Wild Rift Guides
Nautilus Support Wild Rift Guide
Who counters Nautilus in Wild Rift? The toughest Nautilus support counters are Janna, Morgana, and Thresh. Full Nautilus Support counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Nautilus forces the fight whether the enemy wants one or not. His hook drags him to a target or a wall, his first attack on anyone roots them, his shield turns his hits into area damage while Riptide slows everyone near him, and his ultimate chases one chosen enemy across the screen and knocks them up. Every part of his kit is crowd control, so every fight he touches starts with someone unable to move. He is the heaviest engage support in Wild Rift, and also one of the slowest. His job in the Dragon lane is turning lockdown into kills. You are not there to poke or babysit your carry: you find one hook, root the enemy support or ADC, and turn the lock into a death. Played right, he makes the enemy duo afraid to walk forward and turns every objective fight into a free pick on whoever stands out of line. The catch is that all his range lives on the hook, and everyone can see it coming. Miss it and he is a slow melee tank with no escape and a long wait before his threat returns. A Nautilus who whiffs is a Nautilus the enemy simply walks past.
Strengths
- Chain crowd control on every ability: one hook becomes a root, a slow, and an unstoppable knock-up before the enemy can act.
- His ultimate locks onto one chosen target across the whole screen, making him the cleanest pick-maker among engage supports.
- 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: Pure disengage is the worst answer to your all-in: her tornado and ultimate knock you off the target the moment you commit, and her monsoon undoes the whole pick.
- Morgana: Black Shield blocks your hook root and your ultimate's lock outright, so whenever the bubble is up your opening move becomes a wasted cooldown.
- Thresh: A longer hook, a flay that shoves you off the moment you engage, and a lantern that pulls his carry out of your all-in right as it lands.
- Rell: The engage mirror goes her way: her dismount crash lands faster than your walk-up hook, her W bulk out-trades your shield, and her shred strips the armor your tank plan leans on.
- Braum: Unbreakable blocks the hook your whole lane starts with, his passive stun wins the slow melee trades you both want, and his carry stays behind cover you cannot pull through.
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: Immobile with no exit from melee, she is exactly the target your kit is built to catch, and once her binding is down one clean engage ends her lane.
- 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: Her whole game is healing through damage, and a hook plus ult removes the healer from the fight entirely; she also has to root herself to heal, which creates the perfect pull window.
- Pyke: He plays the same pick game with none of your durability: his health bar is tiny, his escapes have cast times, and your lockdown is point-and-click once anything connects.
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: Your chain CC stacks Plasma by itself: hook, auto, knockup, ult, and she detonates the result. Her ultimate follows every pick you land, anywhere.
- Samira: Hook starts the brawl she needs, your layered CC keeps enemies inside her Flair range, and Inferno Trigger cleans up the pile you anchored.
- 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.
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 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 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.