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Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Threats & Synergies
Vi
Vi is one of those champs that can completely shut down a Nautilus. Not only will Nautilus lose a 1v1 situation with her. Vi's ultimate can bypass all of Nautilus's CC and pierce into the back line of squishy carries in a team fight.
Introduction
First, I would like to tell you that i am a hardcore Nautilus main and I consider myself to excel at playing him. The changes to season 5 jungle I believe hurt him in some ways, but he is still one amazing champion. Early game when Nautilus has no items clearing the new harder jungle camps can be taxing on your health and mana. ESPECIALLY if you don't get a good leash on your first camp (I always start bot side buff no matter what it is). However, once Nautilus purchases his Rangers and Warmog's he should alright at clearing camps.
+ Best Ganks in the game.
+ Tons of damage mitigation!
+ Can become unkillable, due to tankiness
+ Large HP pool, armor and magic resist!
+ His CC can lock down heavy damage burst champions
+ Titan's Wrath is an amazing shield.
+ Has enough CC for an entire team.
+ Can carry a team by setting up kills
+ Can dive enemies under tower and come out unharmed.
Cons
-Will lose most 1v1s
-Needs his team for Damage.
-Can get shutdown early if counter jungled
-If his W is on cooldown, no consistent damage.
-Medium clear speed
-High Mana costs make him Blue Buff reliant early to mid game.
AA = Auto Attack
Number 1/most effective gank:
AA-W-E-AA+ and if they attempt to flash away Q them back and repeat
Remember, you also have the potential to use Ghost in order to close the gap faster to land Staggering blow.
Number 2
R-AA-W-E-AA+ Q only if they try to run.
Number 3
Q-AA-W-E Only use this if ult is on CD or you can't close the gap between them fast enough
To become an effective Nautilus you mush master each skill he was to offer.
Dredge Line-
Dredge Line is Nautilus's Q ability. When used, Nautilus throws his anchor out latching on to any Enemy or terrain it hits. If it hits an Enemy Nautilus pulls himself and the enemy together meeting in the middle. If Nautilus hits terrain he pulls himself all the way to the terrain he hits. He can pull himself to Anivia's Wall, Trundle's Ice Pillar, and Jarvan's Cataclysm. NOTE: If you hit terrain the Cool down of Dredge line is reduced by 50%, this is amazing for roaming the jungle quickly and when trying to escape. Also, at any point during the Dredge Line animation, whether the anchor is still traveling to its target or Nautilus is pulling himself in you can cast Riptide to slow potential chasers to make a clean, clutch getaway.
Titan's Wrath-
Titan's Wrath is Nautilus's W ability. Titan's Wrath is Nautilus's bread and butter ability. When activated it gives Nautilus a large sheild and empowered Auto Attacks that apply a Damage over time affect to nearby enemies for 2 seconds. The damage it brings allows him to quickly clear camps and the shield gives him extra protection to prevent him from losing any health. Titan's Wrath is a powerful ability dealing heavy damage at all stages of the game. However, if Titan's Wrath's shield is destroyed even if the spell itself isn't over Nautilus will lose the extra damage it gives. NOTE: Titan's Wrath is an auto attack reset. So make sure to use it just after auto attacking to maximize your damage output.
Riptide-
Riptide is Nautilus's E ability. Upon activation Nautilus slams his boot on the ground sending 3 shortwaves out in a circle around him. Each shockwave has little explosions in it that slow enemies and deal damage. Enemies can be struck by more than on explosion but take reduced damage for each additional one. Riptide is a powerful skill in teamfights, as it is easy to hit and slow all members of the enemy team. Riptide can be cast while using Dredge Line to create a slow zone while Nautilus pulls himself to safety.
Depth Charge-
Depth Charge is Nautilus's Ultimate ability. Upon targeting an enemy champion Nautilus sends out a shock wave that tracks down the, knocking up anyone in its way and finally launching the targeted enemy high into the air. Depth Charge is a powerful team fight ability as it is very easy to shutdown enemies with it and disrupt the enemy team during teamfights. Depth Charge used best when it can knock up the maximum amount of enemy champions. I find it best during teamfights to select an enemy hiding in the back lines of a fight most likely the ADC or midlaner. This ensures that it will hit the most enemies possible. Depth Charge will never miss. The only way to dodge this ability is to become untargetable via Zhonya's hourglass or other means.
Staggering Blow-
Staggering Blow is Nautilus's passive. His first auto attack Nautilus roots his enemy for 0.5 seconds (time scales with lvl) and deals extra physical damage. This is very usfull when ganking as it can give your allies time to land important skill shots and what not. Make sure to apply this to as many people as you can during teamfights, especially ones directly attacking your ADC or midlaner.
Nautilus works best in the jungle and taking smite is essential to any jungler.
Ghost-
I choose Ghost over Flash on Nautilus for many reasons. Nautilus is a very slow champion with a base movement speed of 325. The fact is that after Nautilus flashes any enemy will easily be able to run him down, if he is trying to escape. Ghost is the better option because the consistent movement speed helps him to run away from pursuing enemies and close the gap between his targets when trying to land his CC.
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