Nautilus: The Titan of the Depths

Nautilus is a champion in League of Legends played in the Support position, classified as a Vanguard (legacy: Tank/Support). He uses Mana (400 – 1324.26 at max level) and is Melee with 175 attack range. Released on February 14, 2012, Nautilus is in patch V25.16. With an S tier ranking, 10.7% pick rate, and a 12.2% ban rate, Nautilus has been the most popular engage support for years. Here’s the honest truth about Nautilus: he has FOUR separate crowd control abilities. Passive roots. Q hooks and stuns. E slows. R knocks up and stuns. No other champion in the game has this much CC packed into a single kit. A full Nautilus combo locks a target in CC for roughly 4–5 seconds straight. That’s the equivalent of permanently removing someone from a fight. This is why Nautilus has been a top-tier support since 2012 – CC never goes out of meta.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6462612.5
Mana (MP)4001324.26
Attack Damage (AD)61125.89
Armor (AR)39136.34
Magic Resist (MR)3272.31
Movement Speed (MS)325325 (fixed)
Attack Range175 (Melee)175 (fixed)

💡 Key Identity: 646 base HP and 39 base armor make Nautilus one of the tankiest supports at level 1. 325 MS is slow – below average for melee – which is intentional because Nautilus’s Q provides his gap close. 175 attack range is standard melee, giving passive root a reasonable reach. The 0.706 base AS is actually fast for a tank, helping him weave autos between abilities for passive root procs. 61 base AD is high for a support, meaning his auto + passive root trades deal surprisingly strong damage in early lane.

⚓ Passive: Staggering Blow

INNATE: Nautilus’s basic attacks deal 14–128 (based on level) bonus physical damage and root the target for 0.75 / 1 / 1.25 / 1.5 seconds (increases at levels 1, 6, 11, 16). Cannot occur on the same target more than once every 6 seconds.

ParameterValue
Bonus Damage14–128 (based on level)
Root Duration0.75 / 1 / 1.25 / 1.5 seconds (levels 1/6/11/16)
Per-Target Cooldown6 seconds

⚠️ Auto-Attack Root is Broken: An auto-attack that roots for 0.75–1.5 seconds is one of the most overpowered passives in the game for a support. After Q lands (stun), Nautilus auto-attacks (root), then E (slow). The target has been CC’d for 2–3 seconds from one basic combo that doesn’t even use R. In teamfights, Nautilus can root every single enemy champion once every 6 seconds with basic attacks. Walk up, auto one target (root), switch targets, auto another (root), repeat. No other support provides this level of distributed CC with zero ability costs. The 6-second per-target cooldown means in extended fights, you can root the same person twice.

⚓ Q: Dredge Line

Cost: 60 Mana | Cooldown: 14 / 13 / 12 / 11 / 10 seconds | Cast Time: 0.25 | Range: 1122 | Width: 180 | Speed: 2000

ACTIVE: Nautilus hurls his anchor, stopping on the first enemy or terrain hit. If it hits an enemy: deals magic damage, stuns for 1 second, reveals them for 1.15 seconds, and pulls BOTH Nautilus and the target toward each other. If it hits terrain: Nautilus dashes to the location, refunding 50% CD and mana.

ParameterValue
Magic Damage85 / 130 / 175 / 220 / 265 (+ 90% AP)
Stun Duration1 second (on enemy hit)
Range1122 units
Terrain HitDash to location, 50% CD + mana refund

💡 Pro Tip: Dredge Line is unique among hooks because it pulls BOTH parties. Blitzcrank’s hook pulls the enemy to Blitz. Thresh’s hook pulls Thresh to the enemy (on recast). Nautilus’s Q meets in the middle – both Nautilus and the target are dragged toward the midpoint. This has a critical implication: Q is also a gap-closer for Nautilus. After Q connects, Nautilus is IN MELEE RANGE for passive root + E + W. The terrain interaction is equally valuable: Q a wall to escape, reposition, or engage from unexpected angles. The 50% CD/mana refund on terrain hit makes this a low-cost mobility tool. In lane, Q through jungle walls for surprise engages. The 1122 range and 180 width make it one of the wider hooks in the game – harder to dodge than Blitz or Thresh hooks.

⚓ W: Titan’s Wrath

Cost: 60 Mana | Cooldown: 12 seconds | Cast Time: NONE | Effect Radius: 250

ACTIVE: Nautilus shields himself for 6 seconds. While the shield holds, his basic attacks deal AoE magic damage (Pain of Wrath) to the target and nearby enemies over time. W resets Nautilus’s basic attack timer.

ParameterValue
Shield Strength50 / 60 / 70 / 80 / 90 (+ 8/9/10/11/12% max HP)
Magic Damage (DoT)30 / 40 / 50 / 60 / 70 (+ 40% AP) over 2 seconds
Shield Duration6 seconds
Auto ResetYes – resets basic attack timer

💡 Pro Tip: W is an auto-attack reset. The correct combo is: auto (passive root) → W (instant auto reset with AoE damage) → auto again. This outputs 3 rapid attacks, the first rooting and the other two applying Pain of Wrath AoE. W also provides tankiness – at 3000 HP with max rank W, the shield absorbs 90 + 360 = 450 damage. That’s substantial when diving into the enemy team after Q. Always W immediately after Q lands for the shield + auto reset + AoE damage combo.

⚓ E: Riptide

Cost: 50 / 60 / 70 / 80 / 90 Mana | Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds | Cast Time: 0.25 | Effect Radius: 350–590

ACTIVE: Nautilus sends 3 waves of explosions radiating outward over 0.561 seconds. Each wave deals magic damage (reduced by 50% for targets hit by subsequent waves) and slows enemies for 1.5 seconds (decaying).

ParameterValue
Magic Damage Per Wave55 / 90 / 125 / 160 / 195 (+ 50% AP)
Slow30 / 35 / 40 / 45 / 50% (decaying over 1.5s)
Subsequent Wave Damage50% reduced

💡 Pro Tip: E is the slow in Nautilus’s CC chain. After Q stun + passive root expire, E slow keeps the target from escaping while your ADC follows up. The 3-wave radiating pattern means enemies near Nautilus (melee range) get hit by all 3 waves, while distant enemies only get hit by 1–2. Standing directly on top of someone = maximum E damage. The short cooldown (5 seconds at max rank) means in extended fights, E is available multiple times. E also serves as Nautilus’s primary waveclear for pushing/clearing minions.

⚓ R: Depth Charge (Ultimate)

Cost: 100 Mana | Cooldown: 120 / 100 / 80 seconds | Cast Time: 0.46 | Target Range: 825 | Speed: 275 + 466.67 per second (accelerating)

ACTIVE: Nautilus sends a Depth Charge that chases a target enemy champion. Enemies in its path are dealt magic damage and knocked up for 1 second. Upon reaching the primary target, it erupts dealing increased damage, stunning them, and knocking them up.

ParameterValue
Trail Damage125 / 175 / 225 (+ 40% AP) to enemies in path
Primary Target Damage150 / 275 / 400 (+ 80% AP)
Trail Knockup1 second (everyone in the path)
Primary Target Stun + Knockup1 / 1.5 / 2 seconds

⚠️ Point-and-Click AoE Knockup: Depth Charge is the most oppressive non-dodgeable engage ultimate in the game. You click on a target, and the depth charge WILL reach them. No outplay, no dodging, no sidestepping. The only counterplays are Zhonya’s, becoming untargetable, or killing Nautilus before he casts it. But the truly broken part: everyone between Nautilus and the primary target gets knocked up for 1 second too. In teamfights, R through the front line to reach the backline carry = frontliners get knocked up, then the carry gets knocked up AND stunned. One button disrupts the entire enemy team. At max rank, the primary target is stunned + knocked up for 2 seconds. Combined with Q (1s stun) and passive (1.5s root), that’s 4.5 seconds of single-target CC without counting E’s slow.

⚓ The CC Math: 4.5 Seconds of Lockdown From One Champion

This is the section every Nautilus player needs to understand. Nautilus has more crowd control on a single target than any other champion in the game. Let me break down the exact CC chain.

  • The Full Combo CC Timeline: R (2s stun + knockup at max rank) → Q (1s stun as they land) → auto-attack (1.5s root from passive) → E (slow for 1.5s). Total hard CC = 4.5 seconds. Total soft CC (slow) = additional 1.5 seconds. The target is completely unable to act for 4.5 seconds, then slowed for another 1.5 seconds. That’s 6 seconds of being affected by CC from ONE champion.
  • Why This Matters: 6 seconds is an eternity in League. An ADC with 2000 HP and 400 DPS deals 2400 damage in 6 seconds. That’s enough to kill any squishy target twice over. Nautilus doesn’t need to deal damage – he locks the target in place and his team does the rest.
  • The Comparison: Leona has ~3.25 seconds of hard CC (E immobilize + Q stun + R stun). Thresh has ~2.5 seconds (Q + E knockback). Blitzcrank has ~1.5 seconds (Q pull + E knockup + R silence). Nautilus has 4.5 seconds. That’s 38% more hard CC than the next closest engage support.
  • The Trade-Off: Nautilus’s damage is LOW. He’s not Leona (who has passive bonus damage for her team). He’s not Blitzcrank (who deals burst damage with Q + E + R). Nautilus’s value is PURE CC. If your team can’t capitalize on 4.5 seconds of lockdown, Nautilus’s contribution is wasted. He’s best with high-DPS ADCs (Jinx, Kai’Sa, Vayne) who turn that CC window into kills.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-6)

  • Level 1 Auto-Attack Trade: Nautilus’s passive root + 61 base AD + 14 bonus damage at level 1 = chunky trade. Walk up to the enemy ADC, auto (root for 0.75s), your ADC follows up with 1–2 autos during the root. This trade wins against most bot lane combos and costs zero mana.
  • Q From Brush: Stand in the lane brush. When the enemy ADC walks up to last-hit, Q from the brush. 1122 range + 180 width from fog of war = very hard to dodge. Q → auto (passive root) → W (auto reset) → E = the all-in combo that kills or forces summoner spells at level 2–3.
  • Level 6 Kill Combo: R the enemy ADC (knockup + stun) → while they’re CC’d, walk up → Q (stun) → auto (root) → W (auto reset) → E (slow). The target is CC’d for 4+ seconds. At level 6, this either kills outright or burns Flash + Heal.
  • Q Terrain for Positioning: Q a wall to reposition quickly (50% CD and mana refund). Use this to roam mid faster, escape ganks, or approach from unexpected angles.

Mid Game (Levels 7-13)

  • Roam and Engage: After pushing the wave, roam mid. Nautilus’s Q from fog of war into R is one of the most reliable gank combos in the game. Q mid laner → auto (root) → R (if they survive). Very few champions survive Nautilus + mid laner damage during 4 seconds of CC.
  • R Through Front Line: In teamfights, R the enemy ADC/APC through the frontline. The depth charge knocks up everyone between you and the target. One R can knock up 2–3 enemies, then stun the primary. This single ability disrupts the entire team.
  • Vision Control: Nautilus is tanky enough to face-check bushes safely. Use this to ward aggressively around objectives. If you get caught, Q a wall to escape or turn and CC the aggressor.

Late Game (Level 14+)

  • Peel or Engage – Read the Situation: If your ADC is fed, PEEL for them. Save Q/R to CC divers who jump your carry. 4.5 seconds of CC on the enemy assassin = dead assassin. If enemy carry is exposed, ENGAGE. R through their team, Q the carry, lock them down.
  • Flash Q for Game-Winning Picks: Flash → Q extends the range by 400+ units. Flash Q from fog of war on the enemy ADC wins teamfights before they start. This is Nautilus’s signature play.
  • Aftershock Timing: Aftershock procs on immobilizing enemies (Q, passive root, R). The armor/MR boost lets Nautilus survive diving into 5 enemies after a Flash Q engage.

❌ Common Mistakes and How to Avoid Them

  • Missing Q in Lane: Dredge Line has a 14-second cooldown at rank 1. Missing Q = 14 seconds where you have no engage and the enemy knows it. Only throw Q when you have a high chance of hitting. From brush, from fog of war, or onto a target CC’d by your ADC.
  • Using R on Tanks: R is a 120-second cooldown. Using R on the enemy tank does nothing – they survive the CC easily. R the enemy carry (ADC, APC, assassin). The point-and-click lockdown removes their DPS from the fight.
  • Forgetting Passive Root Between Abilities: After Q stun ends, auto-attack for the passive root BEFORE using E. Many Nautilus players Q → E immediately, wasting the free root duration. The correct order: Q (stun) → auto (root) → W (auto reset) → E (slow). Maximum CC output.
  • Engaging Without Team: Nautilus alone deals almost no damage. Engaging 1v2 or 1v3 means dying for nothing. Nautilus’s CC is only valuable when his team is nearby to capitalize. Check your ADC’s position before Q-ing in.
  • Not Using Q on Terrain: Q on terrain refunds 50% CD and mana. This makes Q a 7-second cooldown mobility tool. Use it for roaming, escaping, repositioning – not just for engaging.

⚙️ Recommended Build and Itemization

Core Items (52%+ WR Build)

  • Celestial Opposition: First item. Provides tankiness and an aura that reduces incoming damage for nearby allies. Synergizes with Nautilus’s frontline engage playstyle – you’re always near allies during teamfights.
  • Plated Steelcaps: Armor + auto-attack damage reduction. Nautilus faces enemy ADC autos constantly in bot lane. Steelcaps reduces their DPS significantly.
  • Bandlepipes: Magic resist + utility for protecting the team. Provides MR against magic damage threats while supporting Nautilus’s role as frontline peeler.
  • Locket of the Iron Solari: Active shield for entire team. After engaging with Q/R, activate Locket to shield allies following up. The AoE shield protects your team during the chaos of a teamfight engage.

Situational Items

  • Knight’s Vow: Bond with your ADC. Nautilus takes a portion of their damage. Since Nautilus builds full tank, he can absorb this extra damage effectively.
  • Thornmail: Against healing-heavy compositions. Nautilus’s CC-heavy kit means targets are constantly immobilized, applying the enhanced Grievous Wounds from Thornmail.
  • Frozen Heart: Against auto-attack heavy teams. The aura reduces nearby enemy attack speed, stacking with Nautilus’s presence in the middle of teamfights.
  • Protoplasm Harness: Alternative first item with 53.8% WR. Niche but effective when maximizing early lane presence.

Runes

Primary Tree (Resolve): Aftershock (keystone), Shield Bash, Bone Plating, Unflinching

Secondary Tree (Inspiration): Biscuit Delivery, Cosmic Insight

Rune Shards: Health, Flat HP, Health Scaling

Summoner Spells: Flash + Ignite

Skill Max Order: Q → E → W

💡 Pro Tip: Aftershock is THE keystone for Nautilus. When Nautilus immobilizes an enemy (Q stun, passive root, R knockup – basically everything he does), Aftershock grants bonus armor and MR for 2.5 seconds, then detonates for AoE magic damage. This means: Q an enemy → Aftershock activates → Nautilus gets ~70 bonus resistances while in melee range → detonation deals extra damage. Without Aftershock, Nautilus is too squishy to survive diving in. With Aftershock, he’s effectively a full tank for 2.5 seconds after every engage.

⚔️ Counter Picks & Matchups

✅ Nautilus Counters (Favorable)

1. Leona

Why: Nautilus out-CCs Leona in direct trades. Nautilus has more total CC duration (4.5s vs 3.25s). In a 2v2 all-in, Nautilus’s passive root catches Leona after her engage, locking her down for the ADC. Nautilus’s Q outranges Leona’s E for engage priority. 56.4% WR in this matchup.

2. Janna

Why: Janna’s tornado interrupts Nautilus’s Q dash in theory, but the timing is tight and unreliable. Nautilus’s R is point-and-click – Janna cannot tornado it away. Once R lands on Janna’s ADC, Janna’s disengage tools are insufficient against 4.5 seconds of CC.

3. Nami

Why: Nami is squishy (560 HP). One Q landing = Nami dies or burns Flash. Nami’s bubble (Q) is slow and predictable; Nautilus’s Q is faster and wider. In all-in trades, Nautilus’s CC chain overkills Nami before she can W-heal enough to survive.

❌ Nautilus is Countered By

1. Morgana

Why: Black Shield blocks Nautilus’s Q stun, passive root, E slow, and R knockup. If Morgana E’s her ADC, Nautilus’s entire kit is negated. Morgana’s Q (3-second root) also outranges Nautilus’s Q, punishing missed hooks. Morgana has been Nautilus’s hardest counter since both champions existed.

2. Swain

Why: Swain punishes Nautilus’s Q by pulling himself INTO Swain’s kit. Swain’s passive pulls targets who are CC’d, and Nautilus’s CC sets this up perfectly. Swain’s sustain (R healing) outheals Nautilus’s damage in extended trades.

3. Sona

Why: Sona’s sustained poke (Q + Power Chord) chips Nautilus down before he can engage. Sona’s W healing sustains her ADC through Nautilus’s all-in damage. Her R (Crescendo) disengage can interrupt follow-up after Nautilus Q. Over long lane phases, Sona’s scaling outpaces Nautilus’s.

FAQ

Q: Does Nautilus Q pull both players?

A: Yes. Both Nautilus and the target are pulled toward the midpoint between them. This is unique among hooks – Blitzcrank only pulls the enemy, Thresh can choose to follow.

Q: Can R be blocked by other champions?

A: No. The depth charge travels THROUGH enemies to reach the primary target. However, enemies in the path take damage and are knocked up for 1 second. You can’t bodyblock Nautilus R.

Q: Does passive root apply on Q-empowered auto?

A: Q stuns on impact (during the pull). After the pull completes, Nautilus’s auto-attack applies passive root as a SEPARATE CC instance. They don’t overlap – they chain.

Q: Is Nautilus good for beginners?

A: Absolutely. Nautilus’s kit is straightforward: Q to engage, auto for root, W for shield, E for slow, R for guaranteed CC. The only “skill” required is hitting Q, and even that’s generous with 180 width. R is point-and-click.

Q: Why does Nautilus have 12.2% ban rate?A: Because 4.5 seconds of hard CC from a single champion with a point-and-click ultimate is oppressive. Players hate being unable to move for nearly 5 seconds. Nautilus R specifically has zero counterplay besides Zhonya’s or spell shields.

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