
World Atlas
400 goldKeeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.
Support · Ranked FlexMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Nautilus has an established low-income Support plan with useful lane pressure, protection, engage or team utility.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Flex · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.
Complete build choices
Recommendation review pending
Best when: Apply anti-heal only when repeated healing is materially changing fights.
Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.
Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.
Runes and summoner spells
Catch, survive the return damage, then create another opening.
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Matchup notes
Reliable lockdown can pressure a fragile spell-focused support before poke accumulates.
Mid to lateControl and protection become clearer once teams group around objectives and carries need a front line.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

Shurelya's movement speed helps the team engage or disengage when positioning is the problem.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Nautilus' first Attack against a target deals increased physical damage and roots them briefly.
Nautilus hurls his anchor forward. Colliding with an enemy pulls them and Nautilus together, dealing magic damage. Colliding with terrain pulls Nautilus towards it.
Cooldown (s) 14/13/12/11/10 · Cost 60 · Listed range (units) 1150Nautilus gains a temporary Shield. While it persists, his Attacks deal damage over time to his target and surrounding enemies.
Cooldown (s) 12 · Cost 60 · Listed range (units) 350Nautilus creates three exploding waves around himself. Each explosion damages and slows enemies.
Cooldown (s) 7/6.5/6/5.5/5 · Cost 50/60/70/80/90 · Listed range (units) 600Nautilus 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.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 825Every 30 points of bonus Health gives Vladimir 1 Ability Power and every 1 point of Ability Power gives Vladimir 1.6 bonus Health (does not stack with itself).
Vladimir steals life from the target enemy. When Vladimir's resource is full, Transfusion will benefit from massively increased damage and healing for a brief time.
Cooldown (s) 9/7.9/6.8/5.7/4.6 · Listed range (units) 600Vladimir sinks into a pool of blood, becoming untargetable for 2 seconds. Additionally, enemies on the pool are slowed and Vladimir siphons life from them.
Uses health. Check the current ability tooltip for the health amount and any additional resource cost.
Cooldown (s) 28/25/22/19/16 · Listed range (units) 350Vladimir pays his own health to charge up a reservoir of blood which, when released, deals damage in the area around him but can be blocked by enemy units.
Uses health. Check the current ability tooltip for the health amount and any additional resource cost.
Cooldown (s) 13/11/9/7/5 · Listed range (units) 600Vladimir infects an area with a virulent plague. Affected enemies take increased damage for the duration. After a few seconds, Hemoplague deals magic damage to infected enemies and heals Vladimir for each enemy Champion hit.
Cooldown (s) 120 · Listed range (units) 625Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Show the engage before casting it. Your best start is one your Bot carry and Jungler can reach.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.