All Guides Nautilus Guides Juggernautilus: Drowning in CC [CALCULATED]
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Nautilus Statistics for Ex3cUtIoN11

Author's performance with Nautilus compared to the ranked average.

Value
Average
Games Played
4
Win %
43
Kills
2.6
Assists
10.6
Deaths
5.8
KA:D Ratio
2.3
Gold Earned
8.8K
Creep Score
81.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

3.png4.png // Exhaust will greatly reduce incoming damage from assassins or ADCs.  If an assassin is finding their way to your carries, exhaust them before they get their burst off.  If the opposing team doesn't have any assassins or your carries are not threatened during a fight, exhaust the enemy ADC to make them a lit up and easy target or other carries before they can get their burst off.



14.png4.png // Use this setup most of the time. Use this setup against heavy sustain lanes or if you know you can bag an early kill.  Ignite the enemy ADC at the beginning of the fight or whoever is going to be receiving the heals if the ADC is not present or just whichever enemy is the primary target.  This will greatly limit the amount of healing potential during the fight.  If you know your laning partner will play aggressive and you also have an aggressive playstyle, Ignite can be the finishing touch.  It is a fantastic way to secure kills that could be escaping, dealing extra damage, and even provide vision.  Ignite gives vision of the affected enemy for the duration.  This means champions like Twitch, or anyone walking into an unwarded brush doesn't get to disappear.



31.png30.png // Use these summoner spells next time the Poro King game mode is available.

New Runes Back to Top

To kick off Runes Reforged, go down the Resolve tree.


Aftershock is your best option for the keystone.  By immobilizing an enemy, you gain armor and magic resist, and then do AoE damage that scales off of your max HP.

Next we are taking Demolish to push bot faster or to chunk out mid if you get a good roam in.  Font of Life is a feasible option but taking Demolish and clearing towers out opens up map pressure and map pressure is better than a small heal.

Iron Skin is the best option since you will be against an AD champion.  Mirror Shell can be taken instead if the enemy team has a strong AP support and an AP based team.

Overgrowth makes you tankier and will help Aftershock continually scale and is generally good for a tank.  Revitalize is also good for your shields.  Play with either and whichever fits your style better is the one you should take, but I personally recommend Overgrowth.

Abilities Back to Top

E
Q
W
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
3
8
10
12
13
E
1
4
5
7
9
R
6
11
16

If you plan on going all out at level one or want to grab an enemy from the jungle to initiate an early trade or burn a flash, grab Q at the start.  Nautilus has a strong level 1 with a root and additional damage from his passive when hitting an enemy.  This can give you an edge in an early fight or invade.


Starting E will give you stronger early trades and applying the slow will give your ADC time to land a few more autos.  Maxing E will grant up to a 50% slow at max rank and will continually be your strongest trading option.  If you get an early level 2, use the hook and riptide to get a strong trade, burn an enemies summoner spells, or grab an early kill.

After acquiring W and going in for trades, be sure that you utilize the ability to its fullest.  After landing your first auto and rooting the enemy, immediately use W to reset your auto and begin doing you damage over time.  If you are able to initiate with your auto, use other CC to keep the enemy close until you are able to land another passive root.

Items Back to Top

Starting Items

    Standard tank support start. Always start this with Nautilus.

Core Items

    Get a Sightstone on your first back. If you have 1300g, you can get Targon's Brace and Sightstone. Remember to swap yellow trinket for red after you get Sightstone.
    Example Full Build. Your W scales with maximum health. All of these items give a lot of health and/or a lot of other standard tank stats.

Situational Items

    Armor Options
    Magic Resist Options
    Health Options
    Boot Options
    Consumable Options
    6.22 Options

Titan's Wrath (W), scales with maximum health.  For this reason, if you need stats, try to find that stat + health.  


Starting: 

You will be starting 2009_32.pngx2 + 3302_32.png + 3340.png.  With the new trinkets, you won't need to sacrifice biscuits for wards.

First Back:

If you can collect 1300g by your first back, you can grab both 2049_32.png and 3097_32.png.  Try to get an extra 75g for a 2055.png at this time.  If you have less gold than that, go ahead and grab Sightstone or grab a Ruby Crystal if you have less than 800g. After you have Sightstone, grab the Sweeper Lens.  Do not forget to upgrade it at level 9 to 3364.png.  The new version of the upgraded Sweeping Lens hovers over you after activation and doesn't have any fixed casting area. 

Second Back:

On your next back, you should get Targon's Brace if you haven't already. Go ahead and grab some more Biscuits, and some Control Wards.  You can just grab one if you still have one on the map, otherwise go ahead and get two.  This is also a great time to buy some 1001_32.png if you haven't yet.  Nautilus is slow and likes boots.  If you have the extra gold already, taking 3117.png will help you get to lane, roam, and setup hooks easier.  Other choices for boots are explained below.

What to Do Next:


Buy boots if you didn't yet.  You need that speed.  Upgrade your support item next.  This comes with the option of 3401.png and 2303.png.  This item could be the difference between life and death in lane or the slow could be what gets your ADC a single or double kill as your enemy tries to flee.  On the other hand, Eye of the Equinox provides an extra ward and an extra slot in your for your build to buy more armor or magic resist.  If you bought 3401.png, wait a little longer to upgrade your 2049.png.  Now is a good time to grab some armor.  Most of the time this will be 3143.png.  If you can't buy Randuin's all at once (you most likely can't), go ahead and build 3082_32.png before you get 1011_32.png.  By this time, the enemy ADC will have a good share of AD and all that health isn't going to do much without the armor to back it up.  You already have health from Targon's Brace and Sighstone.  In the current meta, ADCs build high attack speed and high critical hit chance; however, if the enemy team has a caster ADC like Ezreal, building 3110.png first may prove beneficial.  Do note that this item will not provide any health to increase your shield, but it does a good chunk of armor and cooldown reduction.  If are facing a Corki in the bot lane, you should rush into an 3190.png or 3102.png since the vast majority of his damage is magic.  If the enemy jungle is AP and he is what does the most damage to you, you can start working towards a 3102_32.png or 3190.png depending what you built first.  One key thing to note here is that if the enemy mid/top is heavy AD, building two MR items first could cause some excessive fallout if teamfights occur before you get more armor.  If another teammate is building Locket of the Iron Solari already, start working towards Banshee's.  Build 3105_32.png first if you are getting Locket, and get 3211_32.png first if you are getting Banshee's as these are the most statistically beneficial items in the build path.  Now proceed to building Randuin's.  If you started building into Randuin's first, finish it before starting another item.

Upgrading your Sightstone:

Between your 3rd and 4th item you should be upgrading your Sightstone.  If your wards are constantly getting swept or you find that you are always running out of wards, upgrade it sooner.  Wards support you so you can support your team.  It is also essential to have them handy to retract or push up your line of vision depending on the current situation.  Ruby Sightstone also provides you with a 20% cooldown reduction to active items.  This means you can use that shield on Locket of the Iron Solari and Face of the Mountain even more and you can pop that slow on Randuin's Omen more often.  Also, if you buy a Zz'rot Portal,  Ruby Sightstone permits you to have to placed for about 37 seconds due to the cooldown reduction.

Picking Your Kicks:


If the enemy has a lot of CC, you can build 3111_32.png at anytime throughout this section.  If you built Aegis of the Legion and need a quick armor fix, go ahead and build 3047_32.png if you don't need Tenacity.  If you are simply lacking movement speed and want some help warding or roaming, grab 3117_32.png at any point throughout this section.  If you need the movement speed and the enemy has a lot of slows but lacks other forms of CC, you may choose to build 3009_32.png instead of Mobi Boots.  Boots of Swiftness will help you reposition in team fights a lot better due to the +60 flat MS.  They will also help you escape if you get caught warding since Mobi Boots will revert you to the old slow Nautilus you were before.

Continue buying Pink wards as needed throughout this section as well. Vision wins games.

Last Items: 

Let's assume you built Locket and Randuin's already and you upgraded your boots. So right now your build looks like 3401.png2045.png3143.png3190.png2055.png3117.png.  At this point you have 6 items.  You don't have enough room to build another item such as 3742.png or 3102.png yet. That's okay, hold onto your Control Ward, champ, you will still need it.  From here, start with upgrading Sightstone and Aegis of the Legion and get an Enchantment for your boots.  Enchantment options are explained further down.  Now with that Control Ward slot we have a few options.  If you don't have much gold and you used the Control Ward already, go ahead an buy another.  If you back again and you don't have enough gold for 1031_32.png3024_32.png3211_32.png, or 1011_32.png , grab another Control Ward.  Often, this slot will be left open by supports to continue to buy Control Wards as needed.  Control Wards are essential even late game for controlling neutral objectives like drakes and baron.  Often time, it will be wise to carry three at any moment you can.  Your sweeping lens has a cooldown and you can only sweep so much with it.  After the sweeping lens is done for, you can use multiple Control Wards to continue sweeping areas like the pixel brush (the one small brush in the river) and inside baron and drake pits.  But you are a tank and the tankier you become, the better.  The next item entirely depends on the enemy team.  If the mid is fed, assuming it is an AP champ and they have 1-2 more AP champs, Banshee's Veil will be the best pick.  If you fed the ADC, the enemy jungle is AD or the top is AD and either of them are fed, get Dead Man's Plate or Frozen Heart.

If you find that you can absorb damage well without the use of more armor or MR, you can choose to build 3083_32.png or 3800_32.png.  Warmog's will increase the strength of your Titan's Wrath by a whopping 136 shield strength as well as provide fantastic regeneration between fights or after tanking a turret.  Righteous Glory will help your team in chases or to help you face slam into their team and get their attention while the rest of your team engages.

Let's Take a Moment to Decide Between 3110.png and 3742.png:

(These numbers are off due to item changes and will be updated before long.)

Dead Man's Plate grants 500 health as well as 50 armor.  This will boost your Titan's Wrath with an extra 85 shield strength.  It also provides you with increased move speed based on the Momentum passive that can create easier and quicker engages.  It also lets you deal bonus damage and grants a 50% slow to the first enemy hit if you have 100 stacks; however, all CC causes the momentum to decrease and your root will be in effect over top of the duration of the slow.

Frozen Heart, on the other hand, gives 40 more armor than Dead Man's Plate.  Late game you already have a lot of health and effective health scales better with armor at this point than the extra health.  Lets look at numbers.  With 3401.png3143.png2045.png3190_32.png3117.png in your build at level 18, you have 3960 health and 181.52 armor.  If the enemy attacking you has 20 flat armor pen and 3036.png, they will be penetrating 92.61 armor putting you around 90 armor against them.  Taking into account the same armor penetration, you will currently have 7480.88 effective health against physical attacks.  So, now looking at what to build next for armor, 3110_32.png will bump your effective health up to 9726.20 while 3742.png will put it at 9830.34.

Now we have to decide between the two items.  If you are against AD melee carries such as 23_64.png, Frozen Heart also gives a fantastic passive to reduce the attack speed of nearby enemies.  Frozen Heart also gives an extra 20% CDR.  With the rest of your build, this puts you at 30% CDR.  With Frozen Heart, the cooldown of your Titan's Wrath is 7 seconds as opposed to 9 seconds with Dead Man's Plate.  In any engage lasting 36 seconds, you will have used your shield five times with Frozen Heart and four times with Dead Man's Plate.  If you notice fights taking this long, Frozen Heart will continue to grow better as the fight progress.  On the other hand, if fights are just a bunch of everyone melting each other and they are lasting less than that 36 seconds, Dead Man's Plate will make you the better tank.

The Other Situational Items:

Every other item besides what was mention above is only going to be used against either full AD or full AP teams or the enemy APC fed your mid and is absolutely useless or raged and went afk. 3056_32.png is only needed vs teams that sit under tower and you can't start a team fight without tower diving.  This will not be needed very often as Nautilus with his shield is usually able to tank the turret for the entire duration of the fight anyways.

3027_32.png3116_32.png3157_32.png, and 3001_32.png will only be built under the circumstance that your team is fed, you don't have any problems with current engages, you won't have any problems in future engages due to lack of stats or other items that give more health, and you wish to deal more damage.  3222_32.png is without a doubt a great support item under the right circumstances.  Nautilus isn't that support that can poke with his spells and run low on mana so the mana regen will most likely be useless for you.  The +10% CDR is excellent and if you built 3110_32.png you will have max CDR and the magic resist will help against any strong AP.  The most useful part about this item will be its active ability:  "Removes all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that champion for 150 (+10% of maximum Health)."  If the enemy team has a lot of CC available, this item will help break out your ADC or another carry from the hard CC they landed and applying a heal.  Offensively, this active can sometimes only be as good as the heal it applies.  

Consumables:


2138_32.png Nautilus is huge.  If you have ever seen Light Binding, Spell Shield, or any other similar effects on Nautilus, you know what I mean.  This item makes Nautilus even bigger.  While the thought of making your champion increase in size may not explicitly seem like a buff, this allows you to block more skill shots to protect your carries from massive damage or hard CC.  It will also grant Tenacity and leave a "Path of Iron" that increases teammates move speed behind you by 15%.  With the Captain Enchantment, you will be moving your entire team across the map in no time. 


Let's look at 6.22 Items: 3109.png and 3107.png


In 6.22, we were introduced two new lovely items--Knight's Vow and Redemption.  So, how do these items pan out on Nautilus?

Let's discuss Knight's Vow 3109.png first.  Nautilus is a huge CC tank and has great peeling capabilities.  Which means you are very capable of keeping those nasty enemies off of your carries.  While this item may not provide all the armor or health as other options such as Dead Man's Plate or Frozen Heart, it provides an amazing passive.  With Courage of the Colossus out and being the better option of mastery over Bond of Stone for hard CC tanks, Knight's Vow fills that void and outdoes it's mastery counterpart.  While this isn't an item you will rush, it will make up for the lack of Bond of Stone later.  Not only do you take 12% of the damage dealt to your target ally (as true damage), you also heal for 12% of the damage they deal and if you are keeping the enemy off of your carries as you should be, this boils down to have free healing during a fight.  Then, when that assassin gets to the backline, you are providing your ADC with a little more survivability.


Now, let's move onto Redemption 3107.png.  What is it, why is it good, and why are we considering it on Nautilus.  Well, if you have played League in the last month, you can at least answer the first two for yourself.  For anything less knowledgeable of the item, this thing is basically everything you could ever want in one item.  It provides a large AoE heal that also damages enemies in the circle for true damage.  While it may not be a lot, true damage is true damage.  To add to that, you can use it while you are dead.  Yes, you read that right.  You just face-tanked the enemy team and didn't need to use your Redemption, so you held it and now you are dead and the enemy is on your squishies.  Just press the corresponding number over the area and watch them all go back to full HP.

To go with this, it also provides some other hearty stats like health and mana regen, CDR, and increases your shield/heal power by 10%.  It also gives you a flat 400 HP with scales with your shield and your Courage of the Colossus keystone.

But, when do you want to take this item?  Generally you will find this item on more off-tank or utility supports, or Ivern.  Due to lacking any tank stats besides HP, this item won't turn you into a huge beefcake, making this item good for when you are really ahead, if they can't they can't seem to kill you the way it is anyways, or if you notice that your team dies as the enemies all just have a little bit of health left.  In the last case, Redemption could be the gamechanger that lets your team push through the teamfight and come out on top.  Play around with this item in some games and see how it feels for you.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Annie
    Hard
  • Ashe
    Easy
  • Bard
    Medium
  • Blitzcrank
    Easy
  • Brand
    Hard
  • Braum
    Easy
  • Caitlyn
    Hard
  • Corki
    Hard
  • Draven
    Medium
  • Ezreal
    Hard
  • Fiddlesticks
    Medium
  • Gragas
    Medium
  • Graves
    Hard
  • Janna
    Hard
  • Jhin
    Easy
  • Jinx
    Easy
  • Kalista
    Hard
  • Karma
    Medium
  • Kayle
    Medium
  • Kog'Maw
    Medium
  • Leona
    Medium
  • Lucian
    Easy
  • Lulu
    Hard
  • Lux
    Medium
  • Miss Fortune
    Easy
  • Morgana
    Hard
  • Nami
    Hard
  • Nautilus
    Hard
  • Nidalee
    Easy
  • Nunu
    Easy
  • Poppy
    Hard
  • Quinn
    Medium
  • Sivir
    Hard
  • Sona
    Medium
  • Soraka
    Hard
  • Tahm Kench
    Medium
  • Taric
    Medium
  • Thresh
    Medium
  • Tristana
    Hard
  • Twitch
    Medium
  • Urgot
    Easy
  • Varus
    Medium
  • Vayne
    Medium
  • Veigar
    Medium
  • Vel'Koz
    Easy
  • Zilean
    Easy
  • Zyra
    Hard

VS

Alistar

Medium

If you hook Alistar or the ADC, he can just headbutt you away.  This matchup will depend on who has abilities up and when.  Ask for a gank or this lane will probably be a stalemate unless the ADC on either team is able to poke the other teams tank/ADC down enough to force them to back. 

VS

Annie

Hard

Annie also has a level 1 stun.  The difference is that her stun will hurt more and last longer.  If you land a hook on her or the ADC, all she has to do is land stun and they can walk away or focus your ADC.  She will also be able to poke you however much she wants anytime you go towards the front of the minion wave.  Click on her and look at her buff/debuff section to see if she has any progress towards her stun bar.  If she doesn't, use this to your advantage as it will take 4 abilities for her to charge a stun and 1 more to land it.


After 6, if you can engage with your R, followed by Q and your passive, your ADC may be able to burst Annie down fast enough before she can do much or reposition herself on your carry.

Starting W against Annie can help with shielding away poke damage.

VS

Ashe

Easy

Hook, line, and sinker.  Ashe has no escapes and cannot critically strike normally.  With your strong CC, you can lock her down early for favorable trades.  Space out the hook and stun slightly to try to keep her Ranger's Focus stacks at zero.  If she has a chance to use asheQ.png, she can out trade your ADC.

VS

Bard

Medium

Bard has healing, stuns, slows, and a waterslide for everyone to play with.  He is very mana intensive (collecting Chimes restores some of his mana).  Building more speed for roaming, Bard is one who has a better chance to dodge hooks and escape Riptides.  Built on roaming, wait for Bard to show up at a good distance (warding the enemy jungle at primary intersections helps), or for him to get out of position in an attempt to grab a Chime or just getting ready to roam up the river to catch him or the ADC for some worthy trading or kills.  When catching Bard out of position, time hooks, stuns, and slows so that they don't overlap too much. Remember, he will have higher move speed and grabbing a Chime will boost him more making the timing of your CC essential to keeping him close.  If Bard is leaving the lane early, punish his ADC for it since your hard lockdown kit can easily kill a solo enemy in a 2v1 lane.

VS

Blitzcrank

Easy

Similar engaging methods.  Previously I had listed this as a medium matchup, but Blitzcrank in general is severely limited when matched against tanky supports.  If pulled, you can target the ADC if he/she is in range, trade with Blitz, or just stun and leave.  If he pulls you into while the ADC is close, target the ADC and allow yours to follow up.  Using your hook while the enemy ADC is retreating will likely get you a free kill or burn summoners.  Be sure to thank Blitz for the fantastic pull if you get a kill.

VS

Brand

Hard

His passive can shred your health.  Be careful and avoid everything he has. Ask for mid or jungle to gank.  Shut their lane down as soon as possible.

VS

Braum

Easy

Braum has a massive wall that blocks projectiles and will not blocks your abilities.  Your passive and his passive are almost identical, the only difference is that you do not need more basic attacks to proc it.

VS

Caitlyn

Hard

She will poke all she wants with her range and can escape if you hook her.  If her escape is on cooldown, take advantage of it.


Post 6, try to get in range to engage with R. Right before it hits her, use Q to ensure you don't miss, followed by your passive and W, you and your ADC can secure a kill or at least force her to back.  If she doesn't back yet, and you have enough health.  You can try to tower dive her for the kill.  If it seems to risky, ask your jungle to gank from behind the tower.

Starting W in this lane can help protect against some of her poke.

VS

Corki

Hard

Corki has a great escape even if you manage to hook him. Watch out for his Phosphorus Bombs and great range on his Missle Barrage and don't let him whittle your health down with them.  Rush 3105.png to help negate some of the damage onto yourself and your ADC.

VS

Draven

Medium

Even if you are a tank, Draven hurts.  Luckily, you can see where you is probably going to go next.  Use this to position yourself for a Q and weaken him early or get an early kill.  Shutting Draven down early could be the difference between winning and losing lane.  For killing six minions without dropping an axe grants Draven an extra two stacks of adoration.  To keep the stacks to a minimum, disrupt his catching.  Being able to see his position doesn't mean you have to throw a hook, you can use this moment to land a basic attack stun and a Riptide.

VS

Ezreal

Hard

Ezreal has long poke with his Q, and has a free flash with his E.  Play this lane with care.  If you can catch him or the support out (if they are squishy), land a hook and try to out trade them.  Do this enough and you may get a kill.


During fights in lane, position yourself between your ADC and their Ezreal.  With his Q as such a large source of damage, by blocking his Q, this can be an easy fight for your ADC.  

Arcane Shift, also dealing .5 bonus attack damage, will provide a bit more of a punch; however, if you find an Ezreal using his shift offensively at the wrong time, use it as an opportunity and slap some damage on him for playing stupid.

VS

Fiddlesticks

Medium

Silence, Self-Sustain, and Terrify.  Fiddlesticks has everything you don't want to be up against. Luckily, if you land a Q and then he silences, you still have your passive which may give just enough time to get some other abilities off before he gets away.  His Drain (W) range is now slightly shorter after 5.3. 

VS

Gragas

Medium

If he just used Drunken Rage, avoid him for the next 5 seconds and you should be ok.  He can body slam you if you get close and poke with Q.  Get out of the Barrel Roll as fast as possible so it can't maximize its damage.  And just be careful when he ult is ready or you and your ADC could get separated or thrown under tower.

VS

Graves

Hard

Graves now packs even more of a punch at close range.  He also has knock back and an ultimate with incredible range.  Your job is to get in the face of the ADC and Graves job is to get in the face of your ADC.  The best you can do here is absorb all four shots from his basic attacks while your ADC destroys him.

VS

Janna

Hard

Janna has a ton of disengages.  Try to Janna or the ADC before 6 when she gets her strongest disengage and make sure you punish her while it is down post 6.  Her passive no longer grants her movement speed but speeds up allies more.  The movement speed to herself has been moved to her Zephyr, adding an extra 5% at all ranks.  This change will cause her to lose much more of her move speed when she casts Zephyr.  You can use this to your advantage to land easier hooks or stuns.

VS

Jhin

Easy

Jhin has very low mobility.  Like Ashe, he has a means to a slow and a stun at best to keep you off of him.  Abuse his mobility issues to get your ADC fed early.  With your body size, you are also capable effectively blocking jhinR.png and saving your ADC.  Just don't block it if he is aiming for you.  


Pay attention to how much ammo Jhin has in his current clip.  If he is sitting on his last bullet, make him use it on a minion to avoid unnecessary damage.  On the other hand, if he only has 1-2 bullets, this can provide a window for engaging as he will be forced to reload very early in the fight.

VS

Jinx

Easy

Jinx lacks escapes and is squishy early on.  If she has full Q stacks, one Dredge Line hook with your passive should be enough to reset her stacks allowing you and your ADC to out trade Jinx.

VS

Kalista

Hard

She can hop with every basic attack.  Dredge Line is slow.  Good luck.  


Luckily, she now takes longer to wind up attacks giving you slightly more time to land stuns and hooks before she moves again.  For now I will be leaving this matchup at hard; however, it may be justifiable to reduce to medium and will be if needed.

VS

Karma

Medium

Karma is naturally tanky and can disengage on any of your engages.  If you use R, she can use her shield and/or Talisman of Ascension to reposition the target of your R to be far enough away when the Depth Charge lands that you cannot capitalize on it.  However, with a good hook you can win trades.  Just be careful of her Q since you are slow and will be an easy target.  If you can't find any opportunities to land a hook, you will be poked to death and this lane will be incredibly hard.

VS

Kayle

Medium

She has sustain, a long slow, a passive to reduce your armor and can make herself or the ADC invulnerable if you do decide to engage.  Get her to waste the R on herself or to back and get her or the ADC while they are vulnerable.  Kayle's E poke will also do AoE, so if she activates it, stand in a group of minions to make her take the cs and push lane for a gank.

VS

Kog'Maw

Medium

Catch him once and unless he burns both summoners, he will most likely die.  If Kog uses his W and starts attacking your ADC, use any CC necessary to keep him from utilizing all of the ability.  If you are out of range, starting with R could give you enough time to follow up with a stun and/or hook.  If he is allowed to use his W to the full extent, you will most likely not win the trades or fights.

VS

Leona

Medium

You basically have the same kit. At level 1 you have what she has at level 2, a stun and a hook.  The difference is that her stun is 2.5x longer than yours at levels 1-5, 2x longer at levels 6-10, and .25 seconds longer at levels 11-15. at level 16 and 17 you finally match her stun and level 18 you have the better stun.  Her Zenith Blade can go through minions and your Dredge Line cannot.  Both of you have a W that make you an even bigger beef cake than you already are. You also both share a similar ulti.  Leona's ulti is a nearly unavoidable small AoE where the outer area slows for 80% and the inner area stuns for two.  Depth Charge on the other hand knocks up every enemy in its path and stuns them for a total time immobilized of 1 second, 1.5 seconds, and 2 seconds at its respective levels.  It is nearly unavoidable and is harder for everyone else to dodge if the target keeps moving.  In a team fight, it can be difficult to know who it is going after.  Like I said, you basically have the same kit.  This matchup will rely heavily on capitalizing on mistakes.

VS

Lucian

Easy

His escape is puny and you will be able to block a large chunk of his ultimate with your shield. Dodge his Piercing Light and you should win all-ins depending on their support.

VS

Lulu

Hard

She can polymorph, slow, and turn anyone into a tank.  If you engage a team fight, she can just polymorph you while her team runs past and focuses the squishier targets.

VS

Lux

Medium

She can poke past minions and if you hook her or the ADC, she can root two people at once.  If you see her waste her luxlightbinding.png, use that opportunity to engage.  If she is using luxlightstrikekugel.png to poke often and pushing the wave towards your tower, call for a gank, or two, or seven.

VS

Miss Fortune

Easy

Once again, this matchup just requires you to land a good hook or two for a kill.  Due to lack of escapes, a good hook and follow-up from the ADC can make her burn some summoner spells.

VS

Morgana

Hard

You are CC, Morgana has spell shield. Welcome to the life of being countered.  If she wastes her spell shield, punish her while it is on cooldown.

VS

Nami

Hard

Nami has incredible sustain.  Consider taking Ignite into this match up.  She empowers basic attacks, passively speeds with every ability on allies, can poke and heal all in one ability cast, and has a Q and R that can engage and disengage.  Nami will still be squishy if you can catch her out of position but she can just Q and/or R, and self-cast E and get away.

VS

Nautilus

Hard

Pros:

Skill based matchup

Cons:
Blind pick
Too beefcake for one lane

VS

Nidalee

Easy

Squishy. Grab and kill as soon as possible.  Not really seen as support anymore.

VS

Nunu

Easy

No escapes. His sustain requires him to push lane.  Out trade and engage when they are low.

VS

Poppy

Hard

Poppy has seen her way into the support life.  There was a reason I had her on these matchups, after all.


Poppy has her strengths.  Many of these strengths specifically negate/counter Nautilus.  To start things off, Poppy 6% of the enemies max health with her poppydevastatingblow.png.  Getting caught inside the initial damage and second eruption can being shredding your health quickly.  Poppy also has her poppyparagonofdemacia.png which will counteract Nautilus's hook.  The moment you through Dredge Line out, she just has to his W and walk into your path.  The moment you hit this wall you will be stopped as well as receive damage.  Be aware that she can also trap you near her if you try to use your hook to escape!  Paired with poppyheroiccharge.png,  she can drag you away, into a wall, or go straight to your ADC and get a favorable trade quickly with her Q.  And for the times you do get a good engage, Poppy can send you away and create a 2v1 against your ADC with her poppydiplomaticimmunity.png.  Be very cautious in this matchup.  Play safe and pick your engages wisely.

VS

Quinn

Medium

If you hook Quinn, she can back flip off of you or use R and Valor away.  If she comes in range, just Q W E and you can win the trade.  If you have the chance to initiate with an Auto, save your Q for when she attempts to escape and reel her back in to her death.

VS

Sivir

Hard

She can block either you Q or your R, one wave of Riptide but will be affected by other waves that hit her, or your passive.  While her spell shield is on cooldown, you are free to engage.  Be very careful while she has ricochet.png active.  If the initial attack crits, every ricochet will also crit, potentially chucking you or the ADC while she is simply clearing the wave.

VS

Sona

Medium

Sona has good sustain and good poke.  While her sustain is lacking compared to Nami or Soraka, you should still consider bringing Ignite into this match up.  Pay attention to her power chords and try to make sure she doesn't have a green power chord setup before the engage.  Try to force her power chords while they are purple to minimize damage and damage reducing effects.  You should be able to pull her in and get a kill.  You both have incredibly strong early level damage outputs.

VS

Soraka

Hard

This is another lane to consider using Ignite against.  She will out sustain you in a fight, especially without Ignite.  Make sure you and your ADC trade a lot with her so she cannot use heal as much.  Attempt to catch Soraka out of position to weaken her healing potential.  If you all in on the ADC, be sure to Ignite the them to reduce incoming healing.

VS

Tahm Kench

Medium

You have instant CC and Tahm has to get stacks for his Devour and his stun.  His E passive gives him great sustain in lane as well.  Avoid letting him get stacks and get his health low so that his E can not protect him.  Focus the ADC and keep Tahm's focus off of yours.  If you can take aggro of both the ADC and Tahm Kench, your ADC should be able to kill theirs first leaving your potential death to Tahm instead of their ADC.  If you get out, then good job, double win.

VS

Taric

Medium

Taric has his Fabio rework.  Please stand by while I get this matchup worked out.

VS

Thresh

Medium

Similar kits except you are more tanky.  He can poke you with his auto attack though and wear you down.

VS

Tristana

Hard

Easily escapes.  Be wary of her Explosive Charge.  If she uses it on your ADC, peel them to avoid and Auto Attacks.  If the charge is placed on you, wait a couple seconds and pop your shield while avoiding any Autos from Tristana.  Do not bring the explosion near your ADC.  

VS

Twitch

Medium

He can go invisible if you ult him.  He can ult to attack your ADC through you.  A good hook or stun will make the difference in this lane.

VS

Urgot

Easy

Naturally more tanky compared to other ADCs, Urgot won't be able to escape easily and should give you some easy kills.

VS

Varus

Medium

Watch out for his range. He can poke from a safe distance with his Q.  Varus still lacks an escape though so make him pay for getting close.

VS

Vayne

Medium

Do not let Vayne get a lead.  Without true damage on her Silver Bolts, she loses much early power; however, she now does a lot more health shredding when it is maxed.  If you can keep Vayne on the defensive, force her to lose farm and allow your ADC and earlier power spike for strong all-ins with minimal repercussions.

VS

Veigar

Medium

Veigar has both huge damage and a large stun.  His Event Horizon (his stun) now creates a purple ring that creates the stun box in .75 seconds.  This makes it much easier to avoid.  If you manage to get caught in it, it is important to remember that just stay calm and move around slightly to avoid his other spells.  On top of that, his Q has become a skillshot and can now be missed!  If Veigar ever uses his Event Horizon, you will have a window of opportunity to engage before it is off cooldown where he cannot reliably escape or protect his ADC.

VS

Vel'Koz

Easy

Dodge his poke. Squishy = easy kill.

VS

Zilean

Easy

Shield his bombs, and kill him or the ADC before 6.  After 6, force Zilean to use his R on himself.  Doing so will limit what he can do to poke until his R if off cooldown again.  With 5.4, the duration that Zilean's Chronoshift is active is reduced to 5 seconds from 7 seconds.  If you see someone receive his ultimate, just try to wait 5 seconds before killing that target.  If you see Zilean lobbing a bomb, be sure to avoid it and to shield it if you do get hit by hit.  And with his new stun, be sure not the get hit by another bomb.  His slow also goes all the way up to 99% at max rank.  Zilean should be a slightly more difficult matchup than before but should have similar or the same counterplay.

VS

Zyra

Hard

Zyra can root you, slow you, make her plants do her dirty work for her, and get away before you get close.  If you manage to pull her in, she should make for an easy kill.

Thank You Everyone! Back to Top

If you found this guide useful in any way, please leave a thumbs up.  Please leave comments to let me know what you think or if I overlooked/missed something (scrolling through patch notes can make you miss some things), or even if I just have a minor typo.

And once again, thank you everyone, I never dreamed my guide could become so popular.  Please leave comments about how this guide worked for you, or if it didn't, let me know what you had problems with.  Your success story from this guide is a personal success!

Engaging With Nautilus Back to Top

Laning Phase:


Pre-6, Nautilus has two main methods of engaging:  Dredge Line and his passive stun.  Engaging with Dredge Line can be similar to Thresh and Leona if you are familiar with them already.  Once you land your anchor on the enemy, you will both be pulled to the middle of the skill shot where you will use your passive stun, your W and your E.  Pre-6 your stun will only last .5 seconds, you can fill that .5 second void with W to negate damage from the other enemy and to get another auto attack off.  Titan's Wrath will reset your auto attack timer so if you use it the moment the damage is calculated you can attack again as the stun wears off.  Casting your Riptide now will slow the enemy if they have not already burned their flash.  With his strong early levels, Nautilus will be dealing a lot of damage and doing damage over time with his Titan's Wrath up.  Casting E will both slow the enemy and hurt them for a good amount of damage.  At this time, you may either secure a kill or force the enemy to back.  

The second way to engage, with his passive stun, will ensure that you have Q ready for when the enemy gets out of range or flashes away.  Due to the 18 second cooldown at rank one, using Dredge Line to engage may potentially give the enemies a greater opportunity to escape.  By zoning and/or proper positioning, Nautilus can use his larger than normal AA range to stun the enemy when they get close or position themselves between, or almost between you and your tower/ADC.  This can be achieved through controlling the brush and positioning near their caster minion line and attacking when they go to last hit.  If you are out trading, simply walking up past the melee minion lines may put you in range to auto attack when the enemies come close to last hit or trade.  After you land your stun, if you haven't already used W to negate some poke, you can use it now to once again reset the AA timer and land another attack quickly and follow up with your E for the damage and the slow.  At this time if you are winning the skirmish, the enemy may either use a built-in escape, flash, or try to run.  If they exit both yours and your ADC's range, you can now use Dredge Line to pull them back and waste the escape or flash if they used one.  This method also may have given your passive time to reset on the target and will allow for another stun shortly after you pulled them in.  If possible, engage with the passive stun instead of Q as it will open up more kill potential and may also waste a summoner spell.

Once you hit level 6, you have now gained another very powerful tool that you can use for engaging.  As stated above, a passive stun will still be the best way to engage if you are in position and able to.  Doing so will also save your ultimate as another means to an end if they begin to flee or the fight suddenly turns against you.  When you target an enemy with your R, it will be impossible to dodge unless you are under the most extreme scenarios.  Of course, targeting the ADC sounds like a great idea, and well, it may be.  Your ultimate will pass through the ground and apply its full effect minus the explosion damage to all enemies in its path.  When using your ultimate in lane, position yourself in front of the nearest enemy and target the one in the back so that it passes through both enemies.  If the ADC is in the front and you want to target the support but are afraid you will miss the ADC with it, you have a couple option.  You could either use your Q and pull the ADC and stun him (this may cause the support to come even closer to peel) and then cast your ultimate on the support so that it is literally impossible for the ultimate to not hit the ADC, or you could go ahead and target the ADC and engage him.  Again, saving Q incase the enemy escapes will be ideal.  


Teamfighting:


Engaging a team fight can be tricky and get your team killed if done improperly.  Getting close to the enemies to get a passive stun is also impractical at this time unless your team is attacking from a bush and you are behind or in line with the enemies.  If you see a squishy member of the enemy team, especially the ADC or APC, get out of position, you can go ahead and grab them with a Q so that your team can burst them down.  This will significantly reduce the damage the enemy team can do.  After that, go for the next enemy that has the most damage.  If this is the ADC, you may be able to get the rest of the team to target you and you will do what a tank does best.  If they decide not to target you, the rest of the team will be walking into your strongest firepower while you hold the ADC back.  If at any point an assassin is going for your ADC or APC, target them and unload your CC on them and allow your team to kill them before they can do any damage.  Activate your ultimate on the furthest away enemy after you landed your first hook to allow your team more time to burst the enemy you engaged and temporarily incapacitate other enemies.  Your ultimate in a team fight becomes even harder to dodge.  If the enemy team is bunched up, it can be hard to tell who it is going towards and the enemies will scramble to avoid it.  

Alternatively, if you cannot find any good opening to land a Q, you can engage with your ultimate.  Aiming this at the back line, as I said, will make it hard to tell who the ultimate is going for and will be hard to dodge and can even cause the target to walk behind other enemies.  This will give your team 1-2 seconds (based on rank) to pick the targets that they need to focus.  Casting your W now will help to protect against enemies that avoided the ultimate and the others as they come out of the stun.  Also, in this time, position yourself between the enemies to use your Riptide(E) to slow the melee fighters from getting to any of your carries and to buy more time for you teammates to kill their carries.  Use auto attacks anywhere in the team fight to stun high damage carries, remove some of their damage potential, and to stun tanks and other melee fights to buy even more time for your team to do whatever they want.  Using your Q in a team fight can also act as a small stun for the duration of the cast after it has hooked the enemy.  This means that the farther away the enemy is, the longer it will take for them to be pulled to you.  While the Q can be used in this way, I highly recommend saving it for when the enemies try to kite or if you need to hook some terrain to quickly move away.

Laning Phase Back to Top

Skrimishes

During fights against skill shot based enemy ADCs like Ezreal and most supports that cannot pass through multiple targets, position yourself between the enemy ADC and your ADC.  With Ezreal's Q being such a huge source of damage, this can greatly limit his potential in fights and allow your carry to out trade him or to get a kill.  If against an enemy such as Karma with AoE skill shots, make sure you leave enough distance between you and your ADC so they do not take the AoE damage.  Considering you are a melee tank, being distanced from your range carry shouldn't be too hard.  If the enemy support uses skill shots for heavy poke or crowd control, such as Nidalee or Morgana, use yourself as a wall to absorb the hits and keep your ADC healthy and mobile.


Warding

Early in the game, you will want to keep river and and blue side tri-brush warded on regardless of which side you are on.  With just the trinket, you can place it slightly below the dragon pit between the brushes (kind of triangulated between river brush, tri-brush and the entrance to dragon).  This vision will allow you see enemies before they get into the river brush or when they migrate from tri-brush towards you through river.  If you are on blue side, placing the ward around here can also watch the lower jungle exit and will also help your mid lane.  If you are against a jungler such as Jarvan IV or Sejuani, make it a point to ward the river brush instead of further up river since they will be able to jump the wall and bypass the ward.  If you are consistently pushed past this point, a pink ward could be very cost effective.  If you are against a jungle Fiddlesticks, regardless of what side you are on, you will want to try to ward the red side tri-bush or at least over the wall if nothing else.  If you are on blue side, this may not be necessary if you are not pushed up that far very often.  Once you have acquired a Sightstone or more wards, another way to ward efficiently is to ward the solo brush directly above dragon and the lower tri-bush as normal (if you are red side) or the longer brush that enters red side's jungle and the lower jungle exit that exits towards dragon (if you are blue side).  Warding these areas will give vision for both middle and bottom lane by watching where the enemy jungler will have to come out of their jungle from.

Zoning and Control

Nautilus has a very strong early presence with his abundance of CC.  At early levels, try to control the brush near the bottom.  Control over the brush may also force them to place wards there instead of in tri/river and can potentially open up a gank if they begin to push lane and lack the vision.  At the same time, if the enemy comes too close whether they are trying to ward the brush or push lane further, you may be within range to land your AA root and out trade them.  If they are keeping river warded and are staying further away from the brush, let your jungle know what is warded and when so that your jungler can take advantage of the fact that the enemy is positioned nearer to the river.  If you control either brush and the enemy minion line is pushed to the edge or slightly over the brush, you can use this as a moment to either land a hook or go in for an AA root.  If they are too far away for you to simply walk to, popping in and out of the brush acting like you want to land a stun or hook can be enough to zone them out and make them lose farm and xp.

Warding: When and Why. Back to Top

This section came to mind for me after seeing all too often, other players placing wards when the vision granted does not provide any new details to the current game.  You are the support and you often ward, but before you ward you should look at the map.  Assuming its early game, you are warding river and tri brush fairly frequently.  Before warding look at the map.  In this moment you must assess the entire state of the game and decide if warding is necessary.

Let's say its the very beginning of the game, you have your Relic Shield, Biscuits, and a yellow trinket and you just leashed for your jungler.  The first information you should intake is the enemy who is leashing.  If the enemy top lane is gone and the support and ADC appear with the wave, the enemy jungler started top side.  This means that the enemy's first gank, if they gank immediately after the first clear, will be mid or bot.  With this information in mind, keep an eye on your jungler and around the time they get to red buff is a good time for you to ward river since the enemy jungler will be finishing their first clear as well.  Keep in mind who the jungler is for both teams due to differences in clear time.  If your team has a really slow clearing jungler, ward when they are leaving the bottom jungle.  If bot lane leashes, the enemy should gank top or mid first where they where show themselves.  With this information, you can feel safe warding the lane brush if you need to or simply holding onto the ward.  If both top and bottom are missing when the lane arrives, they may be trying to make it harder for you to tell which side leashed.  In this situation, if you have no way of knowing which side was leashed, assume it was top and ward your river at the respective time.

The next information on the map you should look for is visuals.  If you just witnessed the enemy gank top and everyone is still in their respective lanes, you have vision of all enemies and you don't need to place any wards.  I haven't timed it yet, but if they ganked top, then based, it would take about 25-30 seconds for them to reach the bottom river if they went directly from base to gank.  At early levels, that is almost half of the time a ward from the yellow trinket remains active.

Following visuals, you should ascertain current vision.  Did your friendly jungler kill the bottom Scuttle?  If you have that vision, look how much time is left on it.  If the timer is almost up, and the previous points (who leashed and visuals) are pointing towards a gank on bottom, it is a good time to ward river and/or tri.  If you are red side, warding both is the safest.  There is no need to place a ward in river brush if you currently have vision from the Scuttle.  There is, however, some circumstances where you may want to ward river brush instead of further up or if you already have vision around the dragon pit.  These circumstances come into play when you are matched against enemies like Lee Sin, Sejauni, or Kha'Zix.  If your enemy has a pink in the river brush or has recently cleared it but they are aware that you have tri warded and Scuttle vision, these types of champions can evade those areas and jump across the wall into the brush leading to a completely unexpected gank.  If you are red side, one way to avoid this situation is to ward Death Brush (the tiny one above dragon) and the enemy tri brush.  This marks both exits to the lower jungle so you can catch the culprit before the unexpectedly show up right behind you.  One other situation that is less common is versus champions like Fiddlesticks and Bard.  These champions both have the ability to traverse a larger amount of space very rapidly.  On blue side, you may need to ward over the wall by the river brush or even the enemy tri if you can safely access it.  On red side, you may consider sticking a pink in your own tri brush to avoid getting cut off by a Magical Journey or Fiddlesticks ultimate. 

Another note to point, when warding river, both to aid in boosting your own map awareness and objective control, place a ward near dragon pit.  Placing a ward outside of dragon pit achieves several things.  Most importantly, it grants vision of anyone roaming past dragon.  If this is mid or jungle, it provides you with plenty of time to escape where the river brush may be too late.  It also provides vision on an objective and can help to stop attempts from the enemy jungler to sneak a dragon.  This ward also helps out your mid lane (and even your top lane).  If the enemy comes out of the bottom jungle exit and heads towards mid, you can alert your ally to back off which also lets your top lane know that he/she can play aggressively or go for a kill if they have the opportunity.  Also, if you are on blue side (bottom left fountain), this ward grants full vision of the enemy jungle lowest exit and gives you an immediate warning.

Before Warding, Check for information:


1.  Who was Leashed?   

     - If top was leashed, ward bot around the time they should be clearing their bot side jungle.

2.  Check Visuals

     - Do you have vision of all enemies?  If jungle is ganking top and everyone else is in lane, you don't need to ward.

3.  Find Current Vision

     - Don't place wards where you already have vision.  A good example is when you have vision from Scuttle, do not ward river.

4. Notice Special Situations

     - Does the enemy have champions like Lee Sin, Kha'Zix, or Bard who have ways to bypass terrain and vision?  If they do, consider warding situational areas.

Find Me on Twitch.tv! Back to Top

If you ever wish to watch My Twitch Channel, click those pretty yellow-orange words.  Follow me and maybe I'll play Nautilus for you!  I will also be streaming when I am updating my guide.  If you are interested in watching the work that goes into creating/updating a guide, you are welcomed to follow along if I am updating at the current moment, otherwise, feel free to watch whatever I'm up to.  Any new follows is greatly appreciated!  If you are looking for help with your role, I will gladly use any knowledge available to me to assist you.  

Also, you can follow me on Plays.tv!

A Thumbs Up to You! Back to Top

I want to say thank you to everyone who has helped this guide get where it is.  I never dreamed I would have my guide reach over 1 million views and be the highest rated Support Nautilus (and Nautilus in general) guide.  I never even imagined 500,000 would happen.  


You are all the best, and thank you again.

About The Author Back to Top

I started playing League of Legends in the early part of Season 3 around the time Zac was released after a friend constantly nagged me about playing with him.  My very first game I decided to go with Udyr.  It turned out that I didn't much care for that style of play at the time.  The next day I picked Karma (who just had her rework) and she seemed to be the kind of champion I enjoyed.  


During this time we were both very low in level so the whole roles and meta thing were things we never heard of.  I played Karma either top or bottom with my friend until I had earned enough IP to buy Karma so that I could continue playing her after her free week was up.  At this time I was completely dedicated to Karma and she was the only champion I would play until I could buy my next champion.  Not having played much yet, I had another friend from school that I learned played League quite often and we added each other.  He introduced me to playing Karma mid where I started to learn more about the meta and how to properly build.  Apparently AD Karma isn't a thing.  Just kidding, I never tried that.  It wasn't long after I had started playing with him that I took my first hiatus from League of Legends for no reason in particular.  

Upon my return to League, I had no idea what I was doing anymore (not that I ever did, I was around level 13).  With my only champion I owned being Karma and someone I knew was enjoyable for me to play, I googled "league of legends Karma guide."  I clicked the first link to a guide that had popped up at the time and built what it told me to build and went to the lane it said I should.  That lane just so happened to be bottom lane as support.  I was a support main from that moment on. 

Being level 13 and not being introduced to the game by someone familiar with it to learn from also had its effect on me and I learned support simply by playing it and by random things that other players said.  At the time I was more of an AP carry.  I took CS and kills all the time until I was informed that "supports shouldn't take CS" and that "you should let your ADC get the kills."  Eventually, I saved up 6300 IP and was ready to buy the champion I had already decided on--Ahri.  Yes, Ahri was 6300 IP at the time.

From here I started playing mid again and began to learn the role and separate mid from the support role.  I played Ahri and Karma until I had enough IP to buy Syndra.  With these champions, I still preferred to play support and still mained Karma.  It was during this time I reached level 30 and could finally play ranked.  By the way, I recommend everyone not to jump into ranked at level 30.  Master your role and learn other roles before you do.  I ended up placing Silver V and played a few more games before I took my second hiatus.

During my time away, decay for gold and silver was still a thing so I came back to find myself in bronze I in the post season.  During this time, I decided to improve myself and watched a lot of pros and picked up a lot of tips from youtube and made an effort to learn all roles and be able to handle myself in any lane.  During this time, I put a lot of time into refining my CSing.  

Luckily, next season, as I returned near the end, I finished my promos being placed in Silver IV and easily worked my way into Silver III and didn't play ranked after that.  Looking forward, I am aiming to finally get to Gold in season 6.  After my second hiatus, I also put much for focus on other roles as well as sharpening my supporting capabilities even further.  I put a lot more focus in ADC where I started playing Vayne more frequently followed by Corki, Tristana, and Ezreal.  Meanwhile, in mid, I've put more focus into play-making, harder-to-master champs like Syndra, Azir, Orianna, and Anivia where I have found a lot of success.  Similar to mid, in the jungle, I picked up Lee Sin and continued using my other junglers like Kha'Zix and Nautilus.  Despite not playing top much, I added Teemo (go ahead, hate me!) to my lineup that consisted primarily of Nautilus and Irelia.

Want to Improve Your Game? Back to Top

This section was initially going to be on improving yourself out of game, but a few other thoughts came up and I will put them in.



The main point is to take care of yourself.


Before you jump into a game, you should do a few things for yourself.

Do something to stimulate your mind and body.  This can include reading some of a book, doing something artsy, go for a jog, or do a few pushups.  Doing little things like this can just get blood flowing and get your brain going.

Play a normals match.  Go play a mechanical champion.  Pick something to really test your reflexes and reaction time.  If you are mechanically challenged, just play a champion you enjoy, pretend it is a ranked match, and just try your hardest.

Don't go into a game hungry or tired.  Take a quick nap and grab a bite to eat.  Something to hold you over for up to an hour.  Also, drink some water or something else thats good for you.

Take a shower.  Freshen up yourself.  You don't want to be in the middle of team fight and suddenly wonder "what is that smell?"  Also, a shower can help clear your mind and just help you feel refreshed.  This can be good if you are on a losing streak.  Maybe you will have one of those shower epiphanies and realize why you haven't been playing well.

If you have a headache or feel one coming on, take something and spectate a match while you wait for it to kick in.  Don't start your ranked games while you are not in your peak.

TAKE A BREAK.

Stop playing 8 games back to back and do something in the meantime.  Go to the kitchen, get a glass of water.  Maybe you will realize you are also really hungry.  If you are tunneled in on your games, it isn't hard to not realize you are hungry.  Go use the restroom.  Do something again to stimulate your mind and body.  Honestly, I find it does good to take 15-30 minutes between EVERY match.  If you don't have anything else to do, go watch something.  Netflix, Crunchyroll, and Hulu are right at your fingertips.


Now, I have just a couple things in game I wanted to delve into.

Understand how to prioritize objectives.  Did your jungle and mid come bot and you either forced them to back or got a double kill?  When your jungle pings you to come help drag, tell him to come back and take down the tower.  Towers open map pressure, killing the dragon doesn't.  After the tower is done, you are free to take the dragon.  Remember, if the spawn timers are 15 seconds, not only do you have 15 seconds before they spawn, but it also takes about 10 seconds to walk from fountain to the edge of base, thus giving you about 45-60 seconds to do whatever you want.  Just don't overstay.  After bot tower is taken, if it is pushed towards the enemy, the ADC and support can go mid to open up all of the bottom side pressure by taking that tower.  If the ADC needs more farm or wants to push out bot, make sure the area is warded and keep an eye out for them.  Don't assume they are watching the map.

The key take away is that towers open up the map.  Taking mid and bot give you much better control over the dragon.  And if you are trying to go for neutral objectives, make sure your jungler isn't across the map.  If dragon spawns in 12 seconds, and your jungler is farming top, any smart opponent realizes that they can get a free drag as long as they have smite.

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