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NAUTILUS BUILD GUIDE: Definitely Naut Blitzcrank by Varph

by Varph (last updated over a year ago)

Featured115,190 Views 6 Comments
3
Greater Quintessence of Percent Health(4.5% increased Health)
9
Greater Mark of Attack Speed(15.3% attack speed)
9
Greater Seal of Scaling Health(216 health at champion level 18)
6
Greater Glyph of Scaling Cooldown Reduction(10.02% Cooldown reduction at champion level 18)
3
Greater Glyph of Scaling Magic Resist(9 Magic resistance at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

0
21
9
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 0/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 0/1
mastery 2 3/4
mastery 3 1/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Staggering Blow
QDredge Line
WTitan's Wrath
ERiptide
RDepth Charge
View Skill Order Details

Introduction



Welcome summoner, if you are here it is probably because you want to try out a champion with some of if not the most obnoxious CC in the game, Nautilus. Nautilus is one of the few full tank junglers and like most of them he shares similar traits, a slow early clear that only speeds up to "less slow", heavy reliance on getting some items so that he can actually tank anything, and a massive weakness to strong counter junglers, counter ganks and some 2vs2 skirmishes. Those are the bad points he shares with the tanks, he also shares the good points, that being amazing scaling to the point he becomes an unkillable god late game, a crazy amount of CC and some of the best ganks in the game at all stages.

Season 3 Stats

[http://i.imgur.com/3AFLZO0.png]

[http://i.imgur.com/p1T7PUL.png]


Season 4



Season 5




My LoLKing: http://www.lolking.net/summoner/euw/25277585


Pros

  • Obnoxious amount of strong CC
  • Fantastic late game scaling
  • Ultimate = almost free kill ganks
  • Ganks without ultimate are still incredibly potent
  • Pretty good at escaping sticky situations
  • Such a satisfying autoattack animation with his W active

Cons

  • Awful base stats
  • Vulnerable early game
  • Quite mana hungry during fights
  • Anchor weighs him down

Runes



For Quints there are 3 choices,

The first is movement speed, Nautilus has a pathetic 325 base movement speed so he really does lumber about at a snails pace, anything that can help him speed up a bit can go a long way.
Second is Flat Health, health is 1 of the 3 tank stats and as a tank you want as much of them as possible, really though these are only here because most people have them available as they are inferior to %health quints as they give more HP rather quickly due to how much health you build on a tank.


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Attack speed marks are the standard for tank junglers, they increase your clear speed significantly, and in Nautilus case straight up buff your damage significantly as his W deals its initial tick of damage on hit so the faster he hits the more times he applies the DoT.

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Much like the Quints, just going for the highest amount of health you can get late game is the best way to approach seals, the only other competitor would be armour seals which are not all that important since Quill Coat will be your first buy and provides 20 armour.

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As a tank defence is always your best option and the best defensive option for Glyphs is MR/Level, simple stuff. I also run 6 CDR/level glyphs to get 10% at level 18 as 30% CDR is the max I will get from items and I like to get it capped.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 0/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 0/1
mastery 2 3/4
mastery 3 1/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
0/12/18


18 Resolve


Recovery vs Unyielding

Take Unyielding here, not many champs will but really that little bit of regen isn't a big deal on Naut.

Explorer vs Tough Skin

Tough skin wins here since it helps a lot with the early clears against the jungle.


Runic Armour vs Veteran's Scars

Runic Armour is the point to take since 45 health is nothing to 8% more on your shield(along with all the other bonuses)

Insight vs Perseverance

I take perserverance here since its a really significant amount of regen.


Swiftness vs Legendary Guardian

As a high CC tank you really don't care much for the tenacity on Swiftness where as the added defenses from Guardian is really nice especially since you will be in the middle of the enemy team most of the time. Legendary Guardian it is.

Undying Grasp

This is what you are here for, an amazing tank mastery that will give you a significant damage boost since you will be builing a ton of damage. Its basically a tanks Thunderlord's where late game you will be stealing ~100 health every 4 seconds.

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12 Cunning


Wanderer vs Savagery

Savagery really isn't going to make a difference for you whereas the MS from Wanderer will help you get around the map a bit faster which is really important for a jungler. Take Wanderer.

Secret Stash

3 Meh points for you but this is the best of the 3 since the extra health helps with the first clear. No point is going to make much change though.

Merciless vs Meditation

Since you are a tank damage isn't a priority where as mana, mana is important and Naut is very mana hungry with his E spam so Meditation is the choice here.

Bandit vs Dangerous Game

Bandit is a support mastery so you are taking Dangerous game.

Summoner Sets

Flash & Smite
There are simply no other options here. Every jungler should have Smite, it isn't a question of whether you need it or not! You need Smite for buff securing especially on Dragon/Baron. Flash on the other hand is also a 100% must, Whether it be Flashing to escape early counter jungling, catching people during ganks or most importantly late game engaging.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Staggering Blow
QDredge Line
WTitan's Wrath
ERiptide
RDepth Charge


I put 3 points into shield first to get a sturdy shield for clearing/sustaining.


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After 3 points in W I max this to get it topped out by level 10 since the spell is just crazy good when it gets maxed with its impressive base damage and low cooldown.

-------------------------------




Finally Q is last to get maxed as you won't ever use it in the jungle and during ganks it is almost always only going to get used once.

Skills

Staggering Blow
A fantastic passive especially for your kit, first autoattack on a target will deal bonus physical damage which you don't care about, but it will root them for 0.5-1.5 seconds based on your level although it has a cooldown on each target that starts at 9 seconds and goes down to 6. The ability to have a free CC that is easily applied with an autoattack for no mana cost means you will always have some form of CC to deliver.


Due to the low(non existent) cost of this as it is applied on autoattack, something you would be doing anyway you should aim to hit as many people as possible with this during teamfights. When you hit a target the cooldown for how long until you can root them again shows as a graphic timer around them so keep an eye out on any one without it on them.
Dredge Line
This is basically what happens when Blitz' Q and Thresh' Q have a baby. This is a big fat and very fast linear skillshot that will collide with the first enemy target it comes in contact with OR terrain. When it hits a target, it will pull Nautilus and the target together with the target traveling ~30% of the distance and Nautilus the other 70%. If it hits terrain or kill the target it hits it will pull Naut all the way to the target/terrain, additionally when it hits terrain its cooldown is reduced by 50%. Outside of pulling you and your target together this is also fairly strong CC since it is a stun/mini displacement making it CC that you can't get out of or reduce with tenacity so don't hesitate to use this when you are already in melee range.

Not only is this your primary engaging tool but is is also your best escape tool as well, being a tank jungler you might find yourself victim of counterjunglers trying to kill you, or you simply need to escape a sticky situation. Using this so that it hits terrain will drag you the whole distance and quite fast making it really useful for creating a gap between you and those that chase. When ganking the side lanes a useful thing to do is when you enter lane, the enemy will obviously move away while trying to escape to their tower, this puts them beside the wall so if you wait until your Q is in range of both the enemy and the wall behind them, you can fire the Q and even if it misses it will hit the wall and take you into range so you can still root/slow them and your Q on half CD means it might be up again during the gank.

This is Nautilus' primary engaging tool, landing it decides whether or not you go and it sets your CC combo up when it lands.


The red/black lines show roughly how far each champion travels.



Please don't go into game with the expectations that landing your Q will 1 shot people.
Titan's Wrath
Nautilus' defensive steroid and his main source of damage, on cast it will apply a shield and reset his autoattack animation, the shield last up to 10 seconds and while it lasts Naut's autoattacks while apply a 2 second magic damage DoT to the target hit and any enemies within a short radius. This ability sort of acts like a soft taunt since without the shield up Nautilus does very little, next to no damage so the enemy are encouraged to attack you and use resources on taking out what ends up as a very large shield(it can be 800+ HP per cast late game).

This is Naut's jungle clear as well, it will make up most of his damage during clears. 2 things that should be noted about it as casting it resets your autoattack animation, so you should autoattack and then activate the shield to make full use of that. Second is that the DoT is applied instantly on hit so half of the damage is applied on each autoattack so it scales on your attack speed, with this shield up you should aim to autoattack whenever possible.





Shield is pretty damn sturdy as long as you don't try blocking hundred ton pillars of stone.
Riptide
Nauts most general form of CC, this is a Point blank AoE, when cast it will cause a radiating wave to explode outwards from him starting with a small ring around him, then a larger middle ring and finally the third and largest ring. It takes about 1 second for the spell to complete and any enemies hit will take magic damage and be slowed for 1.5 seconds although enemies can be hit by more than 1 ring if they are moving in the same direction as the explosions radiate in which case the slow will be refreshed but they will only take half damage from the extra hits.
Late game this spell gets a really low CD(3 seconds with 40% CDR) which makes it an absolute terror for the enemies, it is basically a high damage slowing aura.




It absolutely looks like this in game.
Depth Charge
This is pretty much Vi's ultimate without the flying Vi part. It makes Nautilus a complete terror for the enemy focus targets since it is pretty damn hard to avoid it as it is a long range targeted CC. When Naut picks a target with this he will unleash a shockwave that will chase the target until it hits them and when it does it will knock them into the air and stun them for 1-2 seconds while also dealing some pretty high base damage. Any enemies that get hit by the shockwave before it hits the target take half damage and get knocked up briefly which is quite handy since the target you ult will typically be hiding behind his team so the shockwave is bound to hit some one or at least force them to get out of the way.

CC-CC-CCombo

With all this CC but in generally shorter than average increments Nautilus doesn't use them on their own very often, he is actually very much a combo tank similar to Maokai. As a standard combo your engage on a target(in say a 2vs1 gank) should look like this:

Open with your anchor, this will close the gap between you and set up your combo.
Follow with an autoattack to root them, and then activate W to get your shield/damage and the autoattack reset and then finish up with E to apply the slow on them as they try flee once the root ends and get hit by at least 2 of the waves from it, although if you feel your target is going to try Flash any chance they get, don't bother with the autoattack reset since you will need to use your E as soon as you land the root to make sure they get slowed.

Depth Charge due to it's range and reliability can fit anywhere in the combo, generally at the start to make Q a guaranteed hit, or at the end to catch someone who managed to escape and create a gap between you.

Summed up in picture form!

> Autoattack + > Autoattack + > >

Items

General Final Build







As a jungler you need a jungle item and this is the tanks jungle item. The Cinderhulk is a no brainer, none of the other enchantments offer anything of use to you. As for the jungle item itself, Nautilus actually has one of the better clears for a tank jungler and has little need for the AoE or the sustain from a trailblazer, what he does have a need for is aid in ganking and that is where a targeted 2 second 50% slow comes in handy which makes landing his Anchor during a gank pretty much free!

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As a tank you have to realise you are a team player and you have to play for your team! From taking hits, saving people all the way to your item build. For a tank the 2 best options are Spirit Visage and Locket, and from the teams point of view as tank, especially one who cannot make full use of the Spirit Visage passive, Locket is the choice for you. FWhat you gain is the active shield and the 15 MR aura for your team. As an MR item it does the job, as a team item it is one of the best. Even though you are buying this as your MR item, the aura and the well rounded stats are why this is the first standard item in your build.

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Straight up the best armour item, because like Locket it is well rounded. 60 armour and the Cold steel passive make it one of the strongest anti-phyiscal items, especially those that are autoattack based. The 400 health and active slow are what make it well rounded since health is more general a defensive stat and the slow is a nice added utility to have. The other item this competes with is Sunfire Cape and I say compete but that isn't really the right word since Sunfire is a poor excuse of an item compared to Randuins when you are a main tank. Randuins is only 350 gold more expensive, and for that you get 50 health/25 armour/Cold Steel/Slowing active and you lose out on the 26-48 damage per second aura which holds little value to you outside of jungle clearing.

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As a second armour item Frozen Heart is hands down your best bet, you already have tons of health from your other items(although more is never bad) so the lack of it on FH won't hurt you. What FH does have however is extremely important, first off the 90 armour and 15% AS reduction aura, they on top of what you already have is what moves you from tanky to main tank unkillable! Full build marksmen will be frustrated at how long it takes to take you down. What you will feel and appreciate most though is the mana and CDR, Nautilus is quite mana hungry especially during teamfights so the 400 extra will really help you last through the longest of engagements and the massive 20% CDR will make you hit the cap so that you have the maximum uptime on your CC.

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Once you have 2 armour items and 1 MR(or differing combinations based off enemy team comp) the best way to increase your tankiness is health(Unless they are heavy magic damage in which case another MR item wouldn't hurt) and the 500 HP on this makes it a perfect candidate as it comes with an amazing active. The speed boost/delayed slow allows you to engage without even using your abilities and not only that but it means you are basically impossible to run away from since you will have 100% uptime on some form of CC.

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What is the enemy teams dominant source of damage? Buy the boots that fit that!


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OTHER



If the enemy team is running double marksman or something like a Yi jungle and they are quite strong then a Thornmail has a good place in your build, with how much it takes to kill you they can end up doing more harm to themselves than they can you just from the damage Thornmail returns.

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If you find yourself in need of another magic resistance item due to maybe double or triple AP on the enemy team then the next best choice after Locket is Spirit Visage, there is only 3 real main MR items and Banshee's is just not worth it compared to the other 2 since a main tank does not value the spell shield at all, you don't want to discourage people from using abilities on you instead of your softer team members and due to how tanky you are, 1 spell isn't really ever going to make a difference if it hits you or not.

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On the other hand, maybe you are somehow on a team of tanks? Being a mega tank isn't that needed if your team are all tanky as well, infact you will be lacking damage if that is the case. For damage Nautilus 2 choices are these, Wits End is good since Naut's W damage scales with attack speed and it benefits from the MR shred. Liandry's is another one if the enemy team are tanky as well for the % based damage, Nauts W also procs the Liandry's burn.

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Super late game you can sell your boots(seriously) and put a Warmogs/Plate in there, it will put you over 6000 HP and MS isn't important for a tank late game especially Nautilus. Generally Plate vs more AD dmg and warmogs vs more AP dmg.

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Neither of these are worth it for you, Naut has no care or focus for autoattack based damage and if he really wants to deal damage the Tank/AP items are superior.

Early & Mid Game


Attack on Nautilus


Nautilus has a very specific jungle clear, but for a tank jungler it is a pretty good clear since he can get level 4 in 1 clear without recalling, here is how you go about it.

Start Gromp, always. Activate your shield at 1:47 and immediately smite the Gromp.

Once your shield is off CD immediately activate it again(should be just as Gromp dies, and you head to blue buff). Autoattacking the blue will root it and it won't be able to attack you allowing you to get an extra auto off before your shield breaks. You will need to use 2 shields against the blue.

Next up is the wolves, these will take the longest as you won't have your shield until they are about half dead due to the cooldown from it against the blue buff.

Head to red buff, with 2 points in W you can smite it comfortably when it is low. After that you can head to Krugs, and finally Raptors for level 4. You will probably want to recall and get yourself the Stalker's blade + boots.

After you have your double buff and are level 4, that is where the options open up, as this is a guide and isn't tailored to your exact game it isn't really possible to give anything outside of vague advice since the jungle is the most dynamic position where no game is the same. Depending on how your lanes are doing and what they are/are laning against you can choose to try get a gank or two off but if that isn't the case you can just go to powerfarming the jungle and reacting to the enemy jungler ganks when you are close.

By midgame you will have your ultimate, If your ultimate isn't on cooldown and you are not ganking a lane something is wrong. Naut's ult when ganking is pretty much a guaranteed kill so you should be looking for any opportunity to use it. My personal preference is ganking botlane senseless as the ultimate will pretty much make at least 1 kill certain and set you up for a dragon attempt.

Dragon - Dragon can be an excellent tool to bait the enemy into a fight they don't want. If any of the enemy(Mid/Bot/Jungle) dies or the enemy jungler shows himself toplane and your team are at decent health you should call for a dragon attempt but it isn't something you should approach casually as early dragon does A LOT of damage and Nautilus isn't tanky enough early on to tank it without caring.

Late game & Teamfights

Before teamfights occur there really isn't much for you to do as Nautilus is an all in or nothing champion. It is pretty much avoiding poke and deciding when to go in, and that is important. YOU MUST ENGAGE! The engaging team is the winning team, the team that makes the plays, you should be rallying your team together and looking for an opportunity to catch as many enemies with your ult as possible, the moment you go in and ult is when the teamfight starts.

Once teamfights begin you have to do 1 or 2 things,
1. Make someones life hell, throw your ult on the enemy marksman or mage and then dedicate your teamfight to making their life hell by CC'ing them so hard they can't do anything.
2. Peel for your own priority targets, Nautilus can pretty much prevent anyone from sticking to his team but in the end you are basically doing the same thing as point 1. but it is on a different kind of target and for a different reason.
Regardless of what point you try to do in a teamfight(you can do both and probably will through out the duration of a fight) you should make sure to autoattack everyone that you can to apply your passive on them since free CC is free CC.


SMITE GROMP!

With the amount of health you get late game Gromp buff can return up to 200 magic damage! It is well worth smiting to maintain it late game.

Conclusion


Peace out.


Check out my other guides!

Ahri - http://www.solomid.net/guide/view/34307
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-support-by-varph
Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Syndra - http://www.solomid.net/guide/view/43301
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph
Azir - http://www.solomid.net/guide/view/130092?k=933521410893311
Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph
LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph

Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph
Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph
Sion Jungle - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph
Bard Support - http://www.solomid.net/guide/view/133672-bard-build-guide-support-by-varph

Comments

July 31, 2015 - 07:12 AM #1

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July 19, 2015 - 12:20 PM #2

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

April 18, 2015 - 04:12 PM #3

I don't think stalker's is a needed upgrade since naut has so much cc. He needs Rangers trailbrazer cause he has a bad clear time.

March 21, 2015 - 04:13 PM #4


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September 8, 2014 - 02:04 PM #5

You kill Wraiths in the with W/E anyway? If u dont use the shield for an autoattack reset and open with it it will kill all the mini wraiths with just enough damage.

People don't get to ignore that kind of CC, Naut does not need to do any damage at all late game since that isn't his purpose, he is there to CC people for his team to protect them or shut down the enemy who he is targeting. No one can just pretend that Naut who is constantly CC'ing them isn't there.

September 8, 2014 - 04:02 AM #6

The only problems with this build path are

1.) Red start is terribly inefficient because you take forever killing wraiths if you go there after your first buff.
2.) Nautilus' lack of sustainable damage steroids or percent damage makes him a snarebot lategame.

Why not take advantage of Nautilus' incredible early game potency to try to snowball early? Going 9 in offense lets you start red-> wraiths with 1 W&E. From there a Wit's End, Trinity, or FF lets you snowball pretty effectively if you manage to have a few assists or even kills from early ganks.

I feel like Naut's kit just does not allow him to go full tank because his lack of innate damage allows the enemy to basically ignore his crowd control/ presence and safely save him for last. The meta now has at least a small amount of damage threat from every source- full tank Rengars prove my point.

What's flawed with my argument?

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