Nautilus/Strategy

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.
 * resets your autoattack timer, so timing it right after a basic attack can allow for a quick second hit.
 * 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.
 * 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 is pretty slow in animation.
 * The range on is a bit further 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 perfrom 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 explosios hit. Finally hit them for  and use  for the autoattack rest, bonus damage and absorving counter-attack
 * 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.
 * 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 minion camps.

Build usage

 * Building resistances will generally give your shield more effective health than building health, despite the health ratio on it.
 * helps both in tanking and increasing your damage especially since Nautilus is such a good initiator and often in the middle of the enemy team's zone in fights.
 * Nautilus has really high ability power ratios for a tank, making one or two tanky mage items desirable on him. offers a good deal of health and ability power. It's build path item  solves Nautilus mana problems when he does not have the Crest of the Ancient Golem
 * While 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.
 * or can be an effective alternatives as the slows can help you get more  hits.
 * offer a lot of different stats all of which Nautilus really likes. The slow field that creates adds even more distruption and crowd control to Nautilus alredy overloaded kit, making it very desiable.
 * Suffering from long cooldown Nautilus is in heavy needs of CDR
 * Allowing him to get really tanky while solving his cooldownish problems and  are simply perfect, not to mention that their build paths are really easy and alredy gve useful stats
 * gives a lot of health a world of armor and gifts Nautilus with an xtra CC abbility 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 large cooldowns will allow you to do great amounts of damage to the enemy team.
 * Allowing him to get really tanky while solving his cooldownish problems and  are simply perfect, not to mention that their build paths are really easy and alredy gve useful stats
 * and its upgrades greatly benefit a more damage-oriented style of gameplay.

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 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 loosing a significant amount of damage.
 * Nautilus has early mana problems, force him to overuse his abilities.
 * Stand still when he uses his to prevent the extra magic damage the spell deals when it moves.
 * 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.

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Nautilus/Strategy