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NAUTILUS BUILD GUIDE: [3.13] Intro to Jungle Naut by Skullkid2424

by Skullkid2424 (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
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9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Staggering Blow
QDredge Line
WTitan's Wrath
ERiptide
RDepth Charge
View Skill Order Details

Runes

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9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Staggering Blow
QDredge Line
WTitan's Wrath
ERiptide
RDepth Charge

Champion Matchups

Introduction

Nautilus is a fairly unique champion with lots of CC. This guide is intended to give people an introduction on how to jungle naut, and then how to transition into a tanky/CC/disruption role late game. Read on and enjoy.


Pros:
  • Tons of CC
  • Pull and ult aren't affected by tenacity
  • Inherently tanky
  • Shield that scales with health
  • AoE DoT to clear jungle
  • Not item dependent
  • Great ganker
  • Transitions well into lategame tank/disruption/initiation
  • Ult is NOT a skillshot

Cons:
  • First clear or two is slow
  • Vulnerable to counter-jungling early on
  • Does mediocre damage
  • Has no wall jumping skill
  • Pull is a skillshot, will hit minions, and doesn't go over walls.
  • Slow (we're going to fix this though)
  • 6300 IP

Guide History

11/03/2013 - Patch 3.13. Not a whole lot of naut-specific updates.
09/15/2013 - Updates to Early Jungle. Patch 3.11
08/27/2013 - Minor updates. Patch 3.10a.
07/31/2013 - Patch 3.10 updates.
07/30/2013 - Patch 3.10 - Changes to Locket/Aegis/Banshees and the spawn time of small camps. Will update when patch goes live.
07/29/2013 - Minor fixes.
07/13/2013 - Revamped item section to make it easier to read. Other minor fixes.
07/10/2013 - Patch 3.9 - Dredge Line (Q) to longer go over walls.
07/09/2013 - Durability is fixed - not sure when, but the bug is gone!
06/18/2013 - Over 1,000,000 views in just over a year. Glad people like Nautilus =D
06/16/2013 - New pic for runes.
06/14/2013 - Updated items. Minor fixes.
06/13/2013 - Patch 3.8 - Updated to reflect changes with the Jungle, Titan's Wrath, and Wit's End
05/30/2013 - Minor fixes.
03/03/2013 - Updated item builds again.
02/10/2013 - Updated item builds and a few other minor things.
01/05/2013 - Fixed item tags that were broke with the new item tag system.
01/03/2013 - Removed Zeke's Herald from Attack Speed chapter (Thanks Saltednuts!)
12/30/2012 - Testing shows Durability does not affect Titan's Wrath. Updated mastery pages to note this.
12/29/2012 - Updated Item Build to better reflect the Item Builds chapter.
12/27/2012 - Small grammar fixes and added guide history.
12/27/2012 - APPROVAL!!!
12/11/2012 - Added pictures, details, and 3 new chapters.
12/09/2012 - Updated for season 3 - new items/masteries
05/08/2012 - Guide first released

Masteries

The mastery page for nautilus is a standard tanky jungler 0/21/9 page, grabbing up to runic affinity in utility. Its fairly straightforward, yet very effective. You'll be getting lots of defensive stats to help you out in the jungle and as a tank, and some utility to help you in your role of tanky disruption.


Standard Build
[http://i.imgur.com/tzN2v.jpg]

Alternative Build
[http://i.imgur.com/5tObB.png]

So lets look at these masteries in a little more detail. Remember that these are not the only options, feel free to tweak the page to your playstyle. I would highly recommend keeping the general 0/21/9 structure though (he gets very little from the offense tree).


Defense - TIER 1:
  • Summoner's Resolve - Since you WILL be grabbing smite, this mastery is fairly decent and helps you generate more gold.

  • Durability - Health is extremely nice for nautilus. This health per level will help him with his jungle and shield, while continue to scale a bit. It also is necessary for Veteran's Scars. This mastery is highly recommended, though is not a MUST have - if you don't want it, then I'd recommend skipping it and putting 1 point in Perseverance to get to tier 2 instead.

  • Tough Skin - This mastery is extremely important in the jungle. You will be taking a lot of hits from jungle monsters, and reducing each hit by 2 really does add up. Also necessary for Bladed Armor.

Defense - TIER 2:
  • Hardiness - The 5 armor may not seem like much, however it certainly makes a difference in your early jungle. Do not pass these up.

  • Bladed Armor - This mastery reflects a small bit of damage back to minions when they attack you. While 6 damage isn't much, remember that it is true damage and that nautilus doesn't do much damage in the jungle without his shield up. This is extremely important.

Defense - TIER 3:
  • Veteran's Scars - This mastery is better than a flat health quint, and nautilus does love health. If you put 4 points in Durability then definitely pick this one up.

  • Safeguard - This skill is fairly useful and only a single point. As nautilus you will have the ability to turret dive and tank turret damage for your allies, and this will help with that. Since this is a %, it will also scale into lategame.

  • Relentless - This mastery is an alternative to the Durability/Veteran's Scars route. 15% slow reduction isn't too shabby - especially when combined with other forms of tenacity (item/mastery) and possibly . I prefer the health since its so important for nautilus though.

Defense - TIER 4:
Here is where we have a difficult choice. Both these masteries are quite useful, though I tend to lean towards the health.

  • Juggernaut - 4% max health is nothing to sneeze at, and it makes any health items you grab even more effective. Always a great option. Take 95% of the time.

  • Tenacious - 15% CC reduction basically (it does stack with tenacity from items). This, combined with // and possibly Relentless/ will make you an unstoppable force. I would seriously consider this mastery - especially in draft games where you have an idea of how much CC an enemy team is going to have.

Defense - TIER 5:
And here come even more difficult choices. Choose wisely.

  • Defender - For a single point, this mastery will give you up to 5 armor/MR in teamfights. It won't help your jungle, but a solid bit of defense in teamfights for a single point.

  • Legendary Armor - Increase armor/magic resist by up to 5%. When nautilus builds full tank ( etc.) this can certainly add up. Might not be better than the next couple of masteries, but throwing points in to get to the next level is a good idea. Note that you get less value per point after the first point (First point is 2%, the next 2 points are 1.5% each), so I often put only a single point in.

  • Good Hands - Decrease time spent dead by 10% - a fairly decent mastery for a tank, and only 1 point. Will help you get back on your feet and into the field. Not bad, but I usually pass.

  • Reinforced Armor - 10% less damage from critical strikes? Yes please. This, along with armor, will help minimize the effect of an enemy AD carry on you. For a single point I would say to ALWAYS grab this.

Defense - TIER 6:
  • Honor Guard - While this final point may not be extremely flashy, it does a good job. For a single point, 3% damage is a significant reduction, especially later on in the game. Take this.



Utility - TIER 1:
  • Summoner's Insight - If you take flash, then this mastery is worth picking up. If you opt for ghost, then skip it.

  • Wanderer - Up to 2% movespeed when out of combat. A mini , which will help you move around the map and gank. Why not?

  • Meditation - Mana regen is one of our early weaknesses, so this mastery is worth looking into. Especially with the less mana regen gives in comparison to , this can be an important mastery.

Utility - TIER 2:
  • Mastermind - Reduce summoner's by up to 10%. This would be a 30 second cooldown reduction on flash (for a total of 45 seconds reduction with Summoner's insight), 21 seconds off of ghost, and 7 seconds off of smite. Certainly not a bad mastery to take.

  • Artificer - An interesting mastery that is worth considering. Up to 15% reduced cooldowns on activated items. If you are a player who gets items with actives (, etc) then this might be useful.

Utility - TIER 3:
  • Runic Affinity - Increase buff duration by 20% and the main reason we're in the utility tree. Take this one.


DON'T TAKE THESE (and why)

  • Perseverance - This is 6 health regen max. Most of the time it'll be <3 regen, not too impressive. We'll also be grabbing a philo/spirit stone early on, which is way better than this. I'd only consider this if you aren't getting veteran's scars (which I don't recommend).

  • Resistance - Up to 5 MR isn't particularly useful for nautilus as the jungle doesn't do magic damage. By the time you'll really be seeing enemy mage action, you should have some MR items. There are better options.

  • Expanded Mind - Unless you're really having mana problems, then this mastery is fairly useless. Mana per level isn't too much, and you'll have more than enough regen before it becomes useful. Spend the points elsewhere.

Runes

These runes are fairy standard, and fairly flexible. I'll explain my choices here and list out a few alternatives. Here's my current setup:

[http://i.imgur.com/SBceNum.png]

I take movespeed quints to help ganking and movement through the jungle. I take AS reds to help my early damage in the jungle. I take flat armor yellows to help keep me alive in the early jungle. Finally I grab a mix of flat MR and MR per level blues to increase your tankiness for early ganks on mages but more focused on scaling into lategame. This setup is NOT the only setup, and nautilus is generally fairly versatile with his runes. Read on for alternative runes and pick the best setup for you and your playstyle.


Reds
Reds are fairly flexible, and there are a few decent choices on him. I opted to take attack speed reds in order to help my early jungle clear. I used to take only 2-3 AS reds due to how AS works on nautilus, but it really only effects him late game and we want to focus early game with runes. Here's some other options.
  • Attack speed - helps clear, helps apply passive to multiple targets faster later on. Synergizes with your machete and all of the spirit items.
  • Attack damage - helps early game clear, also contributes (very) minor damage later on.
  • Armor penetration - helps early game clear a tiny bit, also contributes (very) minor damage later on. Not recommended.
  • Armor - helps you stay alive during your clear, can be used if you plan on using something other than armor for yellows.



Yellows
  • Armor - Standard jungler yellows. Significant reduction of damage from jungle monsters.



Blues
  • Magic Resist per level - standard jungler runes. You probably won't take much (if any) magic damage early on, so grab the scaling runes to have some resistance later on. These are fairly standard jungler runes and always a solid choice. Feel free to add 2-3 flat MR runes to help balance out your page between late and early game (scaling runes overtake flat runes at level 9).
  • Cooldown reduction - Very expensive runes, however can be useful for increasing utility. The more often you can use your disruptive abilites, the more of a pain in the rear you are for the enemy team. The magic resist runes are generally safer in most games - if the enemy team is all AD then these are a good replacement.


Quints
  • Movement speed - Like I mentioned before, naut is slow and we want to gank lots of things with him, so we need movement speed. The 4.5% movespeed is decent, and combined with the masteries, you'll be starting the game with 6.5% extra movespeed (not in combat). That is taking you from his base 325 to 346 at level one, with no boots. When you grab boots of mobility you'll be in a great position to gank.
  • Gold Generation - You'll lose out on the movement speed, but the gold gained from these quints isn't terrible. If you can't afford movement speed (or you disagree with me on movement speed), then these would be my second choice.
  • Health - Flat health is a solid choice. While 78hp might not seem like a whole lot, it also increases your shield strength by 8.

Summoner Spells

or

Explanation:
- Flash is very useful on nautilus. His ult has a decently long range and isn't a skillshot, so flashing into range guarantees it will hit at least one person. Can be used offensively to get in range to CC for your team, or defensively to get over a wall if you're counterjungled. Flash + ult, flash (possibly over minions) + anchor, and flash + aoe slow are all valid uses of flash.


- Smite is needed to jungle. Period. Dot. End of story. Not only does it provide great objective control (aka you can secure/steal blue/red/dragon/baron), it also gives naut a much-needed damage boost in his early jungle. With the summoner mastery it also gives 10 gold, so don't be afraid to use it if there isn't going to be a dragon/baron attempt in the next 70 seconds.


- Ghost is an alternative summoner to flash. It allows you great movement speed, though you sacrifice the wall-jumping and instant dodges of flash. With a shorter cooldown and the ability to be cast while silenced, its certainly a valid alternative to flash. If you decide to pick up ghost, move a point out of summoner's insight (in the utility tree).



Don't take any of these:
- Generally your role will NOT be to deal damage. Might be useful in extreme cases, but generally no.

- Exhaust does two things - slows and reduces damage. We already have tons of CC, and while another one couldn't hurt, it simply doesn't compare to flash/ghost/smite. The reduced damage is nice, but let another champion take it as they'll be able to put it to better use.

- If your team wants a CV, then it would be better on the support, it doesn't do you any good to have it.

- You'll be getting blue early on and then have / so you'll never need this.

- If the enemy team is using CC on you, then thats awesome, cause your carries are free to blow stuff up. Cleanse is a deterrent to that, so don't take it.

- This won't really help you in the jungle, though it may help with teamfights later on. Let a support grab it so you can take better summoners.

- Barrier simply won't be used very early on in the game, and you already have a shield so many of its nice qualities (shielding an ult from ) don't really help since you can use your shield instead.

- If you die, then you're team will have either won or lost a teamfight. Either way you won't be able to get back into the fight, and the few situations where it might be useful don't warrant taking it over something else.

TL;DR - Use flash/ghost and smite.

Skills

Passive: Staggering Blow
Nautilus's first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.

Explanation:
A decent passive that makes nautilus a threat from level one. While it has a 12 second cooldown, simply getting an auto-attack off means an enemy is rooted for a bit (.5/.75/1 seconds)

It is important to note that this is a ROOT (otherwise known as a SNARE). IT IS NOT A STUN. It will not break channels. It will not stop kat's ult. It will not stop nunu's ult. It is a root.

Its also important to know where this will activate in his combo. Try to chain your CC to keep an enemy vulnerable for as long as possible. Don't root them and slow them at the same time. Let your auto-attack go off, then slow when the root is nearly done.




Q: Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+75% of ability power) magic damage and stunning them briefly.If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (9/8/7/6/5).

Cost: 60/70/80/90/100 mana

Cooldown: 14/13/12/11/10 seconds

Range: 950


Explanation:

This skill is what makes naut fun. Its wider than blitz's pull, and easier to land. It doesn't go through walls, but will hit them and pull you to them. Its a one-point wonder, so grab a point at level 3 or 4 and then leave it alone (If you get into a level 1 teamfight, then you may want to take a point here. This will GREATLY hurt your level 1 jungle, so make sure you have lots of help at blue if you do this).

With the movement speed we're going for, we're trying to avoid initiating a gank with dredge line. You should be fast enough to walk up to someone and smack them around a bit, and save your anchor for their flash/escape moves. Its still a great initiation if you can't walk up to them, as well as a great way to punish badly positioned carries later on.

Using it on terrain for travel reduces the cooldown by 50%, so if possible, try to aim so you either hit a champion or a wall. If you miss the champion, you'll still be pulled to the wall and can CC from there. It will be up again fairly quick as well.

Be careful of using it to terrain pull simply to move around early on. It takes a decent amount of mana and can run you OOM early game. Later on you can use it on your nexus, your inhibitor, and your turrets/walls to help you get to the field faster.

Finally this move displaces the enemy, so it WILL stop channels. In a teamfight, don't use anchor for damage, but rather save it for enemy channels (kat ult, nunu ult, karth ult, etc) or fleeing enemies.

Patch 3.9 removed the ability for this to pass through over certain walls.


W: Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 100/150/200/250/300 (+10% of bonus health) 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 40/55/70/85/100 (+40% of ability power) magic damage over 2 seconds.

Cost: 80 mana

Cooldown: 26/24/22/20/18 seconds

Range: 350


Explanation:

Naut's shield is his primary jungling skill and helps him deal some aoe damage in teamfights. The shield amount scales with health, so health isn't a bad stat for him. Health will also add to damage as the AoE DoT affect will no longer work when the shield breaks.

We'll grab a point in W first (unless an early teamfight breaks out). The cooldown is ridiculously long, and we'll want to level it up first to reduce that cooldown.

Titan's wrath is also effectively an auto-attack reset. That means that you should auto-attack once, and then activate titan's wrath quickly to auto-attack again when attacking things. This will help the time to clear camps in the jungle, as you essentially get a free auto-attack in.

Bonus health also increases the strength of this shield, which makes health items extra useful.

Finally this skill is the reason why attack speed has some interesting mechanics when it comes to nautilus. More on this later though.



E: Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) 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

Cooldown: 10 seconds

Range: 400


Explanation:

AoE damage combined with a slow. This move is fairly powerful, especially when you are in the middle of enemies. Enemies on the move can be hit by this multiple times to be slowed even more and take some more damage. The damage and slow scale fairly well with level, so we'll level this after shield.

The aoe is fairly helpful for clearing the jungle camps as well. In order to maximize damage, you'll want to use it in between auto-attacks. It does not reset your auto-attack, however the casting animation does take time, and you'll want that time to be in between auto-attacks rather than pushing an auto-attack back even further.

Be wary about using this at the same time as your passive. It may be tempting to pull someone, auto-attack them, and stun all in a second, but this is an ineffective use of CC. Pull someone, then auto-attack, then slow when the root is nearly done to keep them locked down for as long as possible.



R: Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+40% of ability power) magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target dealing 250/350/450 (+80% of ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.

Cost: 100 mana

Cooldown: 120/100/80 seconds

Range: 825


Explanation:

Naut's ultimate. Always take it if available. Its on a reasonably short cooldown, its targeted so it can't miss (with a few exceptions), and it will knock up multiple enemies if cast well. Use it to maximize CC on ganks, and on the carries in the back of a teamfight. This skill will follow fairly far and over walls, so flash generally won't save someone. Flashing into range in order to use it is a great way to initiate/chase.

Be wary of using it on champions who can become untargetable. Fizz's playful/trickster, Vlad's pool, Yi's alpha strike, and fiora's ultimate are examples of skills that can completely negate your ult. Avoid targeting them unless they recently used their ability.

Skill Order

For levels 1 to 6
W E Q W W R

After level 6 follow this skill order:
R > W > E > Q


Always take ult.

W is needed for consistent jungling. Max it first to lower its CDR.

E is aoe damage to help your jungle and adds CC. Max this second.

Q is a one point wonder. Grab one point at level 4 and then leave it alone.


Pretty straightforward.


If you don't get a smiteless with your first buff, then you should grab W at level 3 instead of Q. Grab Q at level 4 after smiting your second buff to allow you to gank.


In a level 1 teamfight, be VERY wary of taking Q. It may help your team get first blood, but it will seriously set back your jungle. If you take Q then you need to communicate with your teammates to get lots of help with blue, as you probably won't be able to do it alone. Taking W or E will still allow you to do blue buff, and are still solid level 1 teamfight spells.

Item Builds

Nautilus is an very versatile champion. He has a fairly cheap core, and then he generally builds situationally tanky. He can grab some AP for damage if need be, but generally build to counter your opponents.

Some important stats for nautilus are movement speed, CDR, tankiness (health/armor/MR), and AP.


Start:


The extra damage from the machete will help your clear and build into our spirit stone later on. Alternatively, for advanced junglers who don't need all 5 pots, you can start . This ward is good for preventing enemy counterjungling or for really advanced players, enabling nautilus to counterjungle.

First Back:


This will set you up to clear faster and give you some regen if you want to give blue to a teammate. Wards are always super useful. If you were very successful with your early ganks, then go ahead and pick up boots of mobility for an even stronger gank.

Spirit Stone vs Philospher's Stone
vs
Both of these items are very solid choices and play a similar role in naut's early game. They provide regen which allows naut to give up his blue buff to an ally. Spirit stone builds from your and gives a better jungler boost, but doesn't give as much regen as philo stone or any gold generation. Philo stone doesn't build from your machete, so the machete gold isn't as efficient, but it has the better regen and makes up for the machete gold with additional gold generation. Both of these are fine choices - they both have great late-game items for nautilus, so its mainly the early game effects that matter. If you are running into mana issues or are getting counter-jungled (or are otherwise way behind in farm/gold), then philo stone is the way to go. If you are doing okay or owning, go with the spirit stone as it allows you to get your core faster and allow you to farm/gank more and get to your bigger items sooner. In general, choose the one thats best for you in your current game, and know that they are basically interchangeable when I speak of them in this guide. I go with spirit stone in most games.


CORE:


This core gives you plenty of health, resistences, some CDR, tenacity, and great movement speed for ganks. If you opted for philo stone instead of philo stone, you may want to grab a kindlegem so that you can later build a shurelia's (I would wait on building shurelia's as its really a mid/late game team item, and you'll get more gold out of philo stone). Also note that against a full AD team, you may want to skip Aegis and focus on an early armor item like randuins.


At this point your core is done, and you'll want to continue building based on the enemy team. You'll want health and a combination of MR and Armor that counters the enemy team. I'll provide you with some good item choices, however you'll have to make the call based on what your team needs.

Good items in general

-> - Aegis provides solid resistances for you, and some MR and regen to your allies with an aura. We should be getting this basically every game where the enemy has a mage. The aura is still useful for your team, and locket adds a group shield on top of that. Locket also has great stats for you with CDR, health, and resistances. Don't forget to use the active! You can pass on this if your support plans to build it or the enemy team has no AP damage.

- Good item. Provides cooldown, some health, some regen, and most importantly, a great active for moving your team into (or away from) battle. Builds out of your core kindlegem (and philo stone if you grabbed it), I would build this in most games - the active is very useful.

- This item will make you much harder to kill and give a solid boost to your shield. While it has no armor/MR, the health is extremely significant. A solid late-game item if you need health (enemy team has true damage and/or you have solid armor/MR already).

- If your team needs extreme warding, then picking up one of these may be a wise investment. You should always be warding, but if you find that you need to ward excessively, then these items are great options. The health helps you with your shield and wards are always a good thing. If you purchase one of these early, its likely that you'll want to sell it to allow for a better 6th item and leave the warding to your support at that point.



Good items vs AD champions
- Great item vs AD champions. Provides health, armor, slows attackers, some CDR, and a great active. Just remember to use the active while you're in the middle of the enemy team. If using it for the slow, remember to chain it with your other spells.

- Great item vs AD auto-attack champions. Provides lots of armor and CDR, while slowing down enemy attack speed. An early glacial shroud may be a good item if you know you'll be picking this up.

- This item provides some extra damage while still keeping the CDR and tankyness from glacial shroud. A solid build option for when you need some extra damage. It is a sheen-like item that procs on the next auto after an ability. Your next auto will do AOE damage (~140 at level 18) and also slow enemies in a field. This works great with your abilities (pull->auto, auto->shield->auto, E->auto for a double slow). Only build if you need to be doing more damage beyond that of wits end/abyssal.

- I don't build this usually, as its a deterrent to enemies and you want enemies to focus on you. However if the enemy is heavy AD and is targeting you for some reason, then this can return a lot of damage. Make sure you have enough health to make it worth it, this is an extremely situational item.

- I generally don't like sunfire cape on naut, however the stats it provides you are decent and the passive damage over time, while often overlooked, is almost always underestimated. This item is much better early game and in a lane though, and you have more important things to build. I'd say pass unless you have to permanently cover a lane due to a DC, in which case this will greatly add to your pushing power.



Good items vs AP champions
- This is a semi-offensive item for MR on naut. Provides a solid amount of MR, while also reducing the enemies MR (helps your AP carry) and gives you some extra damage through AP. Grab the negatron cloak early if the enemy AP carry is a problem, and build it up later on.

- This is a very interesting item for nautilus. If you're team is doing well and you want to pick up some MR, then this will help you snowball even more. The attackspeed increases your damage and your jungle clear. A fast attacking nautilus is a very scary thing to see. Like abyssal scepter, it can also lower enemy MR now, so I would put this on par with abyssal scepter (choose wits end if another teammate has or will get abyssal). This won't be enough MR if the enemy has a very strong AP carry, so make sure you have an aegis or some other source of MR.

- Banshee's veil is interesting on naut. It provides a significant chunk of health and MR. The shield isn't too amazing, especially since now we have W and locket shields to prevent things like a karthas ult. The health regen on hit is more suited to champions in lane, but it isn't useless. Simply based on the stats though, there is enough health and MR for this to be the magic resistance version of randuins - a much more solid choice now. The cowl that this item builds out of is also a great early game MR item.

- Spirit Visage is an interesting item. It has a significant amount of MR, as well as some health and 20% CDR. These stats are things that nautilus loves, but banshees has more health and MR. The increased healing passive doesn't generally affect naut so unless we need the CDR, we're probably better off getting a banshees veil for the stats. The cowl that this item builds out of is also a great early game MR item.

- Twin shadows isnt a very common item, but its an interesting one for nautilus.  It has some MR, but also some AP and movement speed, both of which are helpful.  The active is also very interesting.  The slow can be a great opener which allows you to get your other spells off, and the reveal can be useful for stealth champions like eve/shaco/twitch/akali/etc.  This item is focused more on damage than MR though, so save it for when you need a mix of offensive power and some defense.  Consider it when the enemy has invisibility and you need an initiation item.


Good items to deal damage
- See the vs AP section, but basically, AP, MR, and an aoe MR reduction make this item top notch for naut.

- See the vs AP section, but the attack speed and on-hit damage helps your jungle clear and damage on enemies.

- An alternative to wits end, gives an attack speed boost, AP, on hit damage, and 20% CDR. Very solid item.

- An alternative to wits end, gives attack speed, AD, 10% CDR, 10% movespeed, and tenacity. Solid item if you built a philo stone and opted to pass on the spirit of the ancient golem and its tenacity.

- See the vs AD section, but this is the offensive upgrade of glacial shroud, which adds CC and an aoe sheen proc in addition to some tankyness.

- This is a very rare pick. Your abilities and auto attacks (but not the DoT from your W) will proc true damage over time. Using a combo of auto-attack (with passive proc), W for the auto reset, and auto attack again will do a significant chunk of damage and place two DoTs on the enemy. This is an extremely rare item though, as spirit of the ancient golem is so much better for a tank like nautilus.

- Naut doesn't utilize the spell vamp from this item as much as some champions, but it provides AP and more importantly an aura for your team. This is a very rare pick as most teammates who need spell vamp will build it on their own.


Boots
When you complete your build you have the option to sell your boots of mobility for another set of boots. Movement speed is still important, however you are no longer roaming the map looking to gank, and the boots lose their extra speed in the teamfighting phase. They still can be useful for initiating, however consider trading them out for another pair of boots, especially if you have a to help you initiate. Remember that its fine to keep the boots of mobility as well, they can still help you initiate and save time crossing the map.

- Reduces the damage from enemy auto-attackers. Usually the best choice if you want to replace your mobos.

- If you don't have tenacity elsewhere, then these are nice. I almost always build spirit of the ancient golem so I almost never build these.

- More movement speed and a slow reduction make for a very niche item. I would get these only if the enemy teams slows are being a problem.



Enchantments:

- The best option in my opinion. Gives your team movement speed and helps push lanes.

- A good defensive option. If the enemy are pressed up to your base then this may be the better option.[


Final Builds

My generic final build:



VS an AP heavy team:


VS an AD heavy team:



Note that these builds have varying amounts of CDR, and in combination with your runes, may actually go over the cap. Just be aware that you cannot get more than 40% CDR and try to avoid wasting too much of your gold on excess CDR.



Consumables



As jungle nautilus, you should be buying wards. You'll be going all over the map to gank, and throwing wards in key places can greatly help you and your team. Feel free to ward the enemy jungle and smite-steal buffs, as well as helping keep baron, dragon, and common ganking spots warded. Pink wards can be used to clear out enemy wards at baron/dragon as well.

Nautilus is a great character to grab a oracles on, especially once he completes his core. He doesn't die easily, and he'll be traveling a lot and can find wards. It also encourages the enemy team to focus you, which allows your team to mop them up as they spend forever attempting to take you down. Communicate with your team to make the 4 minutes of oracles most efficient.

Jungling - Early game

The Buff camps spawn at 1:55 and the small camps at 2:05.

Nautilus suffers from a somewhat slow and dangerous early jungle. It definitely helps to have your team protect you and throw some damage your way. Ask for damage and help at blue. Make sure that your teammates clear out of exp range before you kill things though.

Smiteless - A 'smiteless' camp is where your teammates (generally mid lane and the side lane closest to blue), will help you complete your first buff quickly by reducing its health quite low, allowing you to kill it without using smite or downing too many potions, which leaves your smite up to quickly do the other buff. Your teammates will likely give you a smiteless buff - it is pretty standard at most levels of play when people are jungling.


Nautilus, with a smiteless from his teammates, can start at either blue or red buff. Its up to you which buff to do first. If you are new to jungling, then blue buff is pretty standard and a solid way to go. The only downside to this is that you may be counterjungled at red, so make note of who the enemy jungler is and be aware that they may try to kill you at your red. For more advanced players, starting at the buff closest to bottom is a good idea. After your second buff near topside, you are then in a position to gank either top or mid, which are usually not warded early (unlike bottom). Make sure to communicate to your team which buff you plan to start at.


In a standard game, before anything spawns, you and your teammates will want to position yourselves to check for any enemies invading your jungle (if your team is invading, then I leave the strategy to you). Move into position and level up your W before 1:55. Either use your shield at 1:50 to start the cooldown sooner or start with an auto-attack into a shield for the reset. Use a potion once your shield is gone and you start taking damage.

After your first buff, level up E and head straight to your second buff (assuming you have smite up). Check the brush before you start your second buff, and pull the buff into the brush so that it will be harder for the enemy jungler to smite. If the other jungler appears, be very careful and ping for help from your teammates. After this buff, check your lanes to see if a gank is possible, and if so level Q and go gank - otherwise level W and continue to farm the jungle.

Note that if you were forced to smite your first buff, then your path should be blue -> wolves -> wraiths -> red or red -> wraiths -> wolves -> blue depending on where you started.


From this point on, his jungle is rather straightforward. When you get to a camp, auto-attack the big minion, activate W so your auto-attack resets and you hit them again. Cast E between two auto-attacks. Smite if necessary.

For the wraith camp, you want to position yourself correctly so that your W splash will hit all of the little wraiths. Stand on the river side of wraiths (the purple mushrooms on blue team side) and then attack the big wraith (Thanks Gurg for the comment). Look at the picture to see where to stand before attacking the big wraith.
[http://i.imgur.com/bw6BZgY.png]


Generally my jungle goes like this. Blue -> Red -> Gank -> Clear small camps and keep an eye out for ganking opportunities.


Ganking
Ganking with nautilus generally works one of two ways. First way is to run in very fast and catch the enemy with an auto-attack and your passive root. Use W for a shield on yourself, an auto-attack reset and some more damage. Proceed to slow when root wears off. Anchor when they flash, dash, or otherwise run away. Your ally (or allies) in lane should be dealing most of the damage while you lock them down. If theres no possible way for the enemy to escape, let your carry get the kill. Otherwise make sure to secure the kill (even if you get the kill rather than your teammate) rather than leave a chance for escape.


The second way to gank is if you are not fast enough to catch them. Use your Q to prevent their escape. Aim for the enemy champion, if you can Q so that even if you miss the champion, you hit a wall then you will still be in position to root and slow. Auto-attack them for the passive, and then use your shield to reset for damage. Use your slow when the root wears off. This will often result in a flash, which is a successful gank.


In both situations, feel free to use your ult to lock the enemy down for even more time. Your ult is a great tool for diving as there is no real way to miss.


If done right, both styles of gank will often result in at least a burnt flash. With an aggressive enough lane partner, a kill will often happen.


Ganking Strategies


There are three main ganks. Each one has its advantages and disadvantages, and it takes practice to learn which one is the best in any given situation.

First is the very standard river gank. This involves approaching a lane from the river, and attempting to walk into the lane to engage the enemy laner. If you can get behind the enemy laner, then you're more likely to have a successful gank - which means that this is the gank to choose when your ally is pushed back to your tower. This type of gank will often require a Q to initiate unless you can surprise them by coming from behind. This type of gank is medium risk. The river is the most common place for a ward to be placed, which means that an enemy laner can simply walk away with the warning. Theres also the risk of being counterganked if the enemy jungler reacts to you being spotted with a ward. Most of your ganks will be of this type.


Second is the side brush gank. This is a low-risk ganking style. For a side brush gank, you'll want to come from behind your own turret and walk into the side brush of the lane without being seen by enemy minions. For this reason, this gank is a good choice when your lane ally is pushing hard. It is best to engage the enemy by quickly running and autoing them with your passive. Alternatively, you can use your ult to initiate as they won't see the casting animation. You can then reach them while they are knocked up to continue your CC chain. The side brushes are rarely warded (except for perhaps bot lane), so going undetected isn't too difficult. Be wary of sitting for too long in the bush however - you can waste time and lose out on gold/experience if you sit there and are unable to gank.


Third is the through the tower gank. This is a very high-risk ganking style, and not well suited to nautilus. In this type of gank, the jungler will come from the enemy's jungle and walk through the enemy tower, taking a few hits, but completely cutting off the escape root for the enemy laner. This is NOT something I would recommend for nautilus. Getting hit by tower means you lose the speed buff from wanderer and mobility boots - making you very slow and taking extra damage. You also don't have a push, which is what makes alistar extremely good at this gank. I would avoid using this gank - but its good to know it exists.




Beware of counter-junglers:
Nautilus is sometimes very easily counterjungled early on. If the enemy steals your buffs, simply move on and continue farming. If it really is hurting, then pick up a / to help with your gold generation. If the enemy jungler is actively trying to kill you in your own jungle, be prepared to use flash to get away and let your team know so they can converge and counter their invade. If this starts to happen ask your teammates to place wards so you can see invasion into your jungle (especially the entrances near blue buff and wraiths).

Here are some champions to watch out for.

- Great early game damage and a fear from his boxes gives him a good chance to kill you. Have your teammates be prepared to protect you, especially as you go from blue to wraiths. A good shaco can set up boxes in the brush right there for a very effective ambush.

- While not jungled much currently, eve can still ruin your day. Be aware that she can roam your jungle unseen and may bypass green wards completely. A number of eve players will start at blue and then head to your red buff to ambush you while fighting. Always be aware of when eve is missing if she is on the enemy team and be prepared to call for help.

- Again, not jungled too often, but if he finds you he may be able to take you out before you know whats happening. His combo, especially with ignite, can be extremely fast and very deadly. Beware and ward well.

- His damage early game isn't bad, but its his perma-slow from cleavers that can really get you in trouble. Be wary of invading his jungle, as his teammates will easily be able to join the fight while you're slowly cleavered to death.

- Jax will be a problem for you 1v1, as he has good damage, a stun, and dodge. He also is very slippery and can often get away from teammates with a well placed jump and stun.

- Similar to jax, lee sin has decent damage and some great CC while also being defensive and extremely slippery. His ward jumps and Q jumps make him extremely slippery and he has a very fast clear. Be wary.

- With a fast clear, decent damage, and fear - noct can be a pain for nautilus. Later on in the game you'll have a better shield and tanky items, so you can survive the fear and get away, but early on he may be able to take you down if you're down health from farming camps or ganking.

- Even after a few nerfs, he'll do a decent bit of damage and may be a problem for you early on. He can be very slippery around bushes and especially with his ult.

- Similar to rengar, hes got decent damage and is slippery with his jump and invisibility.

- The classic counter-jungler. She can wreck your jungle and set you back a ways on gold. Continue to farm as best you can and make sure your team wards your jungle entrances. If your team can kill her whenever she invades, she'll stop invading. Grab a to help you keep up your gold.

- Finally jungle kayle isn't seen too often, but if she gets an early kill she can tear through your defenses fairly quickly with her slow, damage boost, and shredding.

- With stuns, damage, fast clears, and very high movespeed, udyr can be quite a pain in the ass. He can often counterjungle you and take camps with ease. If he does well, he can invade and will try to kill you. He does fairly good damage, is hard to kill, and is very hard to escape from with his stun and movespeed. Definitely ping and try to get help from your teammates.

Team Fights

Nautilus is quite a force to be reckoned with when it comes to teamfights. His damage may not be huge, but it also isn't inconsequential (especially if you pick up a or other offensive item). His real forte is with the disruption and CC which prevents the enemy team from fighting at their best.


Intiation:
Before the fight begins, see if you can use your Q to pull an enemy carry towards your team (shurelias can be extremely useful here) - this can often force the other team to backoff or accept a bad teamfight position, which will help your team win. A Q followed by an auto-attack root will often be enough to allow your team to jump in and finish off an enemy. Be wary of pulling certain champions closer to your team though. Tanks (like ) and high aoe champions (think ) can hurt your team.


Once the fight has started you should use your shield and E to be a nuisance to the enemy team. Nautilus can put out a surprising amount of damage in early fights, and the slow can be quick useful. Auto-attacking enemy champions will also root them, which can help prevent enemies from kiting, dodging, or chasing your carries.

Save your Q for special situations. You can use it to pull a fleeing enemy, peel a bruiser off your carry, or most importantly, as an interupt for channeled spells. Your Q can interupt a katarina ult, nunu ult, fiddle ult (while casting), and karthus ult (while casting and alive).

Your ult is also a great way to interupt a channel if you still have it. If you are not saving your ult for an enemy channeler, then it is often best using on the enemy carry, probably in the back of the enemy team. Your ult will knock up everyone it passes through, so casting it in a way that will affect a number of enemies will maximize the CC and disruption to the enemy team.

Generally you will want to attempt to do one of two things. The first would be to slow, root, and otherwise peel the enemy bruisers from your carries, allowing them to do their jobs better. The other option is to be a frontline tank and focus on disrupting the enemy carries and keeping them from your team. Be careful of being separated though, and be mindful of your carries. Again, either peel for your carry or zone the enemy carries.


Continue to use your abilites in an intelligent way (dont forget item actives if you have any!) throughout the fight and continue to disrupt the enemy team. You may die, but if it allows your carry to get a triple kill and win the teamfight, then you've done your job.

Mid Game

As nautilus transitions to mid game, his role begins to switch from ganks towards skirmishes and team fights. With his core built he will be able to move quickly across the map and gank with decent success. He will be relatively tanky, and can greatly help his team.


Ganking
Nautilus' ganks become incredibly more potent as he picks up boots of mobility and his ultimate. With his shield and the armor from glacial shroud, theres also good potential for turret diving to allow your teammates to grab a kill. If possible, try to land your passive first using your movement speed. If you can root them at the beginning of a gank, it will come off CDR sooner, and generally allow your ally to get into the fight. Be prepared for the enemy to flash or use another escape ability - you should use your Q to quickly pull them back in. Use your E after a root or Q to keep your enemy slowed and in place for longer. Try not to overlap your CC - you can maximize the time CCd by spacing your moves correctly. Finally your ult is another great form of CC. Your ult is targeted, which makes it impossible to miss. It is quite effective when diving the enemy, as they will be unable to escape it. You can also use your ult (which WILL hit) to set up your Q. Its much easier to land a Q on a stunned target.

Skirmishes
There may be some small fights or even an early teamfight around dragon in the mid game. Your role is extremely important, so do your best to be there. See the teamfight section for information on these fights - the same general principles apply, though possibly on a smaller scale.


Warding and Oracles
When not fighting with your team, you'll be constantly clearing out your jungle. You'll be in a great position to ward, so grab wards whenever your gold and inventory allows it. Grabbing a pink ward can be a great way to clear the river and allow your team to attempt dragon.

If you are doing well (especially if an early gank or two results in a kill/assist), an oracle is often a worthwhile buy. You'll be somewhat tanky and be constantly traversing the map. Clear any wards you come across to destroy the enemy team's vision. Just remember that you will be a target, and you should be extra careful not to die if possible.

Late Game

Lategame is very similar to midgame for nautilus. Continue to farm as needed (be careful not to get caught or miss a teamfight) and push turrets and grab objectives. You should be giving blue buff to your mage and red buff to a bruiser or AD carry. Be the tank.

Objectives:
Lategame objectives switch more towards towers and baron. Keep your smite handy for baron/dragon fights or buff stealing. Always use smite to secure baron/dragon when your team is doing it, and be prepared to smite steal things from the enemy if you're backed by your team.

Pushing towers is important in this stage of the game, and you can help your team. You'll be able to tank tower hits, so if the situation is right, you can try to Q in order to grab an enemy under the tower. A well placed ult and other CC will keep the enemy team in place and in disarray for your team to clean up. With your tankyness and shield you'll be the best person to tank.

Finally, as always, don't forget to be warding and buying oracles. Clearing enemy wards can be a great help, and vision is always welcome. Remember that wards are essentially small map hacks. A may be a good purchase if you are holding an empty spot for wards.

Items:
As you transition to this stage, you may want to make a few changes to your item build. can be sold for another set of boots (see item build section for more details) as ganking is no longer a priority. is very useful to keep your teammates' speed up when initiating or fleeing. Another option would be to swap out your for a for better initiations. Be aware that you lose some health, armor, tenacity, and extra minion damage in exchange for 10% CDR and the amazing active. Its up to you to determine which is better for you and your team.

Attack Speed on Nautilus

So, here is your warning that this section is very much for the math and theory crafters, and doesn't have a huge impact in game. Basically if you aren't super interested in nautilus, math, or theory crafting - then don't worry about it.

More than once in this guide I've mentioned that attack speed is very interesting on nautilus. My original build takes 2 AS reds and a wits end rather often. This was to raise my attack speed close, but not over 1.0 attacks per second. The reason why is found in naut's W skill. If you're interested, lets take a look at it again. Note that this is a very minor aspect to naut's gameplay, and its not the end of the world if you break the 1.0 barrier. This is a min/max concept and is interesting mathcrafting material, but not gamebreaking. I no longer recommend you take only a couple AS runes, but it is still interesting to look at the reasoning behind it.

W: 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 (+10% of bonus health) 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 40/55/70/85/100 (+40% of ability power) magic damage over 2 seconds.

Cost: 80 mana

Cooldown: 26/24/22/20/18 seconds

Range: 350



So basically nautilus will do damage over time for 2 seconds to your target and any nearby units. If we examine how the effect works in game, we see that the damage over time aspect of the shield is applied over 2 ticks. The first tick is instant - it happens at the same time we auto-attack. The second tick comes exactly 1 second later. There are no more ticks after that, so the DoT is actually only over 1 second.


What does this mean? It means that attack speed will increase your auto-attack damage, and will make your shield damage apply faster, as long as you don't attack once or more a second. If you break 1.0 attack speed, then your auto-attacks will come faster than the second tick of damage, which means you cut your shield damage in half.


Consider this scenario. Nautilus attacks a target 3 times. The first scenario is with 0.91 attacks per second (means nautilus attacks once every 1.1 seconds). Each auto-attack is marked with an 'X', each shield tick is marked with a T.

[http://i.imgur.com/KM7ah.png]


Basically naut is attacking 3 times. Each attack allows his shield to tick twice (the full DoT). We have 3 auto-attacks and 6 ticks.


Now lets look at the same thing, but when nautilus has 1.0 attacks per second.

[http://i.imgur.com/DcFZF.png]

Nautilus attacks 3 times, however he loses 2 of his DoT ticks! Basically getting to 1.0 attack speed lowers naut's damage. It technically will recover when you get a lot more attack speed, however you need much more attack speed than we can realistically want to get.

So the idea is to make sure you don't break 1.0 attack speed. Lets look at what attack speed we can get.

Base at 18: 0.721
Wit's End at 18: 0.979
Nashor/Zephyr at 18: 1.028
9 AS reds at 18: 0.815

Wit's End and 9 AS reds at 18: 1.072
Wit's End and 2 AS reds at level 18: 0.999 (highest # AS reds w/o breaking 1.0)



So my logic is that with 2 AS reds and a wit's end, naut won't break the 1.0 attack speed mark ever and can increase his jungle clear time and damage without losing shield ticks. (Note that wit's end used to be a 40% attack speed, and therefore we used 3 AS reds like this pictures.)

[http://i.imgur.com/SrbnL.jpg]


So as cool as this is, it unfortunately doesn't have too much of an effect on the game. Generally Nautilus will be a fast clearer in the jungle by the time he picks up an attack speed item, and it generally doesn't apply to teamfights as you likely won't be attacking a sitting target and won't be the primary damage dealer. The only real effect this would have would be for later game dragon and barons, and the damage wouldn't be significant.

Final Comments

Thanks for reading, and I hoped you liked my guide. I hope that you have a better understanding of how nautilus works and how to get the most out of his kit. Feel free to ask any questions about nautilus, I'll do my best to answer.

Also if anyone has any alternative items, masteries, runes, or anything please post as I'd love to hear about them and try them out!

Now go win some games!

Comments

October 13, 2013 - 02:55 AM #1

Wit's end is very situational. It won't be before you finish golem/boots/locket. After that its up to you to decide if you want an offensive item. If you got kills and have lots of gold or if the enemy isn't a threat to you, then you can build it. Sometimes you'll want to build it after your core, sometimes you want to finish your core, randuins, and a 5th item before considering it.



You don't have to build it - its mostly an item for when you're ahead.

October 13, 2013 - 12:26 AM #2

Umm when is s good time to get Wits End? The core I usually run is Golem + Boots of Mobility + Solari (If Support wont build it), and from there Raduin, and the rest is situational, so.. after the Raduin would be a good time to build it? Because you could go for a Banshee Veil or a Frozen Heart, it really depends on whats going on in the game, but Im having a hard time figuring out when to build a offensive item being Naut the initiator and soaking all the damage..

October 4, 2013 - 07:00 AM #3

Nauti was my fav in Season 2 and i never touched him again in this season. was a big mistake as i noticed how awesome he is. His ganks are deadly if you hit everything and only flash can save them propably.

July 27, 2013 - 03:37 PM #4

Great guide !

June 29, 2013 - 11:13 PM #5

Amazing guide, thanks a lot!

June 14, 2013 - 08:10 PM #6

Also, if you're picky about losing that ~30-40 dps, you could always micro it...I'm not picky.

June 13, 2013 - 02:10 AM #7

The ability will target enemies around his target, which includes his target.



You are right though that this math really doesn't apply with ganks unless your opponent is standing still. Its really a minor thing, but thats the point of min/maxing a champion.

June 12, 2013 - 10:10 PM #8

I want to point out that while the math is correct to maximize the damage from his W, it only really works when clearing jungle/farm, not in ganks. Most often you aren't able to auto attack exactly every 1.1 seconds. Comparing these to the increased AD/Arm pen from having those three runes, I believe the damage would be greater. Its the old dps vs dpg debate, will more attacks per second really out scale total damage output vs having higher ad or arm pen? We all already know the answer to that question. Also, I want to point out that his W says it applies this damage to enemies around his target, not to the target itself, so having this extra damage doesnt help with ganks, only in teamfights or farming. If I'm wrong about this damage not being applied to the target please let me know, I'm basing that off of what the ability says.

June 10, 2013 - 08:15 PM #9

Exactly right Samurai - though if Naut is approaching 2.0 attack speed you're probably building him wrong =P

June 10, 2013 - 12:38 AM #10

He's right with the attck speed, but only up until a certain point.



Having attack speed below 1.0 would mean this:



0 sec = auto + tick 1 sec = tick 1.1 sec = auto + tick



He resets the tick just slightly after the 2nd has occured, which would mean that he gets less dmg after breaking 1.0 attack speed.



However, no one said it was illegal to break 2.0 attack speed with naut. Reapplying the first tick more often than then they come together combined with more frequent auto attacks (important point, auto attack damage) will mean more damage.

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