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Spells:
Flash
Teleport
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction
Since Nautilus released, I played him for the most time and the good thing is, with my build, I never losed a game^^.
He srsly whatever I prayed for a champ^^.
I play him solo top as an AP-Offtank, this gives u a great Dmg and Survivability. (and its much more usefull then as a pure support I think)
If he released here, I update the Guide.
I´m sry for my bad english, it isn´t my main language ;)
For Runes I´m going for :
Probably they are some options, like MR or Armor Runes, but I think these are the best for him.
-
9 x Greater Mark of Insight - He´s an Offtank in my Playstyle, so this Runes gives u a lil Damage boost
9 x Greater Seal of Vitality - So u get some life all over the game, what is perfect for ur shield and lane staying-power
9 x Greater Glyph of Focus - One of Nautilus´s bad points are..... his incredible long cooldowns, with this runes u work against this problem.
9 x Greater Quintessance of Fortitude
Probably they are some options, like MR or Armor Runes, but I think these are the best for him.
For Items I start with -
Regrowth Pendant and a Mana or Healpotion (depending on enemie), which gives me a great Lanestaying-Power
After 1.000-1.200 Gold I go back and buy a Philosphers Stone, Boots and (depending on the enemie) Amplifying Tome (if some dmg is needed) or a Null-Magic Mantle (if the enemie is pushing to hard)
After that I´m going to finish Mercurs and then I go straight forward to Rylais (which gives me some AP, Life and a nice slow which stacks with my other Abilities)
Now it´s depending on the enemie again, which Item I´m going to finish first. Abysall Scepter for some MR or Sunfire for some Armor.
Now I´m going to buy the other one and then a Guardian Angel.
At least I´m build my Philo Stone to a Shurelyas (no game I played since now, took so long)
Regrowth Pendant and a Mana or Healpotion (depending on enemie), which gives me a great Lanestaying-Power
After 1.000-1.200 Gold I go back and buy a Philosphers Stone, Boots and (depending on the enemie) Amplifying Tome (if some dmg is needed) or a Null-Magic Mantle (if the enemie is pushing to hard)
After that I´m going to finish Mercurs and then I go straight forward to Rylais (which gives me some AP, Life and a nice slow which stacks with my other Abilities)
Now it´s depending on the enemie again, which Item I´m going to finish first. Abysall Scepter for some MR or Sunfire for some Armor.
Now I´m going to buy the other one and then a Guardian Angel.
At least I´m build my Philo Stone to a Shurelyas (no game I played since now, took so long)
Dredge Line - Nautilus hurls his anchor forward. If it hits a champion, he drags both himself and the opponent close together. If it hits terrain, Nautilus instead pulls himself to the anchor.
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+0.75) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
Cost
60/70/80/90/100 Mana
Range
950
_________________
Titan's Wrath - Nautilus surrounds himself with dark energies, gaining a shield that blocks incoming damage. While the shield persists, his attacks apply a damage over time effect to enemies around his target.
Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+ ) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
Cost
80 Mana
Range
350
_________________
Riptide - Nautilus slams the ground, causing the earth to explode around him in a set of three explosions. Each explosion damages and slows enemies.
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+0.5) magic damage to units in the area and slows them by 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.
Cost
60/70/80/90/100 Mana
Range
400
_________________
Depth Charge - Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them.
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+0.4) 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) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Cost
100 Mana
Range
850
_________________
Staggering Blow - Nautilus' basic attacks deal bonus physical damage and immoblize his targets. This effect cannot happen more than once every few seconds on the same target.
To farm I start with the Shield, followed by my Anchor and at Lvl 3 the Wave.
Now u have all spells, so ur Jungler can come to gank (and trust me, in 90% it´s sucessfull [if ur Jungler has some skill^^])
Then focus on the Shield and of course ur Ult.
At least skill Q and E every second lvl.
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+0.75) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
Cost
60/70/80/90/100 Mana
Range
950
_________________
Titan's Wrath - Nautilus surrounds himself with dark energies, gaining a shield that blocks incoming damage. While the shield persists, his attacks apply a damage over time effect to enemies around his target.
Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+ ) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
Cost
80 Mana
Range
350
_________________
Riptide - Nautilus slams the ground, causing the earth to explode around him in a set of three explosions. Each explosion damages and slows enemies.
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+0.5) magic damage to units in the area and slows them by 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.
Cost
60/70/80/90/100 Mana
Range
400
_________________
Depth Charge - Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them.
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+0.4) 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) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Cost
100 Mana
Range
850
_________________
Staggering Blow - Nautilus' basic attacks deal bonus physical damage and immoblize his targets. This effect cannot happen more than once every few seconds on the same target.
To farm I start with the Shield, followed by my Anchor and at Lvl 3 the Wave.
Now u have all spells, so ur Jungler can come to gank (and trust me, in 90% it´s sucessfull [if ur Jungler has some skill^^])
Then focus on the Shield and of course ur Ult.
At least skill Q and E every second lvl.
For Summoner Spells I choose Teleport and Flash.
Flash is THE mainspell in LoL, so I think everyone who hasn´t a included Flash, should take this Spell.
Teleport is nice if u have the solo top lane, it gives u such an speedboost against ur enemie if he hasn´t it too.
Of course u can replace Teleport for Exhaust (then no one should get away from u, even with flash or something) or Ignite probably.... but I´m not a Fan of Ignite at an Offtank (ur Maintask isn´t to kill, u are here for Intitiate and get Assists, try to let the Kills ur Carries (because of that i skilled Mercenary, ur Damage comes at the mid and end game, so u will make Assists most of the time.) )
Flash is THE mainspell in LoL, so I think everyone who hasn´t a included Flash, should take this Spell.
Teleport is nice if u have the solo top lane, it gives u such an speedboost against ur enemie if he hasn´t it too.
Of course u can replace Teleport for Exhaust (then no one should get away from u, even with flash or something) or Ignite probably.... but I´m not a Fan of Ignite at an Offtank (ur Maintask isn´t to kill, u are here for Intitiate and get Assists, try to let the Kills ur Carries (because of that i skilled Mercenary, ur Damage comes at the mid and end game, so u will make Assists most of the time.) )
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