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Runes:
Resolve
Sorcery
Spells:
Flash
Teleport
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction



This is my first MOBAfire guide, and I would greatly appreciate any and all comments, be they on the build itself, or the layout and aesthetics of the guide. My appreciation goes to jhoijhoi for her Guide to Making a Guide, without which I likely would have drowned in a sea of BBcode. Above all, thank you for taking the time to read my guide, and I hope by reading it you can become a better player. Without further ado, let's get into it!
Pros
+ Tons of CC + Good base damage + High engage/teamfight potential + Suprisingly versatile ![]() |
Cons
- Low mobility - Damage falls off late game - Not as tanky as other tanks - Extremely ability reliant While ![]() ![]() ![]() |
Your primary tree should always be the Resolve tree. It offers excellent tanky options that
Nautilus can use quite well, along with some extra scaling health just for existing. While there are a few different options within Resolve, I recommend the following:
For your secondary tree, I recommend Sorcery, as seen below. There are other good options in the other trees however, and I shall cover them here as well.

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Grasp of the Undying: As long as you are willing/able to get in and duel the opposing top laner, ![]() ![]() ![]() ![]() |
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Bone Plating: This rune is fantastic for dueling your opponents, and can really shut down some of the damage the enemy top laner deals in short trades. Try to trade when this is ready, and avoid trades when on cooldown. If you're not worried about your opponent's damage output, or want to push your lane, you can pick ![]() ![]() |
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Conditioning: Just survive to 10 minutes, and you'll get a nice boost to your resistances. Since ![]() ![]() |
For your secondary tree, I recommend Sorcery, as seen below. There are other good options in the other trees however, and I shall cover them here as well.
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Sorcery: ![]() ![]() ![]() |
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Resolve: ![]() ![]() |
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Domination: ![]() ![]() ![]() |
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Inspiration: ![]() ![]() ![]() |
As almost any toplane champion, there are only two summoner spells you should be running:
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Flash: ![]() |
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Teleport: ![]() |
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Staggering Blow: Your basic attacks will deal extra damage and briefly immobilize your target. This effect has a per-unit cooldown, which you can see in game via a white circle around enemies you have recently hit. Use this ability to help last hit minions; whenever you attack a minion with ![]() |
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Dredge Line: This is both your mobility and primary engage tool, so be careful! In lane, only use it if you know you are safe from the enemy jungler, or you are confident that you can kill or make your opponent back. Using ![]() In teamfights, you can use this to engage on enemies caught out of position, and/or catch fleeing enemies so your team can secure kills. Try to aim so that even if your target dodges, you still hit terrain and can catch up to them. Because of its important utility, decreasing ![]() |
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Titan's Wrath: This is the main source of ![]() ![]() For increased damage and health in lane, I recommend maxing ![]() |
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Riptide: A nice AoE damage and slow complements ![]() ![]() While ![]() ![]() |
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Depth Charge: ![]() ![]() Remember that ![]() As with most ultimates, put points into ![]() |
Starting Items
First Back
Early Items
Boots
Armor
Magic Resist
Offensive
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Doran's Shield: The most consistent start for ![]() ![]() ![]() |
First Back
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Hextech Revolver: ![]() ![]() |
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Sheen: Just like with the ![]() ![]() ![]() ![]() ![]() |
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Glacial Shroud: Some champions just have too strong an early game for your first item to be an offensive one. If you find yourself against a strong early game AD match up, pick up ![]() ![]() ![]() ![]() ![]() |
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Spectre's Cowl: While not exceptionally common, sometimes you get stuck with a spell-spamming AP champion in the top lane. ![]() ![]() |
Early Items
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Hextech GLP-800: Before this item lost the eternity passive, it was a great all around tool for ![]() ![]() ![]() ![]() ![]() |
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Iceborn Gauntlet: This should be the first completed item you aim for. It gives you an excellent mix of stats you can use, including CDR, lots of extra mana, armor, and some added damage/slow on your auto-attacks. There are two important things to keep in mind while running ![]() ![]() |
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Adaptive Helm: This item fights cancer. No, really. If you ever have the misfortune of facing a ![]() ![]() ![]() |
Boots
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Boots of Swiftness: After finishing my early items is when I look to finish my boots. These are the boots I usually buy in order to be more helpful around the map, and to close on or escape from enemies. If the enemy team has a balanced team comp between dealing physical and magic damage, pick up ![]() |
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Ninja Tabi: If the opposing team leans heavily toward physical damage, or if they have two ADC type characters (think ![]() ![]() ![]() ![]() ![]() |
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Mercury's Treads: Similar to the above, if the opposing team instead relies heavily on magic damage and/or has a lot of CC they can throw at you, ![]() |
Armor
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Dead Man's Plate: I recommend getting this item as your third full item (excluding boots). It helps ![]() ![]() ![]() |
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Righteous Glory: This item has arguably better engage potential than ![]() ![]() |
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Frozen Heart: With its 100 bonus armor and constant AS slow, ![]() |
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Randuin's Omen: This is another option to help shut down ADC's for your team. If ![]() ![]() ![]() |
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Thornmail: Similar to ![]() ![]() ![]() |
Magic Resist
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Locket of the Iron Solari: ![]() ![]() |
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Banshee's Veil: This can be a good item depending on your opponents' engage/counterengage. As the engager for your team, you will often be taking some powerful abilities to the face anytime you go in. ![]() ![]() ![]() |
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Abyssal Mask: A quick note: I already mentioned them earlier, but if you don't need them for laning, ![]() ![]() ![]() ![]() ![]() ![]() |
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Gargoyle Stoneplate: This item fits into both the armor and magic resist sections, as it gives equal amounts of both. I really go back and forth on this item. While it can be absolutely ridiculous in the right situation, outside of that specific instance, it's fairly weak. All of it's power comes from having three or more enemy champions nearby to double your bonuses. In this situation, it's great, and the active can allow you to walk into the enemy team and wreck them with CC, not to mention peel so much damage for your team. Outside of that situation however, it really struggles. If you're constantly teamfighting, and your team is good at grouping, give it some consideration. I especially like pairing the empowered active with ![]() |
Offensive
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Liandry's Torment: While most of the time you want to build full-on tank after laning phase ends, there will be times that you're far ahead of your opponent or your opponent's team has relatively low damage output, and you want to keep pressing your lead. In such a situation, ![]() ![]() ![]() |


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