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Nautilus, the Titan of the Depths
For some reason this guy just got no love from the community, I never even saw him the week after he was released. I think he's awesome. He has more CC than pretty much anyone, and his ganks are monstrous. He also has great pushing and clearing power in the lategame. Basically a better version of Sejuani.
Abilities:
![[image loading]](http://images3.wikia.nocookie.net/__cb20120214104130/leagueoflegends/images/c/c2/StaggeringBlow.jpg) Passive - Staggering Blow: Nautilus' basic attacks deal an additional 2 + (6 × level) physical damage and immobilize his target for 0.5 / 0.75 / 1 seconds. This effect cannot trigger on the same target more than once every 12 seconds.
This is a boss passive, basically a free snare on anything you want, obviously try to use it on as many people as you can, but dont go out of your way in a teamfight just to tag everyone. Just use it when you need to slow someone down.
![[image loading]](http://images2.wikia.nocookie.net/__cb20120214104205/leagueoflegends/images/5/5f/DredgeLine.jpg) Q - Dredge Line: Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing magic damage and stunning them briefly. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50%.
Halfway in between an Amumu toss and a Blitz pull, you meet in the middle if used on enemy units. This is a very low damage spell unless you build alot of AP (which you probably wont). So save it for its utility in combat. In the jungle or just moving around you should be using this ALOT just to pull yourself around the map faster. The cost is small and once you get philo you can spam it most of the time. When using this to gank, many times you DONT want to hit the enemy champion with your first line. If you can use the line to get yourself into melee range by pulling to terrain, you will get the 50% reduced cooldown which allows you another line to pull them back from under the tower etc. This spell looks super duper wide when you cast it, but actually its quite narrow. Dont try to catch people with the edges of the anchor, it wont work, you have to hit them pretty dead on. One point wonder, the cost goes up when you level it, so just dont.
![[image loading]](http://images1.wikia.nocookie.net/__cb20120214104233/leagueoflegends/images/7/76/Titan%27sWrath.jpg) W - Titan's Wrath: Nautilus surrounds himself with dark energies, shielding him from 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, dealing damage over 2 seconds.
A shield that scales off of bonus health, genius. This shield gives you FAT aoe deeps, clear jungle camps in no time at all. Remember that this attack is damage over time, so you should be switching targets when you see the creep will die and doesnt need another attack. In a fight if you know you need more DPS and not survivability, it can be wise to not pop this shield until the first round of burst damage has happened, as you lose the damage if they burst through your shield.
![[image loading]](http://images1.wikia.nocookie.net/__cb20120214104259/leagueoflegends/images/7/7c/Riptide.jpg) E - Riptide:Nautilus slams the ground, causing the earth to explode around him in 3 waves. Each explosion deals magic damage to units in the area and slows them 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.
Absurd AOE Slow. Not bad damage either for clearing jungle. Simple stuff. Not usually useful in chasing people down, as the cast time and waves + range make it too slow to catch them. Save it for after you pull to them.
![[image loading]](http://images4.wikia.nocookie.net/__cb20120214104323/leagueoflegends/images/5/57/DepthCharge.jpg) R - Depth Charge: Nautilus fires a shockwave that chases an enemy champion. This deals magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target dealing magic damage, launching them into the air and stunning them.
Not my favorite ultimate, but pretty good. This thing is SLOW, so make sure you dont use it from too far away or they will already be under tower etc when it hits. Obviously try to make it go through as many people as you can in teamfights. For ganks I like to use it at point blank range unless they are really extended.
BASIC PLAY:
Nautilus is a jungle. You could play him in lane, but his pull and CC would be mostly wasted and you push obscenely hard if you ever use a skill, his kit is meant for the jungle. His W resets Auto, so use it to get a free hit early game.
Basic Skill Combo for Creeps: Attack - Shield(W) - Attack - AOE(E) -attackattackattack. Basic Skill Combo For Ganks: Shield (W) - Pull(Q) - Attack - optional ult- AOE(E) - atackkattackattack
Nautilus starts Wolves - Blue - Wraiths - Golems - Red - etc. He needs mana from Blue for his first clear. Start ganking whenever you can once you have Dredge Line. You can do without blue after the first clear, but it will slow you down a bit. You open with E instead of shield because level one shield will be broken almost instantly and wont help your DPS as much as E.
In teamfights you are the most disruptive thing ever invented. Protect your squishies. Use your passive to tag anyone going for them, then slow the crap out of everyone with your E. Ult through as many people as you can. Use your Q again to pull asshole Warwicks off of your ad carry. Slow everyone some more then use dredge line to catch stragglers and feed them to your sivir. Stand on top of Teemo so they cant click on him because you are too big. You are better at protecting your squishies than you are at killing theirs, so play accordingly.
![[image loading]](http://i.imgur.com/OMWL1.png)
ITEMIZATION:
I build Nautilus very tanky. His skillset requires him to be in the thick of things, so you need high durability. Even with no AP you do decent damage, and your massive CC makes you impossible to ignore.
STARTS: + Show Spoiler +![[image loading]](http://images1.wikia.nocookie.net/__cb20091016143921/leagueoflegends/images/4/46/Cloth_Armor.gif) 5 Nautilus's first clear isnt the strongest in the game, cloth 5 will get you through the jungle safely. I don't really like this start though, as you waste money on 5 potions and end up with a cloth armor that you cant build into anything until maybe Aegis. This is the start I prefer, the fast regrowth allows you to get that philo stone much faster, and you dont waste money on cloth and pots. You will NEED a good leash on blue and a very good leash if you do wolves before or you will not be able to do red. Make sure your teammates know this. FIRST BACKS:
+ Show Spoiler +![[image loading]](http://images1.wikia.nocookie.net/__cb20091014183616/leagueoflegends/images/c/cf/Philosopher%27s_Stone.gif) This is by far your #1 priority item to get, it will sustain your health and mana for unlimited jungling and its GP10. Core item. ![[image loading]](http://images3.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/e/ec/Boots_of_Speed.gif) boots man, they make you fast ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182716/leagueoflegends/images/c/c7/Heart_of_Gold.gif) This is a very efficient item, gives you health that your shield scales off of, and GP10 which is better the earlier you get it. Will be used in Randuins later if the game goes that far.
REAL ITEMS
+ Show Spoiler +As basically a tank, you will have to craft your itemization towards whatever damage threats you face. More magic damage, build MR, more AD, build armor. ![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184304/leagueoflegends/images/9/9b/Warmog%27s_Armor.gif) With your shield scaling off of bonus health, this is a good item. I buy it basically every time. If you are getting Warmogs, its best to get it fast, so you can get stacks. After (or before) Warmogs, there are a plethora of pretty much equally good tank items. Feel free to build whatever you feel is necessary to counter the opponent. ![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif) ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif) ![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin%27s_Omen.gif) ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170803/leagueoflegends/images/f/f2/Banshee%27s_Veil.gif) If you find yourself super tanky and feel like you dont need any more survivbility, there are some good damage items. ![[image loading]](http://images1.wikia.nocookie.net/__cb20091014170421/leagueoflegends/images/b/b8/Atma%27s_Impaler.gif) Hells yeah, with all your health this thing will make you a god. ![[image loading]](http://images4.wikia.nocookie.net/__cb20091014170161/leagueoflegends/images/7/7f/Abyssal_Scepter.gif) Gives you nice MR, plus AP which will translate into more damage output. Nautilus ratios arent bad at all. The aura is just perfect as well, as you will be in the middle of the fight. ![[image loading]](http://images4.wikia.nocookie.net/__cb20110105233940/leagueoflegends/images/3/3f/Rabadon%27s_Deathcap.gif) Yeah right, you will never get fed enough to be able to afford this.
DO NOT BUY + Show Spoiler +![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle%27s_Lantern.gif) Completely unneccesary on Nautilus, you will clear super fast once you get a few levels of W and you dont need any help with sustain either
RUNES & MASTERIES
![[image loading]](http://i.imgur.com/sBKah.png)
Basic Defensive Jungle. I take as much damage reduction as I can as well as bladed armor to speed up the first few runs in the jungle. Mana from the utility tree allows you to spam more Dredge Line and E to speed up farm.
RUNES + Show Spoiler +Reds: I wouldnt go attack speed, because much of nautilus's clearing power comes from his DOT which only refreshes. Run at least enough ArPen to get 12 needed for jungle creeps.
Yellows: Armor
Blues: MR
Quints: Pretty much anything could work, AD will help clears speed, Movespeed is always good, AP also increases DPS, or even flat HP.
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Hm... I'd get the MS from utility and the CDR from defense, with regard to masteries. You need some CDR if you want to clear fast because after your first blue you won't have enough CDR to be able to pop W on each camp, which makes you slower. Plus, the more CDR, the more Q/E you throw around. With his 300 base MS, I also like my MS quints (I use a generic page ArPen/armor/scaling MR/MS, maybe I'd get MPen reds if I had enough pages), along with initiator and the utility MS mastery, you have something like 330 at level 1, which is pretty respectable.
The problem with him I found is that once people get away from you you realistically only have Q to get them. E too slow (effective range from runaways very short) and no way you'll AA them for your passive. So you really need to minimize the occurrences where you would need to get back to them.
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Just tried him in the free week, seems very easy to jungle with. I did get lantern though, as I feel it make my jungle and counter jungling much faster. The armour it gives is also nice. I will sell it once I have 6 slots filled to change it to some offensive items. He is very tanky naturally, with a Radiun he will have enough CC to last for the rest of 2012. Just a great champion for jungle when skarner/lee sin are banned.
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Porting from my post in the GD thread.
Naut W DPS really wonky and the tooltip actually misrepresents it. It says that it's 150 magic damage over 2 seconds which implies that your AS doesn't matter at all. But that's not true.
How W really works is that it's a 2 tick DoT except that the tick 1 procs on your attack and the tick 2 procs 1 second later. If you attack again before the second tick hits it is canceled and the DoT starts over again at tick 1. So at AS > 1 you will always get tick 1 but never tick 2. At these speeds Naut W functions like Cho's vorpal spikes. Your AS does matter.
But what if your AS is under 1? Because you're not interrupting tick 2 each of your autos will *always* proc 2 ticks. Which means that if your AS is under 1 you've got yourself a free 150 magic damage steroid. If you could just bump yourself to 0.999 AS you could be doing 300 magic damage over 2 seconds instead of the measly 150 the tooltip implies (or the 200 you'd do with no items at all).
So AS reds actually wouldn't be that bad of an idea. Yango did the math and said that if you want to make a recurve item you can't have more than 6% from runes/masteries or you'll eventually go over 1.0. A recurve item like WE would give you more early game power but W's long CD and team fights late game might make it too difficult to keep shield up for it to be worth it.
Alternatively you can just take armor reds since they make W last longer in jungle.
Also Chu has done some AP Nautilus mid fairly successfully, he actually deals some good damage. I need to try it sometime.
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On February 29 2012 10:39 Alaric wrote: Hm... I'd get the MS from utility and the CDR from defense, with regard to masteries. You need some CDR if you want to clear fast because after your first blue you won't have enough CDR to be able to pop W on each camp, which makes you slower. Plus, the more CDR, the more Q/E you throw around. With his 300 base MS, I also like my MS quints (I use a generic page ArPen/armor/scaling MR/MS, maybe I'd get MPen reds if I had enough pages), along with initiator and the utility MS mastery, you have something like 330 at level 1, which is pretty respectable.
The problem with him I found is that once people get away from you you realistically only have Q to get them. E too slow (effective range from runaways very short) and no way you'll AA them for your passive. So you really need to minimize the occurrences where you would need to get back to them.
The CDR from Defense is so tiny until later levels it will have basically no effect, by the time it even hits 7% you will have a frozen heart which hits cap with blue. 3% CDR is not going to make any difference to your level 1-12 farming.
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on these kinds of champs I generally like to sub Armor reds for anything dmg related, and subsequently either stack armor in yellows, or take HP@18 cuz with the 5 points in the def tree it's like 300 bonus health from runes/masteries alone.
and movespeed quints are preferred as well because like on udyr that little bit of movespeed will make big differences when trying to proc that melee stun
good general guide though
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I'm not a fan of Warmogs on him. I feel like I get enough health from Shurelya/HoG/Aegis for the shield and resists to keep it up. If I want health, I'll get FMallet for huehueMoreCC. Maybe I'd consider Warmogs later, but stacking resists on him to too amazing, imo.
My usual build is Regrowth -> Philo/Mercs/HoG -> Aegis -> FH/Shurelya/Randuin/FoN -> Sell Aegis for whatever (GA or FMallet usually). I've got a stupid good winrate with him, just tank everything and make your carry invincible.
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additionally, I do like nautilus in lane. the argument that he pushes is irrelevant, as any decent player can make up for that kind of thing with proper wards. the reach on his Q is just insane so he's actually incredibly mobile, add to that the fact that he has perma-bear stance and he's essentially ungankable in mid and will just farm up a storm. I really like generic tanky AP builds on him for mid (singed cho mao) and maxing his E because it does SICK deeps if you have the AP (dunno the ratio though)
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On February 29 2012 12:24 mOnion wrote: additionally, I do like nautilus in lane. the argument that he pushes is irrelevant, as any decent player can make up for that kind of thing with proper wards. the reach on his Q is just insane so he's actually incredibly mobile, add to that the fact that he has perma-bear stance and he's essentially ungankable in mid and will just farm up a storm. I really like generic tanky AP builds on him for mid (singed cho mao) and maxing his E because it does SICK deeps if you have the AP (dunno the ratio though)
I've played 4 games as lane (one mid), hes ...alright. He pushes like crazy and the E has a 1 AP ratio if all 3 waves hit which is a ton of teamfight DPS. As far as mobile melee AP though, I'd never actually play him mid or even top in ranked, and certainly never pick him over Fizz. His CD's are too long and he loses all offensive capability if you stand behind creeps. All someone has to do is wait until he uses a skill and then go trade with him, he just cant trade favorably.
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How do you deal with getting counterjungled? He seems a v.weak duelist w/slow clears; not the best combination versus a lot of popular junglers.
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He's slow starting, but fast as hell later on. Here's my take: if you get counter jungled early, roam and gank. Keep pressure on and get your HoG and Philo. Once you get any amount of tankiness, you can't really be counterjungled as you don't die and you can get a lane to kill anyone who shows up in your jungle. They won't escape thanks to your CC, so just get them killed.
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You should at least link to wiki so people can have precise numbers, and preferably copy everything to OP.
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The vast majority of my recent jungling has been on Nautilus, and I have some suggestions.
First, a full armor runepage is incredibly strong on him. It speeds up his jungling by extending the lifespan of his shield, and provides much more survivability. As a result you can start Boots + 3 potions and clear with almost full health even without a leash. Very often I don't even need more than one potion on my first clear, and can tank tons of damage during level 1 team fights without compromising my ability to jungle. You can even pull a Warwick and start Boots + Ward + Potion.
Here's a video of it in action. I start W since with full armor the damage is actually equal/greater than E, especially with a leash on blue. If I could go back and redo the video one thing I'd do differently would be to hit W 5-6 seconds before the wolves spawn since its duration is so long.
As a side note, W resets your auto-attack timer. While not a huge deal you can slightly increase your damage output by making use of this fact.
In terms of build, I don't like Warmog's. The health scaling on his shield is nice, but you and your team are better served by getting other items first. By the time Warmog's becomes a good option the game is almost over, and even then it's not necessarily the best choice.
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I atm think that apart from the AP build solo mid with Abyssal, a Wits End tank build is the best on him. Getting to as close as possible to 0.999% aspd and then getting as much bonus health as possible while also having enough resistances to let you survive = amazing damage and survivability.
I've only played with him a little, but I think that a build along the lines of Warmogs, Wits end, Sunfirecape, Randuins Omen, Banshee Veil or something would be close to optimal on him. Basically wits end + hp and resistances, depending on the opposing team.
The 192 magic dmg per hit that you deal with wits and you W up is insane, and to maximize that I think it might be worth it to get enough aspd runes to get 2% aspd(While getting 4% from the offensive masteries), with rest beinG magic penetration.
However CDR seems to also be great on him, so Frozen Heart might be worth consideration.
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I've played a couple of games with Naut in the Jangle. Love his ganks, especially post 6. I've been running Mobility boots on him, seems pretty legit - 480+ ms real terror - run straight into lane giving no shits. Might wish to replace them come late game with Tabi/Merc.
Imo, you need to stress to your team mates to pay the utmost attention early game - lest you get counterjangled hard.
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On March 01 2012 01:14 Haasts wrote: How do you deal with getting counterjungled? He seems a v.weak duelist w/slow clears; not the best combination versus a lot of popular junglers.
I never worry about being counter jungled past first clear, he gets super fast and his CC and tankyness plus Dredge Line makes it so I can usually just hold them in the jungle until a lane comes and kills them with me or I can easily get out with a Dredge Line escape.
On March 01 2012 04:14 Seuss wrote:
As a side note, W resets your auto-attack timer. While not a huge deal you can slightly increase your damage output by making use of this fact.
I heard it only resets the animation but doesn't actually give you another attack. I would totally try a full armor page with him but I just don't have the runes or pages for it right now.
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Check this shit out, there are certain spots where you can use Dredge line to jump across walls.
Basically you can cross very thin wall if you are standing very close to them, I'm guessing because dredge starts a bit away from the center of your model. The first spot in this picture is the easiest and most useful in my opinon. I've used it several times in games now and its awesome.
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Tried as/armor/scaling mr/armor to start boots, since I don't have the pages to dedicate one to Seuss' setup. Couldn't do red (I die, but that was because a nasty LS ambushed me :[). I may try this again tho. I just don't like how you don't take any MS masteries nor runes.
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I thought those wallcrossing spots were cool so I went and found four more (Teamliquid Exclusive Protip). The Green spot is where you click when moving into position to dredge. As long as you click the spot your character will always get into the right position, so its pretty easy and you dont have to guess.
![[image loading]](http://i.imgur.com/AuyFB.jpg) This one is really easy, as long as you are in the brush up against the wall this will work.
![[image loading]](http://i.imgur.com/bnOcD.jpg) This one is harder, you need to click just where the dot is in theis picture, right in between the two lily pads and the torch. If you click here though you can get it 100% of the time. EDIT: I take this back, this spot I cannot make work consistently,all the other ones are 100% tho.
![[image loading]](http://i.imgur.com/4Wrfu.jpg) This one is also a bit sensitive but its easy to do because you just click barely up and to the left of the handy purple light and you will get it 100%.
![[image loading]](http://i.imgur.com/Dqwhy.jpg) This one is also sensitive but not that hard, just click right where I show in the little indent between the two rocks and you'll get it.
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On March 01 2012 06:27 sob3k wrote:Show nested quote +On March 01 2012 01:14 Haasts wrote: How do you deal with getting counterjungled? He seems a v.weak duelist w/slow clears; not the best combination versus a lot of popular junglers. I never worry about being counter jungled past first clear, he gets super fast and his CC and tankyness plus Dredge Line makes it so I can usually just hold them in the jungle until a lane comes and kills them with me or I can easily get out with a Dredge Line escape. Show nested quote +On March 01 2012 04:14 Seuss wrote:
As a side note, W resets your auto-attack timer. While not a huge deal you can slightly increase your damage output by making use of this fact.
I heard it only resets the animation but doesn't actually give you another attack. I would totally try a full armor page with him but I just don't have the runes or pages for it right now.
You definitely get another auto attack. You can see it in action in the video I linked if you observe carefully (the effect is most obvious at ~1:20 or ~1:43).
Also, I can't wait to try those spots you found, and I'm probably going to spend the better part of forever trying to find others myself.
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