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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
~Introduction~



Mouse-over any abilities or spells to see their tooltip.
Abbreviations/Short Hand
(You can check this to clarify any of the terms I use if you don't understand what they mean.)
Pros & Cons
sce |
Pros
+ Great burst damage + Amazing sustained damage + Alternative way to carry without having to use a standard ADC champion + Large amount of CC + Still slightly tanky (for a carry) + Watching ![]() |
sce |
Cons
- Slightly squishy even with full build - You may be accused of trolling - Can be countered somewhat easily by poke/denying farm - VERY squishy until he gets items - Is a melee champion but is usually faced against ranged ADC's at bot lane - Requires a good support, preferably one with a shielding or healing ability |
-
Fury : Not exactly the mastery you would expect on a champion like
Nautilus, but in this specific build, attack speed is a very high priority stat.
-
Mental Force : I feel that it is best to only get one point in this mastery because the other options benefit
Nautilus more.
-
Spellsword : This may seem like an interesting choice on a hybrid carry build for
Nautilus, but due to the majority of his items being AS, AP, or on-hit effects, it makes this mastery a very good choice.
Main Runes
![]() While these runes are more standard on APCs, the early game Magic Pen is great for giving ![]() ![]() I feel these are a necessity on ![]() ![]() ![]() This is another rune choice you would usually see on a mid lane AP champ, but I feel that these runes are also necessary to give ![]() ![]() ![]() Other Rune Choices![]() If you feel that the ![]() |
![]() Ignite A great spell to use against champions like ![]() ![]()
|





This passive is just another reason why


Tips and Tricks:
- Try to auto attack the enemy after using
Dredge Line and then wait the full duration of the immobilization before using
Riptide to best take advantage of the CC.
Staggering Blow is also great for escaping, although risky. If you find yourself in AA range of a pursuing enemy, try and hit them once to land the 1 sec immobilization, allowing yourself time to flee.
This ability is good for both initiating fights and escaping them. While paired with other abilities like



Tips and Tricks:
- If you're confident in your ability to kill the enemy before reinforcements show up, use
Dredge Line as an initiator to get an easy kill.
Dredge Line is an amazing escape tool. Aim it at terrain to pull yourself to safety if you are worried that you may not escape the fight alive.
- To use
Dredge Line to its full potential while escaping, try and aim the ability so that only the tip is reaching the terrain you are aiming for, allowing you to pull as far from combat as you can get.
This ability is


Tips and Tricks:
- Try using
Titan's Wrath before initiating into a fight so that it will already be activated, allowing you to deal damage immediately without having to waste time activating the ability after you've already begun attacking.
- Although
Titan's Wrath is amazing for damage, it is also a great shield if you need that extra bit of protection to keep yourself alive.
This ability has great utility and CC potential, letting you keep the enemy in reach long enough for you to do more damage.




Tips and Tricks:
Riptide can save your life if you have an enemy chasing you. With its delayed release of the second and third explosion, it will line up perfectly to land directly on an enemy chasing you, slowing them and perhaps even keeping you alive.
- If you find yourself fighting a more slippery opponent, try and time
Riptide after you've CC'd them with
Dredge Line and after waiting for the 1 second immobilization from
Staggering Blow before using
Riptide. If you manage to time things just right you'll end up CC'ing them long enough to get a kill.

Tips and Tricks:
Depth Charge is just as good of an initiator ability as
Dredge Line. perhaps even better. If you want to pin down an enemy but you're afraid they'll dodge your
Dredge Line, just target them with
Depth Charge and throw your anchor once they're about to get knocked into the air, guaranteeing a hit.
- This ability is also a good tool if you have a much more persistent enemy chasing you, perhaps a
Xin Zhao or a
Master Yi. Use your
Depth Charge on the furthest enemy who is pursuing you, without having to turn around of course, and knock one or multiple targets into the air. After they're CC'd and cannot pursue immediately, use your
Dredge Line to pull yourself even further away, hopefully putting enough distance between you and your enemies for you to escape alive.









Items
Item Sequence






Nashor's Tooth
3000

Frozen Mallet
3100

Malady
2035

Zephyr
3100

Wit's End
2800
![]() |
Attack speed is the one stat that is the core of this build. While ![]() ![]() ![]() |
![]() |
This will be the first main item you will complete in this build. CDR, AP, and AS, all of which are great stats for ![]() ![]() ![]() |
![]() |
Although this item does not have attack speed, it gives ![]() |
![]() |
This is another great item for ![]() |
![]() |
I went back and forth for a while on what should be the last item in this build, and I finally decided that ![]() ![]() |
Boot Choices
Item Sequence






Mercury's Treads
1250

Enchantment: Alacrity
450

Enchantment: Homeguard
450

Enchantment: Furor
450
![]() |
While ![]() |
![]() |
These are a good alternative to ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
I feel that this is the best enchantment for ![]() ![]() ![]() |
![]() |
This is a good alternative to ![]() |
![]() |
While I personally don't use this specific boot upgrade, I can understand as a hybrid carry why you would want to select this enchantment. With ![]() |
These next few items are also good fits for this build, but didn't make it into the final build. Under certain circumstances, one of these items may be a better choice than the main six I listed.
Hextech Gunblade: This item has been debated back and forth due to the possibility of including some sort of spell vamp or life steal in this build, and in the end I felt it was best to not include it in the main build. However, I do feel that
Hextech Gunblade does require at least an 'honorable mention' of sorts, and if you decide to replace one of the main six items in return for a nice chunk of AP, spell vamp, lifesteal, AD, and that helpful little active, I would suggest replacing
Wit's End.
Warmog's Armor:This particular item would be an alternative selection to
Frozen Mallet, if you happen to not feel tanky enough or you're being focused and dying too quickly in team fights. If you choose to replace
Frozen Mallet with this item you will be losing that extra bit of AD and the extremely useful passive that
Frozen Mallet has to offer, but instead will gain an extra 300 health and a nice chunk of health regeneration. While this isn't exactly what's needed when you're filling the role of the ADC/bot lane carry, it will help in situations where you may need to be tankier.
Guinsoo's Rageblade I haven't personally tested this item yet this season so I can't say whether it still works with this certain champion and build. However, I will be sure to update this as soon as I get some more solid results on whether this item fits into this build or not. If I were to go strictly by the stats on this item, specifically the passive, I would say this would have quite a good synergy
Nautilus. Again, I have not had the chance to test this item with this build yet, so if you choose to use it, I would suggest you replace
Wit's End but do so at your own risk.
Statikk Shiv: After testing this item in many games I have come to find out that this item works AMAZINGLY WELL with this build. All the stats work wonderfully and seeing
Nautilus run around at with somewhere near 450 MS is just an added plus. With further testing I may be replacing
Wit's End in the main build and replacing it with
Statikk Shiv, because this item is just that good.
Liandry's Torment: Although this item is usually used on APC's, I feel that this still has a good synergy with
Nautilus no matter how you build him. Because of
Riptide and
Depth Charge and
Dredge Line, all of which apply movement impairing CC,
Liandry's Torment would burn for twice the damage. Also, this item would activate from the AoE damage from
Titan's Wrath, which also activates again for a second time after 1 second, allowing the % damage from
Liandry's Torment to refresh and start again. Although it isn't as great as it could be (if the passive damage from
Spellsword
,
Malady, or
Wit's End caused the damage rather than just spell effects), it still has a nice synergy with
Nautilus. If you choose to get this item, I would suggest replacing
Frozen Mallet, but be warned that it will make you much less tanky. Only consider getting this item if you want to be more of a glass cannon.



























Hybrid/bot lane carry
Nautilus's main weakness is early game, specifically before level 6 and before you get your
Phage or
Frozen Mallet. Once
Nautilus receives his ult, he gets a bit more survivability. Now that he has all of his spells at his disposal he can deter the enemy team from killing him much easier, and maybe even pick up a kill or two of his own. The key to
Nautilus is to last hit EVERYTHING (No, I do not mean 'killstealing', although it is a team game, I am talking about minions).
Nautilus needs early game farm to level up and get gold so he can his items sooner. One of
Nautilus's easier counters is to be denied farm, so try your best to pick up as much CS as you can.











I decided to add this chapter for people who feel that I may be making this guide all on 'theory' rather than actual testing and success with these items on
Nautilus. Here's just a few games that I've played using this build.


Thank you for taking the time to read this guide and I genuinely hope that you enjoy it and try the build. If you feel like you have any helpful tips or comments, or just want to thank me/comment about my build, feel free to leave feedback in the comments/discussion section. Thanks again for your time ^_^
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