cost=80 manaCooldown= 26/24/22/20/18 seconds
Nautilus surrounds himself with dark energies, shielding him from 80/130/180/230/280 (+10% of bonus health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units within 350 units of his target, dealing 30/60/90/120/150 (+0.4 per ability power) damage over 2 seconds.
Using this ability:
This is Nautilus's primary damage applier, giving him some significant damage potential at higher levels. It also is what makes him such a great tank. With all the cooldown reduction, the shield can be applied nearly constantly to give over 400 bonus health. Use this ability to gain minion farm, to keep yourself in lane, survive during retreat and to generally increase damage potential. The cooldown is fairly long early game, so keep it for important uses until you get the cooldown lowered.
Description:
(Active): Nautilus slams the ground, causing the earth to ripple out in 3 waves. Each wave deals damage and slows the targets hit. This slow decays over time. Multiple waves that hit the same target deal reduced damage.Details:
Cost= 60/70/80/90/100 mana, Cooldown= 10 secondsNautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals 60/100/140/180/220 (+0.5 per ability power) magic damage to units in the area and slows them 30/35/40/45/50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions. The slow is refreshed.
Using this ability:
This is a great AOE slow. The rings move outward a little faster than character speed, so if you catch them with the first ring you my catch them with all rings. Use it after

Description:
(Active): Nautilus launches a depth charge towards a target that picks up speed as it travels. This charge knocks up all enemies it encounters while traveling and explodes on impact, stunning the target and launching them into the air.Details:
Cost=100 mana, Cooldown= 120/100/80 secondsNautilus fires a shockwave (Range=850) that chases an enemy champion. This deals 125/175/225 (+0.4 per ability power) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8 per ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds. This explosion also damages enemies around the target, but does not stun them.
Using this ability:
This is Nautilus's third stun and by far his best ability. The small explosions leading up to the target will clear a path (whether it is minions or champions) to your target, knocking them all into the air (approximately 2 secs) and dealing significant damage. Also, the range indicated simply indicates the cast range. The skill will pursue a fleeing target well out of range, and when it goes off you have approximately 4 seconds to close the distance and finish the target (since the stun applies when the target hits the ground). Use this in team-fight, preferably on the furthest champion to affect the entire enemy team. This skill can also be used to initiate, especially against a ranged burst character. Combo this, then






After





Addressing the "Riptide First" crowd - Part of the reason for focusing on




Beginning Game Options
My preferred start is





Building the Tank
Focus on getting




Adding Power















Finally I chose

Other Potential Items









Drastically increase your danger early game, as well as getting ranged kills. While he has the anchor, it will hit minions, and his ult has a long cooldown, so this is great as a ranged finisher.

Definitely the best overall spell for survivability of any character. Use to get in range for your ult or hook when finishing off a character, or as always as a means of running away.
Other Spells to Consider
Clairvoyance makes a great counter to enemy junglers, and is aided if you pick up the utility point in insight. Do not forget to change up the distributed points if you dont take this or flash.
Cleanse Always a plus to help increase survivability. Due to slow early game speed, useful for avoiding ganks until your boots get up, useful in team fight to keep you in the fight.
Ghost An alternative to flash for those who don't like the nerfed flash. Can be extremely useful since you will be slow for a while and minions will be a major pain when attacking and retreating.
Heal Always a decent choice, and definitely capable of saving your life in crunch situations. Also useful for keeping you generally in lane.
Smite Take this if you intend to jungle.
Marks: I prefer Greater Mark of Vitality here for the best health gain. You could also go with
Greater Mark of Armor here which would greatly boost your tanking power before you get
Glacial Shroud.
Seals: Greater Seal of Vitality Hands down the best for this build. Maxed out, around 180 health. Win.
Glyphs:
Greater Glyph of Scaling Magic Resist here for the magic resist. Consider Greater Glyph of Vitality if you're wanting more health. Trade off between health and magic resist to meet your style... both important, both great.
Quintessence: I enjoy getting
Greater Quintessence of Scaling Cooldown Reduction for the cooldown reduction. It is important to keep his cooldowns low so he can spam his shield and disables as much as possible.


Seals: Greater Seal of Vitality Hands down the best for this build. Maxed out, around 180 health. Win.
Glyphs:

Quintessence: I enjoy getting

jhoijhoi
- Jhoijhoi's aids to guidewriting have helped every aspect of this guide - formatting, content, and flow of information
- I heavily based a lot of my work and ideas off of her guide template which can be found here.
- I also have utilized her dividers a few times throughout the guide. See her shop for more information on her work.
- Thank you so much jhoijhoi!
Some data and descriptions taken from the League of Legends Wiki. Thanks to all the contributors to that wiki and its Nautilus entry.
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