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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Threats & Synergies
Leona
Leona has a significant edge because she can blow you up after she gets levels (especially upon 6) but you can make the difference before that if you poke her out. If she dashes onto you just bubble the enemy ADC and turn onto him.

Hello everyone and welcome to my

This guide will include a couple of games directly taken from my stream which can help you, albeit a bit outdated (dating back to Season 4). If you have the time, I'd definitely recommend you to have a look at them because I try to give a lot of advice while playing, and you might learn something from that. You can also follow my stream at www.twitch.tv/vynertje to get notified when I'm streaming live!
Before jumping into the guide itself, I'd like to quickly point out that (as you may have guessed) I'm not a native English speaker – I will most likely have made an error or two in my grammar from time to time. Please don't give me a hard time for this, but if you notice something feel free to tell me (please do!).
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Just for credentials, these are some of my ranked stats back in Season 4. All games played at Diamond 4 rating. I hope this is enough to prove my proficiency on ![]() |

![]() Pros +Can win pretty much every matchup if played well +One of the best supports during laning phase +Packs a ton of CC |
![]() Cons -Can be mana hungry when playing aggressive -CC is not reliable -Very high skill cap: she's quite hard to pick up as a new player -Utility values diminish going into late game: relatively poor late game scaling |
The main reason to pick






On the flipside, she is very squishy and hasn't got a single way to escape at all. Once you get locked down with some crowd control, you're pretty much done. You can kite around decently but you will always be vulnerable. She can also burn through mana like a madman if you're playing too aggressively: decent mana management is prerequisite to playing her or you'll end up being forced to base every minute. She's also really hard to play because her wave is tediously slow and the bubble is quite an awkward skill shot to land – thus you need time to master her and even then; since your CC fully relies on skill shots which of course aren't 100% reliable. This all requires extensive mastery of your champion. Finally, her utility values (especially on

When going through the thought process while picking runes, you want to keep in mind what Nami benefits most of. For runes, she needs some tankyness to make up for her relatively weak base stats. That's why I pick full defensive seals and quits, combined with some extra utility and magic resist in glyphs and a little bit of extra early game power in marks. This setup makes for a well-rounded approach to Nami in the early game. I'd never recommend to majorly change this setup because of that.
greater mark of hybrid penetration |
These marks are by far the best for ![]() |
greater mark of hybrid penetration |
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As mentioned: armor quints + health seals is a really effective combination because armor quints are unaffected by the changes – this will yield you as much defensive stats as you possibly can. |
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In this section, I will not explain every single point. Instead, I only quickly discuss why this page is the most effective in general and offer some alternatives.

Standard 0/18/12 is the best for






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Flash is 100% mandatory. It allows you to escape sticky situations or set up great plays. If you don't take it, you'll die. Period. |
For your second slot you have a little bit more variety. What you go with purely depends on matchup and the summoners of your AD carry.
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Exhaust is a very standard pick, but limits your ability to play aggressive. It severely cripples the enemy ADC if you use it in-time (the key to using exhaust is to not delay, but instead knowing when to use it to avoid the majority of the enemy's burst). I'd generally recommend this to players with little experience on ![]() |
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Considering Nami's dominant laning phase, this is the most optimal pick for confident players. It highly improves your ability to dominate the laning phase and will yield you kills much more likely than ![]() |
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If your AD carry doesn't run heal (but ![]() ![]() |
On


After level 1 you'll want to skill




You should max


Finally, take your ultimate whenever you can (levels 6, 11 and 16) and max

Quite straight forward passive but it's really useful. every of your spells that hit an allied champ will speed them up. This does not only apply to your W and E, but also your ![]() ![]() Keep in mind however that you should not spam your spells on one target because of this, but instead always try to keep a 1.5 second delay between casting spells on your allies (if possible) – this way you can make optimal use of it. |
This is one of the hardest skill shots in the game to hit but proper usage can yield great rewards. This makes the difference between a decent ![]() First of all, you've got to be really careful when using this. Not only it is hard to hit, if you do miss you'll be really vulnerable to an enemy counter-engage, with it on cooldown you'll have no way to retaliate for approximately 10-14 seconds. ![]() |
This is your bread and butter spell throughout the early game. As mentioned countless times throughout the guide already, the key lies in its versatility. Generally you'll not be using this to heal up your AD unless your lane is really turning out for the worst. If you do you'll run out of mana in an instant so don't keep topping off your AD with heals. If you use it more offensively you can often also get it to bounce back to you or your AD for the heal. Thus, definitely keep the bounces in mind when using ![]() |
Very straight forward spell – exactly does what it says on the tooltip and there's not much else to it. Cast it on your AD carry most preferably to peel very effectively for him. However, do not fray to use it on yourself because the damage will always remain the same, just the speed at which you can get the 3 procs will differ. You will need some synergy or communication with your AD carry to actually use it at the right moments, and I would not advice spamming this for every single attack. It does however work very well with something like Lucian's double shot passive, which applies two stacks in no-time. Finally, note that this doesn't apply ![]() |
Tidal wave is a game turning ultimate if used correctly, but it is also quite hard to use correctly. You've got to know the travel time (it's REAAALLLLY slow, I bet ![]() If you don't use it correctly, it's super easy to just side step it. Thus I'd not recommend using it as an engage tool, but rather in the middle of a fight as a means of peeling / counter-engaging. ![]() |
![]() ![]() ![]() ![]() This is your standard start. ![]() ![]() ![]() Besides ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() This is a situational start for very hard matchups (where you can't rely on getting gold from offensive moves through ![]() On the plus side, the final upgrade of this item ( talisman of ascension) is usually a lot better for a support like ![]() ![]() |

Core items are the items you should be getting in every game, no exceptions at all. These are such important items for

Standard upgrade from your starting items. Gives a bit better stats and gold generation. Downside of upgrading this on your first base is that it doesn't give a lot of combat effective stats (like flat health) meaning you can be a bit squishy early game. Get this if you have < 800 gold on first base. |
The core behind any support build. Gives free vision which essentially is a gold generation item as well because of multiple reasons: you don't have to buy wards anymore (saves money) and vision control can lead to objectives, or deny the enemy gold through ganks which you'd otherwise have died to. It also gives a decent amount of health which is why it's important to get this super early in the game. Get this if you have > 800 gold on first base, otherwise get ![]() ![]() |
If possible, grab one of these. ![]() |
After finishing ![]() ![]() ![]() ![]() ![]() |
Dirt cheap and give a lot of movement speed. This is great because it allows you to get wards down a lot quicker and to stay out of harm's range. You can even use this to roam around the map (like Korean supports do) and support your team at other places than only from bot lane. |

Offensive situationals are the items you should get when you're decisively winning your lane. They often give some AP and other useful stats meaning you can more effectively snowball a lead. When behind/even however you really want to focus on team oriented items and thus you shouldn't get these items in such a situation. The items mentioned in this part will be ranked first to last in likelihood of getting in a standard game.
I think this is a very mediocre item for ![]() |
A great (and super cheap!) AP item giving a lot of stats. If you're far ahead as a support, wanting some AP, get this. It also gives a ton of cooldown reduction which is even great because it allows you to use all of your utility more frequently. However, mind the CDR cap at 40%! This can also be effective if you're against a team with lots of heals (![]() ![]() ![]() |

Defensive situational items are the typical support items that allow you to assist your team in winning fights. They usually give tanky stats and a very good active or passive. When getting these actives, make sure to USE THEM because otherwise you're really wasting the item's effectiveness. The items in this part will be ranked as usually, in likelihood (most likely – least likely) of you getting it in a game.
Some people will argue that this should be a core item because it's that good, but I don't get this in every single game. It's a great item to protect your carries from crowd control and to heal some damage. After the 4.10 changes the item became quite a bit more expensive which sadly also means that it's less effective in terms of gold. Right now, it's only good to get if you really need to cleanse CC from your AD carry. It's still a great item overall though. |
This is a great item but a very situational one as well. The old ![]() |
This is the most versatile and standard armor item out there. It gives a great combination of health and armor which is all you need to counter heavy AD teams. The active can also help out peeling for your carries. However, it's a very selfish item so if you do not need the extra tankyness yourself, you should skip this. |
If you already have a ![]() ![]() |
The non-selfish armor item. Gives a lot of good stats but is often very situational. This should only be picked when there are at least 3 major auto-attacking champions because otherwise it's a waste. The CDR is great but often goes to waste because there already is a lot of CDR in your standard build, and ![]() |
This chapter will explain you all you need to know about the laning phase, specifically for Nam but still applying to any support. Even if you are an experienced support player this is probably worth a read for you. I'm trying to write this in a comprehensive way so everyone can understand what I'm trying to say!
Video: an example of a good laning phase – Diamond 4 rating. Excuse me for the in game sound being too loud, I fixed this for all other footage.
First things first, never level a spell before you actually arrive in lane or need it in an invade or comparable situation. You´ll sometimes need the bubble in case of an invade, but otherwise you really want

Always make sure to cover for your jungler, regardless of the side he is starting on. However, if you have to pull for your jungler keep this in mind: NEVER stay too long. Give him a few hits but make sure to head to lane in time.
Why? The current bot lane meta is currently defined by level 1 pushes. If you push at level one, you'll kill minions faster than your enemy (duh) but what people often don't realize, is that this also means you'll get xp at a faster rate than your enemies do. If you kill the first wave + first 3 melee minions of the second wave, you'll hit level 2 – assuming you didn't lose any xp because you helped your jungler too much.
Why is this such a big deal? Well, if you push faster than your enemy you'll get level 2 first. Whoever gets level 2 first has a MASSIVE edge in bot lane because you have one extra spell to deal damage with (+ your base stats often scale on level). If you get level two before they do, you can force a trade and come out really far ahead (when smurfing at low Elo this was a guaranteed first blood).
Thus, if you have to pull, make sure to back off in time and PUSH THE LANE. Even as support, you'll want to be helping your AD carry to push the lane to get this advantage. If you know you'll be losing the push war, DON'T STAY AROUND. Back off before the 3rd melee minion of the second wave dies, or you'll fall even further behind.
Also, even if you're not planning on pushing early on, you don't want to miss experience from the first creeps dying on you while you're still helping out the jungler on his first buff. This does not mean you should not help at all – just know when to back off so you're back to lane in time to actually show some resistance. Again, the botlane pairing that wins the level 1 push war generally wins the first 3 levels if they play it out correctly.


However, never go to deep to poke the enemy because you'll get a lot of minion aggro that way (minion damage counts up quite quickly!). Only trade when the enemy minion wave is equally sized as yours, or smaller. If the enemy wave is bigger than yours, you'll get more minion damage from attacking them than you'll probably deal to them – that's another reason why pushing the wave is important: it means the enemy won't be able to engage on you or they'll get a lot of minion aggro.
Another risk is that you're really squishy so you'll get punished really hard if you misposition, so never go too far ahead of your AD carry or you will die.
You should try to get a


Another good thing to keep in mind is to adapt your build correctly to your matchup. Against



In fights you should pretty much always prioritize hitting the enemy carry with your bubble. Their movement is usually very predictable (since they are attacking you they'll also be moving in your way) and this often means you can counter their engage really effectively by hitting a bubble on the carry and from there on turning the fight. I mentioned before but I'll do it again: NEVER forget to pop a potion in the middle of a fight. In an extended fight this can give you over 100 hp back which can really turn a low level fight around.
A great example of Nami's massive protective abilities and ability to completely turn fights is the following clip from my stream:

This chapter will explain everything about warding. As warding is one of the most important aspects of supporting it is really important not to just throw down wards randomly but actually to think carefully about the spots you choose, and the type of wards you pick. I have included three warding maps, all from blue side's perspective. If you're playing purple side, pretty much just reverse all the positions. I'm too lazy to make 3 extra, sorry. Also, keep in mind that this is only a simplified version and doesn't cover every single ward spot. It's just to give you a general idea!
First of all, let's have a look at important ward spots for bottom lane:

Usually you only have trinkets at level 1 which is why you only see two spots. The one ward is aimed at lanebush control (or to deny the enemy of control). Basically, knowing what's happening in that brush can be really useful for dodging out skillshots and winning little fights / trades. It's really important to get that ward down. The other ward is to spot ganks: since you only have one ward at your disposal you should put it there because it covers pretty much all gank paths. If you have more wards at your disposal you can place them a bit deeper towards dragon.
If you get pinks you should put them in brushes close to your own jungle because that's where they usually won't be taken down easily. You can also place them in the river brush and near dragon but that's mainly good for objective control and they'll be cleared quickly unless you have a lot of control around that area.
After getting sightstone you can get some more wards down deeper towards the enemy jungle and mid lane. It is risky to go there so only do so if you know the enemies' position – however, if you do get those wards down you can really shut down all roams towards bot.
After laning phase there are two different scenario's. Either you are (slightly) behind, or (slightly) ahead. If you're equal (which only very scarcely happens) you should combine the two ward maps! The general rule of thumb is: if you're ahead, you want to ward the enemy jungle and pink wards important objectives. If you're behind, you want to normal ward important objectives and defensively ward your jungle with pinks.


In short, you just want to litter the parts of the jungle that are important to that specific phase in the game with green wards. If you're behind, chances are the enemies will also swarm your jungle so you want to ward that up defensively. Put pink wards in the most important spots and make sure you don't lose track of baron / dragon with green wards.
When ahead, you want to pink ward spots near dragon / baron and again, litter the enemy jungle brushes with green wards so you can see all their movement and react appropriately.
Late game is about two things: objectives and teamfights. The support plays a very major role in both of these through vision control and peeling. In this chapter I'll cover both things individually.
First of all, in late game it is really important to have control over baron and dragon. Make sure to ward it and the surroundings so you'll never lose a baron due to not having enough vision around. Another reason why such wards are important is because it also allows you to pick people off guard and rotate around quickly.
A rotation in league pretty much means you move from one lane to another quickly in order to take an objective. If you see an enemy is out of position (for example, taking blue buff) through wards, you can move around to the other side of the map (assuming you were grouped around middle) and take a free turret. The same goes with dragons and barons (even though they are a bit more risky).
Also make sure you keep timers of objectives. Dragon respawns in 6 minutes and baron in 7. Time the respawn and get all the vision control you possibly can around that area. Communicate well with your team so you can group around that objective and take it down before the enemy can react. I already explained how / where to ward effectively so I won't go over that again.
In teamfights your main objective is to keep your carries alive, and nothing but that. You can try to create a pick with a bubble but besides that all you are going to do is stick with your AD carry and make sure no one can possibly get to him. You have a very wide range of skills to keep him safe:






Also, a very important thing to keep in mind is to use your

For both this and the matchups section, I did skip some champions on purpose because I don't have experience laning with or against them. These are often very rare champions to see in high Elo ranked games which is why I cannot write something down about these
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Even though you have a pretty strong ult combo, the synergy between the two champions isn't as strong as it might seem to be. This is because your ultimate isn't (nearly) instant like ![]() ![]() ![]() |
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The matchup against ![]() |
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This matchup can go either way but I'd say ![]() ![]() ![]() |
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This is another matchup that can go either way but overall ![]() ![]() ![]() ![]() |
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Overall you have the edge versus ![]() ![]() ![]() ![]() |
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Thank you for reading my guide! I hope you learned something new and enjoyed reading the guide. If you did, please leave a comment and tell me what I could do to perhaps improve the guide. I'm especially looking for suggestions to improve the Support 101 chapters even further!
If you'd like to see more of my gameplay, check out my stream and follow me if you like! I try to stream regularly and I'll surely play Nami once in a while on stream!
As a final note I'd like to thank Janitsu for helping me out with all the coding and artwork, this guide wouldn't have been possible without you so thank you very much!
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