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

Pros:
Titan's Wrath
He is a CC master with his
Dredge Line,
Riptide, and
Depth Charge controlling the battle
His
Depth Charge,
Dredge Line combo provides great chase capability
Cons:
Dredge Line to move around
His
Dredge Line can sometimes be tough to land
Teamwork is critical for him to be of any use

He is a CC master with his



His


Cons:

His

Teamwork is critical for him to be of any use
Let's jump right in: why these runes? They provide the best synergy with his abilities and the support role we are trying to have him fill, although there are some other options as well.
Greater Mark of Health: This is great because it synergizes with his
Titan's Wrath which scales the armor buff off bonus health, besides the fact that more HP is always good on a tank.
Greater Seal of Scaling Ability Power: Adds some late game damage to all of his abilities which don't scale to bad for a tank. (This is the only option I feel is viably substituted, another option might be
Greater Seal of Armor)
Greater Glyph of Cooldown Reduction: Very important to keep up the CC and harrass on your lane opponents early game, and equally important to keep your armor buff on
Titan's Wrath which has a VERY HIGH cooldown at lower levels.
Greater Quintessence of Gold: Some consider this a staple for all 0 CS supports, but it is made more important on
Nautilus as this build doesn't get any GP5 from masteries.








I go with the 1/21/8 setup since as a support/tank
Nautilus will be harrassing and soaking lots of damage and will need the extra defense. You can play around with where you want to put the points based on your play style but the extra HP from
Veteran's Scars
and Durablilty are strongly recommended again because of the scaling on
Titan's Wrath. Also you may want to change where you put the points for Summoner Spell buffs depending on which ones you use.



I usually start with
Regrowth Pendant + 1x
Health Potion since again as support tank you will need that early sustain.
After you have enough cash go back for Philosopher's Stone,
Vision Wards and, if you can afford it:
Boots.
This I usually follow with a
Heart of Gold.
After I've upgraded to Mercury Treads, I go for a
Rylai's Crystal Scepter starting with
Giant's Belt again for the extra HP and scaling on
Titan's Wrath.
Next I'll usually go for a
Glacial Shroud for the Armor and CDR, and then
Abyssal Mask for the AP and MR (and equally important since you are also support, the MR debuff).
At this point it's probably a good idea to finish off the
Frozen Heart and depending on how much gold you have you can make
Locket of the Iron Solari and
Shurelya's Battlesong or go for something else with like
Sunfire Aegis,
Zhonya's Hourglass, or
Guardian Angel.
A comment was posted asking why I chose
Rylai's Crystal Scepter and
Abyssal Mask before
Locket of the Iron Solari or
Shurelya's Battlesong. You very well could choose one of those first but this is why I ordered the build this way:
The reason I went
Rylai's Crystal Scepter first is mostly for the Giants Belt and additional CC. It adds a bit more sustain which you will need for mid game teamfights. the
Abyssal Mask could wait if you don't need the extra MR, but another reason is that I'm a little apprehensive about letting go of your gp5 items too fast. if you are getting enough gold from assists, then yes I would go for
Shurelya's Battlesong or
Locket of the Iron Solari first, but chances are your going to need to be a bit more tanky, so I would at least get the Giant's belt and then one of these before moving on.


After you have enough cash go back for Philosopher's Stone,


This I usually follow with a

After I've upgraded to Mercury Treads, I go for a



Next I'll usually go for a


At this point it's probably a good idea to finish off the






A comment was posted asking why I chose




The reason I went




It is important to get
Titan's Wrath first since your other abilities require you get in close to use them. It will also be a major damage dealer for you with each hit dealing DoT. At level two it is a good idea to get
Riptide as it can get your carry out of some sticky situations with it's slow as well as provide some low range poke. At level three
Dredge Line is a good idea in order to set up for ganks and catch a lane opponent out of position.
After this though, max
Titan's Wrath first, the lowered cooldown per level is very important for sustain in the lane.
This should be followed by
Riptide for the added slow per level.
Dredge Line should be leveled last because until you get some real AP it is just for the most part a closing utility.



After this though, max

This should be followed by


Summoner Spells are largely dependent on your playstyle. I chose
Heal obviously since support should have some way of helping to sustain their carry. My other choice,
Exhaust is also very good since it can either add to your CC arsenal in locking down an opponent for your carry to finish off or allow you and your carry to escape a gank by neutralizing a major damage dealer. Other viable options would be
Clairvoyance,
Teleport, or
Cleanse if you find yourself against a CC heavy team.
Again, these are not the only options but I feel they fit best with the role you are playing and the kit
Nautilus has at his disposal.





Again, these are not the only options but I feel they fit best with the role you are playing and the kit

As a support and CC heavy tank,
Nautilus is all about teamwork. like
Amumu,
Rammus, and
Shen, he can swing the tide of any team or lane-fight if he works together with his team or lanemate to faceroll the enemy. If he can't work with his team, or the can't work with him however, he becomes useless. He is a great initiator with his
Depth Charge that can knockup multiple enemies which he can then follow with
Dredge Line to either pull away the enemy carry or jump into the thick of things to deal out some AoE with
Riptide and
Titan's Wrath. These abilities will make him very hard to ignore, but they are unlikely to kill any enemy champs which is why the carries on your team need to be aware of when you engage and take advantage of that opening.
It also means that you should not engage the enemy without your team around. Yes you can take a lot of damage while you dish some out, but usually the trade will not be worthwhile in most situations.








It also means that you should not engage the enemy without your team around. Yes you can take a lot of damage while you dish some out, but usually the trade will not be worthwhile in most situations.





It is also important to remember that 1 second stun in a teamfight. Since



Using

Hopefully you have found this guide to useful in both tactics and build strategy. If you have any comments or suggestions please feel free to let me know. Again this is my first guide on Mobafire and would like the opportunity to improve it if needed rather than getting down-voted into oblivion.
Thank you, and good luck!
Thank you, and good luck!
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