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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Nautilus

the Titan of the Depths

TankSupport

League of LegendsPatch 26.16TopRanked Solo/DuoEmerald+NA45,598 gamesSample data

Role snapshot (Top)

STier
51.9%
Win Rate
8.9%
Pick Rate
23.4%
Ban Rate

45,598

Games

High

Confidence

Matchup map (Top) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%
Nobody in this lane sits here.

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

20,975 games

52.3%Win Rate

FlashIgnite

Reliable build

15,047 games

51.0%Win Rate

FlashTeleport

High observed win rate

5,472 games

54.4%Win Rate

FlashExhaust

Runes

Primary: Sorcery

  • Deathfire Touch
  • Nimbus Cloak
  • Celerity
  • Waterwalking

Secondary: Resolve

  • Font of Life
  • Second Wind

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Staggering Blow

    Nautilus' first Attack against a target deals increased physical damage and roots them briefly.

    Passive — never cast

  • Dredge Line

    Nautilus hurls his anchor forward. Colliding with an enemy pulls them and Nautilus together, dealing magic damage. Colliding with terrain pulls Nautilus towards it.

    Cost 60 ManaCooldown 14/13/12/11/10sRange 1150

  • Titan's Wrath

    Nautilus gains a temporary Shield. While it persists, his Attacks deal damage over time to his target and surrounding enemies.

    Cost 60 ManaCooldown 12sRange 350

  • Riptide

    Nautilus creates three exploding waves around himself. Each explosion damages and slows enemies.

    Cost 50/60/70/80/90 ManaCooldown 7/6.5/6/5.5/5sRange 600

  • Depth Charge

    Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them.

    Cost 100 ManaCooldown 120/100/80sRange 825

Scaling — level 1–18

NautilusTop average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Nautilus

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Track the roamit is strongest where the enemy jungler already is

  • Punish the cooldownNautilus is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 6/10, so a practised player gets more out of it than the average

ARAM performance

A
51.1%
Win Rate
0.0%
6.5%
Pick Rate
0.6%
3.1%
Ban Rate
3.5%
Damage dealt
101.2%
Damage taken
106.8%
Healing
108.5%
Shielding
91.8%
Ability Haste
+10

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.7
  2. 26.14Sample win rate across this patch+1.0
  3. 26.11Sample win rate across this patch+0.5
  4. 26.08Sample win rate across this patch+0.0
  5. 26.05Sample win rate across this patch+0.2

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.