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Choose Champion Build:
- Support
- Agressive/AP Support
- Experimental (Without GP/10)
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction
Introduction
Hello, I'm luigi2cool and this is my first guide. I enjoy playing supports and I feel Nami has a lot of potential for being a top Support pick, so I tried my best on this guide. Enjoy and appreciate any feedback.
The feeling I get from reading Nami's Lore.
Nami's Lore
Support
Flash
Versatility/Escape/Gap Closer
Flash is the best spell because it provides a means for escaping tight situations or catching up to enemies that are running away. As Nami you don't have many good escape skills so Flash will help with that.
Heal
Bait/Lifesaver
Thanks to Nami's passive Surging Tides and a mastered Tidecaller's Blessing takes care of the slowing aspect of Exhaust. And you can heal your adc in a pinch if a battle goes the wrong way, and "change the tides." :>
Exhaust
Slow
This is still a viable option for any support champion. But considering Nami speeds up and slows down this might not be the best option for her. But go with what you're more comfortable with. Obviously the attack speed debuff will also help against an adc who autos more than skill shots.
Clairvoyance
Map Awareness
Probably the better options for a support champion. It helps prevent ganks or give notice on where the enemy champions are.
Disclamer: Although it is an amazing summoner spell for map awareness, it should only be a viable option when there is good team synergy. (so never solo que with it)
Support
Runes
Greater Quintessence of Gold
Gold/10 Sec for any and all supports.
Greater Glyph of Magic Resist
Useful when laning against other AP damage supports.
Greater Mark of Armor
Usefull for protection against AD carries while also helping you harass.
Greater Mark of Magic Penetration
If you poke with spells instead of autoattack.
* But with Pickpocket I recommend the armor runes for safer autoattack poke over spell poke.
Greater Seal of Scaling Mana Regeneration
Honestly more useful than flat mana regen post lvl 6.
Greater Seal of Armor
More armor to trade better.
Skills
Surging Tides: When Nami's abilities hit allied champions they gain 40 Movement Speed for 1.5 seconds.
Note: Very useful passive for running away or catching up to an enemy.
Aqua Prison(Q): Sends a bubble into the air towards a targeted area; when it lands, it deals 75 / 130 / 185 / 240 / 295 (+65% of ability power) magic damage to all enemies in the area of impact and encases them into bubbles.
Cooldown: 14/13/12/11/10 seconds
Mana Cost: 60 mp
Range: 875
Tips and Tricks
- Enemies hit by the bubble are lifted into the air and stunned for 1.5 seconds before being dropped to the ground.
- A game changer when landing and immobilizing the correct champion.
- Try to aim where you think the enemy will be running towards
- Aqua Prison reveals a small area in the fog of war if it catches someone. Use it to facecheck when warding.
- Box in the enemy champion to make sure you land Aqua Prison
Ebb and Flow(W): Unleashes a stream of water that bounces back and forth between allied and enemy champions.
On Ally Hit: Heals the ally for 65 / 95 / 125 / 155 / 185 (+30% of ability power) and bounces to a nearby enemy champion.
On Enemy Hit: Deals 70 / 110 / 150 / 190 / 230 (+50% of ability power) magic damage to the enemy and bounces to a nearby allied champion.
Cooldown: 9 seconds
Mana Cost: 70/85/100/115/130 mp
Range: 725
Tips and Tricks
- Ebb and Flow can only bounce to each target once and hits up to 3 targets. The damage or healing value is reduced by 15% with each bounce.
- Try not to spam Ebb and Flow without more than 1 ally or enemy nearby to make use of the bounce.
- Use Ebb and Flow sparingly as it costs a lot of mp. Don't use it as a spammable heal but to move a teamfight in your favor.
- When catching an enemy, if you're behind you're carry use Ebb and Flow so it can bounce from your ally to the enemy, speeding up your ally and damaging the enemy.
*With Rylai's Crystal Scepter you will also slow down the enemy champions.
Tidecaller's Blessing(E): Empowers an allied champion for 6 seconds or until they have attacked 3 times. During this time, their basic attacks deal 25 / 40 / 55 / 70 / 85 (+20% of ability power) bonus magic damage and slow the target hit by 15 / 20 / 25 / 30 / 35% for 1 second.
Cooldown: 11 seconds
Mana Cost: 55/60/65/70/75 mp
Range: 800
Tips and Tricks
- Extremely useful, it's a spammable Exhaust.
- Use Tidecaller's Blessing as an initiator to notify your carry to go balls to the wall to get a kill or just give them extra damage.
- Use it to activate Surging Tides to run away or get closer to your objective.
- Activate Tidecaller's Blessing mid-auto attack since it will still activate its effect and it's a better use of auto-attack time (i.e. waiting 1-2 sec to activate and then attack isn't a very effective use of Tidecaller's Blessing.)
Tidecaller's Blessing
Tidal Wave(R): Summons a Tidal Wave outward from Nami's position, briefly knocking up enemies that it comes in contact with, slowing them by 50 / 60 / 70% and dealing 150 / 250 / 350 (+70% of ability power) magic damage.
Cooldown: 120/110/100 seconds
Mana Cost: 100 mp
Range: 2750
Tips and Tricks
- The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
- It has a relatively slow cast traveling, so use Tidal Wave somewhere they can't see it coming.
*Through a wall or bush would be optimal. - If you're not near the teamfight, use Tidal Wave from a distance while the enemy team is distracted from the fight.
Support
First point for Aqua Prison then Ebb and Flow and master Tidecaller's Blessing first to help your carry do some damage and add slow to their auto attacks. If you're losing or need the sustain, mastering Ebb and Flow first is what you want. Upgrade Tidal Wave whenever possible and Aqua Prison last. In general TW>T'sB>EaF>AP if you're ahead. TW>EaF>T'sB>AP if you're behind.
Items
Support
Core
Sight Ward Start off the game with a Faerie Charm, a Vision Ward and two Sight Wards. Whether you want to go with 2 Health Potions or 2 Mana Potions or one of each; depends on the enemy lane.
Sightstone Buy it ASAP and it ends up being very gold efficient for all of the wards you put down because it saves you money that you would be spending on wards later.
Kage's Lucky PickPhilosopher's Stone Kage's Lucky Pick helps your heal and damage more while giving gold/10 sec. Philosopher's Stone helps you sustain your lane. I would go for Philosopher's Stone before Kage's Lucky Pick.
Mid-Game
Complete it when you can but it shouldn't be rushed.
The much needed mana regen and magic resist, can build it to Mikael's Blessing later on.
More mobility, decent slow on two people, reveals enemies in bushes, and lets you facecheck areas (very useful to scout for ward placement)
Use your money to finish one item before getting boots. You should get boots right away once you see that the laning phase is over.
Late-Game
The active gives your carry or another team mate a secondary Heal and Cleanse. It's excellent against focus fire in mid/late game team fights and to remove statuses when your carry gets initiated on.
Ionian Boots of Lucidity provide some much needed cooldown reduction. Mobility Boots help you reach your destination faster, accompanied with Enchantment: Captain so will your allies.
Useful to speed allies trying to get into the teamfight or run away.
More mobility, cooldown, health. Use it as an escape or gap closer, useful for allies who don't have either.
Situational
It helps to be tanky for harassing while giving your allies health regen and armor. Recommend your jungler to get it instead of better to use the money for something else. Unless it's a bruiser jungle you shouldn't be getting Aegis. But if you did decide to get an Aegis rush Locket of the Iron Solari.
Great active. It's like a mini-barrier. And it gives you Cooldown Reduction plus armor/health regen.
More health, give your heal an extra oomph, and slow with Ebb and Flow.
Cheap, good active, and it even keeps the GP10. The slowing aura can help you peel enemies off your AD carry when they get initiated on or it can be used for initiation. Get it when you have a very good initation jungler or top.
For the purpose of this section, I will give the adc's Aqua Prisons out of five + some commentary.
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This is probably the best ADC pairing I have gone with as Nami. Miss Fortune has some great early damage potential and is good duelist. Being hit by Miss Fortune's Impure Shots passive/active coupled with Nami's Tidecaller's Blessing and you're asking for some pain. (At lvl 1 the combined Impure Shots + Tidecaller's Blessing 87 magic damage if you are able to land 3 hits.) Having trouble landing Aqua Prison? No problem, Make it Rain's slow will help you land that bubble. Now I believe they both have the best complimentary ultimates. Bullet Time is a channeled ultimate so anyone can just walk out; this is where Tidal Wave comes into play. To help Miss Fortune land as much damage as possible with her ultimate, a knock up + slow from Tidal Wave will help her achieve just that, throw in an Aqua Prison for style points and watch someone die. |
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Nami makes up for most of Jinx's weaknesses in lane. Jinx has a base movement speed of 325, so Nami's passive can give her autoattacks some kiting ability. (Extra 40 movement speed) Zap! can slow down an enemy so an Aqua Prison can be landed more easily. Together they have their wombo stun combo. Nami can Aqua Prison an enemy while Jinx sends out Flame Chompers! underneath for a total stun time of 3 seconds (the opposite can be done as well; Jinx traps someone with Flame Chompers! and Nami can follow up with Aqua Prison.) To set up a kill, use Tidecaller's Blessing when she has Switcheroo! Fishbones for her to slow down the enemy from afar and Nami to get close enough to land Aqua Prison. If successful Jinx should follow up with Flame Chompers! Switcheroo! Pow Pow. If the enemy manages to escape, Tidal Wave from the side to box in their direction of choice, helping Jinx land her Zap! or Super Mega Death Rocket! for the kill. |
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Caitlyn's range is fine for poking. And it's fun to think of her passive , Headshot as a game. Count 1,2,3,4,5 and E Caitlyn for extra oomph for her autos. (150% damage + Tidecaller's Blessing depending on its level is brutal) After she lands headshot, with Tidecaller's Blessing slowing down the enemy, you can land an Aqua Prison a little easier to let Caitlyn continue harassing. Caitlyn has Yordle Snap Trap to aid in landing an Aqua Prison. If they step on the trap you can follow up with an Aqua Prison for a total time of 3 seconds of stun time, allowing for a lot more harass (Lasts as long as Fiddlesticks' Terrify ). As long as Caitlyn has her summoners, traps, and 90 Caliber Net combined with your slows and bubble; it is going to be pretty hard for her to die from a gank. |
The more Lollipoppy s, out of five, they have the more you don't want to fight against this support.
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Well this is a tough match up. She will outpoke you to smitherings. Pix, Faerie Companion gives Lulu that extra oomph power for her autos Nami can't match without using mana for Tidecaller's Blessing. Glitterlance is a great poking skill combined with Help, Pix!. Even if you manage to dodge Glitterlance, a Lulu's EQ combo can reach your adc if you're not careful with your positioning, a slow ontop of that doesn't help the situation. So why can't you just spam you heal to minimize poke damage? The high mana cost for Ebb and Flow makes it not such a great idea to spam it for healing instead of heal+poke. If you see that Whimsy is on CD and Lulu is charging at you, Ebb and Flow poke but save Aqua Prison for a tight situation. Now Whimsy, if the Lulu is smart she would Whimsy you. If you ADC gets Whimsy you can still protect them with Aqua Prison or Tidal Wave but if you get Whimsyd one or both of you will die(2.5 seconds of uselessness, for whoever the ability is used on, at max lvl). Bonus AP and Movement Speed makes it harder to outpoke/catch up to a Whimsyd opponent. So if you do manage to land enough poke so your ADC can take advantage of it... Wild Growth can save their ADC, with bonus health/knock up/slow, and turn an easy kill into a clutch fight. All in all, avoid a support match against Lulu if you're going to use Nami. |
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Alistar is a melee support so as long as distance is kept Nami shouldn't have trouble. Early game, Alistar can only wait for an opportunity to do his combo, Nami can harass with Tidecaller's Blessing. Make sure Alistar doesn't go into a bush without vision, he is setting up for a sneaky Pulverize Headbutt combo. As long as you have vision of his location, an Aqua Prison can easily stop Alistar before he does more damage or the enemy ADC distracted trying to follow up on his combo. Nami, althought at a higher mana cost, heals more than Alistar's Triumphant Roar. While he can only heal, Nami can heal the adc and help damaging both the adc and him at the same time. ( Ebb and Flow the adc which will bounce to your adc and then to Alistar). Unbreakable Will makes him a lean mean machine, but it also leaves his adc open. Ignore Alistar when his ultimate is up and head straight for the adc with a Tidal Wave and Aqua Prison IF you see the enemy jungler is not near. |
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Blitzcrank is a melee support so as long as distance is kept Nami shouldn't have trouble. Early game, he can only wait for an opportunity to Rocket Grab. Make sure Blitzcrank doesn't go into a bush without vision. Try going Faerie Charm + 4 Sight Wards. As long as you have vision of his location, a grab will be easier to notice and an Aqua Prison can stop a Rocket Grab's potential by impeding the enemy adc (if he misses). Follow with an Ebb and Flow on the enemy adc so it bounces from it to your adc back to Blitzcrank. He can silence and knock up with Static Field and Power Fist respectively. So only pick Nami if your adc has their own escape mechanism. (i.e Vayne, Graves, Ezreal etc.) Make sure Aqua Prison is not on Cooldown in case your adc gets grabbed. So practice those dodging skills in case Blitzcrank isn't banned and is chosen~ |
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Leona is a melee support so as long as distance is kept Nami shouldn't have trouble. Make sure to not have a bush without vision with her in it. DO NOT ward a bush without knowing the general location of where she is. Leona can kill a ward the moment it's placed with auto resetting using Shield of Daybreak. Try going Faerie Charm + 4 Sight Wards. A Zenith Blade will be easier to notice (from a bush) and an Aqua Prison can stop the adc from following up. It's generally safe to use Tidecaller's Blessing on yourself to poke her but be careful and make sure you aren't infront of your adc or else Zenith Blade can get to your adc. Follow with an Ebb and Flow on the enemy adc so it bounces from it to your adc back to Leona. Make sure Aqua Prison is not on Cooldown or else Leona will set up a kill. Tidal Wave if the enemy adc is approaching when Leona landed Solar Flare. Nami can save her adc if Leona comes in, but she can die if Leona turns around and decides to go for you. |
Map Awareness
Warding
Well thank you for taking the time to read my first guide. I hope you enojoued it and received more insight into Nami The Tidecaller. I'm open and appreciate any feedback and suggestions given. I will change/"pretty up"/go more in-depth if people like my guide.
Now go forth summoners, find the moonstone and wash away the impurities of the world for the Marai.
Credits to jhoijhoi for the template, which you can find here. I wouldn't have been able to do this guide without that guide.
Now go forth summoners, find the moonstone and wash away the impurities of the world for the Marai.
Credits to jhoijhoi for the template, which you can find here. I wouldn't have been able to do this guide without that guide.
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