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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Udyr
Ideal
Strong
Ok
Low
None
Introduction






He is great through the whole game, both early and late-game, where he can build as a powerful initiator thanks to his awesome tanking abilities and tons of crowd control effects (he's the champion with most CC's in the whole game).
He could also play as a carry bodyguard by peeling your enemies off, helping your team-mates feed themselves, or just shutting down enemy assassins.
SMITE
This is a pretty obvious choice for any jungler. Useful early on to get blue/red buffs and farm, and still very important later for dragon and baron farming and/or stealing. While in previous seasons some champs could go without
Smite, in Season 4 just don't go jungling without it.
FLASH
Another win-win safe-pick Summoner's spell choice.
Flash is useful for ganking, chasing, and escaping tight situations. A great GANKING COMBO is a surprise
Flash jump on an unsuspecting opponent, snaring him with
Staggering Blow, slow with
Riptide while your
Titan's Wrath DoT slowly kills him, and then grab him with
Dredge Line to ensure the kill. If something goes wrong you still have another opportunity with
Depth Charge and/or another
Staggering Blow, guaranting an almost 100% "You cannot escape" combo.
GHOST
Ghost is another safe choice for Nautilus to somewhat help out with his lack of mobility. Better than
Flash for prolonged chases, reaching your goals and escaping routes, it still lacks the surprise effect and the chance of jumping through walls. It's a good spell, and mostly, it's just a matter of personal preferences.

This is a pretty obvious choice for any jungler. Useful early on to get blue/red buffs and farm, and still very important later for dragon and baron farming and/or stealing. While in previous seasons some champs could go without

FLASH

Another win-win safe-pick Summoner's spell choice.








GHOST



STAGGERING BLOW
Your passive: useful for bursting out additional damage during engages and ganks, it's just the icing on the cake that gives you an additional mana-free CC (snare), on an 8 secs cooldown.
Staggering Blow is especially useful during teamfights as you can snare down all enemy champs, one by one, relentlessly catching them and stopping them on their tracks.
DREDGE LINE
A skillshot grab wich is actually easier to use than you may think, thanks to the large hitbox.
Dredge Line actually drags you halfway to your opponent after grabbing him, and can also be used to drag walls and object, serving as a secondary purpose dash/gap closer. Other than the basic GANKING COMBO explained above, a useful tactic during teamfights is to grab out the overxtending bruiser or a minion, close up to enemies,
Depth Charge them all and then
Riptide them while your team mates finish them off. Take
Dredge Line at level 3 to ensure a fast gank top or mid (better explained later).
Dredge Line can also be used as a last resort escaping tool by grabbing objects, while your opponents are slowed by a
Riptide shockwave... if you still have the mana for that!
TITAN'S WRATH
This is your bread-and-butter ability wich is usually maxed out first. Not only this skill gives you the big shield that makes Nautilus an almost invincible tank during teamfights, it also helps out clearing camps as fast as you can during the jungling phase, due to its AoE damage to monsters. Its DoT deals terrible damage to enemy champs in early game, and can still be a reliable source of damage later on, to bring down a carry together with
Iceborn Gauntlet's power. Also, it resets auto attacks, so a very viable technique for
Nautilus pro players, is to grab your enemies with
Dredge Line, snare them with
Staggering Blow, then quickly activate your
Titan's Wrath to get another additional strike.
RIPTIDE
Riptide is basically an Area of Effect slow effect wich will also damage your opponents. Quite powerful early on, does not do very much damage later due to the fact that you're not building Ability Power, unless you choose to go for a late
Liandry's Torment, whose passive will benefit from the additional damage due to the inherent slow.
Riptide is best used just after a
Staggering Blow as the shockwave it generates it's quite slow to cast and expand itself, so it can't be trusted for chasing high-mobility champs. Great during teamfights,
Riptide can be very efficiently used together with
Randuin's Omen Unique active, to perma-slow all enemies during a battle.
DEPTH CHARGE
Your ultimate is a terribly powerful ability that may entirely change the outcome of a teamfight. It will pop up all other champs and monster it will pass through, until it hits your main target stunning him, and that's where a good
Nautilus will make the difference with a bad one. Catching many enemies with a single
Depth Charge it's your first and foremost priority, even if that means you need to target a tank instead of that slippery ADC, and also it's a great initiating tool as it will catch everyone's attention on the ongoing fight.
Other than that it's an incredibly useful chasing tool, due to the fact that it will relentlessly follow the enemy champion even if he's way out of your range after casting, or if he goes invisible or hidden. While
Depth Charge cannot be interrupted, it still has a short windup animation, so be careful to time it properly.

Your passive: useful for bursting out additional damage during engages and ganks, it's just the icing on the cake that gives you an additional mana-free CC (snare), on an 8 secs cooldown.

DREDGE LINE

A skillshot grab wich is actually easier to use than you may think, thanks to the large hitbox.






TITAN'S WRATH

This is your bread-and-butter ability wich is usually maxed out first. Not only this skill gives you the big shield that makes Nautilus an almost invincible tank during teamfights, it also helps out clearing camps as fast as you can during the jungling phase, due to its AoE damage to monsters. Its DoT deals terrible damage to enemy champs in early game, and can still be a reliable source of damage later on, to bring down a carry together with





RIPTIDE







DEPTH CHARGE

Your ultimate is a terribly powerful ability that may entirely change the outcome of a teamfight. It will pop up all other champs and monster it will pass through, until it hits your main target stunning him, and that's where a good


Other than that it's an incredibly useful chasing tool, due to the fact that it will relentlessly follow the enemy champion even if he's way out of your range after casting, or if he goes invisible or hidden. While

Runes




Basically you need to go as much tank as you can. Since Flat/Scaling











THE BASICS
Always start from the camp nearest to the bot-lane, to get the best pull without forcing your mates to lose minions. This means the Red Lizard Buff if your team starts from the lower part of the map, or the Blue Golem Buff if your team is on the upper part of the map.Ward your nearest tribush (the one in the river near the Dragon), and ask your toplaner to ward your other unclaimed buff if they want to invade.
If they do, don't fight back unless your team is much stronger: go grab their Red Buff instead as fast as you can, with at least 2 other team mates.

STARTING ROUTES
Your first duty is to go gank mid or top as early as you can. The ideal route to maximize your experience, and gank with both Red and Blue buff is: Red - Wraiths - Blue - Gank if you start from Red buff, or Blue - Wolves - Red - Gank if you start from Blue buff. Your first skill should always be your W



FIRST GANK
Ask your team mates to play under turret for the first 2 levels: the idea is to gank at level 3 when they aare still at level 2. Gank mid or top lane, as they can easily profit and snowball: an early gank will give them a probable kill, and an important advantage in farming and levelin, wich, early on, may cost their opponents an entire lane.During your first gank try to save your grabbin'


Top lane is easier to gank if your team mate does not push: just walk out from the bush toward their turret instead of instant engaging, so your opponent is forced either to engage your team mate (in wich case you can grab him out of danger and kick his lower level ***), or to flee upwards inside the bushes where you can grab him out while your mate punches him in the guts.
Mid lane is harder to gank due to the wider space available to your opponent to just flee from southern river. Again, walk towards their turret while your team mate engages, but keep your eyes widely open for a potential counter-gank wich may ruin your day, especially if the enemy jungler is stronger than you (like



JUNGLING AND FIRST RECALL
After your first gank, go Wolves (








PSYCHOLOGICAL WARFARE
When you go back to your jungle, gank again the same lane you already ganked first, and press him as much as you can. If you can kill him twice (please give the kill to your team mate!) not only you snowball your team mate and shut down an entire lane, they will probably start flaming their jungler to get a gank. Stay around and go for a countergank: you have a nice chance to kill them both with your snowballed team mate's help, wich is a guaranteed flame amidst their team.At this point you should be level 6, and now it's time to gank bot with your tremendous ultimate:

At this point your item priority should be closing your



LATE GAME TACTICS
After lane phase is over (usually between level 6-9), your main role is to be a bodyguard for midlaner and ADC, and most of all a teamfight initiator. Save your smite for the always risky Dragon or Baron Nashor fights, and try to always be in the middle of all teamfights, to slow everyone with





Spirit of the Ancient Golem
Vote: 10/10
This should be your first item as a jungler: try to build it up as soon as possible, as it will grant additional money. It gives CD reduction, a huge Health bonus, some early Armor, and helps warding the map so you can freely use your


Mercury's Treads
Vote: 8/10
Probably one of the best items in the game. 35% CC resistance that stacks with


Ninja Tabi
Vote: 3/10 (7/10 versus AD-only teams)
You will get plentiful Armor from all the other items you will buy in this build, so

![]() Boots of Swiftness and |
![]() Boots of Mobility |
Bla bla bla you need speed with Nautilus, bla bla bla you need speed for ganks... Well it's true, and actually some more chasing power is ok. But being more tanky is way more ok, especially in the endgame. Pick movement boots until you're sure you won't miss a


Randuin's Omen
Vote: 8/10
Health, Armor and a great Unique effect that will allow to get your enemies permanently slowed down by synergizing with your




Iceborn Gauntlet
Vote: 9/10
Another great item, and pretty much core for




Banshee's Veil
Vote: 7/10
Banshee's got nerfed quite a lot of times during the years. Today it's still a pretty solid item, expecially for it's Passive ability, and a safe pick to counter those pesky mages.

Sunfire Cape
Vote: 7/10
A good item, quite useful during prolonged battles, but somewhat inferior to


Frozen Heart
Vote: 7/10
A good item with pretty good stats. Buy it against teams who rely on many quick attacking champion that deal Physical Damage such as




Thornmail
Vote: 6/10
A very situational item. Buy it if enemy team does only Physical Damage, or if they got a very fed AD carry such as


Locket of the Iron Solari
Vote: 4/10
It used to be a pretty powerful item back in the days past, when it gave both Armor and Magic Resistance aura. Now it's a very mediocre item, with subpar stats, and a miserable shield wich could still be somewhat useful only if all your team mates are close to you. Build it only if you desperately need to stack Magic Resistance, for example against a fed


Guardian Angel
Vote: 6/10
Pretty good item, and the only one left in the game that gives both Armor and Magic Resistance. You don't need to come back from death tough, as you will probably be the last to die anyways. A bit overpriced, only interesting when overfed or very late game.

Liandry's Torment
Vote: 7/10
Pretty strong damage item wich gives you some additional killing power. Adds quite a punch to your


Abyssal Scepter
Vote: 6/10
Another pretty situational item. It gives some Magic Resistance and a pretty cool Magic Penetration Aura, wich can be useful to help out a well fed AP carry against another fed AP carry. Your own damage won't change by much by the way.

Warmog's Armor
Vote: 5/10
Another great item that was nerfed into nothingness patch after patch. Could be a last slot filler to improve your


Spirit Visage
Vote: 6/10
Another decent item, with pretty good stats and a lame passive that does not help Nautilus in any way. Mostly a slot filler if you desperately need some additional Magic Resistance, after you build your Banhsee's Veil, wich is a superior item in every department.
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