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)
- 51.9%
- Win Rate
- 8.9%
- Pick Rate
- 23.4%
- Ban Rate
45,598
Games
High
Confidence
Matchup map (Top) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
20,975 games52.3%Win Rate
Reliable build
15,047 games51.0%Win Rate
High observed win rate
5,472 games54.4%Win Rate
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
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
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
1918
1918
1918
Counter plan — how to beat Nautilus
Build percentage damage — flat penetration falls off against the stats it stacks
Track the roam — it is strongest where the enemy jungler already is
Punish the cooldown — Nautilus is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 6/10, so a practised player gets more out of it than the average
ARAM performance
- 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.
- 26.16Live now-0.7
- 26.14Sample win rate across this patch+1.0
- 26.11Sample win rate across this patch+0.5
- 26.08Sample win rate across this patch+0.0
- 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.
