Default order: R > E > W > Q.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
53.69%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.23%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
51.83%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
55.62%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
54.16%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
53.74%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.96%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
54.59%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
54.06%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
52.64%- Total Price
- 2,500
- Price
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
52.53%- Total Price
- 2,700
- Price
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
52.24%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
56.06%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
56.06%- Total Price
- 900
- Price
- 500
+350 Health
54.27%- Total Price
- 400
- Price
- 400
+150 Health
54.27%- Total Price
- 900
- Price
- 500
+350 Health
54.15%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
54.15%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
54.15%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 54.63% | 4.84% | 1,177 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T1 | 53.97% | 7.46% | 1,814 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T1 | 53.97% | 4.51% | 1,097 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T1 | 53.27% | 6.11% | 1,485 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T1 | 52.90% | 8.80% | 2,140 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 52.87% | 6.24% | 1,517 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T1 | 52.51% | 4.74% | 1,154 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T1 | 52.27% | 4.90% | 1,192 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 52.15% | 7.65% | 1,860 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 51.83% | 22.13% | 5,383 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T1 | 51.80% | 4.46% | 1,085 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 51.55% | 19.91% | 4,842 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 51.45% | 7.82% | 1,903 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T1 | 51.17% | 6.68% | 1,624 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 51.12% | 14.51% | 3,529 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 51.11% | 15.57% | 3,786 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 50.76% | 8.69% | 2,114 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 50.60% | 7.17% | 1,743 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T1 | 50.19% | 4.26% | 1,036 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 50.14% | 5.74% | 1,396 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 50.02% | 8.93% | 2,171 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T1 | 49.96% | 5.32% | 1,293 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 49.62% | 12.40% | 3,017 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 49.47% | 6.93% | 1,686 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 48.63% | 14.11% | 3,432 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 47.95% | 5.22% | 1,270 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 47.03% | 4.92% | 1,197 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 57.86% | 2.38% | 579 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 54.67% | 1.85% | 450 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 53.78% | 2.01% | 489 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 53.32% | 3.04% | 739 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 53.27% | 3.20% | 779 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 52.64% | 3.12% | 758 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 52.37% | 1.73% | 422 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.68% | 2.69% | 654 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 51.56% | 1.84% | 448 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.39% | 2.96% | 720 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 51.36% | 2.57% | 625 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 51.36% | 2.12% | 516 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 51.25% | 2.29% | 558 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T2 | 51.17% | 1.76% | 428 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 50.95% | 2.82% | 685 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T2 | 50.94% | 1.53% | 371 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T2 | 50.59% | 2.11% | 512 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T2 | 50.45% | 2.72% | 662 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 50.26% | 3.16% | 768 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 49.89% | 1.79% | 435 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.85% | 2.72% | 662 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 49.78% | 1.85% | 450 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 49.73% | 2.28% | 555 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T2 | 49.53% | 2.17% | 529 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T2 | 49.47% | 1.94% | 473 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 49.36% | 1.92% | 468 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T2 | 49.13% | 2.37% | 576 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T2 | 49.09% | 1.57% | 383 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 48.64% | 3.02% | 734 |
Grants 60 ability haste . View augment details | Gold | T2 | 48.53% | 2.24% | 544 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 48.43% | 1.57% | 382 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 48.40% | 3.08% | 748 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 48.39% | 2.29% | 558 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 48.39% | 2.04% | 496 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T2 | 48.33% | 2.82% | 687 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T2 | 48.10% | 3.25% | 790 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 48.04% | 1.68% | 408 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 47.83% | 1.61% | 391 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 47.41% | 2.78% | 675 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 47.31% | 1.91% | 465 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T2 | 46.07% | 1.52% | 369 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 46.02% | 1.71% | 415 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T2 | 45.67% | 1.71% | 416 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T2 | 44.12% | 1.71% | 417 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 43.44% | 1.50% | 366 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 53.27% | 1.26% | 306 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 53.05% | 1.08% | 262 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 52.84% | 0.94% | 229 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T3 | 52.43% | 0.76% | 185 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 52.05% | 0.90% | 219 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 51.96% | 0.84% | 204 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 51.82% | 1.13% | 274 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 51.40% | 1.32% | 321 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T3 | 50.26% | 0.80% | 195 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 50.17% | 1.22% | 297 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T3 | 50.00% | 0.76% | 184 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 49.21% | 0.79% | 191 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T3 | 49.01% | 1.45% | 353 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 48.89% | 1.11% | 270 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T3 | 48.85% | 0.89% | 217 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T3 | 48.41% | 1.16% | 283 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T3 | 48.37% | 0.76% | 184 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T3 | 47.98% | 0.71% | 173 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T3 | 47.94% | 1.10% | 267 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 47.52% | 0.99% | 242 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 47.49% | 0.90% | 219 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 47.26% | 0.83% | 201 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 45.97% | 0.87% | 211 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 45.88% | 0.80% | 194 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 44.75% | 0.74% | 181 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T3 | 44.64% | 1.19% | 289 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 43.88% | 0.97% | 237 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T3 | 43.21% | 1.00% | 243 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T3 | 42.31% | 0.86% | 208 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T3 | 42.29% | 0.72% | 175 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T3 | 41.98% | 0.87% | 212 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 36.14% | 0.83% | 202 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T4 | 61.54% | 0.43% | 104 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 59.87% | 0.65% | 157 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T4 | 58.02% | 0.33% | 81 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 55.83% | 0.49% | 120 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 54.79% | 0.30% | 73 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 54.22% | 0.34% | 83 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 54.10% | 0.50% | 122 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 54.05% | 0.46% | 111 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T4 | 53.25% | 0.32% | 77 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T4 | 52.33% | 0.35% | 86 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 51.39% | 0.30% | 72 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T4 | 51.38% | 0.45% | 109 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 50.59% | 0.35% | 85 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 50.44% | 0.46% | 113 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T4 | 50.34% | 0.61% | 149 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T4 | 50.00% | 0.67% | 164 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 49.37% | 0.32% | 79 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 48.63% | 0.60% | 146 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T4 | 48.03% | 0.62% | 152 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 46.36% | 0.62% | 151 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 45.83% | 0.59% | 144 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 45.74% | 0.39% | 94 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 45.45% | 0.32% | 77 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T4 | 44.83% | 0.48% | 116 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 42.99% | 0.44% | 107 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 42.86% | 0.29% | 70 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 41.59% | 0.46% | 113 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T4 | 41.38% | 0.36% | 87 |
Grants 50% critical strike chance . View augment details | Gold | T4 | 41.30% | 0.38% | 92 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T4 | 41.23% | 0.47% | 114 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 41.18% | 0.35% | 85 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 40.54% | 0.30% | 74 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 36.00% | 0.31% | 75 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T5 | 58.62% | 0.24% | 58 |
Grants 60% bonus attack speed . View augment details | Silver | T5 | 54.24% | 0.24% | 59 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T5 | 46.77% | 0.25% | 62 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T5 | 45.76% | 0.24% | 59 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T5 | 45.61% | 0.23% | 57 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T5 | 39.34% | 0.25% | 61 |
Nautilus Skill Combos
Extracted from the skill order guide
Shield, durability, or frontline-stacking augments: R > W > E > Q, or R > E > W > Q with an early extra point in W.
Hook, engage, or pick-focused augments: R > E > Q > W only when your team can immediately kill the target you catch.
Max E first, max W second, and leave Q for last unless your game is clearly built around repeated picks.
Nautilus Counters
Counters and threats extracted from the matchup guide
Counters
5Nautilus counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Nautilus is countered by these champions in ARAM: Mayhem.
Read counter detailsNautilus Team Comp Highlights
Partner patterns extracted from the team comp guide
Miss Fortune
Nautilus pins targets in place long enough for Miss Fortune to channel damage safely. His engage creates a clear line for her to fire through, and his ultimate can disrupt the enemy backline if they try to walk out together.
Orianna
Orianna gives Nautilus a second layer of engage. He provides the body that walks into the enemy team, while she adds burst and zone control around the point where enemies are forced to clump.
Yasuo
Nautilus gives Yasuo reliable access to airborne targets and messy close-range fights. Yasuo rewards Nautilus for starting on priority champions because he can instantly convert that crowd control into burst and cleanup pressure.
Jinx
Nautilus gives Jinx the stable first takedown she needs to snowball a fight. He locks a target down, stands between Jinx and divers, and forces enemies to either burn tools on him or let Jinx free-hit.
Brand
Brand loves enemies who are held in place or forced to group. Nautilus supplies the catch and the body contact, while Brand adds layered area damage that punishes anyone trying to save the first target.
Synergy mechanism: Nautilus pins targets in place long enough for Miss Fortune to channel damage safely. His engage creates a clear line for her to fire through, and his ultimate can disrupt the enemy backline if they try to walk out together. Combo: Nautilus looks for a hook on a carry or a frontliner standing too far forward. Once the target is locked down, Miss Fortune drops her area slow and starts her channel from behind him. If enemies collapse onto her, Nautilus turns from engage to peel and uses his remaining crowd control to stop the diver instead of chasing. Best scenario: This pairing is brutal when the enemy team has short-range champions forced to walk through the lane. Nautilus does not need a perfect hook on the enemy carry; catching the tank can still group the fight in a straight line, which gives Miss Fortune a clean damage angle. Enemy answer: Enemies should spread before Nautilus commits, hold displacement or hard crowd control for Miss Fortune’s channel, and bait Nautilus into engaging too deep before her damage is in range. Failure risk: If Nautilus hooks past the enemy frontline while Miss Fortune is blocked by minions, terrain, or threat range, he dies before the damage lands. The team also loses if Miss Fortune starts channeling before the enemy crowd control is spent. Recovery: After a failed engage, Nautilus should stop fishing for hero hooks and play directly in front of Miss Fortune. Let her clear the wave, punish divers, then re-engage only when the enemy uses mobility or key control first. 2. Orianna Synergy mechanism: Orianna gives Nautilus a second layer of engage. He provides the body that walks into the enemy team, while she adds burst and zone control around the point where enemies are forced to clump. Combo: Orianna places the ball on Nautilus before he steps up. Nautilus threatens hook or Snowball, then commits when multiple enemies are close enough to be punished. Orianna follows with her displacement and damage as Nautilus keeps the main target from escaping. Best scenario: This is best against teams that need to hold one narrow lane position. If the enemy carries stand behind their frontline, Nautilus can engage the front target and still drag the fight into Orianna’s area control. The combo does not require chasing forever; it wins by forcing enemies to fight where the ball already is. Enemy answer: Enemies should track the ball, back away when it sits on Nautilus, and poke him before he reaches hook range. They can also split to both sides of the lane so one engage does not catch the whole team. Failure risk: The combo fails when Nautilus goes in while Orianna’s ball is elsewhere or when he engages after Orianna has used her main control tools to waveclear. It also fails if he dives so far that Orianna cannot safely walk up. Recovery: If the first setup is denied, Nautilus should hold the front line and let Orianna control space with the ball. Threat is enough. Do not force into open ground; wait until enemies group around a health pack, minion wave, or low-health teammate. 3. Yasuo Synergy mechanism: Nautilus gives Yasuo reliable access to airborne targets and messy close-range fights. Yasuo rewards Nautilus for starting on priority champions because he can instantly convert that crowd control into burst and cleanup pressure. Combo: Nautilus marks a target with hook or ultimate, Yasuo follows the knock-up window, then Nautilus stays attached to the same target until Yasuo finishes the first kill or forces defensive tools. If the enemy backline retreats, Nautilus should body-block and peel rather than chase past Yasuo’s reach. Best scenario: This pair shines when the enemy team has immobile carries protected by one frontline champion. Nautilus can start on the protector, force the backline to stack behind them, and give Yasuo a clean entry without asking him to dash blindly through poke. Enemy answer: Enemies should break line of approach, hold disengage for Yasuo’s entry, and avoid standing behind the first target Nautilus ultimates. Exhaust-style damage reduction, shields, and immediate peel can also buy time until Nautilus is overextended. Failure risk: If Yasuo enters before Nautilus has actually locked someone down, he can be focused first. If Nautilus uses his engage on a target Yasuo cannot reach, the combo becomes two separate dives instead of one kill sequence. Recovery: When the all-in misses, Nautilus should retreat toward Yasuo and protect him through the counter-engage. The next fight should start from enemy cooldowns, not ego. Wait for someone to dash, step up for poke, or clump near the wave before committing again. 4. Jinx Synergy mechanism: Nautilus gives Jinx the stable first takedown she needs to snowball a fight. He locks a target down, stands between Jinx and divers, and forces enemies to either burn tools on him or let Jinx free-hit. Combo: Nautilus hooks or ultimates the closest punishable target. Jinx follows with traps placed where the target must retreat, then swaps into sustained damage while Nautilus keeps the enemy frontline busy. If the first target drops low, Jinx can use her execute pressure to start the reset chain. Best scenario: This is strongest against teams that lack long-range poke but have to walk forward to fight. Nautilus can keep fights simple: catch the nearest enemy, hold them in Jinx’s range, and let her scale the skirmish from one kill into several. Enemy answer: Enemies should attack Jinx from angles Nautilus cannot cover, force his crowd control onto tanks, and disengage immediately after he misses hook. Long-range poke also pressures this pair because Jinx may be too low to follow when Nautilus finally finds an engage. Failure risk: The biggest risk is Nautilus diving away from Jinx. If he leaves her exposed, assassins and bruisers can ignore him and kill the actual damage source. Another risk is forcing when Jinx is reloading position, trapped behind wave, or too far back to hit the target. Recovery: If Jinx gets pressured, Nautilus must abandon the chase and peel first. Stand on top of her, punish the diver, then use the next minion wave to reset spacing. A protected Jinx gives Nautilus more value than a low-odds hook under the enemy team. 5. Brand Synergy mechanism: Brand loves enemies who are held in place or forced to group. Nautilus supplies the catch and the body contact, while Brand adds layered area damage that punishes anyone trying to save the first target. Combo: Nautilus engages on a target near teammates, then Brand drops his area spells into the crowd instead of tunneling only the hooked champion. Nautilus should stay close enough to keep enemies inside the damage zone, but not so deep that Brand cannot follow without being engaged himself. Best scenario: This pairing is excellent into melee-heavy teams and deathball comps. When enemies want to collapse together, Nautilus starts the clump and Brand makes the rescue attempt expensive. Even a catch on a tank can win if the enemy carries step forward to help. Enemy answer: Enemies should spread out, poke before committing, and avoid stacking around the first player Nautilus catches. They can also bait Nautilus into engaging a durable target, then disengage before Brand’s full damage connects. Failure risk: If Nautilus engages before Brand is in range, the fight becomes a tank walking into five people. If Brand spends key damage on waveclear right before Nautilus commits, the team loses the punish window. Recovery: Slow the pace after a failed all-in. Nautilus should use threat to protect Brand while he pokes and waits for spells again. The next engage should happen after Brand has already softened the enemy team or forced them to stand near low-health allies.
The team functions Nautilus needs most are follow-up burst, sustained backline damage, and a second form of control after his engage. He can start fights, but he should not be asked to kill targets alone. He also needs at least one teammate who can punish enemies for collapsing on him, because good opponents will bait his hook, kite backward, then hit him while his team is still walking up. Put damage behind him, keep one peel tool for your carry, and Nautilus becomes a fight starter instead of just a brave target dummy.
Nautilus ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Engage Role | Nautilus plays as the first body in, standing near the wave to threaten hooks and start fights whenever someone missteps, relying on durability and point-and-click ultimate. | He must swap between engage and peel faster, sometimes holding Q and ultimate to protect carries with strong augments rather than starting fights blindly. | Shift from automatic frontline to reactive pick-and-peel controller based on team needs. |
| Hook Usage | Dredge Line is often used as the fight starter to catch squishy targets through minion wave gaps and force enemies to react, creating space even if targets survive. | The hook is more valuable as a punish tool than a random opener; wait for enemies to spend movement tools or overextend before committing. | Wait for movement-locked targets instead of fishing for hooks on cooldown. |
| Ultimate Targeting | Ulting the enemy marksman or mage is often correct by default since backline carries are the consistent priority targets for disruption. | The best target is whoever has the current augment-powered window to decide the fight, which may be a reset assassin, diver, or fed bruiser. | Ult based on who is currently strongest, not just traditional carry roles. |
| Snowball Timing | Snowball helps solve range problems; landing it lets you enter, apply passive, use E, then Q or R as needed to start fights. | Diving in can get you killed before your team arrives; land Snowball, wait, then take it only if your team is close enough to follow. | Use Snowball to counter-engage or follow overcommits rather than as blind engage. |
| Teamfight Positioning | Nautilus often sits at the front edge of the wave and threatens hook, since many fights begin from poke patterns and small positioning errors. | Standing too far ahead can isolate you; stand one step in front of carries against dive, only moving forward when your team is ready to follow. | Position where your next spell matters rather than always being the furthest forward. |
Champion Analysis
Role / Current performance
Nautilus the Titan of the Depths stands as one of the most imposing tank-support champions in League of Legends, and in ARAM: Mayhem, he reigns as a king of crowd control capable of delivering devastating chain-CC in the confined corridors of the Howling Abyss. As a tank-support and primary engage champion, Nautilus excels at initiating fights and controlling enemy backlines with his powerful crowd control kit. His core strength lies in Q, Dredge Line, which pulls him to a target or the target to him, serving as an excellent engage tool. In ARAM, this ability becomes his primary method of starting fights. Players should hook enemy backline targets to pull themselves into range, then coordinate with their team for quick eliminations. The ability can travel through walls for surprise engages, adding tactical flexibility to his approach. Nautilus's W, Titan's Wrath, grants him a shield for survivability, while his E, Riptide, provides AoE damage and a slow to control clustered enemies. His ultimate, Depth Charge, ranks among the strongest crowd control abilities in ARAM, knocking up all enemies along its path. Players should aim for the enemy backline, as even if the ultimate does not directly hit the primary target, the knock-up disrupts enemy formations and creates chaos in teamfights. His passive adds another layer of strategy, causing auto-attacks against crowd-controlled targets to deal bonus max-HP magic damage. After landing Q or R, following up with auto-attacks significantly increases damage output, making Nautilus more than just a CC bot. Alongside Leona, Nautilus forms a formidable tank-support duo in ARAM, amplifying his value in coordinated team compositions. Nautilus's strengths include powerful Q engage, massive R crowd control, strong base tankiness, and a passive that amplifies single-target damage. He can easily reach and control enemy backlines, making him a dominant presence on the Howling Abyss. However, he suffers from poor mobility, is easily kited, lacks sustain, and has a long R cooldown. Against highly mobile champions, his Q can be dodged, requiring patience and precise timing from players who must wait for the right moment to commit. His connections to Illaoi and Fizz as fellow Bilgewater champions add thematic depth, though his primary strategic value remains his ability to chain crowd control and initiate fights in ARAM's single-lane environment.
Core Tips
Long-form tips / Play pattern
Nautilus wins Mayhem fights by making the first clean touch count. Do not throw hook just because the lane is narrow. Hold it until a carry steps past minions, a diver commits onto your backline, or your team is close enough to spend damage immediately. If your hook lands and nobody can follow, you have only moved yourself into five players. Engage from angles, not from the exact center of the lane. Stand slightly off to one side so the enemy has to respect both the hook line and your walk-up. Use minion waves as a countdown. If the enemy caster minions are low, walk forward before they disappear. Many players relax right after a wave dies, and that is your best hook window. Do not always start with hook. If an enemy melee champion walks into you, auto them first to apply your point-and-click lockdown pattern, then layer your other crowd control. Save hook for their dash or escape. Use ultimate to force the real fight. Target a backline champion when your team can move forward behind the knock-up path. If the backline is grouped tightly, ult the carry positioned deepest in the line so the disruption travels through more bodies. Your best fights often start after the enemy dives first. Stand close enough to your carries that assassins and bruisers cannot pass through for free. When a diver arrives, root or knock them up before chasing anyone else. Peel in layers. Use the quickest control first when the threat is already on top of your teammate, then hook as they try to leave. Body-block with purpose. Step between your carry and incoming skillshots only when your shield or defensive augments are ready, or when blocking the spell saves a high-value teammate. Hook terrain when the engage fails. If your hook misses a champion but you still have a wall angle, pull yourself out instead of walking backward in a straight line. Retreat diagonally. Move toward the side with your team, relic, or minion cover. Stop chasing when your shield is gone and your team is behind you. If the target survives the first burst, turn and protect the damage dealers who followed you in. Control the lane width with your body. Stand where the enemy carry wants to stand. If you threaten the carry's dodge space, even a missed hook can force them away from minions and relic access. Respect enemy poke before you engage. If your team is already chunked, walking forward may bait your own side into a bad fight. Use brush as pressure, not as a hiding place forever. Hook the target your team can kill, not the target you personally want. A low-mobility mage in range of your carries is usually better than a tank with defensive tools ready. Against heavy dive, prioritize the first enemy to cross the midpoint. Against poke comps, look for the immobile damage source and use Snowball, side angles, or ultimate to create a forced engage. Snowball is best when it solves the minion problem. Tag a nearby champion or frontline target, wait for your team to move, then take the dash only when the follow-up is real. Do not Snowball into unbroken enemy formation without a plan. Trigger engage augments when the enemy is already committed to a dodge path. Defensive augments are strongest just before contact, not after you are already low. Push when your team has cooldowns and health. When behind, do not perma-clear from the front. Let ranged teammates thin the wave while you hold hook for anyone diving.
Read full guidePlaystyle Guide
Playstyle / Team structure
Nautilus controls ARAM through space ownership, disciplined engage timing, and adaptive positioning across three distinct game phases. During early levels 1-6, he should start slightly ahead of his carries to claim middle brush and space around low-health minions, but never so far forward that he takes free damage from five enemies. His trading rhythm favors short, unfair exchanges: hook enemies trapped behind their minion wave, walking sideways near walls, or using poke spells. If a hook lands and teammates are ready, he commits for a quick root chain and backs out after one rotation. Missing an engage creates a punish window for the enemy, so he stops walking forward after a missed hook. Snowball serves as a test rather than a guaranteed commit—he takes it when the enemy backline has used mobility, when allies have minions to walk behind, or when landing it forces retreat. He should not take every Snowball mark; letting it expire maintains lane control when carries are clearing, health is low, or the target stands under four teammates. Early augment choices should prioritize reaching the fight and surviving burst, with durability, shield value, crowd-control follow-up, or ability-haste options preferred over greedy damage when the team needs a real front line. The push-or-stall decision depends on team composition: push when allies have safer waveclear and Nautilus can front brush without being chunked, creating hook angles past minions and forcing enemies toward walls; stall when outranged or low on health, body-blocking only essential damage and saving hooks to stop dives rather than start them. When ahead, he moves forward with the next wave, threatens side angles, and forces enemies to farm under pressure. When behind, he stops fishing from max range, plays closer to carries, and peels for divers—a rooted diver is often a better target than an unreachable backline champion. Mid levels 7-11 represent Nautilus's most active stage. He positions one step ahead of damage dealers, shifting between center lane and brush to make enemies see him without knowing the engage angle. Mid-game trades need clear targets and exits: hooking tanks is acceptable only when allies can shred them or it opens backline access; hooking carries is better only if he survives return fire. Once crowd control is spent, he either keeps body-blocking or backs out behind the next wave, never hovering at half health in front of five enemies. Snowball becomes his best way to bypass minions and punish greedy poke champions, but he checks distance before taking the mark to ensure allies can hit the same target. Augment choices define his fight pattern: tankier builds allow leading from the front, while engage-focused builds favor repeated threats. When ahead, he chains fights instead of giving free resets. When behind, he saves ultimate lockdown for the champion dealing the most damage or the assassin trying to reach his backline. Late levels 12+ demand discipline. One missed hook can cost a turret, inhibitor, or the game, so he fishes only when the reward is real—an exposed carry, a champion without escape, or a target allies can instantly collapse on. Snowball becomes a fight button rather than poke, winning games when landed on backline champions if the team is in range and lockdown is ready. Against assassins or hard dive, he positions slightly behind vulnerable carries, making enemies walk through him first. When ahead late, he avoids giving shutdowns by diving too deep, instead forcing enemies to defend under pressure and engaging the first carry who steps forward to clear.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Nautilus the Titan of the Depths excels at translating small leads into repeated forced fights through his easily understood threat: any enemy stepping too far forward can start a chain that teammates finish. When ahead, Nautilus should control space before controlling champions by walking up and threatening hook angles that force enemies to choose between losing ground or eating engage. Even without casting, this pressure denies minions, health relic access, and safe poke positions. A critical ahead mistake is throwing hook into minions or terrain with no follow-up nearby, which surrenders the entire pressure window. When ahead, Nautilus must convert picks into safe fights rather than messy overextensions. After a successful hook, he should stay between the caught target and their team unless carries need peel more than chase. Walking through targets lets assassins and divers punish the backline while Nautilus occupies the wrong position. His ultimate gains more value when used to deny escape or break enemy formation after the team is already moving forward, rather than opening every fight with it. Snowball should only be taken if the team can cross during travel or if the hit target is isolated, as Snowball is not permission to enter alone against five champions. Durability augments when ahead let Nautilus stand in hook range longer, forcing enemies to respect his presence. Ability haste augments enable staggered control rather than dumping every tool into an already-dying target. Movement and engage-range augments make throws easier if used from deeper angles rather than safer ones. Shield and recovery augments cover Nautilus's post-commit weakness but should not be treated as immortality. Classic ahead throws include fighting without a wave when carries need minion cover, hooking tanks the enemy wants hit, chasing past health relics or deep into enemy spawn-side space, and abandoning carries after winning first kill. When behind, Nautilus must stop trying to be primary engage every time. His health bar no longer guarantees surviving long enough for teammates to arrive. He should play shorter and closer to damage, with comeback fights beginning when enemies overstep into his range rather than forcing long-distance engages into better-equipped champions. The priority shifts to stabilizing first, then seeking punish windows. Behind Nautilus should stand in front of carries but behind the point where a missed hook invites collapse. When enemy divers enter the backline, he peels first rather than switching to chase. He threatens hook from fogged angles after enemies use movement, understanding that a held hook still controls space while a missed hook signals enemies can walk in freely. Comeback engages should target isolated enemies rather than perfect targets, with the practical test being whether teammates can damage and retreat. Ultimate can be saved defensively to break enemy engages. Snowball becomes a comeback tool only when it safely fixes distance against isolated or crowd-controlled targets. Defensive augments prioritize surviving the first enemy rotation, while haste augments enable peel chains for multiple threats. Movement augments should reposition between carry and enemy rather than starting fights. Sustain augments help teams losing through poke wait out enemy cooldowns. The fundamental rule remains consistent: ahead Nautilus compresses enemy space and forces clean picks without overchasing, while behind Nautilus protects damage, punishes overextensions, and only engages when his team can hit the same target.
Read full guideChampion Background
Lore / Identity / Text block
Nautilus the Titan of the Depths is a crowd control-heavy tank whose identity in ARAM: Mayhem revolves around layered lockdown, engage flexibility, and frontline durability in the mode's narrow, fast-starting fights. His passive, Staggering Blow, empowers his first basic attack against each target with a root, making it a target-by-target tool rather than a single-use ability. This passive serves as the glue between his spells, enabling Q into auto for a real stop on engage, R into auto to prevent escape attempts, and auto after E as a peel pattern against divers. In Mayhem's cramped space, the passive excels at stopping dashes, peeling divers, and keeping marked targets inside your team's damage, though enemies can kite the auto range, use displacement or cleanse tools, or force wasted roots on low-value targets. Q, Dredge Line, functions as both engage and movement, pulling Nautilus and his target together or pulling himself to terrain. The single-lane layout makes Q threatening but also dangerous, as raw max-range hooks into five ready enemies often result in death before follow-up arrives. Q is blocked by the first valid unit or terrain, requiring careful attention to minion lines before throwing. The spell defines Nautilus' pick pressure and engage access, with missing Q removing his strongest threat window and hooking the wrong target potentially pulling him into fights his team did not want. W, Titan's Wrath, provides a shield and empowered autos, serving as Nautilus' main durability button when committing. In Mayhem's explosive fights, W should be pressed before enemy return damage lands, not after Nautilus is already nearly dead. It grants permission to stand in the dangerous part of fights, absorbing damage while crowd control chains resolve. E, Riptide, delivers short-range area control through damaging waves that slow nearby enemies, strongest when enemies are forced to move through Nautilus' zone rather than as long-range poke. R, Depth Charge, offers point-and-click reliability, sending a knockup charge through enemies toward a locked target. It excels at forcing fights through crowded lanes, with optimal use targeting backline carries when the path disrupts multiple enemies, or divers when instant peel matters more than engage. R can start fights, counter-engage, or split enemy lines, making it Nautilus' most dependable high-impact crowd control tool. The champion's strategic identity centers on deciding between engaging enemy backlines or peeling for carries, denying enemy engage waves rather than simply starting first, and managing threat windows so that wasted abilities do not leave his team vulnerable to punishment.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Nautilus is easy to start fights with, but Mayhem punishes lazy engages hard. The core mistake players make is treating hook as something to throw rather than a tool that must connect with the right target, at the right distance, with enough team follow-up that crowd control becomes a kill instead of a donation. Mechanical errors often begin with throwing hook through minion waves or into crowded terrain without checking the line first. This hits the wrong object, loses engage threat, and gives enemies a free window to punish. The correct approach is stepping sideways, waiting for minions to thin, or threatening angles until a champion must respect them. Nautilus becomes much scarier when enemies know the hook is available. Similarly, hooking at maximum range just because a target appears often leaves Nautilus too far ahead of his team, allowing enemies to collapse before allies can convert the catch. Players should check team position before firing and hold the hook if damage dealers are clearing, buying, retreating, or locked behind terrain. Using passive root on the first enemy in reach without considering priority wastes the ability on tanks or low-value frontliners while the real threat remains free. The first auto should target the champion whose movement matters most. Shield timing also matters critically. Pressing shield after taking full burst instead of before the enemy unloads damage loses the shield's value and often turns engage into quick death. Nautilus survives by absorbing the first response, not by healing back later. Layering all crowd control on one target instantly when the team is not ready to burst lets the target survive and escape, leaving nothing for counter-engage. Control should be staggered. Ultimate should target priority enemies rather than automatically hitting the nearest champion, and Snowball should be treated as a commitment tool rather than a reflex, taken only when the team can move together or the target justifies the trade. Decision mistakes include engaging out of boredom when the team lacks wave, health, or key damage dealers. Fights should start when allies are in range, the wave provides space, or enemies have overextended. Building and playing like a pure carry when the team needs a frontliner leaves carries without safe space. Players must decide before each fight whether they are the engager or the bodyguard, and against assassins or divers, standing next to the carry often beats hooking forward. Forcing fights into enemy zones, traps, and narrow choke points where the team cannot safely follow puts the fight on enemy terms. Enemies should be pulled out of strong positions rather than dived into. Chasing low-health targets past the enemy team after a successful engage leaves the team without a frontline and often trades Nautilus's life for no objective gain. After winning the first pick, players should turn back and help claim space, as the second fight in ARAM: Mayhem often starts immediately. Treating every death as acceptable because Nautilus is a tank costs the team its main engage and peel tool. A dead Nautilus cannot threaten hook, block skillshots, or stop divers. Life should be traded only when the team gains a clear kill, wins the fight, or saves a high-value carry. Finally, repeating the same engage pattern after enemies adapt allows them to bait hooks, spread for ultimate, or punish landing spots. Players must change their approach, sometimes walking forward without hooking, holding ultimate until the carry shows, or peeling first and engaging second after enemies waste their own tools. Nautilus is strongest when enemies must guess whether the next step is a hook, a peel turn, or a full commit.
Read full guideFAQ
Nautilus
Is Nautilus a frontliner or an engage support in ARAM: Mayhem? Nautilus is both, but he plays best when he starts fights on targets his team can actually reach. If your carries are close enough to follow, hook or ultimate the enemy who stepped too far forward and turn that catch into a numbers advantage. The tradeoff is that a bad engage leaves you stuck in the enemy team with no easy way out. When should I use Nautilus hook? Use hook when the target is isolated, already slowed, or standing near terrain where they cannot sidestep easily. If the enemy has strong peel or instant counter-engage, hold the hook until they spend a key defensive tool first. Missing it is a real punish window because Nautilus loses a lot of threat while he waits to re-enter the fight. Should I hook the tank or wait for a carry? Hook the tank only when your team wants to burn the frontline or when the tank is overextended without backup. If an enemy carry is in range and your team can follow, save your engage for them because Nautilus is strongest when he forces fragile champions to play scared. The risk is greed: waiting too long for the perfect carry hook can give the enemy free poke and space.
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