Introduction
To most people they saw Nautilus as this tanky top, or jungler. I saw an OP support. He offers amazing utility to team fight, and can really throw off your opponent's positioning. I fell in love with Nautilus support immediately. It's like mixing Alistar, Blitzcrank, Leona, and Jarvan. He definitely benefits most from high burst AD bots such as
/
What really sets him apart from Blitz, and Leona is that I find his Q is just easier to hit. Not only that, he doesn't use as much mana to snare someone in place.What's great about Nautilus, is that he has 7.45 (+0.7) mana regen on base +3 from
also another +3 from masteries. (For all of you lazy people that's 13.45 mana regen/5 at level 1) Not only does he have the best base manaregen, but, he also has the best scaling mana regen. This allows him to literally spam Q and E (
&
).Pros
- Dominate early game
- Provides good CC for team fight
- Good escape
- Forces champs out of position
- Strong level 1
- Good Mana Regen
- Easy to land hook
- Almost every skill offers CC
Cons
- Sacrifice lane sustain
- Large hit box
- Hard CC only at level 6
- Slow AA animation
Masteries
![[http://i41.tinypic.com/20qmd0m.jpg]](http://i41.tinypic.com/20qmd0m.jpg)
These Masteries make you a mack daddy tank support. Which generally is what you're providing for your team.
DEFENSE: 9
- (1/1) Summoner's Resolve: This will provide 10% more heal, which is definitely necessary for heal bating, and considering you don't have a heal in your skills.
- (3/3) Hardiness: You're going pretty much straight armor to counter the opponents AD. While playing Nautilus you're goal is to crush your lane.
- (4/4) Durability: Combined with Veteran's Scar this helps you stay present in lane even longer.
- (1/1) Veteran's Scar: 40 Extra HP, also see Durability for explanation.
UTILITY: 21
- (1/1) Summoner's Insight: This will help your flash come off cooldown 15 seconds faster. Some might think that "Oh wow 15 seconds big deal" I say, yes, huge deal. 15 seconds could mean life or death, or getting to a team fight on time by flashing over a wall. 15 seconds is crucial.
- (3/3) Expanded Mind: Nautilus really doesn't need mana, but, this is definitely the best option on the tree given the first four points.
- (3/3) Meditation: Helps tremendously. As explained before Nautilus has 13.45 mana regen at level 1 with this setup. With the cast of one
by the time it's back up you've recovered 2/3s of the mana spent for it. (which is 40.35MP) - (1/1) Scout: Good for Rammus/Shyv spottings.
- (4/4) Greed: GP/10 is essential considering you're not going to be farming, or taking kills.
- (1/2) Wealth: Helps you start out with an extra ward.
- (4/4) Awareness: If you want to stay in the game level wise this is absolutely essential. You gain 5% more experience through everything, and since you're not going to be getting as much as everyone else this is pretty much what makes you viable.
- (3/3) Intelligence: SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM
- (1/1) Mastermind: SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM
Runes
![[http://i39.tinypic.com/zl7nnq.jpg]](http://i39.tinypic.com/zl7nnq.jpg)
Marks: 9 of Resilience
Seals: 9 of Resilience
- Get yer tank on
- Get yer resist on
- Get yer MUNY on
Summoner Spells
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
![summoners/heal.png [summoners/heal.png]](guide/summoners/heal.png)
Explanation:
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Since the nerf of flash, people grew increasingly impartial to use it as consistently as before. In my opinion flash was broken, now it's balanced. Very reliable to get over walls, and if you're carrying heal sometimes you're going to have to flash to heal someone.
![summoners/heal.png [summoners/heal.png]](guide/summoners/heal.png)
Very important to have in your bot lane. I prefer to have my AD take heal and I take exhaust, but, seemingly most of the time you end up with it.
Alternates:
![summoners/exhaust.png [summoners/exhaust.png]](guide/summoners/exhaust.png)
Also another essential summoner for the bot lane. If your AD is running heal then take this for sure.
![summoners/clairvoyance.png [summoners/clairvoyance.png]](guide/summoners/clairvoyance.png)
CV has gotten nerfed but can be really useful for keeping track of junglers that can gank from unwardable spots such as
![champ/nocturne.png [champ/nocturne.png]](guide/champ/nocturne.png)
![champ/fiddlesticks.png [champ/fiddlesticks.png]](guide/champ/fiddlesticks.png)
![champ/leesin.png [champ/leesin.png]](guide/champ/leesin.png)
![champ/skarner.png [champ/skarner.png]](guide/champ/skarner.png)
Skills
Passive: Staggering BlowNautilus� 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:
No mana snare every 12 seconds. Extremely useful passive. This is part of what makes support Nautilus so good. Usually the bottom trade system works by who gets the higher burst out first. This secures that.
Q: Dredge LineNautilus 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% (7/6.5/6/5.5/5).
Cost: 60/70/80/90/100 mana
Cooldown: 14/13/12/11/10 seconds
Range: 950
Explanation:
Nautilus's hook. More commonly known as the anchor toss. This is extremely helpful, not only to your laning phase but to team fight. You can force ADs/APs completely out of position with this and the combination of
. Usually this will be the first skill used in a full Q
W
PASSIVE
E
R
combo. Did I mention this is an escape tool as well? 950 range of escape is too good.
W: Titan's WrathNautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 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 30/60/90/120/150 (+40% of ability power) magic damage over 2 seconds.
Cost: 80 mana
Cooldown: 26/24/22/20/18 seconds
Range: 350
Explanation:
Gives you 10% of bonus health which actually helps a lot in laning while you're doing your harass combo. The problem with this skill is that attack animation. It seems like it takes about 5 seconds to get two attacks off. What I find useful is to cancel the attack animation after hitting the first time, and auto attacking again.
E: RiptideNautilus 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, and CC. This is his most damage dealing skill, aside from his ult. What's also great about this is, as they're running away it hits them more than just one time. Note that you can also cancel your attack animation from your W
with this skill. It's extremely useful in that respect.
R: Depth ChargeNautilus 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:
I hardly ever use this in lane, because it seems like I never really have to. Depth Charge gives awesome utility to team fight. What you really want to do is target whoever is in the back, and/or the AD carry. Usually there will be his/her team in the way and it guarantees a knock up of the AD and anyone in the way.
Skill Order
![skills/nautilus/q.png [skills/nautilus/q.png]](guide/skills/nautilus/q.png)
I always start with this at level one. Not only is it good if you're protecting your jungle on Purple side, but, you can catch people completely out of position early if you really needed.
![skills/nautilus/e.png [skills/nautilus/e.png]](guide/skills/nautilus/e.png)
I max this first, solely because of the damage and the increased percentage of slow.
![skills/nautilus/w.png [skills/nautilus/w.png]](guide/skills/nautilus/w.png)
I get this at level 3 and max it second. The damage increases and just provides better shield.
![skills/nautilus/r.png [skills/nautilus/r.png]](guide/skills/nautilus/r.png)
Prioritize.
Item Builds
Starting: ![items/faerie-charm.png [items/faerie-charm.png]](guide/items/faerie-charm.png)
![items/sight-ward2.png [items/sight-ward2.png]](guide/items/sight-ward2.png)
![items/vision-ward.png [items/vision-ward.png]](guide/items/vision-ward.png)
![items/health-potion.png [items/health-potion.png]](guide/items/health-potion.png)
This is probably the most standard start for a support now a days. You want to build a
from your starting
and eventually get a
to make a
.Starting:
![items/faerie-charm.png [items/faerie-charm.png]](guide/items/faerie-charm.png)
![items/sight-ward4.png [items/sight-ward4.png]](guide/items/sight-ward4.png)
I only like taking this when I have to deal with early gankers, or really gimmicky gankers such as
,
,
,
.Starting:
![items/boots-of-speed.png [items/boots-of-speed.png]](guide/items/boots-of-speed.png)
![items/sight-ward.png [items/sight-ward.png]](guide/items/sight-ward.png)
Leaves you pretty vulnerable in lane, but, offers you good lane mobility to get yourself in position for a combo.
Build order goes:
![items/philosophers-stone.png [items/philosophers-stone.png]](guide/items/philosophers-stone.png)
![items/boots-of-speed.png [items/boots-of-speed.png]](guide/items/boots-of-speed.png)
![items/heart-of-gold.png [items/heart-of-gold.png]](guide/items/heart-of-gold.png)
![items/kindlegem.png [items/kindlegem.png]](guide/items/kindlegem.png)
![items/shurelyas-reverie.png [items/shurelyas-reverie.png]](guide/items/shurelyas-reverie.png)
And this is where you start to use your own discretion. Ask yourself what does your team benefit from the most at that point in the game, and build accordingly.
Primary
![items/locket-of-the-iron-solari.png [items/locket-of-the-iron-solari.png]](guide/items/locket-of-the-iron-solari.png)
People overlook this item, hell, even I did. But if you really get into the numbers this almost gives about as much as a heal does. This is utilized great in team fights.
![items/zekes-herald.png [items/zekes-herald.png]](guide/items/zekes-herald.png)
If you're looking to help out your AD carry or just to help him dominate even harder. This is a great choice for that.
![items/aegis-of-the-legion.png [items/aegis-of-the-legion.png]](guide/items/aegis-of-the-legion.png)
Benefits everyone. If no one else on your team gets it then usually this is what I build first after
.Secondary
![items/abyssal-scepter.png [items/abyssal-scepter.png]](guide/items/abyssal-scepter.png)
Actually a really effective item. Benefits you, and your AP carry. I usually would only build this if my team lacked damage.
![items/rod-of-ages.png [items/rod-of-ages.png]](guide/items/rod-of-ages.png)
Also a really effective item. A little costly, but, offers solid damage, and good amount of tankiness to it too.
![items/randuins-omen.png [items/randuins-omen.png]](guide/items/randuins-omen.png)
Very expensive, but, can help team fight tremendously.
![items/frozen-heart.png [items/frozen-heart.png]](guide/items/frozen-heart.png)
Also, very expensive, but, can shut down AD carries.
![items/deathfire-grasp.png [items/deathfire-grasp.png]](guide/items/deathfire-grasp.png)
You can build
early and later turn it into a DFG. Through the GP/5 and the extra AP, out of all of the secondaries DFG probably benefits yourself (not the team) the most.
Why GP/5?
![champ/nautilus.png [champ/nautilus.png]](guide/champ/nautilus.png)
Nautilus
+14 Gold per 10 seconds.
Greater Quintessence of Avarice
+1 Gold per 10 seconds.
![[http://solomid.net/guide/masteries/2/greed.png]](http://solomid.net/guide/masteries/2/greed.png)
Greed 4/4(Mastery)
+2 Gold per 10 seconds.
![items/philosophers-stone.png [items/philosophers-stone.png]](guide/items/philosophers-stone.png)
Philosopher's Stone
+5 Gold per 10 seconds.
![items/heart-of-gold.png [items/heart-of-gold.png]](guide/items/heart-of-gold.png)
Heart of Gold
+5 Gold per 10 seconds.
With GP/5
20:00
2040 Gold
(no items)
2640 Gold
(with
at 10:00 mark.)30:00
4860
(
![items/philosophers-stone.png [items/philosophers-stone.png]](guide/items/philosophers-stone.png)
)40:00
7080
(end game)
Without GP/5
20:00
1680 Gold
30:00
2520 Gold
40:00
3340 Gold
(end game)
Why Nautilus?
Base Mana Regen (+Scaling)
Alistar: 6.45 (+0.45)
Blitzcrank: 6.60 (+0.50)
Janna: 6.9 (+0.60)
Leona: 8.0 (+0.70)
Nautilus: 7.45 (+0.7)
Sona: 7.0 (+0.65)
Soraka: 6.8 (+0.65)
Taric: 4.1 (+0.4)
Base HP (+Scaling)
Alistar: 442 (+102)
Blitzcrank: 468 (+100)
Janna: 356 (+78)
Leona: 430 (+87)
Nautilus: 432 (+86)
Sona: 380 (+70)
Soraka: 375 (+71)
Taric: 468 (+90)
Level 3 Burst
Alistar: 55.03 (+3.62) 60 85 = 210.89
Blitzcrank: 55.66 (+3.5) 55.66 (+3.5) 20 = 219.48
Janna: 49 (2.95) 25 60 = 142.85
Leona: 55 (+3) 45 30 60 = 263
Nautilus: 52 (+3.3) 80 60 30 = 293.9
Sona: 47 (+3) 50 87 = 137
Soraka: 48.8 (+3) 50 = 107.8
Taric: 58 (3.5) 40 60 = 226.5
Nautilus has a 950 ranged skill shot that's extremely easy to hit. That's part of why I like him so much. It's easy to be rewarded in lane because of how easy it is to get people out of position. Though, I'm not 100% that his
's hitbox is bigger than Leona's E or Blitzcrank's Q. It's just how it feels. Note: I will be testing this out soon, and will make a separate section for Leona vs Blitz vs Naut.
Lane Partner Tier List
S Tier
![champ/graves.png [champ/graves.png]](guide/champ/graves.png)
Get ready to roll face. This is my favorite lane composition with Nautilus. Graves is just really easy to play and it's extremely easy to hit your buckshot, when caught in a combo.
![champ/sivir.png [champ/sivir.png]](guide/champ/sivir.png)
Sivir offers great damage, and a speed boost on her ult. This will allow you to chase people, and probably land off a second
/![skills/nautilus/e.png [skills/nautilus/e.png]](guide/skills/nautilus/e.png)
A Tier
![champ/vayne.png [champ/vayne.png]](guide/champ/vayne.png)
A good Vayne will always be beneficial to any support. Why she's so good is Nautilus can expose positions slow them, and Vayne can just come up and Condemn them into a wall. Usually this whole combo with lead to a kill.
![champ/tristana.png [champ/tristana.png]](guide/champ/tristana.png)
Previously wasn't on the list, but, this lane is really just so good. Pulling off your full combo trist has enough time to jump in front of the target, auto attack a few times, and ult them back. Meanwhile your
is just about off cooldown. If their flash isn't up, this is a 100% kill.![champ/missfortune.png [champ/missfortune.png]](guide/champ/missfortune.png)
At first I didn't really like Miss Fortune with Nautilus. But, I've played a few games with one in my lane, and it's actually really good. Getting the
![skills/nautilus/q.png [skills/nautilus/q.png]](guide/skills/nautilus/q.png)
![skills/nautilus/w.png [skills/nautilus/w.png]](guide/skills/nautilus/w.png)
combo off is enough time for her to start and end her ult. Which does just a ridiculous amount of damage. B Tier
![champ/corki.png [champ/corki.png]](guide/champ/corki.png)
Corki just offers a lot of burst, and a good gap closer. Seems pretty easy to get rewarded with this lane setup.
![champ/caitlyn.png [champ/caitlyn.png]](guide/champ/caitlyn.png)
Caitlyn offers steady, consistent DPS. Using traps in lane can be really beneficial to the lane combo.
![champ/ashe.png [champ/ashe.png]](guide/champ/ashe.png)
During your
Combo. Ashe can just Volley, and Auto Attack, whilst your enemy is being slowed forever.C Tier
![champ/kogmaw.png [champ/kogmaw.png]](guide/champ/kogmaw.png)
Kog'Maw offers mostly, just DPS. The only time he can really secure kills is at level 6. This is kind of an issue, considering the idea is to really win your lane early.
D Tier
![champ/ezreal.png [champ/ezreal.png]](guide/champ/ezreal.png)
Takes too much to snowball.
Note: I'm not stating that
is a bad AD. I'm saying opposed to having Nautilus as your support.
Early Game (In Lane)
Current items:![items/faerie-charm.png [items/faerie-charm.png]](guide/items/faerie-charm.png)
![items/sight-ward2.png [items/sight-ward2.png]](guide/items/sight-ward2.png)
![items/vision-ward.png [items/vision-ward.png]](guide/items/vision-ward.png)
![items/health-potion.png [items/health-potion.png]](guide/items/health-potion.png)
My most used starting items. Usually I take this and play really aggressive, to the point where they have to be back at tower. Usually I'm in their brush just waiting for them to throw a ward so I can just counter pink it.
His high manaregen + his capability to snare, and cc makes him amazing in lane. There's never a time that I feel like the enemy doesn't feel my presence, which often enough happens with other supports. He offers good damage in lane, and great cc. Although his damage falls after around level 6, what's the difference in a support to their AD carry in damage at level 1-3? Not really all that much.
In fact let's setup a scenario where you're level 3 with a
in your lane. One combo comprising of
,
,
,
, and an auto attack, you've done 293.9 damage alone. Now, if your
has NO RUNES, and NO MASTERIES it's k. Cause your full combo together, granted he got a few auto attacks and a Q off. You've just done 632.3 burst at level 3. ![[http://i43.tinypic.com/25fun42.jpg]](http://i43.tinypic.com/25fun42.jpg)
May the HUES commence. NAUTILUS ES #1
Mid Game (Ganks & Dragon Control)
Current items:![items/philosophers-stone.png [items/philosophers-stone.png]](guide/items/philosophers-stone.png)
![items/boots-of-speed.png [items/boots-of-speed.png]](guide/items/boots-of-speed.png)
![items/heart-of-gold.png [items/heart-of-gold.png]](guide/items/heart-of-gold.png)
![items/sight-ward5.png [items/sight-ward5.png]](guide/items/sight-ward5.png)
![items/oracles-elixir.png [items/oracles-elixir.png]](guide/items/oracles-elixir.png)
Nautilus makes it extremely easy for your jungler to gank. Usually you're going to be the one to initiate all the ganks, unless you have
or something. A good thing to note is that, you'll definitely benefit most if you initiate them while they're next to a wall. Cause even if you miss your
it's gonna pull you to that wall. Example:
![[http://i43.tinypic.com/34qu715.jpg]](http://i43.tinypic.com/34qu715.jpg)
![[http://i41.tinypic.com/j6lxte.jpg]](http://i41.tinypic.com/j6lxte.jpg)
![[http://i42.tinypic.com/289ha2d.jpg]](http://i42.tinypic.com/289ha2d.jpg)
![[http://i43.tinypic.com/9fwilu.jpg]](http://i43.tinypic.com/9fwilu.jpg)
Establishing Dragon Control is essential. Having these two spots warded will not only help you not get ganked, but, will allow you to have a good control of space.
Late Game (Securing Baron & Team Fights)
Current items:![items/shurelyas-reverie.png [items/shurelyas-reverie.png]](guide/items/shurelyas-reverie.png)
![items/ionian-boots-of-lucidity.png [items/ionian-boots-of-lucidity.png]](guide/items/ionian-boots-of-lucidity.png)
![items/aegis-of-the-legion.png [items/aegis-of-the-legion.png]](guide/items/aegis-of-the-legion.png)
![items/locket-of-the-iron-solari.png [items/locket-of-the-iron-solari.png]](guide/items/locket-of-the-iron-solari.png)
![items/sight-ward5.png [items/sight-ward5.png]](guide/items/sight-ward5.png)
![items/oracles-elixir.png [items/oracles-elixir.png]](guide/items/oracles-elixir.png)
Team fights aren't usually initiated by supports unless you're Sona. But, for Nautilus it's definitely an option. Catching Champions out of position from having map control will show you where Nautilus shines.
If you're initiating
You don't want to give the opposing team any time to do anything. Lead in with your
and
+
, and you generally want to target the AD carry with
. This will ensure everyone between you and that AD will take damage, and be knocked up. If someone else is initiating
Allowing your team to focus their carry is your job. Use
immediately.
Can help you either get closer to snare their carry or pull them to you.
Will help do damage and CC everyone around you. ![[http://i40.tinypic.com/k2ohub.jpg]](http://i40.tinypic.com/k2ohub.jpg)
Having all of your opponents spots warded will benefit your team tremendously. Map control will definitely take you a long way in this game.
Update Log
2/22/2012- Added Tristana to Lane Tier List and explanation
- Moved Miss Fortune up in Lane Tier List and explanation
- Minor text editing.
- Added Pros & Cons
Final Comments
Thanks for checking out my guide! If you have any questions, or comments feel free to leave them down below. I'll try to answer, and comment back as fast as possible. Thanks again, everyone. :D
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1 year ago
I use 0/7/23, Grabbing both Vigor and Strenght of Spirit, and start off with a regrowth pendant + 1 ward. This way, you have superioror hp regen early game, wich allows you to soak up harassment easier.
I find it makes it easier to do trades with ur Q pull, and to make up for not having a heal. What do you think?
1 year ago
1 year ago
1 year ago
1 year ago
1 year ago
1 year ago
1 year ago
1 year ago
@AppArt @BurstIntoFire @0LGA: Thank you so much you guys. I really appreciate the support. :D
1 year ago
What do you think of GP/10 seal in combination with GP/10 quints?
Some tanky/support items are very expensive but additional 2.3 gp/10sec is a great thing. It's like having 5 quints of gp, and it puts you (your team) in advantage over enemy support (team).