Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.
ARAM · Howling AbyssMatchup guidePatch 16.20.1
Nautilus vs Zyra
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
ARAM context
One shared lane, one champion-specific plan
The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.
Review patch unknownRecommendation review pending
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
- Recommendation patch
- — Data Dragon
- Build validation patch
- 16.19.1 Data Dragon
- Item lookup patch
- 16.20.1 Data Dragon
Howling Abyss rules
Prepare for one shared lane
ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.
A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.
Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.
ARAM · Howling Abyss
ARAM engage support
Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Guardian's Horn
950 goldAn ARAM health and regeneration starter to compare with the current Recommended shop.

Mercury's Treads
1,250 goldAdds magic resistance and tenacity against reducible crowd control.

Locket of the Iron Solari
2,200 goldAdds an immediate shield for nearby allies after a team commit.

Knight's Vow
2,300 goldRedirects protection toward one priority ally.

Frozen Heart
2,500 goldAdds armour and attack-speed reduction against repeated basic attacks.

Kaenic Rookern
2,900 goldAdds dedicated magic resistance against sustained spell damage.

Jak'Sho, The Protean
3,200 goldCompletes the permanent inventory with mixed resistance for extended front-line contact.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Choose the route before play
Recommendation review pending
AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route▾
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Control defenceMercury's Treads
Team shieldLocket of the Iron Solari
Chempunk Chainsword
Against repeated attacksFrozen Heart
Against magic damageKaenic Rookern
Mixed resistanceJak'Sho, The Protean
Buy this only after selling the Guardian starter when all six permanent slots are needed.
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route▾
Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.
Control defenceMercury's Treads
Team shieldLocket of the Iron Solari
Death's Dance
Against repeated attacksFrozen Heart
Against magic damageKaenic Rookern
Mixed resistanceJak'Sho, The Protean
Buy this only after selling the Guardian starter when all six permanent slots are needed.
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route▾
Best when: Black Cleaver shreds armour during extended fights.
Control defenceMercury's Treads
Team shieldLocket of the Iron Solari
Black Cleaver
Against repeated attacksFrozen Heart
Against magic damageKaenic Rookern
Mixed resistanceJak'Sho, The Protean
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Runes and summoner spellsNautilusHowling Abyss
ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.
Resolve
Precision
Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.
Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.
Matchup notes
What changes when Zyra is opposite you?
Compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.
Team context firstRerolls, allied range, engage and protection can matter more than either champion in isolation.
Use the route you prepared
Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.
Nautilus reminders
- While ganking, consider aiming Dredge Line at nearby terrain and following it up with Riptide for a higher hit rate.
- Riptide has a delayed blast timing on activation - you can use this while running away or when enemies are incoming to serve as a deterrent.
Against Zyra
- Zyra's seeds can be destroyed by stepping on them. If she tries to grow them as you do, dodge back at the last moment.
- Moving closer to Zyra can be a smart move if she places plants too far away from herself.
- Plants take fixed damage from attacks and effects, similar to wards. They also expire quickly on their own.
Static alternatives
Compare the problem before changing the plan
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Chempunk Chainsword
Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Death's Dance
Death's Dance delays physical damage so takedowns can stabilise the fight.

Black Cleaver
Black Cleaver shreds armour during extended fights.

Oblivion Orb
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.Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Nautilus
- PStaggering Blow
Nautilus' first Attack against a target deals increased physical damage and roots them briefly.
- QDredge Line
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) 1150 - WTitan's Wrath
Nautilus 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) 350 - ERiptide
Nautilus 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) 600 - RDepth 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.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 825
Zyra
- PGarden of Thorns
Seeds spawn around Zyra periodically, becoming faster with level. Zyra can cast Deadly Spines or Grasping Roots near seeds to grow plants, who fight for Zyra.
- QDeadly Spines
Thick vines spread through the ground and explode into spines, dealing magic damage to enemies within the area. If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar.
Cooldown (s) 7/6.5/6/5.5/5 · Cost 55 · Listed range (units) 800 - WRampant Growth
Zyra plants a seed, lasting up to 60 seconds. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for Zyra. Zyra can store multiple seeds at once, and killing enemies reduces Rampant Growth's recharge time.
Listed range (units) 850 - EGrasping Roots
Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Move Speed.
Cooldown (s) 11 · Cost 70/75/80/85/90 · Listed range (units) 1100 - RStranglethorns
Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants within the thicket are enraged.
Cooldown (s) 110/100/90 · Cost 100 · Listed range (units) 700
Adapt the plan
What to do when the game changes
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Protect the lead while the lane stays shared
Clear together and keep enough health to use the next structure window.
Use brushes and the available healing safely; there are no side lanes to abandon.
Keep useful allies in reach and avoid giving away shutdowns through an isolated chase.
Trade around health, range and the next wave
Let the team clear without spending every important cooldown at once.
Track the shared lane, brush control and available relics rather than looking for a Rift rotation.
Use the champion's reliable range, protection or control before forcing a low-percentage engage.
Use structure space and coordinated clears
Clear from safety and avoid dying before the next minion wave reaches the structure.
Wait for teammates to respawn instead of walking into the shared lane alone.
Punish overextension and preserve the cooldown that can stop the first enemy commitment.
Shared-lane plan
Nautilus on Howling Abyss
Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.
Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.
Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.
Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.
Keep preparing
Stay with Howling Abyss information
Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.