Default order: R > E > W > Q.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,400
- Harga
- 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.
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,800
- Harga
- 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.
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Harga total
- 2,450
- Harga
- 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.
N/Aitem
- Harga total
- 3,000
- Harga
- 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%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.23%- Harga total
- 2,450
- Harga
- 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%- Harga total
- 2,400
- Harga
- 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%- Harga total
- 2,800
- Harga
- 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%- Harga total
- 3,100
- Harga
- 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%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.96%- Harga total
- 2,900
- Harga
- 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%- Harga total
- 2,700
- Harga
- 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%- Harga total
- 3,200
- Harga
- 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%- Harga total
- 2,500
- Harga
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
52.53%- Harga total
- 2,700
- Harga
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
52.24%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
56.06%- Harga total
- 400
- Harga
- 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%- Harga total
- 900
- Harga
- 500
+350 Health
54.27%- Harga total
- 400
- Harga
- 400
+150 Health
54.27%- Harga total
- 900
- Harga
- 500
+350 Health
54.15%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
54.15%- Harga total
- 400
- Harga
- 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%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.63% | 4.84% | 1,177 |
Pilih Slow Cooker saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.97% | 7.46% | 1,814 |
Pilih Upgrade Thornmail saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.97% | 4.51% | 1,097 |
Pilih Quest: Icathia's Fall saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.27% | 6.11% | 1,485 |
Pilih Courage of the Colossus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.90% | 8.80% | 2,140 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.87% | 6.24% | 1,517 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.51% | 4.74% | 1,154 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.27% | 4.90% | 1,192 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.15% | 7.65% | 1,860 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.83% | 22.13% | 5,383 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.80% | 4.46% | 1,085 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.55% | 19.91% | 4,842 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.45% | 7.82% | 1,903 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.17% | 6.68% | 1,624 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.12% | 14.51% | 3,529 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.11% | 15.57% | 3,786 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.76% | 8.69% | 2,114 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.60% | 7.17% | 1,743 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 50.19% | 4.26% | 1,036 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.14% | 5.74% | 1,396 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.02% | 8.93% | 2,171 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.96% | 5.32% | 1,293 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.62% | 12.40% | 3,017 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.47% | 6.93% | 1,686 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.63% | 14.11% | 3,432 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.95% | 5.22% | 1,270 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.03% | 4.92% | 1,197 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.86% | 2.38% | 579 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.67% | 1.85% | 450 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.78% | 2.01% | 489 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.32% | 3.04% | 739 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.27% | 3.20% | 779 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.64% | 3.12% | 758 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.37% | 1.73% | 422 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.68% | 2.69% | 654 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.56% | 1.84% | 448 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.39% | 2.96% | 720 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.36% | 2.57% | 625 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.36% | 2.12% | 516 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.25% | 2.29% | 558 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.17% | 1.76% | 428 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.95% | 2.82% | 685 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.94% | 1.53% | 371 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.59% | 2.11% | 512 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.45% | 2.72% | 662 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.26% | 3.16% | 768 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.89% | 1.79% | 435 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.85% | 2.72% | 662 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.78% | 1.85% | 450 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.73% | 2.28% | 555 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.53% | 2.17% | 529 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.47% | 1.94% | 473 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.36% | 1.92% | 468 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.13% | 2.37% | 576 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.09% | 1.57% | 383 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.64% | 3.02% | 734 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.53% | 2.24% | 544 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.43% | 1.57% | 382 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.40% | 3.08% | 748 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.39% | 2.29% | 558 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.39% | 2.04% | 496 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.33% | 2.82% | 687 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.10% | 3.25% | 790 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.04% | 1.68% | 408 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.83% | 1.61% | 391 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.41% | 2.78% | 675 |
Pilih Gash saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.31% | 1.91% | 465 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.07% | 1.52% | 369 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.02% | 1.71% | 415 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.67% | 1.71% | 416 |
Pilih Windspeaker's Blessing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.12% | 1.71% | 417 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 43.44% | 1.50% | 366 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.27% | 1.26% | 306 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 53.05% | 1.08% | 262 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.84% | 0.94% | 229 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.43% | 0.76% | 185 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.05% | 0.90% | 219 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.96% | 0.84% | 204 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.82% | 1.13% | 274 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.40% | 1.32% | 321 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.26% | 0.80% | 195 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.17% | 1.22% | 297 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.00% | 0.76% | 184 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.21% | 0.79% | 191 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.01% | 1.45% | 353 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.89% | 1.11% | 270 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.85% | 0.89% | 217 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.41% | 1.16% | 283 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.37% | 0.76% | 184 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.98% | 0.71% | 173 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.94% | 1.10% | 267 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.52% | 0.99% | 242 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.49% | 0.90% | 219 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.26% | 0.83% | 201 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.97% | 0.87% | 211 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.88% | 0.80% | 194 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.75% | 0.74% | 181 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.64% | 1.19% | 289 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.88% | 0.97% | 237 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.21% | 1.00% | 243 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 42.31% | 0.86% | 208 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.29% | 0.72% | 175 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 41.98% | 0.87% | 212 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 36.14% | 0.83% | 202 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 61.54% | 0.43% | 104 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 59.87% | 0.65% | 157 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 58.02% | 0.33% | 81 |
Pilih Stuck in Here With Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 55.83% | 0.49% | 120 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.79% | 0.30% | 73 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.22% | 0.34% | 83 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.10% | 0.50% | 122 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.05% | 0.46% | 111 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.25% | 0.32% | 77 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 52.33% | 0.35% | 86 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 51.39% | 0.30% | 72 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.38% | 0.45% | 109 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.59% | 0.35% | 85 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.44% | 0.46% | 113 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.34% | 0.61% | 149 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.67% | 164 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.37% | 0.32% | 79 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.63% | 0.60% | 146 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.03% | 0.62% | 152 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.36% | 0.62% | 151 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.83% | 0.59% | 144 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.74% | 0.39% | 94 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.45% | 0.32% | 77 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 44.83% | 0.48% | 116 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 42.99% | 0.44% | 107 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.86% | 0.29% | 70 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 41.59% | 0.46% | 113 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 41.38% | 0.36% | 87 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 41.30% | 0.38% | 92 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 41.23% | 0.47% | 114 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 41.18% | 0.35% | 85 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 40.54% | 0.30% | 74 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 36.00% | 0.31% | 75 |
Pilih Back to Basics saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 58.62% | 0.24% | 58 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 54.24% | 0.24% | 59 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 46.77% | 0.25% | 62 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 45.76% | 0.24% | 59 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 45.61% | 0.23% | 57 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | 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
Peran / Rasio menang
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.
Tips utama
Blog panduan / N/A
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 guideBlog panduan
N/A / Augment
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 guideRasio menang
Rasio menang / Rasio pilih
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 guidePeringkat champion
Champion / Peran
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 guideLihat panduan champion
Blog panduan / Tier
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.
Read full guideBlog panduan
Blog panduan / Diperbarui
