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Spells:
Flash
Teleport
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Some points about Nautilus
Build Nautilus however you like. He's too new for anything definitive to be out there yet. However, there are a few things I've learned.
Nautilus is a health tank:


Nautilus has some intense cooldowns:

Nautilus seems to be better played by a patient player:

Pulling enemies off of falling team mates
Disrupting champions with lethal ultimate skills (

Positioning enemies in a teamfight (Much like

Strategic CC placement and use
Pulling out tower huggers
Keeping the faster champs off of your slowest champs
Being an intimidating presence
Played correctly, a Nautilus player can literally make the enemy team completely rethink their strategy by the 20:00 mark.
He also isn't for a team who has no viable means of real time communication. Nautilus has no potential to truly shine without some form of live communication. Yeah, he can get a clutch strategy off here and there in a random game, but he is absolutely mythical when the team can actually communicate.
It is for this reason that I play Nautilus in the top lane, solo, 1v1, and push the lane hard. I then go and roam the other lanes and the enemy jungle until my lane needs me again. If the top lane happens to be 2v1, I play defensively off of my tower, and secure a lot of kills by CC under the tower.
I use this mainly to pull chasing enemies off of my falling team mates. I pull them to me, use Riptide, and auto attack them once. The distance between my ally and the enemy grows, the chase breaks, and now they have ME to deal with. I activate Titan's Wrath for more sustain, and run for the nearest tower.
Sort of a "swoop in and save the day" maneuver. Also, if you can manage it, right after you hook them, you may want to hold shift and press 2. You have now just successfully told the enemy "You're in the deep end NOW." Thus further confirming that they're screwed.
Other uses for this skill would be to escape a losing fight that you yourself may be in. Turn and auto attack the enemy who is chasing you to stun them. Use Riptide to slow their approach, and use Dredge Line to hook to terrain and get some distance away from them. Use

You might also use this to pull a tower hugger off of their tower. it is for this reason that I believe Nautilus plays well with Alistar, Singed, Vayne, Blitzcank, or Volibear in the bottom lane, if you're going to put him anywhere but top lane. Yeah, the current meta warrants ranged characters in the bottom lane, but ranged characters are squishy and now you have position control. If you get them on the wrong side of you and you're blocking their escape, ranged characters are just target practice for a duo-positioning-specialist team comp in the bottom lane. Let the raging begin.
The main use I see for it, which I use the least, is to close distance with an enemy you're planning on initiating and attacking. It doesn't do much damage, the position change isn't all that significant since you move as well and might very well put yourself in range of the tower, and it's better saved for AFTER you've thrown your burst and the enemy is starting to get AWAY from you. Because while you're closing distance on the enemy by initiating with this, you're also pulling yourself away from your team and closer to harm's way.
I use Titan's Wrath when I'm fleeing a battle, not to initiate it. If you go into a battle with Titan's Wrath activated, you gain a shield to block a large amount of damage, so I understand using this to initiate, but I simply think there are better uses for it. If you're initiating a team fight, you must be planning to take some damage anyway, and hopefully you have an exit strategy to compensate for when things go south.
If you run in with no shield and tank some hits, you stir up enemy interest, and they think they've got you killed. They watch your health plummet, and they want to chase you. They think they have it in the bag. You begin running away towards your team, but they think they can kill you before you make it. Suddenly, you pop your shield, you have a whole lot more life now. You smack them with your auto attack, they're stunned, you hook out to some safe terrain. You send a depth charge back their way and start walking back towards them. You use riptide and they're slowed. Guess what? Your team, if you have good communication with them, should be heading in to clean up. You just successfully baited and worked over a straggler. A straggler YOU led out of the pack.
Nautilus is a master baiter. They can come after you, if they think that's a good idea, but they aren't going home afterwards.
I also use his Titan's Wrath to farm. I swing at one minion, then swing at another. I never use successive hits against a minion because the first hit I land on any target does bonus damage. And also, with Titan's Wrath active, each minion I hit is dealing damage to every single minion around it. So if you hit each of them, every minion in that pack is dealing damage to every other minion in that pack. You're maximizing your damage and efficiency by switching targets this way.
Also, obviously, if I'm about to die for ANY reason, I use my shield. Derp.
I use this to... uhm... slow?
Something to keep in mind is that this skill is blatantly designed to harm retreating enemies. It will hit three times rather than once if the enemy is running away. I use it to farm as well, to reach minions which it may be threatening for me to target because it would put me in a harmful range of my enemy. It's also a great fear factor harass. You don't even have to HIT the enemy with it, just send it flying their way as you walk towards the back of the minion clash and watch the enemy back off of the wave. I mean, hit them with it if you can... but you don't have to. Scaring them off of the pack is just as effective. I literally spam this skill while farming and harassing.
Depth Charge into Dredge Line?:
Riptide into Dredge Line?:
Depth Charge?:
Free kill chasedown:
They'll start to run again. Within this period, riptide should have come off of cooldown and your 12 seconds should be up on your passive. Wait until they are almost at max range for dredge line and pull them back to you. Smack them for a stun, activate Titan's wrath and hit them again for extra magic damage. When they run, slow with riptide, should hit all three times. Should also allow you another auto attack. They should be critically wounded or dead. If they aren't dead, it never hurt to flash ahead of them for a few more free hits at the end, if you REALLY want the kill.

Easy. You need extra gold since you won't be getting many kills, and both offer sustain and become more useful items.


For support, both a part speedup and an enemy slow, also a good chunk of life, defense, regen, and some cooldown reduction.

Boost the entirety of your regen by 15%, which allows you to heal at a wolverine-like rate, adds a little chunk of MR, and boosts your health. This is the only item in the build I'd probably never ever swap out. This item is amazing for health tanks.


More life, a built in slow on your auto attacks for when your stun is on cooldown, a spell shield, magic resist. Awwww yeah.

Does anyone ever put any other boots on a tank?
Basically, you need CDR, health, regen, and mitigation. There aren't a whole lot of better ways to accomplish all of that besides this build. I think I formulated it together pretty darn effectively.
I actually run flash/ignite. But in terms of viability, Teleport is a much better option. When you're roaming, you need to be able to get back to your lane, or swoop in for a rescue elsewhere more effectively.
I run ignite... because people walking away from me with 20 life is a ******* pet peeve of mine. If I worked you down that badly, show some common decency and just DIE already. I totally know I should be running teleport, and do sometimes. But I carry ignite like a side-arm on almost all of my characters, because every time someone escape from me with enough life that a stiff breeze would kill them, I want to slaughter entire adoption centers worth of baby animals.

I run this because it's one of the most trusty escapes in the game, and has saved my neck incessantly.

I run this (shh) because you need to be where you're needed, as obvious as that sounds. If you pushed the top lane hard, and you roamed off to counter jungle or you roamed off to gank the middle, and suddenly 3 guys show up at the top tower... do you really want to hike back?
Well... that section was easy...
If I'm jungling, I'll have a lot more armor based runes and a lot more jungle based masteries, such as the masteries which affect minions and monsters, experience, and gold income.
I'll nix the frozen mallet and build cloth 5 /


Screw up the enemy jungler
Be a presence
Be the anti-bully
"W", Swing, re-target, swing.
Activate Titan's Wrath, swing at a minion, target another, swing at that one, target another, swing at that one, rinse, repeat. You can wipe out an entire wave in seconds by doing this.
By doing this, you activate Staggering Blow on every minion, maximizing your damage output. Titan's Wrath causes the minion your struck to deal damage over time to every minion around it, so you want that activated on as many targets as possible to create a net of constant damage. In seconds, the whole wave collapses. Also, if any enemy stands close, they'll be taking the DOT from Titan's Wrath several times over. It's a bad place to be standing.
Hopefully the same doesn't happen to this one.
I'll clean it up a lot more as soon as I'm done playing Nautilus over and over like a one-track-minded crackhead.
I have over 40 games in with him so far, and he pretty much just came out. I'll share what I figure out as I figure it out and clean this all up when I feel like it. Yeah, yeah, wall of text. I get it. I'll fix it. Eventually.
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