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NAUTILUS
Fastest Nautilus Jungle
by noblepeasant
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likes
4 dislikes
RUNES>
9 Greater Mark of Resilience
9 Greater Seal of Replenishment
9 Greater Glyph of Shielding
3 Greater Quintessence of Desolation

MASTERIES>
Offense (9)
Summoner's Wrath

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Defense (21)


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Utility (0)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Staggering Blow (Passive)
Dredge Line X X X X X
Titan's Wrath X X X X X
Riptide X X X X X
Depth Charge X X X
ITEM BUILD>
Starting Items: cloth-armorhealth-potion5
1st time Back: madreds-razors (700 gold)
2nd time Back: boots-of-mobility (1000 gold)
Mid Game: heart-of-gold -> warmogs-armor -> sunfire-cape
Final Build: boots-of-mobilitywarmogs-armorsunfire-capeforce-of-naturefrozen-heartguardian-angel

Introduction -
Nautilus's has two weaknesses. He is SLOW. He also has mana problems early. Having said that, he is amazing when in fights... borderline OP. He just struggles to get to them. I've seen a lot of people try to build GP5 items to compensate. They build a Philostone to try to fix his mana problems. This is just ridiculous. If you fail 1 gank, get counter jungled... you will find yourself so far behind its ridiculous.

Put on some Mana regen runes, grab a madreds to increase your farm speed, and rush boots of mobiity. 1700 gold into the game you've got 400+ move speed. From here on out you are basically OP.

My overall goal: I prefer to build health items that synergize with his W, which keeps you up in fights longer, and lets you do apply your DoT. The only damage Item I keep on him longterm is sunfire. Your job is to not die, and CC the hell out of the other team. Build a ton of tank items, and you'll win.

My rune setup is fairly standard.

Armor and MR are great on any tank, but the Regen runes make a huge difference for your early game mana issues.

As far as quints go, I have been using Armor Pen, but Health Quints or Move Speed quints would both work well.
Summoner Spells
[summoners/ghost.png][summoners/smite.png]

Explanation:


I take Ghost over Flash because it helps me get into position for ganks. Naut is really slow early game. A ghost lets you initiate with your auto attack instead of your Q, and helps you CC the enemy a little longer, ensuring early kills.
Skills
[skills/nautilus/p.png] Passive: Staggering Blow

Nautilus� 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:



Lead with this. Roots the enemy. This passive is OP.


[skills/nautilus/q.png] 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% (7/6.5/6/5.5/5).

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

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

Range: 950


Explanation:



Do NO initiate with this unless you have to. You are better off using your passive. . It's best used after your auto attack and your E, while they are desperately trying to get away. Often times you can catch them after a flash, or after they have used ghost.Leading with this gives them a chance to escape.


[skills/nautilus/w.png] W: Titan's Wrath

Nautilus 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:


Use this on the way into the fight. Soaks up damage, and applies a dot (that does little damage, as you build no AP items)



[skills/nautilus/e.png] 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:


use this early and often. Slows the enemy, and can hit them multiple times if timed properly.


[skills/nautilus/r.png] 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:


Amazing. Use this on the farthest enemy champion, and watch them all fly into the air. Also a great ability to use as they run, while Q is on cooldown.




Skill Order
I've seen many people max their W or their E first. I like to level them fairly evenly. Using both helps your jungle speed, as well as survivability / gankability as you pop out of the jungle.
Item Builds
People may roll their eyes at [items/boots-of-mobility.png]... but it's the key to the build. His biggest weakness is his movespeed, and for the cost of 1000 gold, you solve the problem. He crosses the map quickly, improves jungle speed. Nautilus is at his best in team fights. This gets you there that much faster.

By late game you may want to switch to [items/mercurys-treads.png], but for lane phase, nothing beats [items/boots-of-mobility.png]

After [items/madreds-razors.png] and [items/boots-of-mobility.png], which are key to your jungle speed, I grab [items/heart-of-gold.png] before building a [items/warmogs-armor.png]

After Warmogs, just build tank based on enemy gameplay. Good items include:

[items/force-of-nature.png][items/frozen-heart.png][items/randuins-omen.png][items/sunfire-cape.png][items/thornmail.png][items/guardian-angel.png][items/quicksilver-sash.png]

I prefer Frozen Heart and Force of Nature as my first two tank items, as they address Naut's major flaws: Low mana pool and Slow move speed, while supplying great Armor and MR.
Jungling
Wolves, Blue, Wraiths, Golems, Red, Wraiths, Gank.

If you are on the bottom half of the map, your solo top / mid should slap some wolves for you (while you tank). You should be able to get to Blue before it spawns. A hard leash from mid sends you on your way.

When this is done, you should be level 4. All you need is an assist and you have enough gold for madreds razors. After this, jungle as you would with anyone else. Look for lanes that are pushed.

Communication is key when jungling, especially in solo que games. Before you initiate a gank up top, ask bottom lane to ease up to prepare the next gank.

Don't be afraid to use your ghost to get INTO the fight... instead of escaping from the fight. If you can initiate on your side of the river, the majority of the time the enemy can't escape before your team gets kills.
Final Comments
He is a TANK. He Jungles. He has RIDICULOUS amounts of CC. People just do a terrible job playing him... or try to play him in the wrong role.

Just remember - your job isn't to do damage. It's to stun and slow the hell out of the other team while your team melts their face.

Stop trolling... don't AP carry items on Nautilus. Don't go overboard on the mana regen / GP5 items. You should be in team fights as often as possible, and clearing the jungle when not.

With minimal cooperation from your teammates, you should be able to control every game you play.

On a side note.... have you seen this guy dance? Truly epic.

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Comments: 4
  • noblepeasant
    1 year ago
    Thanks for the comments.

    As a jungle with his basic kit, he is INCREDIBLY slow. Starts with 300 ms and slow attack speed. Madred's razors only costs another 700 gold, and has a significant impact on jungle speed.

    I tried a few games without building this way with mixed success. If you have successful ganks, You can skip madreds. If your ganks fail and you don't have madreds, you can quickly fall behind in XP which makes ganks significantly more difficult.

    As for team fights, Until the ~15 minute mark any fights you are in you should have a numbers advantage. Your W scales with Health, so the heal items work well.

    I don't always rush warmogs - If graves is getting fed bottom lane I'm going to buy some armor before finishing warmogs. The nice thing about jungling is you can pick who you fight against until mid game, so you dont have to build balanced MR / Armor. You can decided to abuse top and bottom while avoiding the AP carry.

    I've not written a guide before, and it's hard to convey how you make decisions on a game by game basis. The item order is a guideline that I deviate as often as not depending on what is going on. I guess that's just part of having an overall understanding of how the game works.

    I enjoyed your guide, but dont know if i'd choose to play naut in lane. I prefer to have a support with heals down bottom, a tank in the jungle, with 1 carry in each lane... but I realize team comp is diff from game to game, and from team to team.
  • Ultramerican
    1 year ago
    Oh and you got my upvote for a different flavor of jungle guide for him. :)
  • Ultramerican
    1 year ago
    A Warmog's that early is a huge gamble. It's a lot of monetary investment in only health without any resists, so you can end up with a really late Warmogs if you're shut down while building it or directly after and delayed 4-5 minutes in finishing it. Late Warmog's means you have like ~80 armor and a bit less mr when people are finishing infinity edge, 2 dorans, and a zeal on AD carries; and 2xdorans, deathcap and a blasting wand on AP carries. In my opinion, your items aren't bad in an endgame scenario, but they will put you far enough behind to be relatively squishy at the aforementioned ~19-21 minute range where damage dealers typically purchase their first huge increase in damage output.

    This is the reason I buy Aegis. Since he has to be with the team basically when teamfights start midgame, he's ALWAYS in teamfights if you play him correctly. Simply having boots1/aegis/HoG before 20 minutes means you can force very favorable teamfights if the enemy team doesn't have an aegis.

    I haven't jungled him, so this might be sufficient armor/mr for pressing 2v1 and 3v2 lane advantages early game in surprise ganking situations. I like the idea of a highly mobile ganker early on, I just wonder if buying madred's and boots of mobility first will gimp your durability too much and make your odds of surviving the initiate in the ever-important first teamfight or two much lower.

    Anyway, you asked for my comments and that's my honest opinion. I do like your path and your reasoning, but it just might not be my playstyle. Definitely viable, just probably in a different playstyle than I'm used to.

    TL;DR: Stay with team to avoid needing boots of mobility, so you can get more mr and cc reduc from merc treads. Build smaller early items that include necessary armor/mr to make him more durable and his shields more efficient (because the damage they absorb is affected by your resistances).
  • noblepeasant
    1 year ago
    I'd appreciate comments. This is the first time I've written a guide, and this isn't a troll build like all the AP Naut solo mid bullcrap that people are posting. I've used this in a number of games and have found it to be very effective.

    I received a -1.. I wouldn't have a problem with this if I knew why.
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