Nami General Guide by OG Shadowknight
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Ooh, ooh, you might not ever get rich
But let me tell ya, it's better than feedin' a Twitch
There ain't no tellin' who you might meet
A ninja, or even a void-beast that only wants to eat
At the carry wash
Workin' at the carry wash, girl
Come and splash it with me
Sing it with the feelin' ya'll
(Carry wash, girl)
Oh hi there! Sorry you had to over-hear my singing :)
My name is OG Shadowknight. I made this quick guide for a friend and for fun. If it gets more attention I'll add more to the guide such as tips and tricks and a better layout, for now it will be a brief overview of runes, masteries, and items for the bubbly new Support champ Nami.
The runes I recommend for Nami are not anything special, just a normal support rune page.
9 x Greater Marks of Armor
9 x Greater Seals of Mana Regen
9 x Greater Glyph of Scaling Magic Resist
3 x Greater Quints of Gold
Not much to explain here. The flat armor marks are to help survive in bot-lane skirmishes and any stray hits from minions you might take. There isn't much competition among marks for a bot-lane support.
The flat mana regen is to make sure you can afford regular spells while still holding some mana back for a skirmish. I prefer flat as with these items you will have plenty of mana regen mid and late game. If you find Nami too squish or find you don't use enough mana, you could take flat armor seals instead.
For Glyphs I prefer scaling MR. This is to help mid and late game when you and your carry might roam after taking a tower down, or if your enemy mid is far enough ahead to roam. The scaling MR is competing with flat and scaling AP, and flat CDR. Both flat and scaling AP is nice as Nami's AP scaling isn't to be sniffed at. I can see the scaling AP being very nice as it keeps her abilities that little bit more useful late-game. I feel that the CDR glyphs aren't necessary as unless you change away from my recommended item and mastery build you'll be wasting some CDR.
As for quints I like the extra gold, though with the season 3 changes they won't be as quite starved for gold because the gold generation over time in a game has been increased. Good rivals for quints on Nami Support are AP, MS, HP, and Armor.
The masteries are not anything unusual either. Just a few things to draw attention to.
I went for 10% CDR from masteries, as a regular support I find CDR very important, especially on a long cooldown champion like Nami. Though you need to resist the temptation to use the spell just because it is off cooldown. The more cooldown you have, the more important it becomes to manage mana, unless you stack lots of mana regen items. By the end of your item build you should have more than plenty mana regen to not worry about going out of mana.
I only put one point in Greed. This gives you 500 gold, the perfect amount to start Crystalline Flask, Vision Ward, 2 Sight Ward. I'll explain these choice of items later.
It is important to remember if you put a point in Pickpocket, with this you should try to auto-attack an enemy champ once every once in a while to earn you a little more gold. Care should be taken though, do not put your neck on the line by over-extending just for a measly 3 gold.
With 2 points in Artificer your items actives will cooldown faster. This is worthwhile, as you'll have at least 3, maybe 4 items with an active. Just remember to use them! They can really turn a fight. I have saved lives, and enabled our team to get an ACE by remembering to use them!
I put a point into Summoner's Wrath for the MR/Armor debuff on Exhaust. Exhaust's movement speed slow has been nerfed, but by putting this on the enemy AD Carry you will make them squishier, which can mean the difference between winning and losing an all-in skirmish in bot-lane, and making them an easy target in a teamfight later.
I choose Crystalline Flask, a Vision Ward, and 2 Sight Wards to start. My reasoning behind this, is that if you net Flask at the start, you will have saved money on it by the time you sell it. With the current Crystalline Flask item you make a saving on potions by the fourth item charge you use if you include mana regeneration. With completely excluding mana regen you will have made a saving on potions by the sixth item charge use.
I choose 1 Vision Ward and 2 Sight Wards for flexible warding and ward-denial early-game. Typically I ward the top edge of bottom river brush once laning phase is underway with a Sight Ward. The second Sight Ward is for later, or for the wall-brush/tribrush/dragon if the lane ends up getting pushed in either direction. I specifically use the Vision Ward if I know our jungler is coming to gank within the next 30 seconds or so. This is achievable by communication, by noticing your jungler in your bottom jungle and politely requesting a gank from them, pointing out that you will clear wards in preparation for a gank.
By the time you reach Chalice of Harmony you should sell Crystalline Flask. This will ensure you still have a slot open for wards or for your warding item, Sightstone.
I have tried to balance the progression of CDR, Armor, Mana and Mana Regen, and MR through the build order of items so that you get the most of what you need. This can of-course change if you find yourself against an enemy team which is un-balanced because they have too much AD or AP.
Though it is not completed last, the "sixth" item is Frozen Heart. Ideally someone on your team should have this item unless the enemy has no strong AD. Other strong items for the sixth slot are:
Locket of the Iron Solari, you might be sick of active items by now but this item gives some Armor and CDR which is what you are missing out on by dropping Frozen Heart.
Runic Bulwark, though this has no CDR it is an item that someone on your team should ideally have. Its Aura applies to not just allied champs, but nearby minions/pets and YOURSELF! This means you get a nice 30 Armor and a whopping 60 MR (the highest in the game from one item).
Zeke's Herald, this gives you most of the CDR you will miss out on by dropping FH, and it is a steroid aura for nearby friendly AD champs. If your AD champs are well fed and snowballing hard while the enemy team's AD champs aren't, you might consider taking this item.
Rylai's Crystal Scepter, AP and Health is nice, but the important part is Nami's capability of hitting many enemy champs with her spells. With her passive boosting allies speed, and this Scepter slowing enemies, it will really disrupt the enemy team in teamfights. It will allow your team to swoop in and nuke their carries while their bruisers and tanks are wading around in your slows.
Two other items which are strong candidates for swapping are Shard of True Ice and your boots.
Shard of True Ice is nice if your team is good at sticking together and has a good initiator. If you find your team has a habit of going lone wolf or is always getting ambushed, you might consider Twin Shadows instead. With this you can safely check that suspicious looking brush, or use it to catch and slow enemies when they are running or chasing.
I like Merc Treads, I take them far more often than I should. Even if the enemy team has no hard CC, I still end up trying to justify taking them! If you have dropped some of the CDR items or masteries, Ionian Boots can bring you back up to the 40% CDR cap. Ninja Tabi are viable as well if the enemy team has strong AD, you won't miss the MR too much as you get a decent amount from Chalice/Crucible.
The boot enchants she benefits from any of them in one way or another, but I like Captain in the late-game as it helps keep minions coming to attack towers, and as a squish it is your job to be nearer the back in a fight, if the fight goes bad your allies will have a little more movement speed to escape. Alacrity would be my other consideration as the flat movement speed will always be useful.