Staggering Blow
(Passive)
Every first auto attack deals additional physical damage and roots the target for just under a second. This passive does have quite a long cooldown on the same target so auto attacks after the first one will just be normal.
It's very important to use Staggering Blow on top of all your other crowd control effects. Try to proc it on every enemy champion in range every time it is off cooldown.
Dredge Line
(1)
Nautilus throws his anchor forward, dealing magic damage to the first target hit and pulling them and Nautilus together. This is your main form of engage. Be careful when aiming near minions as the hook can easily be blocked by them.
If the anchor hits the terrain, Nautilus pulls himself to the terrain and half of the cooldown and mana cost is refunded. This is a great way of escaping.
Nautilus gains a shield that absorbs damage for a few seconds. While the shield is active, Nautilus attacks are empowered and deal additional magic damage around the target.
This ability is an auto-attack reset which means you can reduce the time between auto-attacks when you use it.
Riptide
(3)
Nautilus sends waves emanating outward 3 times that deal magic damage and slow each time.
This ability can be used quite effectively to clear minion waves and help zone enemies during big team fights. Enemies hit by subsequent waves take less damage.
Depth Charge
(Ultimate)
Nautilus fires a depth charge towards an enemy champion dealing magic damage, knocking them up and stunning them for a second. Other enemies can be hit whilst the depth charge is travelling to the target. They will also be knocked up and sunned and take magic damage.
This is a point-and-tap ability that enemies cannot dodge unless you have Statis or a spell shield of some kind. This is what makes Nautilus' lockdown so strong and annoying.