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Nami Build Guide by Artem1919

AP Carry AP Nami - Never Underestimate the Power of a Support(6.12)

AP Carry AP Nami - Never Underestimate the Power of a Support(6.12)

Updated on June 21, 2016
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League of Legends Build Guide Author Artem1919 Build Guide By Artem1919 5 3 603,543 Views 11 Comments
5 3 603,543 Views 11 Comments League of Legends Build Guide Author Artem1919 Nami Build Guide By Artem1919 Updated on June 21, 2016
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hello to everybody who is reading!
First of all, Nami isn't a real mid laner, so don't do this in ranked games unless you get really good at that.
I'm mostly playing this for fun, I really hate the meta thing for the most part.
Anyway, if you have any idea to improve this guide, then leave me a comment, I'll read that for sure!

[Created: 31/3/2015, Last changed: 21/6/2016]
Changelog
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Why Should I Even Play as AP Nami?

Nami is one of my favorite champions, even that mostly I play her as a supports, sometimes I play her as a mage, And I really enjoy it.
Nami can provide to her team lots of sustain to survive pokes before fights are starting, and she also can buff the ally marksman with lots of magic damage on hit and a very nice slow.
In fights, Nami can lock the enemy carries with her crowd control, deal tons of AoE damage, and even burst a target if she want to.
Her ability scales isn't too bad, she probably the support mage with the highest ability scaling.
Also, Please don't underestimate an AP Nami.
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Pros / Cons

Pros:
  • She got nice AoE damage and crowd control.
  • She got lots of mobility with her passive.
  • She can heal teammates.
  • She got a long range ultimate.
  • She can help the ally marksman.
  • She got good trades in lane.
  • Unlike some other champions, she can be useful if behind.
  • The enemy might underestimate you.
Cons:
  • Her ultimate travels slowly.
  • She is a very squishy champion.
  • She got no escape.
  • She has long cooldowns.
  • She depends on her Q while trading/fighting.
  • She has a bad wave clear.
  • She can easily die if she got enemies who can "click" on her(Warwick/Vi/Zed/etc.)
  • Her combo is a bit hard to set up and takes some time.
  • Kids will cry&rage for "troll pick".
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Runes & Masteries


Runes:

Greater mark of hybrid penetration


VS AD
Greater mark of hybrid penetration


VS AP
Greater mark of hybrid penetration


Blind Pick

Marks: Greater mark of hybrid penetration or Greater Mark of Magic Penetration.
Pick one of them, I'll recommend the hybrid penetration since it will buff your AA damage a bit early, and works very well with Nami's E.
Pick magic penetration marks of you don't like the hybrid one.

Seals: Greater Seal of Armor or Greater Seal of Scaling Health.
Pick one of them depends on your opponent, if it's a magic dealer, the pick the health one. if it's a physical damage dealer, then pick the armor one. Pick the armor one when playing blind pick.

Glyphs: Greater Glyph of Magic Resist or Greater Glyph of Scaling Magic Resist.
Pick one of them depends on your opponent, if it's a magic dealer, the pick the flat one. if it's a physical damage dealer, then pick the scaling one. Pick the flat one when playing blind pick.

Glyphs as offense: Greater Glyph of Scaling Cooldown Reduction or Greater Glyph of Ability Power.
If your lane opponent is a physical damage dealer, you might want to pick some offensive runes instead of magic resist. Pick the cooldown reduction glyphs for some extra cooldown reduction in the late game, while the ability power glyphs for some extra damage during laning phase.

Quintessence: Greater Quintessence of Ability Power is your only option here.
Take it in any game like no others exist.

Masteries:


Utility mage masteries(recommended)
Utility mage masteries. make sure to get 40% CDR in your build somehow to make this effective, otherwise just pick Precision instead of Intelligence .
If you're having trouble farming, consider picking Savagery instead of Wanderer .




"Selfish" masteries(possible)
Basically more damage instead of utility.
Feel free to pick Savagery instead of Wanderer if you're having trouble farming.
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Summoner Spells


Recommended Summoner Spells


Flash is an escape as summoner spell, any champion should have that, no matter what skills he have and how he can escape with them, you must have that(well, maybe except Shaco).
Never replace your Flash for no other spell.

Ignite is always a good spell to cast early as combo. also, you don't want to see the enemy flashing away and escaping with 10 hp, right?
Will recommend taking it since Nami can be a great early lane bully, and might give you first blood.

Alternate Summoner Spells


Barrier can help you against hard burst champions like Zed, Fizz, LeBlanc. the barrier will block a nice amount of damage that will increase your chance to survive.

Heal is very similar to barrier, however it's not recommended since most mid laners have an ignite which counters heal, means you'll get a very low amount of heal. would totally recommend picking Barrier over Heal.

Cleanse isn't recommended too much, but it's an option if you are playing vs heavy crowd control team. after all, there is no Quicksilver Sash with AP stats, which is kinda bad. also don't forget that this can remove summoner spells debuffs like Exhaust or Ignite.

Exhaust can help you even as a mid laner, since it reduces your target's armor and magic resist, slows him, and reduces his damage output by 40%. Also, a nice fact about this summoner spell is that it can used it both offensive and defensive ways.

Teleport can make sure you won't fall behind in lane, and even can help you to gank bot lane/top lane. Can be also used in the late game to make sure that you won't miss a crucial team fight just because the minion wave was pushing top lane and you recalled to defend it.
you can take it against matches that are hard/almost impossible to win, such as Yasuo or Fiora, to survive your early game without falling too behind, or you can just take it in general for some tp ganks or the late game team fights.
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Items

Starting Items:


Corrupting Potion

Sustain starting item.
The better starting item in my opinion. Gives you lots of potions, that refill each time you recall.

OR

Doran's Ring

Offensive starting item.
Gives you 15 AP, 60 HP, and some decent mana sustain. Great item for early game.

Health Potions

Get 2 of them if you decided to start with Doran's Ring.


Warding Totem

It's kinda pointless starting with other trinkets, so just pick this one.

Rush one of Them:


Morellonomicon

Rush this item if you want some early CDR and AP.


Luden's Echo

Rush this item if you want more burst damage early on. this item can be also used to wave clear better.

Zhonya's Hourglass

Good early defensive item, grants you some AP, CDR, as well as some armor. can be used defensive vs physical damage dealers.
The active can be also used to counter a few mages as well such as Karthus or Orianna.


Abyssal Scepter

Good early defensive item, grants you some AP, CDR, as well as some MR. can be used defensive vs magic damage dealers.

Possible Boots:


Sorcerer's Shoes

Get it if you're planning to go for damage, since it grants you 15 magic penetration, which will help you to deal some extra damage.

OR

Ionian Boots of Lucidity

Get it if you're want some CDR, Nami has long cooldowns on her abilities.

More Items - Offensive:


Zhonya's Hourglass

Great item as both defense and offense, grants 100 AP, 45 armor, 10% CDR, and has a great active which allows you to becomes invulnerable and untargetable for 2.5 seconds.


Rabadon's Deathcap

Great AP item, which grants you HUGE amount of AP in the late game because of it's passive, which grants extra 35% AP.
Never complete your build without it.

Luden's Echo

Great item for some extra burst because of it's passive, also grants you 100 AP for more damage and 10% movement speed for more mobility. the % movement speed works with your passive, Surging Tides as long as you use it on yourself(or someone else who has a %movement speed item).


Archangel's Staff

Nice item to keep your mana and still get lots of AP. Nami will have 143 AP if this item gets full stacked and Nami is level 18. She'll also get huge amount of mana and some decent mana regen.
If you plan to get this item, don't forget to buy Tear of the Goddess earlier in order to get the stacks faster.

Lich Bane

Another item which will grant you extra burst because of it's passive, Also grants 80 AP, 250 mana, 10% CDR, and 7% movement speed. Note that if you'll got both Lich Bane and Archangel's Staff, you'll also get extra free 7.5 AP, due to the passive which Archangel's Staff has.


Void Staff

Great item to counter magic resist, so building magic resist against you won't be too easy.
Don't forgot to buy it, but don't buy it too early since it's kinda useless in the early stages of the game.

Morellonomicon

Great item to keep spamming your abilities, grants you some mana regen, and 20% CDR. Also grants 100 AP so your abilities will deal more damage as well.


Mejai's Soulstealer

Great item if you can take risks, this item can grant you up to 145 AP of a very silly price of 1400 gold, or just 20 AP if you'll die too much. Can be used to snowball. This item is gold effective as long as you have at least 7 stacks.

Liandry's Torment

I don't really like this item, but it can work very well with your Tidecaller's Blessing or your Tidal Wave and the item passive, this item can also help you with killing tanks since because of the passive which deals % of the enemy HP, and because that that the item grant you 15 magic penetration as well. The item also grant you some AP for extra scaling, and 300 HP that might save you somehow.



Elixir of Sorcery

You don't really choose your elixir, since you don't need the stats that the others grants, so just pick this one. Remember to keep buying it once you got you're whole build since it will grant you some extra AP and extra true damage to towers and champions and you got nothing else to do with your gold anyway.

More Items - Defensive:


Rod of Ages

Great defensive item and a very gold efficient once it's passive is fully stacked. Don't forgot the the mana it grants can do very well with Archangel's Staff, and will grant you extra free 12 AP.


Rylai's Crystal Scepter

Another defensive item that grants mostly AP and HP, the main differences are the passive that will slow and the fact that you don't need to wait 10 minutes until it gets stacked. would recommend getting Rod of Ages over Rylai's Crystal Scepter overall, but do what you want to.

Abyssal Scepter

Nice defensive item. not too good since your abilities have more range then what its passive have, meaning you'll lose a potential damage sometimes, but still nice. try to stand in a range of 700 units next to your target in order to use all of the potential damage this item has to offer you.


Athene's Unholy Grail

Basically a support item, but still viable. The item can be used for its mana/health regen, the 20% cdr, along with some minimal AP and MR, but mainly it used to heal your allies with its passive.

Banshee's Veil

Good defensive item against magic damage, consider getting it if you keep getting killed by an enemy magic damage dealer.


Spirit Visage

Very similar item to Banshee's Veil, but will grant you 200 less HP, 15 less MR, but extra 10% CDR. Also, it has a different passive. the passive changed from blocking 1 spell to extra 20% healing which can help you with your W, Ebb and Flow. Note that it will only heal YOU(or a teammate if he purchased this item) for extra 20%.

Randuin's Omen


Good defensive item against physical damage, consider getting it if you keep getting killed by an enemy physical damage dealer.

Guardian Angel

Nice defensive item that will revive you once you getting killed. I don't like it too much, but you can buy it if you want to.

"I have too much money, Let's sell boots"


+
Lich Bane + Luden's Echo
best option out of those 3

If you already have one of them, you can sell your boots and get the one you don't have. Having both Lich Bane and Luden's Tempest will result in extra 17% MS, which is 56.95 MS while playing as Nami(while normal boots grant only 45 MS).

+
Double Lich Bane
possible option for extra CDR

If you already have one Lich Bane, you can sell your boots for a second one. Having double Lich Bane will result in extra 14% MS, which is 46.9 MS while playing as Nami(while normal boots grant only 45 MS).

OR
+
Double Luden's Echo
possible option for extra AP

If you already have one Luden's Tempest, you can sell your boots for a second one. Having double Luden's Tempest will result in extra 20% MS, which is 67 MS while playing as Nami(while normal boots grant only 45 MS).

Example Building Order:


Corrupting Potion

->

Luden's Echo

Boots of Speed

->

Morellonomicon

Ionian Boots of Lucidity

->

Rabadon's Deathcap

->

Void Staff

->

Zhonya's Hourglass

->

Elixir of Sorcery

Example Building Order 2:


Doran's Ring

Health Potion

->

Luden's Echo

Boots of Speed

->

Lich Bane

Sorcerer's Shoes

->

Rabadon's Deathcap

->

Void Staff

->

Zhonya's Hourglass

->

Elixir of Sorcery
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Abilities




Passive - Surging Tides

  • Surging Tides is Nami's passive.
  • When Nami's abilities hit allied champions they gain 60(+20% AP) movement speed for 1.5 seconds. doubled if applied with Tidal Wave.
Tips and facts:
  • Can be applied with ALL of your skills, including Aqua Prison and Tidal Wave.
  • Don't use all of you skills at once, wait 1.5 seconds until the passive is over, then use the next skill.
  • Can help your marksman to kite.
  • Can escape/chase with it since it grants some nice mobility.
  • Since it scales with AP, once you get 600 AP, this ability will grant 180 MS for 1.5 seconds! The same MS as getting 4 Sorcerer's Shoes!
  • Since Nami's Surging Tides isn't a % MS buff, but a flat one, This ability can stack very well with other MS buffs like Kayle's Divine Blessing, or even any boots with a homeguard enchantment.
  • Possible to keep the passive active 90% of the time with 40% CDR and good timing of your Q/W/E.

Q - Aqua Prison

  • Aqua Prison is Nami's Q.
  • Range: 875
  • Cost: 60 mana
  • Cooldown: 14/13/12/11/10
  • Nami sends a bubble into the air towards a targeted area. When it lands, it deals 75/130/185/240/295(+50% AP) magic damage to all enemies in the area of impact and stuns them for 1.5 seconds.
  • Max it first because it gives some cooldown reduction, because it's her only wave clear, and because it has the highest base damage.
Tips and facts:

W - Ebb and Flow

  • Ebb and Flow is Nami's W.
  • Range: 725
  • Cost: 70/85/100/115/130 mana
  • Cooldown: 10
  • Nami unleashes a stream of water that bounces between allied and enemy champions. This ability can only bounce to each target once and hits up to 3 targets. On ally hits, Ebb and Flow heals the target for 65/95/125/155/185(+30% AP) and bounces towards a nearby enemy champion. On enemy hits, Ebb and Flow deals 70/110/150/190/230(+50% AP) magic damage and bounces towards a nearby allied champion.
  • The damage and heal are modified by -15% (+ 7.5% per 100 AP) with each bounce.
  • Max it second because it's your heal, which might help you to survive, and because it's easier to combo with this instead of Tidecaller's Blessing.
    Also, never max it first since it will double the mana cost, and you don't have too much mana early.
Tips and facts:
  • Spell shields will block one bounce of the ability, but the target who blocked the ability may be targeted again by a later bounce.
  • Can't hit the same target twice.
  • because of the damage modification, it's more efficient to heal yourself and let it bounce to the enemy once you got 215+ AP.
  • Can hit only 3 times.
  • Casting on an ally with heal twice and damage once, and casting on an enemy will damage twice and heal once.
  • You can harass with it, and it will bounce back to you as a heal.
  • At level 5, it cost 130 mana, almost double then it cost at level 1, 70. don't spam it if you don't have enough mana sustain yet.
  • This ability is considered to be a projectile for Braum's Unbreakable and Yasuo's Wind Wall.

E - Tidecaller's Blessing

  • Tidecaller's Blessing is Nami's E.
  • Range: 800
  • Cost: 55/60/65/70/75 mana
  • Cooldown: 11
  • Nami empowers an allied champion for 6 seconds or until they have attacked 3 times. During this time, their basic attacks deal bonus 25/40/55/70/85(+20% AP) magic damage(75/120/165/210/255(+60% AP) total) and slow for 15/20/25/30/35%(+5% per 100 AP) the target hit for 1 second.
  • Max it last simply because the other skills are better as I explained above.
Tips and facts:
  • Spell shields will NOT block this ability.(Morgana's Black Shield still blocks damage, but not the slow)
  • Best skill for the passive, since it has no cast time and it has the lowest mana cost.
  • The effects of this skill will be wasted if the attack is dodged by Jax's Counter Strike, blocked by Pantheon's Aegis Protection, parried by Fiora's Riposte, or if the attack misses.
  • Casting while the AA animation is in mid air will still apply the effect.
  • The damage dealt is based on Nami's own ability power at the time of cast, but buffed by an ally's magic penetration if when casting on an ally.
  • This ability is an on hit effect, meaning that it can buff abilities that apply on hit effects like Fizz's Urchin Strike and Ezreal's Mystic Shot.
  • Can help you to hit Aqua Prison or Tidal Wave.
  • Can help your marksman to kite.
  • Can help you to last hit minions under tower.
  • Possible to get a 100% slow once you hit 1300+ AP.
  • This ability is considered to be a projectile for Braum's Unbreakable and Yasuo's Wind Wall.

R - Tidal Wave

  • Tidal Wave is Nami's R.
  • Range: 2750
  • Cost: 100 mana
  • Cooldown: 120/110/100
  • Nami summons a tidal wave that moves outward in a broad line and deals 150/250/350(+60% AP) magic damage to enemies it comes into contact with, briefly knocking them up and then slowing them for 50/60/70%.
  • The slow duration increases based on how far the tidal wave has traveled, with a minimum duration of 2 seconds and a maximum duration of 4 seconds.
  • A great disengage tool if you don't want to fight.
  • Can be used as a follow up CC after an engage from someone like Malphite's Unstoppable Force.
  • Upgrade this ability at level 6, 11, and 16. like any other ultimate on the game.
Tips and facts:
  • If hits an ally, not only that it applies your passive, but also the movement speed bonus is doubled.
  • The channel of this ability cannot be cancel, unless you die.
  • The wave travels for 3.2 seconds at a speed of 859, with a missile width of 562.
  • Works with Yasuo's Last Breath.
  • Can cancel channel abilities with, like Katarina's Death Lotus.
  • Can give you an easy Aqua Prison land.
  • Can be used as a disengage ability.
  • Try to use it when standing behind your team, so your team will get your passive.
  • Spell shields will block the ability.
  • This ability is considered to be a projectile for Braum's Unbreakable and Yasuo's Wind Wall.
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Comparison to Other Mid Laners

Nami:

Let's take a look at Nami first:
Nami's Q, Aqua Prison will deal 295(+50% AP) magic damage once the ability maxed.
Nami's W, Ebb and Flow will deal 230(+50% AP) magic damage once the ability maxed.
Nami's E, Tidecaller's Blessing will deal 85(+20% AP) magic damage with each AA, total of 255(+60% AP) magic damage once the ability maxed.
Nami's R, Tidal Wave will deal 350(+60% AP) magic damage once the ability maxed.
Meaning that a full combo of her skills while having 1000 AP will deal 1130(+2200) magic damage.
But don't forgot that you can heal yourself to deal more damage with the second bounce.
This means that it's possible to deal 1268(+2500) magic damage by doing so, or even 1406(+2800) magic damage if you get the third bounce somehow. also, she deals 300% of her AD because she have to auto attack 3 times in order to proc her e. she has 104 AD at level 18, resulting in additional 312 physical damage.
Nami will deal total of:
1442(+2200) mixed damage without any bounce.
1580(+2500) mixed damage with the second bounce.
1718(+2800) mixed damage with the third bounce.
Well, now that we know how much damage can Nami deal, let's compare her to some other mid laners.
Ahri:

Let's take a look at Ahri:
Ahri's Q, Orb of Deception will deal 140(+35% AP) magic damage and 140(+35% AP) true damage magic damage once the ability maxed.
Ahri's W, Fox-Fire will deal 224(+64% AP) magic damage once the ability maxed.
Ahri's E, Charm will deal 200(+50% AP) magic damage once the ability maxed.
Ahri's R, Spirit Rush will deal 450(+90% AP) magic damage once the ability maxed.
Meaning that a full combo of her skills while having 1000 AP will deal 1014(+2390) magic damage, and 140(+350) true damage. Let's also say that Ahri used 1 AA in her combo, because why not? Ahri will have 104 AD at level 18, so she also dealt 104 physical damage.
resulting in total of 1258(+2740) mixed damage.
Nami can deal more damage then Ahri if she gets second bounce.
Orianna:

Let's take a look at Orianna:
Orianna's Passive, Clockwork Windup will deal 50(+15% AP) magic damage on each AA if Orianna is at level 18, increasing by 20%, stacking up to two times.
Orianna's Q, Command: Attack will deal 180(+50% AP) magic damage once the ability maxed.
Orianna's W, Command: Dissonance will deal 250(+70% AP) magic damage once the ability maxed.
Orianna's E, Command: Protect will deal 180(+30% AP) magic damage once the ability maxed.
Orianna's R, Command: Shockwave will deal 300(+70% AP) magic damage once the ability maxed.
Let's say the Orianna made 2 AAs and applied her passive 2 times.
Orianna will also deal 170 physical damage because AAs(85 AD at level 18 as Orianna).
Meaning that a full combo of her skills while having 1000 AP will deal 1190(+2530) mixed damage.
Nami can deal more damage by healing herself, and hitting the enemy with the second bounce.
Lux:

Let's take a look at Lux:
Lux's Passive, Illumination will deal 154(+20% AP) magic damage once Lux is level 18.
Lux's Q, Light Binding will deal 260(+70% AP) magic damage once the ability maxed.
Lux's W, Lucent Singularity will deal 240(+60% AP) magic damage once the ability maxed.
Lux's R, Final Spark will deal 500(+75% AP) magic damage once the ability maxed.
Lux can use her passive 3 times here, by doing Q>AA>E>R>AA.
If Lux won't come to AA you, she will apply her passive once, and deal 1154(+2250) magic damage.
If Lux Will come to AA you once, she will apply her passive twice, and deal 1308(+2450) magic damage +110 physical damage because of the AA, total of 1418(+2450) mixed damage.
If Lux Will come to AA you twice, she will apply her passive thrice, and deal 1462(+2650) magic damage +220 physical damage because of the 2 AA, total of 1528(+2450) mixed damage.
If Nami gets the second bounce and Lux applies her passive 3 times, Nami should be stronger.
Veigar:
(not updated since patch 6.9, too lazy to do that)

Let's take a look at Veigar:
Veigar's Q, Baleful Strike will deal 230(+60% AP) magic damage once the ability maxed.
Veigar's W, Dark Matter deal 300(+100% AP) magic damage once the ability maxed.
Veigar's R, Primordial Burst will deal 500(+100% AP)(+80% of target's AP) magic damage once the ability maxed.
Let's also say the Veigar used 1 AA with his combo, which deals 95 physical damage at level 18.
Meaning that a Combo of his skills while having 1000 AP will deal 1030(+2600)(+80% of target's AP) magic damage + 95 physical damage, total of 1125(+2600)(+80% of target's AP) mixed damage.
Nami is stronger, however, she can't deal 80% of target's AP, so if they target have enough AP, Veigar should be stronger. Also, Veigar can stack some free AP, so let's say that he stacked extra 300 AP, for a total of 1300 AP.
All of his skills while having 1300 AP + 1 AA at level 18 should deal 1125(+3380)(+80% of target's AP) mixed damage. At this point, Veigar should be stronger, Even without the target AP scaling.
LeBlanc:

Let's take a look at LeBlanc:
LeBlanc's Q, Sigil of Malice will deal 310(+80% AP) magic damage once the ability maxed.
LeBlanc's W, Distortion will deal 245(+60% AP) magic damage once the ability maxed.
LeBlanc's E, Ethereal Chains will deal 280(+100% AP) magic damage once the ability maxed.
LeBlanc's R, Mimic will deal 600(+120% AP) magic damage if used on her Q/E, or 450(+90% AP) magic damage if used on her W, if the ability maxed.
Meaning that a full combo of her skills while having 1000 AP will deal 1435(+3600) magic damage.
Leblanc is stronger then Nami.
(If Nami will get the third bounce, she can deal 1406(+2800) magic damage, which is 829 less then LeBlanc.)
Fizz:
(not updated since patch 5.17, too lazy to do that)

Let's take a look at Fizz:
Fizz's Q, Urchin Strike will deal 70(+30% AP) as magic damag and 100% of Fizz's AD as physical damage once the ability maxed.
Fizz's W passive, Seastone Trident will deal 60(+45% AP)(+8% of the target's missing health) magic damage over 3 seconds (20(+15% AP)(+2.66% of the target's missing health) with each second) with each AA once the ability maxed.
Fizz's W active, Seastone Trident will deal 50(+25% AP) magic damage with each AA once the ability maxed.
Fizz's E, Playful / Trickster will deal 270(+75% AP) magic damage once the ability maxed.
Fizz's R, Chum the Waters will deal 450(+100% AP) magic damage once the ability maxed, it will also increase Fizz's damage against his target by 20% for 6 seconds, excluding Chum the Waters's damage.
Let's say that he used his Q to apply his W active once, then made 2 AA. total of 3 times, and as a result of that, the W passive was active for 7 seconds.
Meaning that a full combo of his skills while having 1000 AP will deal 1038(+3160) magic damage, and also 360% of his AD, which is 109 at level 18. he will also deal 168(+1050)(+18.66% of the target's missing health) over 7 seconds, as magic damage.
Total of 1598(+4210)(+18.66% of the target's missing health) mixed damage.
Fizz is stronger then Nami(Nami still got higher base damage though).
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Ability Combo & Fights

Start your combo by casting Tidecaller's Blessing on yourself, to slow the enemy for an easier Aqua Prison hit.
Once you hit your Aqua Prison, use Ebb and Flow, and AA twice more for the Tidecaller's Blessing effect.
Don't forget to use Tidal Wave if the target still alive, or to ignite him if there is a need in that.
Second combo option; start by hitting someone with your Tidal Wave, then Aqua Prison, so he'll get stunned, use Tidecaller's Blessing and AA him once, use Ebb and Flow, and AA him once more for the Tidecaller's Blessing effect.

In fights, try to keep a distance, and use your tanks to bounce Ebb and Flow so it will hit the enemies, or just target an enemy with Ebb and Flow when possible, so it will damage twice, and heal only once, instead of healing twice and damaging once.
Buff your marksman with your Tidecaller's Blessing so he'll have easier life while kitting and some extra damage.
Try using Tidal Wave when there is a lot of enemies in the same place.
Don't forget to stun enemies with Aqua Prison whenever possible, and try to combo it with some other crowd control effect, for an easier hit.
Also, If you bought Lich Bane, don't forgot to AA once after ability cast, even if you don't cast Tidecaller's Blessing on yourself, because it's still scales with 50% AP.
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Why was DFG removed from the game?

no one should read it
no one should read it
This was totally the only reason, Riot knew that AP Nami was too OP.
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Lore

Nami channels the primal energies of the ocean, harnessing its mystical restorative properties and commanding the raw power of the tides themselves. Though many doubted her, Nami had the bravery and determination to take on a dangerous quest when no one else would. Now her people believe she is the Tidecaller, a chosen one destined to complete a quest essential to the survival of her entire race.

The Tidecaller's sacred duty is to acquire a moonstone, a powerful object found only in the towering reaches of the surface world. Her people, the Marai, rely on the moonstone's light to ward off the terrors of the depths. However, the stone's power lasts only one hundred years. Before its light fades, the Tidecaller must journey into the Great Deep, retrieve an abyssal pearl, and carry it to the surface. There, on the night of the winter solstice of the hundredth year, the Tidecaller makes a ceremonial exchange with a landwalker bearing a moonstone. By trading the pearl for the moonstone, the Tidecaller ensures the survival of the Marai for another century.

However, in Nami's time, as the hundred years drew to a close, no Tidecaller had been found. Without a chosen one to complete the quest, her people would face disaster, but the Marai waited in faith that the Tidecaller would appear. Nami refused to sit idle, insisting that without a Tidecaller to save them, someone had to act. Bravely, she decided to begin the quest herself and ventured alone into the dangerous depths. None expected her to survive, but after six days of battles with untold horrors, Nami returned with the pearl in hand. The Marai hailed her as the new Tidecaller. All that remained was for Nami to journey to the surface and complete the exchange.

When Nami arrived at the surface, however, she found only an empty shore. She waited for days in a mystic cove, unsure of what to do. In all the legends of the Tidecallers, the bearer of the moonstone had never failed to arrive. Nami faced a choice. She knew the surface world only through tale and rumor, but the survival of the Marai depended upon her. Summoning the tide to bear her ashore, Nami began her search for the moonstone and became the first of her kind to explore the world above the ocean. She left her home behind, and vowed not to return until she had completed the Tidecaller's quest.

"I am the tide, and I cannot be turned."
― Nami
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Summary

Well, the guide is over here.
I hope you learned a few things.
Also, remember, Nami mid isn't the strongest pick that you can have, but it's sure a good one and a one that is really fun to play, because after all, this is the reason for playing games, right?
Anyway, leave a comment, like the guide, I'll appreciate that.
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