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Nami General Guide by DoubleTank

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League of Legends Build Guide Author DoubleTank

Nami Guide

DoubleTank Last updated on October 17, 2016
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Cheat Sheet

Nami Build

Ability Sequence

3
14
15
17
18
Ability Key Q
1
4
5
7
9
Ability Key W
2
8
10
12
13
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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 6

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
1/
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 6



Threats to Nami with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Karma Heal her Q if not dodge them.
1
Morgana Use minion wave to avoid her snare. Punish when she misses. Use W to break E.
Table of Contents
Guide Top

Skill Tricks

Skill usage

Your Tidal Wave will be used for disengage or follow up engage. One of the best engages is if there is no vision of you over the wall.

For Aqua Prison, if the enemy is losing trade or running from your gank you q their escape route. If the enemy is winning trade, chasing, engaging, and/or ganking you, then u q in front of them. If your skill shot gets dodged while following this criteria, you did your job since they had to avoid in a direction that puts them in an unfavorable position, unless they use blinks and dashes. If you know their blinks, dashes, or Flash is ready, you're going to have to wait for them to be next to you or predict their dash/blink.

In lane your Tidecaller's Blessing should be used on yourself during lvl 1-2 you have magic pen marks. When u or ally is escaping with low hp, use ur E on someone full hp to slow enemies down since the low ally wont likely auto.

A trick is you can use champion portraits for W and E if allies are bunched together allowing you to get the target you want without the potential to miss click .

Save Aqua Prison is a smart move because wasting the ability in a teamfight could cost you the team wait for the perfect opportunity to use it even if your adc has to take alot damage to do so.


Guide Top

Early game

With the new jungle, you must beware of a lvl 2 gank by the jungler. In the level one chapter, your team must put down some vision to learn where the jungler started as well as keeping track of who leashed to know if a lvl 2 gank is possible.

Level one use Ebb and Flow and auto their adc, unless their support is closer to both you and your adc from which both of you should focus dmg on support. Use a Total Biscuit of Rejuvenation when you are 3/4hp. Help push minions if your adc is stronger. It takes 9 minion kills for duo lanes to level, but with a jungle camp a duo lane can become lvl 2 after 3 melee minion and 1 caster minion ; 1 melee minion to 3 caster minion to 1 melee minion .

If you get level 2 first u can get Aqua Prison, but if both duos get level 2 get Tidecaller's Blessing since they can use flash to dodge your q. After lvl 2 you should play passive unless you know where everyone is in the map.

Ward mainly when you push to enemy tower and let ur adc know to back off; you can also fake ward by walking to a spot and pretending to ward. Only use Aqua Prison during all ins or ganks, as it takes away mana from your Ebb and Flow and baits your adc to a bad all in.

If the mid or jungler(who is missing the most) is missing then u should expect a gank and should back off. Watch for teleports as well as you cant all in unless your jungler and your teleport(s) is ready to help. Get all 3 skills lvl 3 if you expect gank or all in.

After first back get a Vision Ward and run in jungle near mid lane to ward the river bush near mid towards dragon or to deep ward the enemy jungle that isn't the buff bush. The deep pink ward in jungle will take the most time and highest risk. It is best to ward and roam with jungler. Try to ward the gromp area/ raptor area as that is the easiest after your lane is pushing(preferably under enemy tower), tell your adc to play back or follow you as you deep ward so he doesn't get 2v1. For warding the raptor make sure u see the wraith camp to see their jungler. For warding the gromp you don't need to ward the blue buff bush, just ward over the wall that can see both blue buff and gromp. If you see their jungler and he can 1v1 you or is not scared then you should just back off and ward a spot where he can't see you place since he is preventing u from deep warding. Generally when your jungler comes, u let him show first before engaging since u don't want to die in a 2v2 before your jungler gets to do anything.

As purple team, many blue team players pink their tri bush at bot. It is very risky to take out pinks without your jungler, so instead you can ward these spots to see an incoming gank from the jungle but not from river.


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