Nami General Guide by
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Hi Mobafire, this is my first guide with Nami. I would love to hear constructive criticism about my guide so I can make better ones. Nami is a great support who excels at interrupting enemies and leading her team to victory one assist at a time.
Pros / Cons
Great at interrupting enemies
Her knock ups give her escape time
She buffs her allies AA
Squishy early and mid game
Q requires much skill
You want to max Ebb and Flow as it is your main attackAnd your main heal. Then we want to switch off between Aqua Prison and Tidecaller's Blessing but max Aqua Prison because it is your interruption, while Tidecaller's Blessing buffs allies AA. As all ultimates, max Tidal Wave as soon as possible, as it is an amazing interuption AND knock up.
Farming and Warding
When farming with Nami, like all supports, hit the minions until they are low so your AD carry can pick up the last hit, but keep close to the minions so you get the experience. If for some reason, your AD carry leaves to gank or chases down a kill, feel free to kill minions until they come back. This will let you get gold and get a few levels in because of the support farming tactic might not get you on everyone's level (only one ore two levels behind everyone if using the support farming technique correctly)
When warding with Nami, you want to put the wards in the brush in your lane. The most important rule: NEVER FACE CHECK. If you face check (go into brush first without warding) you will never know where your enemies are, and you will be easily targeted, being a squishy and easy first blood. Constantly ward at Baron Nashor and the Dragon, while warding on every lane entrance and exit, and somewhere in the jungle
Team Work and Team Fights
Being a support, Nami must always interrupt and stop enemies so your AD carry's can pick up the kill. Aqua Prison, is great to have early lane to stop and trap enemies.
In team fights, Nami can be quite vulnerable being squishy and doesn't have many attacks that hit all enemies. You must always use Tidecaller's Blessing on allies so they can pick up the kills with their AA. Ebb and Flow can be so useful, as if hitting an enemy, will damage an enemy, bounce and heal an ally, then bounce off and damage another enemy if in the bounce area. If hit an ally, it will heal that ally, bounce to an enemy in the bounce area to damage them, then heal a different ally in the bounce area. If whole team is being chased, use Tidal Wave, to get as many enemy champions so they get knocked up and slowed, so your team can make a swift getaway.
For summoner spells, I choose Flash and Heal for a number of reasons. I use flash because being squishy early game, you need to have a huge escape mechanism in case of getting in a sticky situation. I take Heal because in some sticky situation as well, you need to heal yourself and allies when Ebb and Flow is on cooldown. An alternative, if you don't want Heal, you can take Exhaust so you can slow your enemies for the AD carry to pick up the kill. Also, if being chase by a swift champion, such as Lee Sin and Garen with his Q Decisive Strike.