Wild Rift Guides

Nautilus Support Wild Rift Guide

Nautilus support counters include Janna, Morgana, and Thresh. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Hook when your teammate can follow Aim your 1st ability around minions to hook a champion, then use a basic attack to root them while your teammate follows up.
  • Use your ultimate on a key enemy Choose a target your team can reach and follow the knockup with your other control spells.
  • Keep enemies away from your carry Your first basic attack on an enemy roots them. Save it for someone diving onto your carry, and use your 2nd ability to shield yourself while blocking their path.

Strengths

  • Chain crowd control across most of his kit: one hook can lead into his per-target attack root, Riptide's (3rd) slow, and Depth Charge's (Ult) targeted knockup.
  • Depth Charge (Ult) pursues one chosen champion and also knocks up enemies along its path, creating pressure on both the target and the teammates standing between you.
  • Tanky and sticky once committed, he survives the dive he starts and keeps the enemy carry pinned throughout.

Weaknesses

  • Everything runs through the hook, and a miss leaves him a slow body with no engage or escape until it returns.
  • Very slow and immobile, so disengage enchanters and hard peel pull him off his target and waste his all-in.
  • Low damage on his own, so without his ADC following up, the pick becomes a long stun on a full-health enemy.

Build Snapshot

Rune Setup

Summoner Spells

Nautilus Support Counters

Who counters Nautilus Support in Wild Rift (WR)? These champions beat Nautilus in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Janna: Howling Gale (1st) can interrupt your approach and Monsoon (Ult) knocks you away from the target before healing Janna's team during its channel. Make her spend one disengage tool before committing Dredge Line (1st), or use Depth Charge (Ult) to force movement and follow after the knockback.
  • Morgana: Black Shield (3rd) grants crowd-control immunity while its magic shield holds, so it can deny Dredge Line's (1st) displacement or Depth Charge's (Ult) knockup. Your magic damage can break it, however, and Dredge Line (1st) still pulls Nautilus toward a shielded target; track its remaining strength instead of assuming either engage is automatically wasted.
  • Thresh: Death Sentence (1st) contests the same pick angles, Flay (3rd) can push you away after Dredge Line (1st) brings you in, and Dark Passage (2nd) can extract Thresh's carry unless your root lands before they use it. Pressure the lantern landing point rather than spending every disable on the first body.
  • Rell: The engage mirror goes her way: her dismount crash lands faster than your walk-up hook, her W (2nd) bulk out-trades your shield, and her shred strips the armor your tank plan leans on.
  • Braum: Unbreakable (3rd) intercepts Dredge Line (1st) for Braum's carry, while Concussive Blows (Passive) punishes the extended melee trade after you arrive. The hook still connects to Braum himself, so choose whether pulling onto the frontline is useful before throwing it through his shield.

Champions Nautilus Is Strong Against

Nautilus's best matchups in Wild Rift. Nautilus holds an edge against these picks in the support role, so look to press the advantage and contest objectives.

  • Lux: Lux has no dash, so sidestepping Light Binding (1st) creates a clean Dredge Line (1st) window. Her binding passes through and damages minions in Wild Rift, however, and Lucent Singularity (3rd) still slows you, so do not treat the wave as complete safety on the approach.
  • Sona: Fragile and slower than she looks, her auras mean nothing once she is the one rooted and knocked up, and her thin early health costs her every time she steps up to cast.
  • Soraka: Soraka has no dash, and Dredge Line (1st) plus your passive root can keep her from repeatedly casting Astral Infusion (2nd). She does not spend health or root herself to heal in Wild Rift, so engage when Equinox (3rd) is unavailable or from an angle where its silence zone cannot stop your follow-up.
  • Pyke: Pyke plays the same pick game with much less durability. Dredge Line (1st) can punish him while he charges Bone Skewer (1st), and your passive root or targeted Depth Charge (Ult) can catch him after Phantom Undertow (3rd) before his grey-health recovery begins.

Nautilus Support Synergies

The best duo partners for Nautilus in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.

  • Kai'Sa: Each of Dredge Line's (1st) stun, your passive attack's root, and Depth Charge's (Ult) knockup applies a Plasma stack for Kai'Sa. Those marks also unlock Killer Instinct (Ult), letting her dash into range of the exact target you isolated.
  • Samira: Dredge Line (1st), your passive root, and Depth Charge (Ult) all trigger Samira's empowered attack against an immobilized enemy; airborne targets also let that attack extend the knockup. Your layered setup gives her time to alternate attacks and abilities for Style before Inferno Trigger (Ult).
  • Tristana: Your hook holds the target through her full bomb burst, and your follow-up lockdown covers the all-in window after she commits Rocket Jump (2nd).

Early Game

Lane for the hook, not the farm. Stand so a wall sits behind your target and the enemy duo cannot tell who you are aiming at, then pull, root with your first attack, and let your ADC unload while they are stuck. Your shield and Riptide (3rd) let you step into these trades first and eat the return fire. Respect the matchups where stepping into hook range means stepping into poke: against artillery and disengage, wait out their cooldowns instead of throwing yours away. Keep the river warded, because your engage is the perfect setup for your jungler, and a hook into a gank is two kills instead of one.

Mid Game

Your pick threat now covers the map. Shove the wave, then hunt: a hook from a brush onto the enemy mid or jungler near dragon wins the fight before it starts. Your ultimate reaches across a skirmish to lock the most important target, so save it for their carry instead of the nearest body. Set up dragon and herald by warding ahead of the timer and engaging onto whoever comes to contest, because one rooted body in a pit fight usually decides the whole thing. Roam with intent: your kit lands ganks that have no business landing.

Late Game

One hook decides whole fights now. You are the opener, so your timing is the team's timing: go when your damage is grouped behind you, and never throw the first hook into a wall of bodies that just eats it. Your ultimate locks the enemy carry from long range, and every fight asks whether to start with it or hold it to peel a diver off your own carry. If their backline is exposed, hook yourself onto it and crack the fight open. If it is not, sit on your carry and be the peel their assassin has to get through.

Teamfights

Pick a target, not a direction. The best case is a hook from the flank onto their carry, your root holding them while your team folds in, with your ultimate ready for whoever tries to peel. If the enemy is grouped tight and no clean angle exists, the job flips to peel: body-block for your ADC, throw the hook at the diver instead of the carry, and knock up whatever jumps your backline with your ultimate. Your shield and Riptide (3rd) punish anyone standing near you, so stand where it does the most good. The best Nautilus fights end with the enemy carry spending the whole thing rooted or airborne, never allowed to play.

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