IntroductionHey fellow summoners, my summoner name is WhyyouMeann and I am a summoner from the NA server. I currently hold platinum rankings in 5's and Solo Queue but I plan on doing so in threes as well. =D
For the longest time I had mained AD carry but with the recent creation of my 5's team we needed a jungler so I decided to take that role. I learned that between the support and non-support junglers, I favored the latter much much more. So in the past few weeks I picked up Amumu and Nautilus and performed superbly well with them and decided to share my guide with you guys.
Now the reason I am only doing a nautilus guide is because I feel as if Nautilus is super underplayed and unappreciated as a champion. Nautilus also has 4 CC's. You should never have 4 CC's on a champion, that just isn't fair. Amumu, on the other hand, is almost banned every game is already in the current meta.
Heres pictures of my recent Match History:
I hope you guys enjoy my guide!
Pros and ConsPros:
- Crapload of CC
- Basically an un-counterable Ult.
- Is anti-tenacity (his ult cannot be reduced)
- Is just super tanky and inherently seems so
- Has a shield that scales with HP
- Doesn't have to depend on items to perform well
- Various ways to play him
- Good offense, defense, and skill kit.
- Hook has a big hit-point radius.
- Did I mention CC?
- The clear time in the beginning is a bit slow admittedly but this is just for the first few times.
- Is open to being counterjungled. Nautilus is not a very good dueler, so if you see a champion such as Shyvanna, Xin Zhao, Udyr, Lee Sin, etc GET OUT.
- Cooldowns seem pretty long
- Pull is unreliable for introductory players
- Doesn't dish out much damage
Masteries make quite a difference in the style a person chooses to play their champion. In my case, I always run 0 21 9 on support junglers because it seems to be the most efficient.
Here is a picture of the masteries I use for Nautilus and Amumu:
The reason I run 9 points in Utility over offense is because the cooldown reduction on flash + the 20 percent increase in buff duration is something I can't just turn down.
The reason I run 21 points in Defense is because as these junglers, you are always the front line. You need the tankiness to absorb the poke and damage when engaging. Pretty much self explanatory.
RunesHere are the runes I run on Nautilus:
Reds: Attack Speed X 9.
This is honestly crucial. Attack speed helps so much for Nautilus because his Jungle clearing mostly depends on his W procs. More AS more W procs and faster clear times. Not only does it increase his clear time, it also helps getting your passive () off to all enemy champions in team fights. Really REALLY crucial in my opinion, nothing else can help you efficiently jungle more than these.
Yellows: Flat Armor X 9.
Pretty much every jungler takes flat armor runes. It helps you sustain in the jungle camps by not taking loads of damage from minions. Also mandatory in my opinion.
Blues: Flat Magic Resist X 9.
These runes are optional, you can run MR per level, AS, or anything else that seems to help you early. I just run these glyphs because I dont seriously start building MR later into the game.
Quintessences: Movement Speed X 3.
These runes have helped so much. These runes basically add +15 MS to your base MS. Thats basically like an alacrity upgrade . Since I am a ganking-oriented Nautilus, these quints help me get around lanes and have really helped a lot. I have tried AS, AD, and AP but they only help clear times by a few mere seconds and dont really scale into late game.
= Every Jungler Grab this.
I have seen a lot of junglers ask for smiteless leashes at blue and take Ignite/Exhaust/Ghost for more efficient ganks. Yes they can aid in more efficient gankings but SMITE really changes games. It helps junglers control Buffs, Dragons, and Barons. Smite is absolutely needed on every jungler in my opinion.
= Awesome summoner spell.
Theres a reason why almost every player grabs this spell on their champion, it helps you reposition, catch up to people, run away, and combo it with Q to get the hell out. This can be replaced by ghost, exhaust, etc. but I just feel like this is the most efficient.
Optional Summoner Spells:
I have seen a lot of Nautilus' grab exhaust as their second summoner spell choice. It does undeniably help in ganking, but to me it just seems redundant with the CC Nautilus already has. Nautilus Junglers should always land their hooks. If you land a good hook and chain it with good CC, exhaust won't really be needed. But its a matter of preference.
Pretty good summoner spell on Nautilus helps you reposition and etc. Take it over flash if your more comfortable with it.
Pretty good summoner spell on any jungler nowadays. If you take the homeguard enchantment and teleport from base to a ward in the side lanes, you will literally catch up to people with 900 movement speed. Thats broken if you ask me. Take this over flash if you are more comfortable teleport ganking.
Every other summoner spell: MEH
Item BuildsItem 0: Spirit Stone
I think this item is really cost efficient if you start . Since you will most likely be giving blue buffs after 7 minutes to your mid or top laner, you are going to need the sustain from this item so that you can gank and clear early on.
You will later sell this item as you will no longer need the sustain.
Item 0: Sights Wards and Vision Wards
As a support jungler or any teammate in general help your support ward around the map so that you can have map control. Warding is not solely the support's duty it should be a team contribution. Grab a few every time you recall.
Item 1: Boots
You have a choice between or or or or
: I love mobility boots on champions such as Maokai, Nautilus, Amumu, etc. because I am super gank oriented when it comes to these junglers. Mobility boots provides presence and map control during the laning phase and the MS boost is just huge to me.
: Swiftness gives you a fair amount of MS and reduces slows, this item is super situational to me. I would rather take Mercury's treads but I would consider it against champions such as Ashe and Sejuani.
: I guess if your into that CDR Naut build. Its a pretty cost efficient item I just dont see me ever having it, since I will have CDR from Frozen Heart, Frozen Fists, and Shurelias Reverie later on.
: I grab this boots sometimes if I am against an all AD team such as Pantheon, Zed, Talon, Khazix, etc. If their team is literally all AD I stack armor along with these boots.
: My second go-to boot. Usually there will be some form of CC on the enemy team and the tenacity really does help you disengage, engage, and get out of alive from CC chains. If the enemy team is Stun, Slow, and CC heavy I really encourage you taking this choice of boots.
Item 2: Sunfire Cape
I really love this item, it stacks with the dot damage that you do with your W and E and allows you to do a ton of damage to jungle camps and ganks early - mid gaming phase. It also provides good health and armor stats that are pretty much required on any tanky initiator.
Item 3: Shurelias Reverie
This team provides good stats, and if you get a philosopher stone early on provides gold to scale into late game. It provides good sustain, good stats, and a decent amount of health. The reason I like this team mid game is because it allows us to get out of bad situations, boost into good team fights, and proc it to get from point A to point B. As you can tell I am a very mobile style jungler and this just adds onto it.
Item 4: Warmogs
The new warmogs, I can literally build it on anyone and become a tanky monster. I have even seen AD carries build it as their 6th item over GA because it provides better stats. I take this item because it just adds to the overall tankiness that Nautilus already has. Its pretty cost efficient as well.
Item 5: Runic Bulwark or Other MR Items
I love this item, it provides literally stats that Nautilus needs. It provides MR, Armor, And Health. I would like to grab this more but if the support needs it because she is too squishy, then take another MR item so that you do not melt to AP damage.
and are good choices if your support plans on building a Runic Bulwark.
Item 6: Frozen Heart or Frozen Fists
Both of these items are superb. The first provides CDR, ARMOR, and an awesome passive that reduces damage taken from AD auto attackers. Take this item if 2 or more of their champions are Auto-attack AD champions. If not take Frozen Fists. These items are provide such good stats and an awesome passive. It adds a 5th CC to nautilus. (5 CC's...) No one will be able to run away from all the CC you dish out, and the stats provided by Frozen Fists are pretty similar to Frozen Heart.
As you can see I have a lot more Armor items than AP items, this is because the current meta is that there is much more AD damage coming from teams than AP items. Since everyone stacks warmogs and health these days, many AP bruisers have really fallen off. Due to this, ATM my build is currently centered more around armor and health stacking.
You can take this item situationally as it provides good stats and a decent active that slow enemies in a pretty good radius.
This item provides a very good active and decent MR and Armor stats. Take this item if you are planning on having one last fight to determine the outcome of the game.
Since this is percent based damage, and the proc is double when they are slowed, it is pretty good on Nautilus if your team is lacking damage. Take this if your team doesn't dish enough damage in team fights.
Your support will usually have this, but if not take it early-mid game. It doesn't really scale into late game but it is good against champions like Karthus as the shield will save them. CLUTCH.
The CDR and AP in my opinion is more viable than the health and AD provided by Red elixir. Take the blue elixir first when your build is complete or close to completion. Grab both if you have the money to do so.
Passive: Staggering Blow
One of the best passives ever. Its basically a .5 second snare. Chain this after your Hook and your ganks will be golden.
Q: Dredge Line
Another OP skill on Nautilus. You can use the hook to chase people, to cling onto terrain to chase people, and to run away its just all around defensive and offensive and so powerful. You can also initiate team fights with this skill and catch people that are out of position, just so extremely useful.
W: Titan's Wrath
The sheild. Helps dramatically in clear times in the jungler and provides a good sheild to absorb incoming damage in team fights. I just love the dot damage on it.
This skill is pretty cool. Provides an AOE cc during ganks and team fights. Also helps a bit in jungle clear times. Take this skill at level 2 after Titan's wraith.
R: Depth Charge
This ultimate is so easy to use and yet extremely hard to master as well. When you use this skill on an enemy champion, its basically a guaranteed hit and it also knocks up champions besides it. I will go in to depth on this later. The only way to dodge this skill is by pooling, Zhonyaing, Trickstering, etc.
Skill OrderSkill order:
> > >
The reason that we max sheild W after our ultimate is because its the next most efficient skill to master over Q and E. Leveling up Q and E help reduce CD and increase Damage, but that's really not what were looking for in a Nautilus. Were looking for CC and sustain. And W this perfectly. We also need this spell to have fast clear times in the jungle camps.
The reason >
Again, were looking for aoe CC not single target burst damage.
Take this skill at level 3 or 4 depending on how gankable the lanes are. I usually like to take this skill at level 4.
JunglingNautilus like most other support junglers are Blue-Buff oriented. That means your either counter-invading their blue, or your teammates are there with you around entrance/choke points to defend your blue buff.
My most usual route:
Wolves --> Blue Golem (Smite) --> Wraiths --> Wolves --> Red Lizard (Smite) --> Wraiths.
Using this route will keep you with a good amount of health and level 4 to prepare you to gank lanes efficiently.
Against Strong CounterJunglers:
Wolves --> Blue Golem (Smiteless) Ask your teammates for help doing it --> Wraiths --> Red Lizard (Smite) --> Wolves --> Wraiths.
You want the smiteless on blue buff so you can save smite in case their jungler tries to steal your red buff.
Heres a picture of my usual route:
After you gank successfully, you should have enough money for , if you don't gank more lanes or clear a few more jungle camps.
Early GameYour Clearing camps and ganking lanes, prety self explanatory.
An important think about ganking lanes, you want to know where the lanes are warded. An expected gank is not really a gank at all.
Just some things I usually do for each lane:
Top Lane Ganks - Since river, river bush is warded, I walk through their enemy wraith camp entrance and walk towards the tri-bush and gank from behind them, even if tri-bush is warded, if my top lane engages or cc's them it will already be too late.
Mid Lane Ganks - Walk in from side bushes and hook them.
Bot Lane Ganks - Go through tri, river, lane depending on which one isn't warded. I usually lane gank bot lane because if the lane bushes are not warded, I can just hook from the bush when they engage and get a good gank in.
As a support jungler - try to grab as many assists as you can and don't get greedy for kills. Also early game your ganking, clearing, warding, and putting presence into the lanes so that enemy champions can't be super aggro in their laning phases.
Mid GameMid Game has always been about taking objectives:
This means you successfully gank, take their buffs, do dragon, take tier 1 towers, etc.
Towers: HUGE, especially the mid one. The middle tower is basically the center of the map and taking that away allows you to dive and have better map control than the other team. Taking side towers will help your laners to roam and take towers in other lanes and take more objectives. Taking towers are GOOD, they provide a 1K gold boost to your whole team and that helps significantly in the early game phase.
Dragon control: Whenever you recall to base, make sure you grab so you can vision control dragon so their jungler can't come in and steal it and outsmite you.
Buff control: Realize that buffs respawn at every 5 minutes. This means you can ward enemy blue or red buff at 6 - 7 minutes and gain vision of it so you can steal it when the opportunity is open. This is also super beneficial for you because almost all mid laners will want a blue buff past 7 minutes so if you can steal theirs thats a blue buff for you and your mid carry.
Late GameBasically Late Game is where Baron Control comes into play:
Baron: You want to ward all over the place when teams are attempting to do baron. You might even want to grab an oracle although it only lasts 5 minutes because VISION IS EVERYTHING late game. You want to make sure almost everyone is grabbing a ward and placing them in choke points, dragon and baron, enemy and your own jungle. VISION IS EVERYTHING.
Pushing: Late game is when if you catch someone off guide, you group as 5 and push a lane and try to take objectives. If they engage on you while your pushing its a 4v5 and your guaranteed to win that fight and even more objectives.
Inhibitors: This basically restricts them from doing anything or taking objectives. Super minions also push lanes. This means that you can push other lanes and force 4v5 battles by forcing one enemy to protect their nexus towers from being taken down. Inhibitors and Baron fights are crucial.
Team FightsNautilus is one of the best team fight Suppport Junglers:
Depending on what your team comp is, you either want to fight in the enemy jungle or in an open lane. Champions such as Nidalee, Jax, and Rengar excel in the jungle team fights whereas an AOE comp excels in the open lane.
As Nautilus you want to engage the team fights.
These are the types of fights you want to engage:
Situation 1: Your team has baron buff vs non-baron buff enemy team. When you have baron buff group as 5 and push, baron buff will help you win team fights usually and allow you take inhibitors and such.
Situation 2: Their ADC or APC or SUPPORT is trying to poke and is in the front line out of position. Hook them and ult their carries and engage the fight. This will cause chaos in the other team and instead of fighting back efficiently they will try to live instead of focusing in team fighting.
Situation 3: Teleport TOP Laner. If your top laner is someone like shen, nidalee, and olaf with teleport, they can split push the most furthest lane away from yours while you and your other 3 teammates push a lane. In these situations you do not want to engage a 4v5. You want to stall as long as possible for your split pusher to gain objectives. If the split pushing is getting out of control the enmy team will most certainly make one of their teammates go down to defend their base. You can then ask your split pusher to teleport top and you can engage making it another 5v4 scenario.
Situation 4: If an enemy player is dead, just engage when you find the opportunity to. Its a 5v4, simple mathematics will tell us that you will win that fight.
Zoning vs Peeling.
As Nautilus, I always love to engage the fights with my ult/hook and once the fight commences I have either two of these choices: to peel for my carries, or to zone their carries. I actually believe that the top bruisers job is to rush their backline. I like to chill in the middle of their team and mine. This way I can aoe CC the most amount of enemy champions while also CCing for my ADC or APC. This strategy is really efficient because if an enemy bruiser dives your carry while your CCing enemy players, you can simply hook them to you while your support and ADC kite the bruisers from doing anything to you. As a support jungler I believe it is your role to provide your team with good amounts of crowd control, keeping in mind of protecting your carries as a priority.
So engage --> CC --> Peel is usually the general methods I take during team fights.
Final CommentsI think Nautilus is broken. Honestly I really do, Not only has it gotten me to my PLAT elo, but it has also worked against Ranked 5's vs 2K + teams. The amount of CC that Nautilus dishes out is just unparalleled and is just so BROKEN. His clear time is decent, his team fight is great, and his CC capability is just so good. I hope this guide helps you gain elo, getting out of elo hell, become a competitive jungler, etc.
Thanks for reading my guide, feel free to message me, add me, PM me on League or Solomid.net.
I am open to all ideas, criticisms, and opinions!
Thanks and Enjoy.