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Nami Build Guide by MissMaw

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League of Legends Build Guide Author MissMaw

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MissMaw Last updated on October 7, 2013
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Ability Sequence

1
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
2
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 13

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 16


Guide Top

Introduction



Hi friends I'm MissMaw a vet here on MOBAFire. I play on EUW where I main support and I'm currently in the gold league (lolking profile). I play all kinds of supports and am currently more into poke supports. The fact that I enjoy that kind of playstyle eventually drew me to Nami, the Tidecaller.

Nami's a very strong pick right now. While she does have a heal she is not a sustain support. She can sustain her ADC, which is great, but she's primarily an aggressive support. She has synergy with both bursty ADs (such as Varus or Tristana) and poke ADs ( Caitlyn, Ezreal) but can also work well with more passive lanes such as Ashe or Kog'Maw. This overall makes her a very versatile support and a very safe pick in general.

|||| P +++
R +++
O +++
S +++
|| Good engage and disengage
Great peel
Lots of CC both during lane and in fights
Huge kite potential
|||| C - - -
O - - -
N - - -
S - - -
|| Really squishy
Skillshot reliant
Relatively long CDs
Difficult to play well in general


Nami's LoL page

Nami's LolWiki page


Guide Top

Masteries



Masteries
1/5
4/1
3/1
1/5
2/1
1/1
1/5
1/5
1/5
3/1
1/1
1/5
2/1
4/1
1/5
2/1
1/

The setup I prefer is 1-13-16 while you can alternatively go with a 1-8-21 setup for more utility and less defensive stats. In either case you want to get the 1 point in offense for the improved Ignite/ Exhaust and the Greed + Wealth and Biscuiteer + Explorer in utility. The setup offers everything a support needs. You are tanky and still benefit from the utility tree.

○ Alternative Setup ○
In the alternative setup, 1-8-21, you lose important ish masteries like Veteran's Scars but in return get more utility. It's personal preference, but 1-13-16 is a better setup in my opinion.

Masteries
1/5
4/1
3/1
1/5
2/1
1/1
1/5
1/5
1/5
3/1
1/1
1/5
2/1
4/1
1/5
2/1
1/


Guide Top

Runes



Runes

Greater Glyph of Armor
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Health
3

This is the standard support setup. Armor marks and seals are meant to protect you while you're in lane versus the enemy ADC. Magic Resist glyphs, flat or per levels, are usually for the enemy support as they generally do magic damage or just for the sake of having some MR for later in the game. Gold quints are pretty standard as well. You get those so they make up a bit for the lack of farm and kills. Nami being squishy makes health quints a good idea, but gold per/10s are an okay alternative.

○ Alternatives ○
|| As an alternative you could go with Magic pen marks. Nami does a good amount damage, compared to other supports at the very least, and therefore will benefits from these marks. If you're sacrificing the armor from marks for these don't change your armor seals though. You want to still have armor for early game when you haven no items.
|| You'd get these to sustain Ebb and Flow's high mana cost. Recommend taking armor reds if you do choose to go with these.
|| I generally take flat MR glyphs since they're usually a safer choice but if the enemy bot lane doesn't really do much magic damage ( Graves + Leona lane for example) then you can afford to take scaling glyphs and have more MR during mid-late game than you would with flats.


Guide Top

Summoner Spells



For Nami I usually take Flash + Ignite, and Exhaust on some occasions.


|| In addition to Nami not having an escape mechanism of her own, Flash is good with Nami because it enables her to get in range for her ult/q/or auto attack + for chasing and securing kills.

|| Ignite is good with aggressive supports such as Nami. You lose your Exhaust for late game but you gain a lot of kill potential in lane. The idea of it is to get your AD fed that way and get him to snowball so that late game not having Exhaust wouldn't be an issue.

|| Exhaust is Ignite's alternative. It's a good spell for support but I don't grab it every game. The situations in which I'd recommend Exhaust over Ignite is 1) vs high burst assassins (ie Zed) 2) vs AS-based champions (ie Vayne, Tryndamere) or 3) vs an unfavorable match-up (ie Nami + Ashe vs Draven + Blitzcrank)


Guide Top

Abilities




|| Surging Tides: Using any ability on an allied champion (which includes offensive abilities like Q and R) or yourself you get an extra 40 movement speed for 1.5 seconds.

|| Aqua Prison: Nami sends a bubble towards a targeted location. Any enemy in that area takes 75 / 130 / 185 / 240 / 295 (+ 65% AP) magic damage and gets stunned for 1.5 seconds. Low mana cost but high CD. Missing your Q can be very punishing so aim it carefully.

|| Ebb and Flow: Nami heals a targeted ally champion for 65 / 95 / 125 / 155 / 185 (+ 30% AP) or damages an enemy champion for 70 / 110 / 150 / 190 / 230 (+ 50% AP). The ability bounces between champions but it can only bounce to each target once. It hits up to 3 targets. If you target an ally the ability will bounce to an enemy, and vise-versa. It's a good heal but it isn't spammable. Watch your mana.

|| Tidecaller's Blessing: Nami empowers an allied champion for 6 seconds or for 3 auto-attacks. Buffed champions deal an extra 25 / 40 / 55 / 70 / 85 (+ 20% AP) magic damage to enemies and slow them by 15 / 20 / 25 / 30 / 35%. You'd use it to either poke, chase or to help you land your Q easier. Auto your target while being buffed and they'll get slowed which'll give you more time to aim your Q and hit it easily.

|| Tidal Wave: Nami summons a tidal wave that travels in the direction it was cast. Enemies caught in the tidal wave take 150 / 250 / 350 (+70% AP) magic damage, get knocked up and get slowed by 50 / 60 / 70% for 2 to 4 seconds, depending on how much distance the wave has traveled. AoE knock up and slow that makes Nami's teamfighing amazing.
||||||
Sequence
You start with your stun for a few, pretty obvious, reasons. You could need it for escaping or for catching people out when they make a mistake early on etc. On level 2 you usually want to try to get the kill if you're laning aggressively in which case you'd get your E next, and then W. If you're playing in a more passive lane or are in an unfavorable match up go with W and max W first. Then E then Q. But normally, you max your E first for the increased poke and kiting ability and then W and Q. Points in R at 6, 11 and 16.
|||||
Combos
Your usual kill combo before level 6 is Q > E (on ADC usually) > Ignite + AAs. E > Q is also possible and it'll make it easier to hit Q. After 6 it's Q > R > E > W + Ignite. The chained CC at level 6 almost always guarantees a kill.
||||||


Guide Top

Items



Item Sequence











Boots of Mobility
900

Mikael's Crucible
2100

Talisman of Ascension
2400

Twin Shadows
2400

Locket of the Iron Solari
2200

○ Spawn items ○
and early game items

Sight ward || I recommend the consumable start for probably every support. You'll have enough wards and potions to safely stay in lane. The only other starts I'd recommend is either 4 wards 1 vision ward 2 potions if you don't think you'll need the extra sustain (favorable match-up) or 3 visions wards + potions if you're against Evelynn.


philosopher's stone || First item you should get is Sightstone. It will keep river and tri warded and you can focus less on buying wards. If you have ~1050 gold on your first back get it right away. If you're low on cash get Ruby Crystal and regular wards. After SS you can get Philo to keep yourself sustained and for the gold per/10. Chalice of Harmony is to keep your mana tank full during lane and you should upgrade it to Mikael's Crucible as soon as possible.

○ Generally good purchases ○

|| Usually the best choice for support. The extra speed allows you to ward and deward quickly and it helps you with chasing and escaping seeing as you have no gap closer of your own. Alternatives being Merc's, Tabi or Ionian's, depending on what you want. Tabi for more armor, Merc's VS heavy AP or heavy CC and Ionian's if you want the CD reduction for your Q and R.

|| Sightstone and Ruby Sightstone are both core on support. Sightstone is the first real item you'll get and you can upgrade it to RSS at any point during early to mid game. Try to keep in mind you can only have 2 - 3 wards placed though.

|| Mikael's Crucible is one of the best items for support atm. It's a free heal + cleanse for your AD (or whoever needs it, really) plus it will solve your mana issues. It's good to get Chalice of Harmony sometime during early game to sustain your mana during lane phase if you're planning on rushing this item.

Shurelya's Reverie || Shurelya's Reverie is a pretty good item for support. You get health, CD reduction, sustain from philo and a good active which will make initiating or retreating easier for your team.

|| Twin Shadows isn't a very popular support item as it's used for mid laners more but it's still a pretty good choice. You get some AP and magic resistance and a good active for scouting and chasing down enemies.

|| Locket of the Iron Solari has been changed recently and it's now less popular with supports and more popular with junglers. Either way it's a very good item and if your jungler or top doesn't get it do so yourself. It's good to get an early emblem of valor if you plan on eventually getting it.

|| Oracle's Elixir is an item you're pretty much expected to get as support. Best to get it around mid - late game when the enemy support and their team start roaming around and warding your jungle. It's also recommended to get it if you're against a stealth enemy champion such as Rengar or Kha'Zix.


Guide Top

Gameplay



Nami's really good at any point in the game. While she excells in lane phase due to being able to sustain her carry while still able to play aggressively she's also amazing in teamfights and therefore her mid and late game are also good.

She has great synergy with pretty much every ADC so I won't include a match-up section in this guide. Notable ADCs are Caitlyn, Kog'Maw, Miss Fortune and Varus. Because of her great poke potential and chain CC.

I mentioned before that she can be played both aggressively and sort of passively depending on your AD and the enemy bot lane. Unfavorable match-ups will usually require you to play more passively than you would normally - which is fine. You have great peel and disengage and you can sustain your AD. Passive lanes are simple and you can pull them off easily with Nami.


||| However Nami is primarily an aggressive support and it's prefered to play like that. What you want to do as soon as you enter lane is get level 2. Once you do you can start engaging and securing kills. During lane phase you're very skillshot dependant. And by that I mean you're gonna have to get used to your Aqua Prison. It's really difficult to hit these if you're not used to it/other skillshots but you can get the jist of it after a few games easily. Hitting your Q enables your AD to get a few free autoattacks on the enemy AD or you can just commit to the kill and get it.

Another thing Nami has going for her in lane is that she's very difficult to gank and yet she can follow up on a gank perfectly. If you get engaged on you have your abilities for disengage and you have Flash if it comes down to that. If you're recieving a gank all you need to do is hit your Aqua Prison and slow them with your Tidecaller's Blessing ( Tidal Wave at 6) and they're as good as dead.

||| Nami's also amazing at teamfighting. She has great peel for your ADC (whom you should stay close to the entire time), good initiation with Tidal Wave or Aqua Prison, if you can catch someone out, and then of course she has her heal and item actives. She's one of the best supports for teamfighting for sure.



||| Last but definitely not least important for you, warding. Warding is essential for you and your team as you're always wanting to know where the enemy team is. While in bot lane, your key warding locations are outside the Dragon's pit, the Tri Bush and the lane brush.

Warding Dragon will give you vision of the river and you'll see ganks coming from in addition to having vision on dragon, as an objective. Tri Bush is also a popular place for junglers to gank so it's necessary to have it warded 100% of the time as well. The lane brush is more for you. Pinking it and removing wards will give you more presence as they won't know where you are and won't be able to dodge Aqua Prison.

During mid and late game warding is just as important, if not more. During mid, objectives like Dragon and Baron, along with your Blue and Red buff and theirs, are good spots for wards. The enemies' wraiths camp and yours as well. These are the places you generally want to have warded, but warding can depend on what kind of situation you're in as well. Chasing, escaping or setting up for a teamfight will require you to ward as well.


Guide Top

Summary and Change Log



And that concludes my guide. Hope it was helpful and thanks for reading! If you enjoyed this guide be sure to check out my Janna guide as well! :3

If you have comments, suggestions or questions please feel free to post here or send me a private message. I will read everything and reply to questions and criticism.

Special thanks to GMD for helping me out throughout the making of the guide <3

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