This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
JUNGLE TANK
-
AP JUNGLE OFFTANK
Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
~ INTRODUCTION ~


In general the JUNGLE TANK section of this build will take our CC monster and turn him into a scary early game jungler, mid game carry, and late game tank. And although some of the items seem generic, they all synergize very well with

First off, here are a few games I have played with this OP build:

Pros: + 4 types of CC + Deadly ganks + Scales well into late game + flexible build + A lot of early and mid game damage + Great teamfight presence + Awesome Initiator + Can be played in every lane + Tanky + Decent CDs + Mind-blowing /joke + Can peel easily with ![]() ![]() + Jungling time gets cut in half with ![]() |
Cons:
- Very slow movement speed - Slow level 1 jungle clear - Poor base health - ![]() - ![]() - Getting counterjungled sets him back a lot - Can get kited easily - ![]() - Autoattack looks strange with attack speed - Early game ![]() - The shield from ![]() |

SPACESPACE





PASSIVE- Staggering Blow

Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 seconds. This effect cannot trigger on the same target more than once every 12 seconds.
- This skill is an extremely important part of jungle





Q- Dredge Line

Active: Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 60 / 105 / 150 / 195 / 240 (+ 75% AP) magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.
- There are countless uses for this ability, yet it is one of his most underrated ones. The hitbox on











W- Titan's Wrath

Active: Nautilus gains a shield that absorbs 100 / 150 / 200 / 250 / 300 (+ 10% Nautilus's bonus health) amount of damage. The shield dissipates after 10 seconds if not already destroyed. While the shield persists, Nautilus's basic attacks apply a damage over time effect to all units around his target. The effect deals 30 / 55 / 80 / 105 / 130 (+ 40% AP) magic damage over 2 seconds.
- This is








E- Riptide

Active: Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals 60 / 100 / 140 / 180 / 220 (+ 50% AP) magic damage to enemies in the area and slows them by 30% / 35% / 40% / 45% / 50% for 2 seconds. Champions can be hit by more then 1 explosion but take 50% reduced damage after the first dealing a MAXIMUM of 120 / 200 / 280 / 360 / 440 (+ 100% AP) magic damage.
-





R- Depth Charge

Active: Nautilus fires a shockwave that chases an enemy champion, dealing 125 / 175 / 225 (+ 40% AP) magic damage to enemies it passes through and knocking them up into the air. The shockwave explodes upon hitting its target, dealing 200 / 325 / 450 (+ 80% AP) magic damage, knocking up, and stunning the target for 1 / 1.5 / 2 seconds.
-














- MAX out

- MAX out

- MAX out

- MAX out

SPACESPACE






Runes-
Runes






Greater Mark of Hybrid Penetration - The hybrid penetration helps





Masteries- 0/9/21
Smite gives extra gold, more gold is good.















Take:










STANDARD BUILD:









- This will be your standard














And always remember to sell


BIG DADDY TANK BUILD:









- This build is very important when it comes to team comp situations and how well you do early game. If you notice that your team has absolutely no tank you want to follow this build and rush as much health/armor as possible, you are


PURE DAMAGE OP BUILD:









- Use this build when you feel as if you don't need to contribute another tank to the team. This build does even more damage than the standard build, but has less survivability and utility than the standard build. This is a build that you need to be somewhat careful with because you are considerably squishier especially when you build the situational items into damage items. I don't really recommend using this build often, because the standard is more beneficial to your team, but if you prefer and can effectively play jungle bruisers, this is the build for you to follow. Sitiuationally I would use this build against squishy teams, non-mobile teams, and just for fun.
SITUATIONAL ITEMS / ITEMS YOU CAN BUILD:
TANK:












DAMAGE:








UTILITY:







@ level 18... (Q>AA>E>W>R)





TOTAL POTENTIAL ABILITY BURST = 1482
Why is

- on





1.0 ATTACKSPEED

0.99 ATTACKSPEED

X = 65 DMG
Notice that the 0.99 attackspeed table shows the extra ticks after 1 second and 2 seconds. This shows that you can get an extra 2 ticks of damage on your enemy with .99 attack speed (1.0 attack speed = 260 DMG) and (0.99 attackspeed = 390 DMG). YOU GET 1.6X THE DAMAGE WITH


With 0.99 attackspeed: (111 * 3) + (42 * 3) + 390 = 849 DMG
With 1.0 attackspeed: (111 * 3) + (42 * 3) + 260 = 719 DMG
NOTE: YES, BASE ATTACKSPEED (.715) WILL END UP DOING THE SAME DAMAGE BUT WILL TAKE MUCH LONGER THEN THE 3.03 SECONDS IT TAKES TO DISH OUT THE 0.99 ATTACKSPEED DAMAGE. (.715 will take an extra 1 second, enough time for the .99 attackspeed to dish out another 283 damage)
- OVER THE COURSE OF 3.03 SECONDS
1.0 ATTACKSPEED = 719 DMG
0.99 ATTACKSPEED = 849 DMG
0.715 ATTACKSPEED = 566 DMG
Overall we see that the 0.99 attackspeed beats out BOTH the 1.0 attackspeed and the base 0.715 attackspeed (1.0 does 130 DMG less) and (0.715 does 293 DMG less). luckily

NOTE: ALL CALCULATIONS IGNORE THE 40 MAGIC DAMAGE PER SECOND THAT

POTENTIAL FINAL DAMAGE: FULL COMBO
@ lvl 18... (Q>AA>E>W>R) + (3 autoattacks with








FULL COMBO = 2500 DMG (LITERALLY 1.25 "TONS" OF DAMAGE)

A TANK WITH OVER 3350 HEALTH CAN DO 2500 BURST DMG, OMGWTFBBQ.


JUNGLER:
As a jungler you will start the normal












SUPPORT/INITIATOR:
As a support/initiator during the late game phase, you have many jobs. as an initiator you will always use your









TIPS N' TRICKS:
TIP 1 - You can hook on to invisible enemy champions such as (




TIP 2 - If you are against another jungler who can counter jungle very well, constantly ward your Blue Buff
TIP 3 - If the Top bushes or Bot bushes are warded, buy a

TIP 4 - Always Ping the lane before you go in, it will give your laner some time to get ready for a gank and understand that you are ready to go in.
TIP 5 - When escaping 3-4 enemy champions use your


TIP 6 - If a lane is starting to feed, you need to babysit the lane. Same applies for hard lane match ups (I.E. your


TIP 7 - When you are feeding build tanky, your survivability will serve as a distraction and might help your team do more damage when it comes to teamfights.
TIP 8 - Always build to your team comp, and the situation of the game. If your team has 4 bruisers, you don't need to build any damage.
TIP 9 - Don't act like a failed gank is a complete loss, chances are the enemy needs to recall and your laner will get some extra experience and gold.
TIP 10 - You can use your


TIP 11 - When covering lane for your laner who has to recall, do not push the lane. Focus on only last hitting and keeping minions/enemies off of the tower.
TIP 12 - In teamfights try to proc your

TIP 13 - Many people believe that the fate of the game rests on you, so always be nice and never blame the laner for feeding or failing during a gank.
TIP 14 - Always tell your laner to not push the lane. If the lane is pushed, don't gank, plain and simple.
TIP 15 - Communicate with your team a simple "nice job" after a successful gank can be more beneficial than you would expect.
TIP 16 - Remember that League of Legends is just a game and raging at your team, won't change whether you are going to win or lose.
TIP 17 - Try to give your laner at least half of the kills when you are ganking, the extra kills over the opponent will help them win lane, while the kills for yourself will help you gain an advantage.

HAVE FUN,
GhandiJi
P.S. If you have any questions feel free to ask in the comments, and if you vote me down please let me know if I did anything wrong and what you didn't like about the build. And if you like, go ahead an PM me some of your matches with this build, I'll be more than happy to paste them in my guide.
You must be logged in to comment. Please login or register.