User:Dannenheim/Sandbox2

Ahri= 

Evelynn= 

Tips

 * Playing as
 * Nautilus has tons of that is very effective when you learn to chain it together.


 * Playing against
 * is very much like, avoid his melee range if you need to travel quickly.


 * Playing with

Ability Usage

 * Try to catch enemies that are circumventing into your backline by stopping them in their tracks.
 * Try to catch enemies that are circumventing into your backline by stopping them in their tracks.


 * Traversing with the hook slightly reduces travel time, almost like wearing.
 * This is good practice to feel the range of the hook so you can grab enemies from afar.
 * This is good practice to feel the range of the hook so you can grab enemies from afar.






 * Ideally you want to knock as many people as possible up using this ultimate, so use first and then target the backline to disrupt the whole formation. Keep note that while the range is not that good, the projectile is hard to avoid.
 * Ideally you want to knock as many people as possible up using this ultimate, so use first and then target the backline to disrupt the whole formation. Keep note that while the range is not that good, the projectile is hard to avoid.

Runes

 * suits Nautilus as a frontline tank diving into the fight; with his defenses bolstered, he can remain in the fray to lockdown enemies for the following explosion.
 * is a good reward for Nautilus's waveclear when you aren’t successful in lane kills.
 * is nice source of healing off of crowd control, only if you build tank.
 * plays into Nautilus's strength of durability, and is generally suited for tanks.

Items
Nautilus is usually built full tank, but still has decent AP scalings.


 * In the jungle, this means starting either or  with.
 * In lane, starting is a good idea if your jungler is AP and your laner is AD, or your laner is mostly AD but does some magic damage, the bonus health is better than  plain armor.
 * If you want to be a little more aggressive early lane, then is also a good start as it gives  that is more devastating together with your, and it gives you more mana to farm/trade with. Do not start  if enemy jungler is AP, as you will probably be ganked and killed due to not being able to resist magic damage early.
 * If your laner is AP, then you should start into .  is nice because it gives health, CDR, mana, and MR as well as indirectly making you do more damage with your magic abilities due to its passive. It also keeps you healthier with the  passive.  is not a good rush because it will leave you out of mana.
 * Rather, opt for as a second or third item choice. It complements  nicely, as well as any other items like  or  that help regeneration.
 * Boots are usually either for an AD-autoattack focused enemy team or  for an AP/CC focused enemy team.
 * and can be nice if he is being kited a lot, but this usually doesn't happen as his kit is very difficult to kite. These boots might be good for newer players.
 * As a support, is a key item, but  is a good choice as well, just depends on if you need vision more or the shield. Then, build  and full tank.
 * is a great item on him as it lets you chase down your enemies and provide that root from your easier without even having to use  sometimes.
 * It is also amazing for escaping as it gives potentially 60 free movement speed, and unless the enemy team has 4 or more AP then is a must-have.
 * can kind of fill the niche in his build that could, in that it helps chase down and lock on to the enemy.
 * However it must be noted that makes you less tanky and more mobile circumstantially, and allows more aggressive plays with the shockwave.
 * It goes really well with.
 * Also worth mentioning that while it does usually do the same role as, the two items can actually be used together for amazing synergy. Consider building both if you can.
 * is a great item on top lane Nautilus, helping you secure towers earlier.
 * It can also be useful for a split-push build as it makes you tankier and more mobile with the ability to auto-split push. Careful building this with together because you will not have much maximum health left.
 * basically feels as if it were made for him because it directly helps him do his job as a vanguard who dives into the middle of a teamfight by doubling his effective health.
 * The -50% damage from the active does not faze him as he mostly deals a lot of CC and low damage anyway. Keep in mind, however, to maximize this item's potential, it is good to get make every other item give you health also, as this health is doubled upon using the active.
 * Offensively, is a good choice. While he only has AP scaling, he also does damage through autoattacks, and this is where the  comes in.
 * As a full tank, his health will be high, and thus translate into high cleave damage for the hydra, coupling into a powerful active that can create a lot of lane pressure and pretty good sustained damage as well as the utility of kill securing.
 * If you are ahead, this item is very good for carrying, particularly if you already have another tank on the team.
 * As a jungler, the is very good for clearing, as his clear is generally slow.
 * However, keep in mind that the gives no bonus resistances, so if you are trying to maximize tankiness (like an  support build) then it is better to skip this item.
 * It is better in lane with.
 * is a great offensive item for him no matter what position he is in.
 * He has pretty good AP scaling on each of his abilities, but the best thing about is that it deals percent current health damage, so there is really no need to even have scaling at that point.
 * His abilities tend to affect everything around him, which will proc on everyone around him.
 * Keep in mind that using also slows them, so the burn damage is doubled to targets who are hit by.
 * This comes without sacrificing too much tankiness as still gives him a decent amount of health, though this does come at the price of less resistances.
 * A, , or go well with , as it makes your autoattacks/effects actually deal some damage without sacrificing too much tankiness.
 * can be really good in lane if he gets ahead early.
 * It gives a heavy amount of AP that actually makes him deal good damage, adding on AP, mana, and health as time goes by to keep him ahead.
 * The passive also helps keep him alive in lane.
 * However, as the two previously mentioned items, does not give resistances so for a full-tank build it can be undesirable. This is best done when your team has a full tank already.
 * That being said, is better than  simply because  can burn all enemy champions for percent current health with his, which does more than the 20 AP difference between the two items accounts for.
 * is great for countering enemy carries, by slowing their attack speed.
 * It makes him really tanky in lane and able to spam his abilities constantly thanks to the bonus mana. As a support this item is great if the enemy ADC is fed.
 * This makes you comparatively weaker to magic damage, though.
 * is a great situational item if the enemy has a lot of healing from autoattacks and/or AD in general, though the stats aren't as great when weighed against.
 * has a near-negligible amount of health bonus, and it is weak against magic damage as well.
 * is a great choice when facing an enemy with spammy abilities such as or, as it greatly reduces the amount of damage they can do to you.
 * If your team needs more peel, then a is a great niche item that can combine really well with  to keep the enemy oppressed.
 * As a support, is a nice situational item to help out your carry, but it does have inferior stats to other tank items and leaves you squishier if your carry dies.

Countering

 * Nautilus barely does any damage. Plain and simple. Most bruisers and marksmen can beat him in a 1v1 if they catch him out. This is true for late game and early game alike, though late game Nautilus will be a lot tankier and might bait you into a trap.
 * When he's beneath his tower, diving him is generally not a good idea unless you are prepared to take several turret hits, as he can lock you under tower for a while with his abilities.
 * Keep in mind that he can hook you out of range of your own tower, and keep you where he wants. Make sure you ward against his jungler, as a lane Nautilus is likely to try this against a squishier laner.
 * Nautilus is a CC tank: his defense is mostly in his CC (as opposed to, for example, who has a powerful flat damage reduction on his ). Have your tanks intercept his CC and keep him from peeling your squishies. In turn, dial up the heat on him and he won't last as long as many other tanks due to his only real "tanky" ability being his shield, which is not all that powerful.
 * Escaping is also not something he's good at. His escape looks cool but has little range and is almost as slow as walking there, especially with the second delay for which he stands there throwing the anchor. Keep in mind, however, that he can do this while slowed, and can ult you to escape with his . After doing this, he will have no mobility left and be vulnerable.
 * Nautilus is a mana hog early: run him out of mana and force him to back quickly.
 * His hook can be countered by keeping minions between him and you, and his other abilities can be evaded by staying away from him. He is not fast, and he is not good at chasing early.
 * Once you engage on a Nautilus, it is very difficult to escape afterwards.
 * Effects such as that block auto-attacks ( also) prevent Nautilus from applying his  and thus his root.
 * Be careful if you are a squishy burst mage: your burst will not be able to burn him down all the way usually, and after you engage him, he will lock you down and either kill you with his sustained damage or wait for his team to finish you off.