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Spells:
Teleport
Heal
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction

This rune is essential for pretty much all AP champions. With these runes, you'll be able to knock out half of your enemy's health in a couple seconds with your Q, W, E combo, getting around that magic resistance. Just so long as it hits, that is.
Greater Seal of ReplenishmentGreater Seal of Replenishment
These are probably the most important runes. Without these runes, you'll find that you're going back for mana more than you should be. During the laning phase, you'll be doing a lot of harassing, therefore using a lot of your mana, and you want that to come back fast. I prefer these over Greater Seal of Clarity because you don't really need mana at a constant rate during late game. And plus, your mana ratio will probably be a lot more as well. These will give you a better early game advantage.

These runes will give you a constant rate of growth in your AP throughout the game. Late game, you'll need as much AP as reasonably possible to accompany the CC you put out there. Your team doesn't want you to just take the hits; Give back what you take in!

What's wrong with a little more AP haha? To be honest, I'm too broke to afford any more runes to experiment with xD But I've heard that you could also use greater quints of swiftness



Teleport is very essential throughout the game, considering the slow speed of Nautilus. You don't want to spend half the time trying to walk back to lane after recalling. During the laning phase, try not to recall back until your teleport is up unless you're certain you'll die soon, because you want to be in lane as much as possible. Teleport is also useful late game when everyone's teamfighting. Everyone gets caught up in fighting in mid, you'll sometimes lose track of top and bottom and if it's being barraged by piled up minion waves. You'll need to teleport in and save the turret. You can clear out minion crowds fast using your


This spell is probably best for a tank throughout entire games. Early game, it'll help you sustain lanes or even save your laning partner. Mid game and Late game will also give Heal its uses. In teamfights, it can really make a differece. If used at the right time, you can save your entire team from defeat and make a great comeback. Best part about this spell is the satisfaction it can give. Your enemies will fight you and beat you down, and when they're celebrating that you're almost dead, you pop off the Heal and make them rage.


These are also great summoner spells for Nautilus and can really make or break a kill. Running around, whether predator or prey, these can really help you out in obvious reasons. If you prefer these, you can replace Teleport and/or Heal if you want to.


Start off with


Philosopher's StonePhilosopher's Stone

When you go back, get the Philosopher's Stone and your






This is probably the most important item that Nautilus could have, and the number one priority after your boots. It fits him perfectly, giving AP for damage, MR to accompany the Armor given from



Next item to get is






For your next item, you'll have a choice between





Getting the


With the


You should have your inventory full at this point. And if you've even reached this point, you're probably very far into the game. You want to stay in the fray as much as possible without having to recall, and nothing better than



This is a very unique passive, so be sure to make use of it. The extra damage can really be efficient in last hitting minions and the rooting can even ensure kills. I've found that this passive works better if you're not rapidly clicking on the target since Nautilus' basic attack is extremely slow. One mis-click onto a minion, and the attack starts over, and you'll miss your chance to root. It's extremely frustrating because of the long duration of the auto-attack. This passive works very well with


This skill is your primary initiator and should be taken at level one. It's not really a damage dealer, so you can wait to level it up until level 14. It has a variety of uses. It can catch fleeing enemies, and even help you flee too. Keep in mind that it does pull minions like Blitzcrank's


This skill can be very handy at times. If you ever feel tower divey or tanky in general, pop out your




This is your main damage dealer right here, able to hit a single enemy three times consecutively while also slowing them. Take this skill at level two and it should be the first skill you max out. You can use this ability pretty much everywhere and anywhere. It has a very low cooldown and does massive aoe damage. You can use it to clear out a minion wave, deal crazy damage, slow a fleeing enemy, even slow an enemy chasing after you. Use it in lane, teamfights, jungling. It's just an all around skill that has a billion uses. Plus it's cool to watch xD

This skill is the grandmaster CC ability. Once you've targeted your enemy, there's practically no escape. It knocks them up, stuns them, and does a considerable amount of damage. It'll also do the same to anything in its way. Its best use is in teamfights. When you see an enemy running from the fray, ult their *** and bust up everyone in your way. It's a perfect disruptive and should be your enemy's number one concern in a teamfight. You can also use it as a last measure chasing technique. Your enemy will be dashing away and when you pop out

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