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Skill usage
- If deals the killing blow, it will drag to where the target was upon death, as if the skill had hit terrain.
- and are excellent farming tools when used together, as they each deal a good amount of area of effect damage.
- Despite bonus on-hit damage will be lost upon depletion or expiry of the shield, if attack animation is in first half of modified animation, his next hit will trigger the on-hit magic DoT as well.
resets your autoattack timer, so timing it right after a basic attack can allow for a quick second hit.
- If you are farming minions, can be a great tool to increase your last-hitting capabilities due to its free bonus-damage.
- Be careful when chasing an enemy under the turret with . If you miss and hit the turret, you'll end up horribly off position.
- Be sure about your position while using . You must be close enough to catch the opponent because this spell has a slow animation.
- The range on is a bit longer than the indicator shows. Experiment on terrain to see how far you can be to proc the skill shot.
- is a fantastic method of travel, especially at higher levels. When running around between lanes, use it on terrain to pull yourself along faster. The same goes for fleeing; if a fight goes bad, run for the nearest turret or open terrain, and pull yourself to it for a quick escape. For a quick start after recalling or respawning, latch on to your nexus.
- To perform the highest crowd control/burst combo on a target send after them. Right when the opponent is in landing back to the ground follow up with an easy and a mid-air to ensure a second explosions hit. Finally hit them for and use for the autoattack reset, bonus damage and shield.
- Mark squishy/high priority targets with in order to give your team a good chance to kill them. It's also useful for stopping channels, such as . Also, the squishy targets tend to be at the back their team so you'll be able to hit their entire team with the pass through damage instead of only one target with the explosion damage
- Remember that is an immobilization, which means it does nothing to stop channeled ultimates.
- can stop channeled abilities like .
- If you use on terrain right before any cc like Blitzcrank's Rocket Grab hits you, then you will still pull yourself to the terrain if your hook hit the terrain after the enemy's cc hits, practically mitigating the cc. (e.g. Blitz pulls you but midway the hook you cast beforehand hits terrain, so instead of flying to blitz you pull yourself to the terrain your hook hit.) Use this tactic to escape any enemy champion with a form of cc, as after you pull yourself they have nothing to stop you. keep in mind though cc like stuns will still take effect, you will just pull yourself away to increase distance.
- Attack speed can speed up jungling by increasing the amount of damage your does over time, since each attack immediately applies the first tick of the damage over time.
- Nautilus can jungle because Titan's Wrath and Riptide are extremely effective for clearing out jungle camps.
Build usage
- Tank
- Building resistances will generally give your shield more effective health than building health, despite the health ratio.
- Nautilus has really high ability power ratios for a tank, making one or two tanky mage items desirable on him. Crest of the Ancient Golem. offers a good deal of health and ability power. Its build path item solves Nautilus' mana problems when he does not have the
- On games when you are far ahead you can consider odd item picks like or just to further stomp over your weakened enemy team. It's worth noting that Nautilus gets outrageously bursty with some ability power.
helps both in tanking and increasing your damage, especially since Nautilus is a good initiator and often in the middle of the enemy team in fights.
- While
- or can be effective alternatives as the slows can help you get more hits.
- offers a lot of different stats, all of which Nautilus really likes. The slow field that it creates adds even more disruption and crowd control to Nautilus' already overloaded kit, making it very desirable.
does increase the damage amount absorbed by it doesn't increase your overall damage output, making the enemy less likely to focus you during fights.
- gives a lot of health, a world of armor and gives Nautilus an extra CC ability to use while he is suffering from his long cooldowns.
- Nautilus depends greatly on his abilities to deal damage so building CDR to counter his long cooldowns will allow you to do great amounts of damage to the enemy team.
- and are simply perfect, allowing him to get really tanky while solving his cooldown problems, not to mention that their build paths are really easy and already give useful stats
- and its upgrades greatly benefit a more damage-oriented style of gameplay.
- is a good item on Nautilus if he gets an early advantage as it allows him to deal a good amount of magic damage with and also helps him clear the jungle faster.
- can be effective for boosting sustainability especially when assisting as a tank. Nautilus' abilities have rather high mana costs and long cooldowns, both of which are covered.
- Mage
- AP Nautilus can be a highly effective AP bruiser when built correctly. To make use of his HP and on-hit magic damage, AP Nautilus' core items are
- is an excellent enchantment choice for an offensive Nautilus build.
, , and .
- grants a massive boost to all of Nautilus' damage sources, and upgrading to will add a boost to damage and HP while adding the burn passive to , and .
- is an offensive choice to acquire some more magic penetration and is recommended as the final item in an offensive build. If the enemy team has little to no magic damage, consider as a final offensive choice. If the enemy team is stacking magic resist, also consider .
- and are good defensive choices as their health bonuses synergize well with Nautilus' , and also help with their resistances.
Recommended builds
Countering
- has a very long CD time, especially early, before Nautilus gets it to high levels and has more CDR. Try running out the clock on the ability, then hit him during that cooldown window.
- can add up to significant damage over the course of a team fight. Consider diverting a couple of attacks to break the shield when you see him use it.
- Nautilus can be used as a CC heavy support, like Leona with a harder to land initiation but with more damage and CC, getting caught by his combo and his lane partner can be even deadlier than getting grabbed by Blitzcrank.
- Nautilus is one of the few tanks that has strong magic damage, so consider building magic resistance.
- While Nautilus has burst damage, this is moot when his abilities are on cooldown. Try to engage him after he has used several abilities.
- draws Nautilus to terrain, so when running from him, try and stay away from terrain, or a miss may still bring him closer.
- With enough ability power Nautilus can burst down a squishy target (ADC, APC) like a mage, but including an overwhelming amount of CC
- He will combo with , followed by (that will likely hit twice), all while he has his shield up, and finish the it landing an unavoidable , that has even more harsher CC and a devastating blow of damage.
- Nautilus will think twice of following the attack if you avoid , as it will be much harder for him to combo, and has quite a damaging blow, that Nautilus can't hope to miss, as he is just left with to close the gap, and losing a significant amount of damage.
- Nautilus has mana problems early game, force him to overuse his abilities.
- Stand still when he uses his
- Even standing still it's very likely to get hit by two explosions if you are using any champion bigger than Teemo or Lulu
- Getting hit by 3 explosions is impossible if you are still but almost confirmed to hit if you are moving.
to prevent the extra magic damage the spell deals when it moves.
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