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Choose Champion Build:
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Midgame goals
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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction

Nautilus is a high powered tank with incredible amounts of both hard and soft crowd control. Thanks to his easy to use initiations and his decent clear time while maintaining high health, most people who do use him seem to prefer him as a jungler. Personally, as a person who mains both Nautilus and support position, I feel like he makes for a decent support.
Now some people have tried to convince me that Nautilus is a poor support, but I never had a bad game with him, and I do not lose often with Nautilus, nor have I ever taken the blame as him for why my lane failed if it did, since normally my lane is the last one to fail. The first reason that makes him a good support is his tankiness, it is nice to have a friend in lane who is hard to kill, and if caught by




Pros -Nautilus is good at baiting and winning trade offs -Nautilus's grab has utility purposes to it as well -Nautilus is a great help to junglers, his initiation can easily set up, or he can use his skills to prevent escapes -He scales well early, mid, and late game -Nautilus can rapidly push a lane when a need arises -He is a very hard support to counter -He can even the playing field against ![]() ![]() |
Cons -He can not assist with lane sustain - ![]() ![]() -Nautilus has no way to assist the carry in escapes in many cases without high risk to self, especially after a bad engagement and his spells are on cooldown -Lower skilled players will find difficulty in avoiding last hitting with his W damage -His wide grab, while useful in many cases, when his lane is pushed makes it difficult to trap opponents under the turret -Heal spamming by his opponent can lead to a hard low level game until his other abilities are up for burst damage -Powerful pokes from both support and carry at the same time are one of Nautilus's weaknesses, since he has no way to protect his carry from them |


For support spells, I see very little reason to grab spells besides these, except maybe



As you make your mastery page you'll want to keep a few things in mind though.
1)Since you want early lane dominance, armor goes further than magic resistance in most cases
2)Nautilus is an AP tank, so if you decide to go 9/21 anywhere, be sure to play towards his AP
3)Your true role is the tank late game, be sure to give yourself masteries for fulfilling that role
1)Quints are best for utility, seals for defense, glyphs for magic, and marks for physical attack
2)You are an AP tank who needs to be up front and engaging first
3)You are a support, your spells availabilty, ability to make money, and your mana reserves will determine your ability to help your carry




The key to being a good player in league, and especially as support Nautilus, is just recognizing what you need to build that helps the team fights. If there is another tank on the team you can go for more damage, if none concentrate on defense only, if your enemies have a lot of cc than getting Items like

Here's a general explanation for each item starting with starting items, mid game goals, and finally late game goals. Keep in mind that even starting items will be flexible, sometimes it is better to start with more wards.
Starting Items
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- Sight Ward- You'll need it in many cases, especially for supports who like to hide out there like


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Mid game goals
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- Philosopher's Stone- Probably the better money making item in 75% of cases, especially since what it builds into is much better and you won't want to end up selling this item in place of a better one.
Late game goals
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Build number 3 is better when you have another tank and don't have to worry about fighting their mage in the team fights. It focuses on damage over time using his shield and

Build number 4 has better defense than the third, and focuses on catching opponents. It gives him large bursts of speed making him difficult to escape in fights gone wrong, and applies more slows to his spells and auto attacks than your opponent can handle and, assuming your teammates are paying attention, has zero hope after you catch them.
Let's go over each item and what situations to use them in detail.
Optional Items
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Your first auto attack does additional damage and roots. The extra damage is nice for fights since it'll give you a damage lead, and the root will help your carry keep them in range. When in a fight with multiple people you should constantly switch targets to root each one and do the additional damage.Remember that after the first hit though it stops working, so once your done go and concentrate only one person, preferably the carry.

This grab makes for a great engagement, and combined with


Basically you are a portable





You can use this to help cover an escape with the slow, or to add damage to an engagement, or even do massive damage to a retreating enemy. In general after being caught by


It deals decent damage. It does hard CC to your target, and knocks back everyone trying to peel. Its range is great enough that you can use this for your engage, and when you aim for the carry in the back it rips through and exposes an entire team. Depth Charge is deadly, to say the least. The best part is if you snipe this off from a range, not only is it obvious, but they run away from the slow charge which will ram through anyone they run by in their attempt to escape. Whoops. When you catch their carry or someone on the team who has become godlike feel free to



While there is much more I could discuss about support Nautilus, this suffices for beginners with both Nautilus and those thinking of using him as support.
Not to mention I don't want to reveal all my trade secrets ;p.
Please rate and leave comments below so I can work on and improve my guide as needed. If you don't know what to think of this guide try it out and keep checking for updates as I attempt to improve and bring this guide to OVER 9000!

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