This build guide for Nautilus is for jungle and is by Lexvink, a platinum rated player on League of Legends. Nautilus is a very tanky and crowd control based jungler. He offers multiple forms of crowd control, good damage, and a very powerful shield. His early game is susceptible to counter jungling, which is his biggest weakness.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Skill Order
Dredge Line
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 60/105/150/195/240 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Cost
60/70/80/90/100 Mana
Range
950
Cooldown
18/16/14/12/10 Seconds
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 60 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 105 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 150 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 195 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 240 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Titan's Wrath
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 100/150/200/250/300 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/55/80/105/130 (+0.4*AP) magic damage over 2 seconds.
Cost
80 Mana
Range
350
Cooldown
22/21/20/19/18 Seconds
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 100 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30 (+0.4*AP) magic damage over 2 seconds.
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 150 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 55 (+0.4*AP) magic damage over 2 seconds.
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 200 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 80 (+0.4*AP) magic damage over 2 seconds.
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 250 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 105 (+0.4*AP) magic damage over 2 seconds.
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 300 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 130 (+0.4*AP) magic damage over 2 seconds.
Riptide
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+0.5*AP) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Cost
60/70/80/90/100 Mana
Range
0
Cooldown
10/10/10/10/10 Seconds
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60 (+0.5*AP) magic damage to units in the area and slows them by 30% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 100 (+0.5*AP) magic damage to units in the area and slows them by 35% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 140 (+0.5*AP) magic damage to units in the area and slows them by 40% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 180 (+0.5*AP) magic damage to units in the area and slows them by 45% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 220 (+0.5*AP) magic damage to units in the area and slows them by 50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Depth Charge
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 200/325/450 (+0.8*AP) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Cost
100/100/100 Mana
Range
0
Cooldown
140/110/80 Seconds
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 125 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 200 (+0.8*AP) magic damage, launching them into the air and stunning them for 1 seconds.
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 175 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 325 (+0.8*AP) magic damage, launching them into the air and stunning them for 1.5 seconds.
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 225 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 450 (+0.8*AP) magic damage, launching them into the air and stunning them for 2 seconds.
W
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 100 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30 (+0.4*AP) magic damage over 2 seconds.
E
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60 (+0.5*AP) magic damage to units in the area and slows them by 30% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
W
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 150 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 55 (+0.4*AP) magic damage over 2 seconds.
Q
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 60 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
W
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 200 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 80 (+0.4*AP) magic damage over 2 seconds.
R
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 125 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 200 (+0.8*AP) magic damage, launching them into the air and stunning them for 1 seconds.
W
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 250 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 105 (+0.4*AP) magic damage over 2 seconds.
E
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 100 (+0.5*AP) magic damage to units in the area and slows them by 35% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
W
Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 300 plus 10% of his bonus health (+0.4*AD) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 130 (+0.4*AP) magic damage over 2 seconds.
E
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 140 (+0.5*AP) magic damage to units in the area and slows them by 40% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
R
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 175 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 325 (+0.8*AP) magic damage, launching them into the air and stunning them for 1.5 seconds.
E
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 180 (+0.5*AP) magic damage to units in the area and slows them by 45% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
E
Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 220 (+0.5*AP) magic damage to units in the area and slows them by 50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Q
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 105 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Q
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 150 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
R
Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 225 (+0.4*AP) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 450 (+0.8*AP) magic damage, launching them into the air and stunning them for 2 seconds.
Q
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 195 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
Q
Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 240 (+0.75*AP) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (0.75*AD).
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Items
Full Game Item Build:
Boots of Speed
Philosopher's Stone
Boots of Mobility
Aegis of the Legion
Frozen Heart
Mercury's Treads
Shurelya's Reverie
Randuin's Omen
Frozen Mallet
Runic Bulwark
Enchantment: Homeguard
Jungle Routes
Main Route:
Wolves
Ancient Golem
Wraiths
Wolves
Lizard Elder
Wraiths
Gank Mid
Gank Top
Secondary Route:
Wolves
Ancient Golem
Lizard Elder
Gank Mid
Gank Top
Wraiths
Pros and Cons
Pros
Has a ridiculous number of crowd control effects and catching power.
TBH, I went for a lot of time with maxing raptide and getting SS and Philo, but I am feeling too squishy with this, so I will change a bit. Is warmog's no must-have for nautilus?
I usually go Warmog for HP (the passive is just that awesome) and Spirit Visage for the general stats (HP, MR, CDR). Sunfire Cape?
Other possible items: Banner, Locket, maybe also IG (didnt calc the CDs yet). What would a more damage-orientated build look like? ROA; Sunfire, Abyssal?
For masteries I go 9/21. 4x AS, then AP/MPen. To me it seems that utility isnt that necessary; not that depending on blue, mana isnt necessary either. I also got 3x quints of AS. So in short, i give up MS in general a bit for a better clearing speed.
Hi, im currently trying to play Nautilus' jungle, and i agree in what you said "Has very low base movement speed for a melee." and i started wondering if it would be useful to use 0/9/21 masteries?
With 9 in Defense you can survive in the jungle just fine (although you are a bit less tanky late game) and with 21 on Utility you can have more starting gold for pots, Gold per 10 seconds, a bit of CD reduction and Nimble (I believe it is very useful on Nautilus due to his slow movement)
And also which item should i buy first after mobility boots and philosopher stone?
If you run 0/9/21 I feel like he doesn't have enough tankiness in teamfights, coupled with the fact that the movement speed you get from the 9 in support anyway with Mob boots is enough speed, along with the quints of course!
You don't need to start with extra pots or extra gold or anything, because, although his early clears are slow, he picks up considerably later. That early game is alright to overcome as long as you have your teammates aware of your lack of early survivability.
I feel a bit less tanky too, i can agree on that, and yes his early is really slow (until lvl 5 in my opinion)
But the effect of Nimble, Intelligence and Wanderer are really good on him, consedering his base movement speed (325) and his long CD, but I do agree he is less tanky with 0/9/21 masteriesb
Is 3% more movement speed and 2% cdr really worth losing out on a good deal of tankiness late game? Taking percentage less damage late game is simply too good to pass up. Seeing as this build gets you 30% cdr anyway, getting that small amount doesn't seem worth it.
However, I want to raise another issue. Surely Ninja Tabi is just TOO GOOD now to not get it? 10% reduction on all basic attacks is just amazing for a tank, especially in this current AD bruiser meta.
I completely agree with running Mobility Boots to begin with, because he's just so damn slow, and being able to swim in and stun everyone all day erreyday is just awesome, but when you sell Mob Boots for Merc Treads later on, wouldn't it be way better to sell it for Ninja Tabi instead, as ADCs and AA-based Bruisers are simply doing a lot of damage at that stage in the game? For the tenacity, you could upgrade the Spiritstone (that you would get in place of Philo Stone) into the Spirit of the Ancient Golem, thus giving you tenacity, slightly less regen than Shurelya's, but also 250 more health and 30 more armour?
True, you'd lack the great active, but as long as you encourage the support to get it, should your team really need two? Wouldn't this make you so much more tankier, with the extra armour and health?
Let me know what you think, I'd love to work a bit on my Naut jungle and would appreciate some feedback from people who play him a whole lot more than me.
Edit: I appreciate the 10% cdr loss from not having Shurelya's might hurt a bit; tell me if it's too important! :D
I don't understand the machete part, do you start with machete and 5 pots, and sell machete afterwards, or do you upgrade it into tier 1 spirit stone? Or you just start boots?
"As you can see, Machete is not upgraded into anything. I feel that the 2nd tier stone does not offer anything particularly attractive to Nautilius. In addition, the 1st tier stone, Spirit Stone, only increases jungle speed and sustain. Philo stone on the other hand is a GP10, gives sustain, and can be easily integrated into your mid/end game items."
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Posted 5/10/2013 9:50:13 AMLissandra
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Posted 5/10/2013 9:49:59 AMLisandra
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Posted 1/19/2013 11:50:32 PMHiho!
Why no Twin Shadows?
TBH, I went for a lot of time with maxing raptide and getting SS and Philo, but I am feeling too squishy with this, so I will change a bit. Is warmog's no must-have for nautilus?
I usually go Warmog for HP (the passive is just that awesome) and Spirit Visage for the general stats (HP, MR, CDR). Sunfire Cape?
Other possible items: Banner, Locket, maybe also IG (didnt calc the CDs yet). What would a more damage-orientated build look like? ROA; Sunfire, Abyssal?
For masteries I go 9/21. 4x AS, then AP/MPen. To me it seems that utility isnt that necessary; not that depending on blue, mana isnt necessary either. I also got 3x quints of AS. So in short, i give up MS in general a bit for a better clearing speed.
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Posted 4/12/2013 6:07:03 PMLiandry's is a good item if you're looking to do damage, all the stats are good on Naut and it has a strong burn with your dot, aoe and cc
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Posted 1/18/2013 5:29:29 PMHi, im currently trying to play Nautilus' jungle, and i agree in what you said "Has very low base movement speed for a melee." and i started wondering if it would be useful to use 0/9/21 masteries?
With 9 in Defense you can survive in the jungle just fine (although you are a bit less tanky late game) and with 21 on Utility you can have more starting gold for pots, Gold per 10 seconds, a bit of CD reduction and Nimble (I believe it is very useful on Nautilus due to his slow movement)
And also which item should i buy first after mobility boots and philosopher stone?
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Posted 1/18/2013 6:05:33 PMIf you run 0/9/21 I feel like he doesn't have enough tankiness in teamfights, coupled with the fact that the movement speed you get from the 9 in support anyway with Mob boots is enough speed, along with the quints of course!
You don't need to start with extra pots or extra gold or anything, because, although his early clears are slow, he picks up considerably later. That early game is alright to overcome as long as you have your teammates aware of your lack of early survivability.
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Posted 1/18/2013 7:33:55 PMI feel a bit less tanky too, i can agree on that, and yes his early is really slow (until lvl 5 in my opinion)
But the effect of Nimble, Intelligence and Wanderer are really good on him, consedering his base movement speed (325) and his long CD, but I do agree he is less tanky with 0/9/21 masteriesb
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Posted 1/19/2013 7:32:06 AMIs 3% more movement speed and 2% cdr really worth losing out on a good deal of tankiness late game? Taking percentage less damage late game is simply too good to pass up. Seeing as this build gets you 30% cdr anyway, getting that small amount doesn't seem worth it.
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Posted 1/20/2013 3:39:05 PMYea, true that
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Posted 3/20/2013 9:43:43 AMI run 0/9/21 myself and its a beast, I have that extra ward and some other goodies from utility tree. It's just better for early game.
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Posted 1/18/2013 7:38:28 AMThank you for answering my earlier question.
However, I want to raise another issue. Surely Ninja Tabi is just TOO GOOD now to not get it? 10% reduction on all basic attacks is just amazing for a tank, especially in this current AD bruiser meta.
I completely agree with running Mobility Boots to begin with, because he's just so damn slow, and being able to swim in and stun everyone all day erreyday is just awesome, but when you sell Mob Boots for Merc Treads later on, wouldn't it be way better to sell it for Ninja Tabi instead, as ADCs and AA-based Bruisers are simply doing a lot of damage at that stage in the game? For the tenacity, you could upgrade the Spiritstone (that you would get in place of Philo Stone) into the Spirit of the Ancient Golem, thus giving you tenacity, slightly less regen than Shurelya's, but also 250 more health and 30 more armour?
True, you'd lack the great active, but as long as you encourage the support to get it, should your team really need two? Wouldn't this make you so much more tankier, with the extra armour and health?
Let me know what you think, I'd love to work a bit on my Naut jungle and would appreciate some feedback from people who play him a whole lot more than me.
Edit: I appreciate the 10% cdr loss from not having Shurelya's might hurt a bit; tell me if it's too important! :D
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Posted 12/19/2012 1:29:22 PMI don't understand the machete part, do you start with machete and 5 pots, and sell machete afterwards, or do you upgrade it into tier 1 spirit stone? Or you just start boots?
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Posted 12/20/2012 8:09:06 PMHe explains it in the item section.
"As you can see, Machete is not upgraded into anything. I feel that the 2nd tier stone does not offer anything particularly attractive to Nautilius. In addition, the 1st tier stone, Spirit Stone, only increases jungle speed and sustain. Philo stone on the other hand is a GP10, gives sustain, and can be easily integrated into your mid/end game items."
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Posted 12/20/2012 8:52:46 PM^
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Posted 12/16/2012 10:20:11 AMJust wondering if rylai's works on this guy?