Greater Mark of Replenishment
+ 0.26 mana regen / 5 sec
Greater Mark of Intellect
+ 5.91 mana
Greater Mark of Insight
+ 0.95 magic penetration
Greater Mark of Focus
+ 0.16% cooldowns
Greater Mark of Furor
+ 2.23% critical damage
Greater Mark of Might
+ 0.13 attack damage per level
(2.34 at level 18)
(2.34 at level 18)
Greater Mark of Fortitude
+ 3.47 health
Greater Mark of Warding
+ 0.77 magic resist
Greater Mark of Vitality
+ 0.54 health per level
(9.72 at level 18)
(9.72 at level 18)
Greater Mark of Knowledge
+ 1.17 mana per level
(21.06 at level 18)
(21.06 at level 18)
Greater Mark of Force
+ 0.10 ability power per level
(1.8 at level 18)
(1.8 at level 18)
Greater Mark of Potency
+ 0.59 ability power
Greater Mark of Malice
+ 0.93% critical chance
Greater Mark of Alacrity
+ 1.70% attack speed
Greater Mark of Desolation
+ 1.66 armor penetration
Greater Mark of Shielding
+ 0.07 magic resist per level
(1.26 at level 18)
(1.26 at level 18)
Greater Mark of Resilience
+ 0.91 armor
Greater Mark of Strength
+ 0.95 attack damage
Greater Seal of Clarity
+ 0.06 mana regen / 5 sec per level
(1.08 at level 18)
(1.08 at level 18)
Greater Seal of Regeneration
+ 0.11 health regen / 5 sec per level
(1.98 at level 18)
(1.98 at level 18)
Greater Seal of Shielding
+ 0.10 magic resist per level
(1.8 at level 18)
(1.8 at level 18)
Greater Seal of Potency
+ 0.59 ability power
Greater Seal of Knowledge
+ 1.17 mana per level
(21.06 at level 18)
(21.06 at level 18)
Greater Seal of Force
+ 0.10 ability power per level
(1.8 at level 18)
(1.8 at level 18)
Greater Seal of Lucidity
+ 0.06 energy regen / 5 sec per level
(1.08 at level 18)
(1.08 at level 18)
Greater Seal of Defense
+ 0.15 armor per level
(2.7 at level 18)
(2.7 at level 18)
Greater Seal of Strength
+ 0.43 attack damage
Greater Seal of Furor
+ 0.78% critical damage
Greater Seal of Vitality
+ 1.08 health per level
(19.44 at level 18)
(19.44 at level 18)
Greater Seal of Malice
+ 0.42% critical chance
Greater Seal of Evasion
+ 0.75% dodge
Greater Seal of Vigor
+ 0.43 health regen / 5 sec
Greater Seal of Focus
+ 0.29% cooldowns
Greater Seal of Replenishment
+ 0.41 mana regen / 5 sec
Greater Seal of Intellect
+ 6.89 mana
Greater Seal of Meditation
+ 0.63 energy regen / 5 sec
Greater Seal of Warding
+ 0.74 magic resist
Greater Seal of Might
+ 0.06 attack damage per level
(1.08 at level 18)
(1.08 at level 18)
Greater Seal of Alacrity
+ 0.76% attack speed
Greater Seal of Resilience
+ 1.41 armor
Greater Seal of Fortitude
+ 5.35 health
Greater Glyph of Sapience
+ 0.16 energy / level
(2.88 at level 18)
(2.88 at level 18)
Greater Glyph of Strength
+ 0.28 attack damage
Greater Glyph of Furor
+ 0.56% critical damage
Greater Glyph of Might
+ 0.04 attack damage per level
(0.72 at level 18)
(0.72 at level 18)
Greater Glyph of Vitality
+ 0.54 health per level
(9.72 at level 18)
(9.72 at level 18)
Greater Glyph of Clarity
+ 0.06 mana regen / 5 sec per level
(1.08 at level 18)
(1.08 at level 18)
Greater Glyph of Knowledge
+ 1.42 mana per level
(25.56 at level 18)
(25.56 at level 18)
Greater Glyph of Shielding
+ 0.15 magic resist per level
(2.7 at level 18)
(2.7 at level 18)
Greater Glyph of Resilience
+ 0.70 armor
Greater Glyph of Celerity
+ 0.05% cooldowns per level
(0.9 at level 18)
(0.9 at level 18)
Greater Glyph of Force
+ 0.17 ability power per level
(3.06 at level 18)
(3.06 at level 18)
Greater Glyph of Acumen
+ 2.20 energy
Greater Glyph of Malice
+ 0.28% critical chance
Greater Glyph of Alacrity
+ 0.64% attack speed
Greater Glyph of Fortitude
+ 2.67 health
Greater Glyph of Insight
+ 0.68 magic penetration
Greater Glyph of Replenishment
+ 0.31 mana regen / 5 sec
Greater Glyph of Vigor
+ 0.27 health regen / 5 sec
Greater Glyph of Warding
+ 1.34 magic resist
Greater Glyph of Focus
+ 0.65% cooldowns
Greater Glyph of Intellect
+ 11.25 mana
Greater Glyph of Potency
+ 1.19 ability power
Greater Quintessence of Malice
+ 1.86% critical chance
Greater Quintessence of Alacrity
+ 3.40% attack speed
Greater Quintessence of Desolation
+ 3.33 armor penetration
Greater Quintessence of Warding
+ 4.00 magic resist
Greater Quintessence of Resilience
+ 4.26 armor
Greater Quintessence of Strength
+ 2.25 attack damage
Greater Quintessence of Vigor
+ 2.70 health regen / 5 sec
Greater Quintessence of Avarice
+ 1.00 gold / 10 sec
Greater Quintessence of Swiftness
+ 1.50% movement speed
Greater Quintessence of Meditation
+ 1.57 energy regen / 5 sec
Greater Quintessence of Clarity
+ 0.24 mana regen / 5 sec per level
(4.32 at level 18)
(4.32 at level 18)
Greater Quintessence of Focus
+ 1.64% cooldowns
Greater Quintessence of Regeneration
+ 0.28 health regen / 5 sec per level
(5.04 at level 18)
(5.04 at level 18)
Greater Quintessence of Force
+ 0.43 ability power per level
(7.74 at level 18)
(7.74 at level 18)
Greater Quintessence of Knowledge
+ 4.17 mana per level
(75.06 at level 18)
(75.06 at level 18)
Greater Quintessence of Furor
+ 4.46% critical damage
Greater Quintessence of Might
+ 0.25 attack damage per level
(4.5 at level 18)
(4.5 at level 18)
Greater Quintessence of Fortitude
+ 26.00 health
Greater Quintessence of Defense
+ 0.38 armor per level
(6.84 at level 18)
(6.84 at level 18)
Greater Quintessence of Vitality
+ 2.70 health per level
(48.6 at level 18)
(48.6 at level 18)
Greater Quintessence of Shielding
+ 0.37 magic resist per level
(6.66 at level 18)
(6.66 at level 18)
Greater Quintessence of Wisdom
+ 2.00 experience gained
Greater Quintessence of Revival
+ 5.00 time dead
Greater Quintessence of Acumen
+ 5.40 energy
Greater Quintessence of Insight
+ 2.18 magic penetration
Greater Quintessence of Celerity
+ 0.13% cooldowns per level
(2.34 at level 18)
(2.34 at level 18)
Greater Quintessence of Evasion
+ 1.50% dodge
Greater Quintessence of Potency
+ 4.95 ability power
Greater Quintessence of Replenishment
+ 1.25 mana regen / 5 sec
Greater Quintessence of Intellect
+ 37.50 mana
Greater Mark of Destruction
+ 1.00 armor penetration / +.57 magic penetration
Greater Seal of Avarice
+ 0.25 gold / 10 sec
Greater Seal of Endurance
+ 0.50% health
Greater Quintessence of Endurance
+ 1.50% increased health
Greater Quintessence of Transmutation
+ 2.00% spellvamp
Greater Quintessence of Vampirism
+ 2.00% lifesteal
Greater Quintessence of Destruction
+ 2.00 armor penetration / +1.3 magic penetration
Exhaust
Exhausts target champion, reducing Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 3 seconds.
Ghost
Your Champion ignores unit collision and moves 27% faster for 10 seconds.
Heal
Resores 140 + 20 x level Health to your Champion and 50% of that to nearby allies.
Promote
Promotes the nearest allied super minion to an anti-Turrest Cannon, healing it, granting it bonus stats, and causing it to grant the caster gold for its kills.
Revive
Instantly revives your Champion at your Summoner Platform. In addition, your Champion gains a speed bonus that decreases over time.
Smite
Deals 420, plus 25 times your level, true damage to target enemy minion or pet.
Teleport
After 4 seconds, teleports your champion to target friendly minion or turret.
Cleanse
Removes all stuns, slows, taunts, fears, snares, sleeps, silences, blinds and immobilizers and lowers the duration of new ones applied by 65% for 3 seconds.
Garrison
Allied Turret: Grants massive Regeneration and Attack Speed for 8 seconds. Enemy Turret: Reduces Damage by 80% for 8 seconds.
Clarity
Restores 160 + 30 x level Mana to your Champion and 50% of that to nearby allies.
Ignite
Ignites the target enemy unit, dealing 50 true damage plus 20 damage per level over 5 seconds, and reduces healing and regeneration by 50%.
Surge
Empowers your champion, increasing Attack Speed by 35% and Ability Power by 10-78 (depending on champion level) for 12 seconds.
Clairvoyance
Reveals an area of the map for 6 seconds (castable anywhere).
Flash
Teleports your Champion to your cursor's location.
Dredge Line
Nautilus hurls his anchor forward. If it hits a champion, he drags both himself and the opponent close together. If it hits terrain, Nautilus instead pulls himself to the anchor.
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+0.75) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
Cost: 60/70/80/90/100 Mana
Range: 950
Titan's Wrath
Nautilus surrounds himself with dark energies, gaining a shield that blocks incoming damage. While the shield persists, his attacks apply a damage over time effect to enemies around his target.
Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+ ) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
Cost: 80 Mana
Range: 350
Riptide
Nautilus slams the ground, causing the earth to explode around him in a set of three explosions. Each explosion damages and slows enemies.
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+0.5) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Cost: 60/70/80/90/100 Mana
Range: 400
Depth Charge
Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them.
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+0.4) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Cost: 100 Mana
Range: 825
Staggering Blow
Nautilus' basic attacks deal bonus physical damage and immoblize his targets. This effect cannot happen more than once every few seconds on the same target.
Abyssal Scepter
+70 Ability Power +57 Magic Resistance UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
Aegis of the Legion
+270 Health +18 Armor +24 Magic Resist UNIQUE Aura: +12 Armor / +15 Magic Resistance / +8 Damage to nearby allied units.
Amplifying Tome
+20 Ability Power
Archangel's Staff
+400 Mana +25 Mana Regen per 5 sec +45 Ability Power Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana. This effect has a 3 second cooldown. Bonus caps at 1000 mana.
Atma's Impaler
+45 Armor +18% Critical Strike UNIQUE Passive: 1.5% of your maximum health is added to your attack damage.
Avarice Blade
+12% Critical Strike UNIQUE Passive: Gain an additional 5 Gold every 10 seconds.
B. F. Sword
+45 Attack Damage
Banshee's Veil
+375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Blocks one enemy ability every 45 seconds.
Berserker's Greaves
+25% Attack Speed UNIQUE Passive: Enhanced Movement 2.
Bilgewater Cutlass
+35 Attack Damage +15% Life Steal UNIQUE Active: Deals 150 magic damage and slows the target champion by 50% for 3 seconds (400 range). 60 second cooldown.
Blasting Wand
+40 Ability Power
Boots of Mobility
UNIQUE Passive: Enhanced Movement 2 Passive: When out of combat for 5 seconds the effect of these boots is increased to Enhanced Movement 5.
Boots of Speed
UNIQUE Passive: Enhanced Movement 1
Boots of Swiftness
UNIQUE Passive: Enhanced Movement 3
Brawler's Gloves
+8% Critical Strike
Catalyst the Protector
+290 Health +325 Mana UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.
Chain Vest
+45 Armor
Chalice of Harmony
+30 Magic Resistance +7.5 Mana Regen per 5 sec UNIQUE Passive: Increases your Mana Regen by 1% per 1% Mana you are missing.
Cloak and Dagger
+20% Attack Speed +20% Critical Strike Chance +25 Tenacity (Tenacity reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes. Tenacity effects do not stack)
Cloak of Agility
+18% Critical Strike
Cloth Armor
+18 Armor
Dagger
+15% Attack Speed
Deathfire Grasp
+60 Ability Power +10 Mana Regen per 5 Sec UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a minimum of 200 damage. 1 minute cooldown.
Doran's Blade
+100 Health +10 Damage +3% Lifesteal
Doran's Ring
+100 Health +5 Mana Regen per 5 sec +15 Ability Power
Doran's Shield
+120 Health +10 Armor +8 Health Regeneration per 5
Eleisa's Miracle
+25 Health Regen per 5 sec +20 Mana Regen per 5 sec +25 Tenacity (Tenacity reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes. Tenacity effects do not stack)
Elixir of Agility
Click to Consume: Grants 12-22% Attack Speed, based on champion level, and 8% Critical Chance for 4 minutes.
Elixir of Brilliance
Click to Consume: Grants 20-40 Ability Power, based on champion level, and reduces cooldowns by 10% for 4 minutes.
Elixir of Fortitude
Click to Consume: Grants 140-235 Health, based on champion level, and 10 Attack Damage for 4 minutes.
Emblem of Valor
+25 Armor UNIQUE Aura: Nearby allied Champions gain 10 Health Regen per 5 seconds.
Executioner's Calling
+18% Lifesteal +15% Critical Strike Chance UNIQUE Passive: On hit, you cause 4 damage per second for 8 seconds. UNIQUE Active: Inflicts target enemy champion with Grievous Wound, causing 50% reduced healing and regeneration for 8 seconds. 20 second cooldown.
Faerie Charm
+3 Mana Regen per 5 sec
Fiendish Codex
+30 Ability Power +7 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 10%.
Force of Nature
+76 Magic Resist +40 Health Regen per 5 sec +8% Movement Speed UNIQUE Passive: Restores 0.35% of your champion's health every second.
Frozen Heart
+99 Armor +500 Mana UNIQUE Passive: Reduces ability cooldowns by 20% and reduces the attack speed of nearby enemies by 20%.
Frozen Mallet
+700 Health +20 Attack Damage UNIQUE Passive: Your attacks reduce your target's Movement Speed by 40% for 2.5 seconds (30% for ranged attacks).
Giant's Belt
+430 Health
Glacial Shroud
+425 Mana +45 Armor UNIQUE Passive: Reduces ability cooldowns by 15%.
Guardian Angel
+68 Armor +38 Magic Resistance UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes.
Guinsoo's Rageblade
+35 Attack Damage +45 Ability Power UNIQUE Passive: On attack or spell cast, increases your Attack Speed by 4% and Ability Power by 6. Lasts 5 seconds (stacks up to 8 times).
Haunting Guise
+25 Ability Power +200 Health UNIQUE Passive: +20 Magic Penetration
Health Potion
Click to Consume: Restores 200 Health over 20 seconds.
Heart of Gold
+250 Health UNIQUE Passive: Generates 5 Gold every 10 seconds.
Hexdrinker
+35 Attack Damage +30 Magic Resistance UNIQUE Passive: If you would take Magic Damage that would leave you at less than 30% of your Maximum Health, you first gain a shield that absorbs 300 Magic Damage for 4 seconds. 60 second cooldown.
Hextech Gunblade
+40 Attack Damage +70 Ability Power +15% Life Steal UNIQUE Passive: +25% Spell Vamp UNIQUE Active: Deals 300 magic damage and slows the target champion by 50% for 3 seconds (700 range). 60 second cooldown.
Hextech Revolver
+40 Ability Power UNIQUE Passive: +12% Spell Vamp
Infinity Edge
+80 Attack Damage +25% Critical Strike UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
Ionian Boots of Lucidity
UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Passive: Enhanced Movement 2.
Kage's Lucky Pick
+25 Ability Power UNIQUE Passive: Gain an additional 5 Gold every 10 seconds.
Kindlegem
+200 Health UNIQUE Passive: Reduces ability cooldowns by 10%
Last Whisper
+40 Attack Damage UNIQUE Passive: +40% Armor Penetration
Leviathan
+180 Health UNIQUE Passive: Your champion gains 32 health per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion takes 15% less damage.
Lich Bane
+350 Mana +80 Ability Power +30 Magic Resist +7% Movement Speed UNIQUE Passive: 100% chance when an ability is used that your next physical attack deals an additional 100% of your Ability Power in damage. This effect has a 2 second cooldown.
Long Sword
+10 Attack Damage
Madred's Bloodrazor
+40 Attack Damage +40% Attack Speed +25 Armor UNIQUE Passive: On hit, deals Magic Damage equal to 4% of the target's maximum Health.
Madred's Razors
+15 Damage +23 Armor UNIQUE Passive: 20% chance on hitting a minion or monster to deal 300 bonus magic damage.
Malady
+25 Ability Power +50% Attack Speed UNIQUE Passive: Your physical attacks shred your target, dealing 20 magic damage and lowering their magic resistance by 6. Magic resistance reduction stacks up to 4 times.
Mana Manipulator
UNIQUE Aura: Restores 7.2 Mana per 5 seconds to yourself and nearby friendly Champions.
Mana Potion
Click to Consume: Restores 100 Mana over 20 seconds.
Manamune
+350 Mana +7 Mana Regen per 5 sec +20 Attack Damage UNIQUE Passive: 2% of your max mana is converted to attack damage. UNIQUE Passive: Each time you attack, you gain one maximum mana (3 second cooldown.) Each time you use an ability, you gain 4 maximum mana (3 second cooldown.) Bonus caps at 1000 mana.
Mejai's Soulstealer
+20 Ability Power UNIQUE Passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's cooldowns are reduced by 15%.
Meki Pendant
+7 Mana regen per 5 sec
Mercury's Treads
+25 Magic Resist +35 Tenacity UNIQUE Passive: Enhanced Movement 2 (Tenacity reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes. Tenacity effects do not stack)
Moonflair Spellblade
+50 Ability Power +25 Tenacity (Tenacity reduces the duration of stuns, slows, taunts, fears, sleeps, silences, blinds and immobilizes. Tenacity effects do not stack)
Morello's Evil Tome
+75 Ability Power +12 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 20%.
Nashor's Tooth
+50% Attack Speed +55 Ability Power +10 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 25%
Needlessly Large Rod
+80 Ability Power
Negatron Cloak
+48 Magic Resistance
Ninja Tabi
+25 Armor +12% Dodge Chance UNIQUE Passive: Enhanced Movement 2
Null-Magic Mantle
+24 Magic Resistance
Oracle's Elixir
Click to Consume: Gives your Champion stealth detection until they die.
Phage
+225 Health +18 Attack Damage Passive: 25% chance on hit to reduce your target's Movement Speed by 30% for 2.5 seconds.
Phantom Dancer
+55% Attack Speed +30% Critical Strike +15% Movement Speed
Philosopher's Stone
+18 Health Regen per 5 sec +8 Mana Regen per 5 sec UNIQUE Passive: Gain an additional 5 Gold every 10 seconds.
Pickaxe
+25 Attack Damage
Quicksilver Sash
+56 Magic Resistance Active: Removes all debuffs from your character. 90 second cooldown.
Rabadon's Deathcap
+140 Ability Power UNIQUE Passive: Increases Ability Power by 30%
Randuin's Omen
+350 Health +75 Armor +25 Health Regen per 5 sec. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speeds by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown.
Recurve Bow
+40% Attack Speed
Regrowth Pendant
+15 Health Regen per 5 sec
Rejuvenation Bead
+8 Health Regen per 5 sec
Rod of Ages
+450 Health +525 Mana +60 Ability Power Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana, and +20 Ability Power. UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.
Ruby Crystal
+180 Health
Rylai's Crystal Scepter
+500 Health +80 Ability Power UNIQUE Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
Sapphire Crystal
+200 Mana
Sheen
+250 Mana +25 Ability Power UNIQUE Passive: When an ability is used, your base damage is increased by 100% for your next attack. This effect has a 2 second cooldown.
Shurelya's Reverie
+330 Health +30 Health Regen per 5 sec +15 Mana Regen per 5 sec UNIQUE Passive: Reduces ability cooldowns by 15% UNIQUE Active: Nearby champions gain 40% movement speed for 3 seconds (60 second cooldown)
Sight Ward
Click to Consume: Places an invisible ward that can see visible enemy units. Lasts 3 minutes.
Sorcerer's Shoes
+20 Magic Penetration UNIQUE Passive: Enhanced Movement 2
Soul Shroud
+520 Health UNIQUE Aura: Gives nearby Champions 12 Mana per 5 and 10% reduced Cooldowns.
Spirit Visage
+30 Magic Resistance +250 Health UNIQUE Passive: Reduces ability cooldowns by 10% and increases your healing and regeneration effects on yourself by 15%.
Zeke's Herald
+250 Health UNIQUE Passive: +15% Cooldown Reduction UNIQUE Aura: Grants nearby allied champions 12% Life Steal and 20% Attack Speed.
Stinger
+40% Attack Speed UNIQUE Passive: Reduces ability cooldowns by 10%.
Sunfire Cape
+450 Health +45 Armor UNIQUE Passive: Deals 35 magic damage per second to nearby enemies.
Sword of the Divine
+60% Attack Speed UNIQUE Passive: Every fourth attack deals 100 extra Magic Damage. UNIQUE Active: Your attacks cannot be dodged and you gain 30 Armor Penetration for 8 seconds.
Sword of the Occult
+10 Attack Damage UNIQUE Passive: Your champion gains 5 damage per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's movement speed is increased 15%.
Tear of the Goddess
+350 Mana +7 Mana Regen per 5 sec UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana, up to a maximum of twice in a six second period; bonuses cap at +1000 Mana.
The Black Cleaver
+55 Attack Damage +30% Attack Speed UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds (maximum 3 stacks).
The Bloodthirster
+60 Attack Damage +12% Lifesteal Passive: Gain an additional 1 Physical Damage and 0.25% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Half of the current bonuses are lost upon death.
The Brutalizer
+25 Attack Damage UNIQUE Passive: Reduces ability cooldowns by 10% and +15 Armor Penetration.
Thornmail
+100 Armor UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken as magic damage.
Tiamat
+50 Attack Damage +15 Health Regen per 5 sec +5 Mana Regen per 5 sec Passive: Your attacks splash, dealing 50% area of effect damage around the target (35% for ranged attacks).
Trinity Force
+30 Damage, +30 Ability Power, +30% Attack Speed, +15% Crit Chance, +12% Move Speed, +250 Health, +250 Mana, UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, your next attack deals bonus damage equal to 150% of your base attack.
Vampiric Scepter
+10% Lifesteal
Vision Ward
Click to Consume: Places an invisible ward that can see invisible enemy units. Lasts 3 minutes.
Void Staff
+70 Ability Power UNIQUE Passive: +40% Magic Penetration
Warden's Mail
+50 Armor +20 Health Regen per 5 sec Passive: 20% chance on being hit to slow the attacker's movement and attack speeds by 35% for 3 seconds.
Warmog's Armor
+920 Health +30 Health Regen per 5 sec Passive: Permanently gain 4.5 Health and .15 Health Regen per 5 sec per minion kill. Champion kills and assists grant 45 Health and 1.5 Health Regen per 5 sec. Bonuses cap at +450 Health, and +15 Health Regen per 5.
Will of the Ancients
+50 Ability Power UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 25% Spell Vamp
Wit's End
+40% Attack Speed +30 Magic Resistance UNIQUE Passive: Your attacks deal 42 bonus magic damage. UNIQUE Passive: Your attacks increase your Magic Resist by 5 for 5 seconds (stacks up to 4 times).
Wriggle's Lantern
+23 Damage +30 Armor +12% Lifesteal UNIQUE Passive: 20% chance on hitting a minion or monster to deal 425 bonus magic damage. UNIQUE Active: Places an invisible ward with 1100 range sight that lasts for 3 minutes. 3 minute cooldown.
Youmuu's Ghostblade
+30 Attack Damage +15% Critical Chance UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +20% movespeed and +50% attack speed for 4 seconds. Attacking enemy units with melee attacks increases the duration by 2 to a maximum of 8 seconds. 60 second cooldown.
Zeal
+20% Attack Speed +10% Critical Strike +8% Movement Speed
Entropy
+275 Health +70 Attack Damage UNIQUE Passive: Your basic attacks have a 25% chance to reduce your target's Movement Speed by 30% for 2.5 seconds. UNIQUE Active: For the next 5 seconds, your basic attacks reduce your target's Movement Speed by 30% and deal 80 true damage over 2.5 seconds (60 second cooldown).
Hextech Sweeper
+40 Ability Power +300 Health UNIQUE Passive: +10% Cooldown Reduction UNIQUE Passive: Dealing spell damage grants vision of your target (including stealthed targets) for 4 seconds. UNIQUE Active: A stealth-detecting mist grants vision in the target area for 6 seconds (1 minute cooldown).
Ionic Spark
+45% Attack Speed +250 Health UNIQUE Passive: Every fourth basic attack unleashes a chain lightning, dealing 100 magic damage to up to 4 targets.
Kitae's Bloodrazor
+30 Attack Damage +40% Attack Speed UNIQUE Passive: Your basic attacks deal magic damage equal to 2.5% of the target's maximum Health.
Odyn's Veil
+350 Health +350 Mana +50 Magic Resist UNIQUE Passive: Reduces and stores 10% of the magic damage dealt to your champion. UNIQUE Active: Deals 200 + (stored magic) [max: 400] magic damage to nearby enemy units (90 second cooldown).
Oracle's Extract
Click to Consume: Grants stealth detection for 5 minutes or until your champion dies.
Priscilla's Blessing
+25 Health Regen per 5 seconds UNIQUE Passive: +15% Capture Rate (does not stack with other Capture Rate modifiers). UNIQUE Active: +30% Movement Speed for 2 seconds (60 second cooldown).
Prospector's Blade
+20 Attack Damage +5% Life Steal UNIQUE Passive: +200 Health (does not stack with other Prospector items)
Prospector's Ring
+30 Ability Power +7 Mana Regen per 5 seconds UNIQUE Passive: +200 Health (does not stack with other Prospector items)
Sanguine Blade
+60 Attack Damage +15% Life Steal UNIQUE Passive: Your basic attacks grant 5 Attack Damage and 1% Life Steal for 4 seconds (effect stacks up to 7 times).
The Lightbringer
+50% Attack Speed +20 Attack Damage UNIQUE Passive: Your basic attacks grant vision of your target for 5 seconds.
Zhonya's Hourglass
+100 Ability Power +50 Armor UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any action (90 second cooldown).
Maw of Malmortius
+55 Attack Damage +36 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 400 magic damage for 5 seconds (60 second cooldown). UNIQUE Passive: +1 Attack Damage for every 2.5% of your Maximum Health that is missing.
The Hex Core
+3 Ability Power per level. This item can be upgraded into one of three augments that enhance Viktor's basic abilities. Click the item in the store to discover its upgrades.
Augment: Death
+3 Ability Power per level +45 Ability Power Augment Ability: Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds.
Augment: Gravity
+3 Ability Power per level +200 Mana +10% Cooldown Reduction +5 Mana Regen per 5 seconds Ability Augment: Gravity Field has an additional 30% cast range.
Augment: Power
+3 Ability Power per level +220 Health +6 Health Regen per 5 seconds Ability Augment: Power Transfer increases Viktor's Movement Speed by 30% for 3 seconds.
Locket of the Iron Solari
+300 Health +35 Armor UNIQUE Aura: Nearby allied Champions gain 15 Health Regen per 5 seconds. UNIQUE Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown).
Summoner's Wrath
Improves the following Summoner Spells:
Exhaust: Reduces target's Magic Resist and Armor by 10
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown
Surge: Increases Attack Speed bonus to 40% and Ability Power gained by 10%
Ghost: Increases Movement Speed bonus to 35%
Exhaust: Reduces target's Magic Resist and Armor by 10
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown
Surge: Increases Attack Speed bonus to 40% and Ability Power gained by 10%
Ghost: Increases Movement Speed bonus to 35%
Brute Force
+1/2/3 Attack Damage
Mental Force
+1/2/3/4 Ability Power
Butcher
Basic attacks deal 2/4 bonus damage to minions and monsters
Alacrity
Requires 4 points
+1/2/3/4% Attack Speed
Sorcery
Requires 4 points
+1/2/3/4% Cooldown Reduction
Demolitionist
Requires 4 points
Basic attacks deal 10 bonus damage to towers
Deadliness
Requires 8 points
+0.125/0.25/0.375/0.5 Attack Damage per level
(+2.25/4.5/6.75/9 Attack Damage at champion level 18)
(+2.25/4.5/6.75/9 Attack Damage at champion level 18)
Weapon Expertise
Requires 8 points
Requires 4 points in Alacrity.
+10% Armor Penetraton
Arcane Knowledge
Requires 8 points
Requires 4 points in Sorcery.
+10% Magic Penetration
Havoc
Requires 8 points
Increases damage dealt by 0.5/1/1.5%
Lethality
Requires 12 points
Requires 4 points in Deadliness.
10% Critical Strike Damage
Vampirism
Requires 12 points
1/2/3% Life Steal
Blast
Requires 12 points
+0.25/0.5/0.75/1 Ability Power per level
(4.5/9/13.5/18 Ability Power at champion level 18)
(4.5/9/13.5/18 Ability Power at champion level 18)
Sunder
Requires 16 points
+2/4/6 Armor Penetration
Archmage
Requires 16 points
Increases your Ability Power 1.25/2.5/3.75/5%
Executioner
Requires 20 points
Increases damage dealt by 6% to targets below 40% Health
Summoner's Resolve
Improves the following Summoner Spells:
Revive: Grants a massive Movement Speed boost for a short duration upon reviving
Cleanse: Increases duration of disable reduction by 1 second
Heal: Increases Health restored by 10%
Smite: Grants 10 bonus gold on use
Garrison: Allied Garrisoned turrets deal 50% splash damage
Revive: Grants a massive Movement Speed boost for a short duration upon reviving
Cleanse: Increases duration of disable reduction by 1 second
Heal: Increases Health restored by 10%
Smite: Grants 10 bonus gold on use
Garrison: Allied Garrisoned turrets deal 50% splash damage
Resistance
+2/4/6 Magic Resist
Hardiness
+2/4/6 Armor
Tough Skin
Reduces damage taken from minions and monsters by 1/2
Durability
Requires 4 points
+1.5/3/4.5/6 Health per level
(+27/54/81/108 Health at champion level 18)
(+27/54/81/108 Health at champion level 18)
Vigor
Requires 4 points
+1/2/3 Health Regen per 5 seconds
Indomitable
Requires 8 points
Reduces incoming damage by 1/2
Veteran's Scars
Requires 8 points
Requires 4 points in Durability.
+30 Health
Evasion
Requires 8 points
Reduces the damage taken from area effect abilities by 1/2/3%
Bladed Armor
Requires 8 points
Requires 2 points in Tough Skin.
Returns 6 damage against minion and monster attacks
Siege Commander
Requires 12 points
Reduces the Armor of nearby towers by 10 (does not stack)
Initiator
Requires 12 points
Increases Movement Speed by 1/2/3% when above 70% Health
Enlightenment
Requires 12 points
+0.15/0.3/0.45 Cooldown Reduction per level
(+2.7/5.4/8.1% Cooldown Reduction at champion level 18)
(+2.7/5.4/8.1% Cooldown Reduction at champion level 18)
Honor Guard
Requires 16 points
Reduces damage taken by 0.5/1/1.5%
Mercenary
Requires 16 points
Gain 8/16/24 bonus gold on champion kills and assists
(50% reduced effect on the Crystal Scar).
(50% reduced effect on the Crystal Scar).
Juggernaut
Requires 20 points
Increases your maximum Health by 3% and reduces the duration of incoming disables by 10%.
Summoner's Insight
Improves the following Summoner Spells:
Teleport: Reduces cast time by 1 second
Promote: Increases promoted minion's bonus defensive stats by 15%
Flash: Reduces cooldown by 15 seconds
Clarity: Increases Mana restored by 20%
Clairvoyance: Increases duration by 2 seconds
Teleport: Reduces cast time by 1 second
Promote: Increases promoted minion's bonus defensive stats by 15%
Flash: Reduces cooldown by 15 seconds
Clarity: Increases Mana restored by 20%
Clairvoyance: Increases duration by 2 seconds
Good Hands
Reduces time spent dead by 4/7/10%
Expanded Mind
+4/8/12 Mana per level
(+72/144/216 Mana at champion level 18)
or +4/7/10 Energy
(+72/144/216 Mana at champion level 18)
or +4/7/10 Energy
Improved Recall
Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds.
Swiftness
Requires 4 points
+0.5/1/1.5/2% Movement Speed
Meditation
Requires 4 points
Requires 3 points in Expanded Mind.
+1/2/3 Mana Regen per 5 seconds
Scout
Requires 4 points
Increase vision range of wards by 5%
Greed
Requires 8 points
Gain an additional 0.5/1/1.5/2 gold every 10 seconds
Transmutation
Requires 8 points
+1/2/3% Spell Vamp
Runic Affinity
Requires 8 points
Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
Wealth
Requires 12 points
Requires 4 points in Greed.
Increases starting gold by 20/40
Awareness
Requires 12 points
Increases experience gained by 1.25/2.5/3.75/5%
Sage
Requires 12 points
Gain 40 bonus experience on champion kills and assists
(50% reduced effect on the Crystal Scar)
(50% reduced effect on the Crystal Scar)
Strength of Spirit
Requires 16 points
Increases Health Regen per 5 seconds by 0.4/0.7/1% of maximum Mana.
Intelligence
Requires 16 points
+2/4/6% Cooldown Reduction
Mastermind
Requires 20 points
Reduces the cooldown of your Summoner Spells by 15%.
Ahri
The 9 Tails Fox
Akali
The Fist of Shadow
Alistar
The Minotaur
Amumu
The Sad Mummy
Anivia
The Cryophoenix
Annie
The Dark Child
Ashe
The Frost Archer
Blitzcrank
The Great Steam Golem
Brand
The Burning Vengeance
Caitlyn
The Sheriff of Piltover
Cassiopeia
The Serpent's Embrace
Cho'Gath
The Terror of the Void
Corki
The Daring Bombardier
Dr. Mundo
The Madman of Zaun
Evelynn
The Widowmaker
Ezreal
The Prodigal Explorer
Fiddlesticks
The Harbinger of Doom
Fiora
The Grand Duelist
Fizz
The Tidal Trickster
Galio
The Sentinel's Sorrow
Gangplank
The Saltwater Scourge
Garen
The Might of Demacia
Gragas
The Rabble Rouser
Graves
The Outlaw
Hecarim
The Shadow of War
Heimerdinger
The Revered Inventor
Irelia
The Will of the Blades
Janna
The Storm's Fury
Jarvan IV
The Exemplar of Demacia
Jax
Grandmaster at Arms
Karma
The Enlightened One
Karthus
The Deathsinger
Kassadin
The Void Walker
Katarina
The Sinister Blade
Kayle
The Judicator
Kennen
The Heart of the Tempest
Kog'Maw
The Mouth of the Abyss
LeBlanc
The Deceiver
Lee Sin
The Blind Monk
Leona
The Radiant Dawn
Lulu
The Fae Sorceress
Lux
The Lady of Luminosity
Malphite
Shard of the Monolith
Malzahar
The Prophet of the Void
Maokai
The Twisted Treant
Master Yi
The Wuju Bladesman
Miss Fortune
The Bounty Hunter
Mordekaiser
The Master of Metal
Morgana
Fallen Angel
Nasus
The Curator of the Sands
Nautilus
The Titan of the Depths
Nidalee
The Bestial Huntress
Nocturne
The Eternal Nightmare
Nunu
The Yeti Rider
Olaf
The Berserker
Orianna
The Lady of Clockwork
Pantheon
The Artisan of War
Poppy
The Iron Ambassador
Rammus
The Armordillo
Renekton
The Butcher of the Sands
Riven
Rumble
The Mechanized Menace
Ryze
The Rogue Mage
Sejuani
The Winter's Wrath
Shaco
The Demon Jester
Shen
Eye of Twilight
Shyvana
The Half-Dragon
Singed
The Mad Chemist
Sion
The Undead Champion
Sivir
The Battle Mistress
Skarner
Sona
Maven of the Strings
Soraka
The Starchild
Swain
The Master Tactician
Talon
Taric
The Gem Knight
Teemo
The Swift Scout
Tristana
The Megling Gunner
Trundle
The Cursed Troll
Tryndamere
The Barbarian King
Twisted Fate
The Card Master
Twitch
The Plague Rat
Udyr
The Animal Spirit
Urgot
The Headsman's Pride
Vayne
The Night Hunter
Veigar
The Tiny Master of Evil
Viktor
The Machine Herald
Vladimir
The Crimson Reaper
Volibear
The Thunder's Roar
Warwick
The Blood Hunter
Wukong
Xerath
The Magus Ascendant
Xin Zhao
The Seneschal of Demacia
Yorick
The Gravedigger
Ziggs
The Hexplosives Expert
Zilean
The Chronokeeper

Summoners
Runes
|
|
|
|
Masteries
0/1
0/3
0/4
0/2
0/4
0/4
0/1
0/4
0/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
1/1
3/3
3/3
2/2
4/4
0/3
0/2
1/1
0/3
1/1
0/1
3/3
2/3
0/3
0/3
1/1
1/1
0/3
3/3
0/1
4/4
0/3
0/1
0/4
0/3
1/1
0/2
0/4
0/1
0/3
0/3
0/1
Offense: 0
Defense: 21
Utility: 9
Skill Order
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- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
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Q 




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W 




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E 




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R 


Items
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Starting Items
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Core Items
|
Endgame Items
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|
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|
Summoners
Flash for initiation. Smite because you fucking need smite to jungle.
Masteries
0/1
0/3
0/4
0/2
0/4
0/4
0/1
0/4
0/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
1/1
3/3
3/3
2/2
4/4
0/3
0/2
1/1
0/3
1/1
0/1
3/3
2/3
0/3
0/3
1/1
1/1
0/3
3/3
0/1
4/4
0/3
0/1
0/4
0/3
1/1
0/2
0/4
0/1
0/3
0/3
0/1
Offense: 0
Defense: 21
Utility: 9
Really preference, I don't really get pen because he does magic and physical. Otherwise when going 9-12-9 you can choose either armor or magic pen.
Runes
|
|
|
|
Attack speed procs his shield passive every time it hits. Also MS quints are actually good too, all preference.
Starting Items
-
-
1
For rushing philo. Can also start boots 3.
Core Items
Be da tank. And helps build out of HoG and philo.
Endgame Items
All situational depending on enemy team.
Skill Order
-
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
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Q 




-
W 




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E 




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R 


Dredge line at lvl 3 if you want early gank.
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Introduction
Nautilus is an amazing ganker with potential to peel, zone, and initiate. And to top that off, he does a lot of damage if left alone.
Abilties
Passive - Staggering Blow
Nautilus' basic attacks deal bonus physical damage and immoblize his targets. This effect cannot happen more than once every few seconds on the same target.
Very underestimated, if you lane naut, then this will give you easy mode last hits. This also gives good burst and minor cc to gank with. Snare length increases in mid game.
Q - Dredge Line
Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+0.75) magic damage and stunning them briefly.
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% ( ).
Range: 950
Cost: 60/70/80/90/100 Mana
One of the many reasons I love Xypherous. This thing is a fricken hookshot. Line onto walls! This also is a great hook, if you can land it on any squishy, do it.
W - Titan's Wrath
Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+ ) damage for up to 10 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+0.4) magic damage over 2 seconds.
Range: 350
Cost: 80 Mana
The reason you max this first is because of the magic damage, it procs every time you hit, so fast aoe clears in the jungle. And the damage only works with your shield ON, so the more you have the more you can hit.
E - Riptide
Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+0.5) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Range: 400
Cost: 60/70/80/90/100 Mana
Aoe slow that has decent damage. Always use when running away.
R - Depth Charge
Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+0.4) magic damage to enemies it passes through and knocks them into the air.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Range: 825
Cost: 100 Mana
Best single target CC in the game. It can't miss, and knocks up and stuns.
Matchups
Winning
Nautilus has no problem with slow and junglers that cannot duel very well in the jungle. Riven is the only one that can really duel naut in this list, but she has no innate sustain to be able to take her buffs and invade with high amounts of health without good leashes. And naut is only weak in the early levels.
Losing
Find one of these guys in the jungle....just run unless your team can back you up. They will kill you if you stay around and 1v1 to the death.
Early Game
Get a leash at blue buff, but take wolves first. If they invade, take your red. Naut doesn't NEED blue to clear the jungle, but it speeds it up a lot. His early game jungle is fairly weak as well, so don't go on invading without your mid or top or bot being able to back you up.
Keep your eyes open for any gank opportunity, Look at the lane match-ups. My preference is to prioritize ganks on lanes when my laner is heavy snowball, a high early game damage, or great follow-up CC.
Keep your eyes open for any gank opportunity, Look at the lane match-ups. My preference is to prioritize ganks on lanes when my laner is heavy snowball, a high early game damage, or great follow-up CC.
Mid Game
This is when naut's damage is the highest and he is the biggest threat. Always use ult to initiate anyone out of position and follow up with a dredge line autoattacks with shield on.
If you are losing just stick back and wait for a good opportunity to catch someone. His skillset is great for picking off people.
If you are losing just stick back and wait for a good opportunity to catch someone. His skillset is great for picking off people.
End Game
Sadly, at this point naut's damage is mediocre if you go this build. He will do damage to the AP and AD carry, but when I play nautilus I am always peeling and soaking damage for my carries. Only thing I can hit the back line with is ult. If they get too close, you can turn on them though.
Team Fights
Always ult anyone out of position and can't tank a full burst from your team, otherwise ult a squishy in the back line as the ult will pass through the whole team. Then either go straight for damaging the carries and zoning them, or prevent the enemy bruisers from zoning and killing your carries with your passive and riptide and dredge line.
Changelog
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Comments
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Same Author
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