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Nami Build Guide by Mystral

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League of Legends Build Guide Author Mystral

Nami, The Tidecaller - Support Guide

Mystral Last updated on Today @ 10:39am
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Introduction

Hi everyone, I'm Lulu On Drugs and I play on EUW server, I was Plat V in season 6 and I main the support role.
I really like Nami, I always loved mermaids lol.
This is my second guide and it's not finished yet.
I have a plays.tv account if you want to see some of my clips!
http://plays.tv/u/Syphiria

I'm Italian so.. Forgive my English.

Thanks for the 100k views! ^o^


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Pros / Cons

Pros:
- Amazing CC
- Peel
- Sustain
- Funny to play
- Great with like every team comp
- Engage/Disengage skills
- It's a mermaid

Cons:
- Hard to master
- Squishy
- Mana hungry


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Runes

Nami is too much squishy.
I REALLY need mana regen in early game, because I spam skills.
I like to have CDR in the first levels.
These help me to get CDR while I level up.
MORE ARMOR! Just what I need.

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Other runes you can choose


If you're going to E yourself to AA the enemy.
If you don't need mana regen.
Pick these if you don't want/need CDR at first levels or if they have a lot of AP champs.
I like the movement speed, if you do too you can pick these, they are pretty good.
If you want to play aggressive.


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Masteries

Cunning: 12


Wanderer: movement speed > more damage to minions and monsters.
Secret Stash: we won't take buffs and we won't be alone in our lane.
Meditation: mana regen is life.
Bandit: GOLD!

Resolve: 18


Recovery: we won't build a lot of defenses, so we pick health regen.
Explorer: I like to be fast and roam.
Runic Armor: Powerful heals and shields from Locket and Redemption.
Insight: Spell's CDR!
Swiftness: tenacity and slow resist.
It pops with Q and R, I like this mastery.

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Other masteries you can choose


Cunning:


Intelligence: more CDR.
Windspeaker: we are going to play passively, our shields will be powerful and give defenses.

Resolve:


Tough Skin: we take a little less damage from basic attacks.
Veteran: if you want to have more HP in early game.


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Spells

Exhaust
Slows a target, reduces its damage, attack speed, movement speed and defences. What more could you ask for? Exhaust is a great spell to pick as support, because you can use it to engage or to disengage. You can kill someone who's fed just exhausting him and letting your team do the rest.

Flash
Allows a blink to where your cursor is. I always use it, because it's good in any situation, allowing you to escape or to save an ally.

Ignite
Sets fire to the enemy and does damage over 5 seconds, applying Grevious Wounds (so it reduces healing received and regeneration by 50%). Ignite is a summoner spell that you can often see on midlaners (even toplaners), but if you're going to play aggressive or the enemy team has a lot of heals/lifesteal, pick Ignite instead of Exhaust. In teamfights, use Ignite on the enemy ADC as it will be easier to kill him.

Cleanse
Removes all the debuffs and lowers the duration of incoming disables by 65% for 3 seconds.
DOES NOT REMOVE GREVIOUS WOUNDS FROM IGNITE AND DOES NOT REMOVE SUPPRESSIONS ( Malzahar's ult and Warwick's ult).
You can't do anything if you're CC'ed! Pick this if the enemy team has a lot of CC or if they don't have lots of burst/assassins.


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Abilities

Surging Tides (Passive)
All allied champions touched by any of Nami's abilities gain 60 (+ 20% AP) bonus movement speed for 1.5 seconds, doubled when touched by Tidal Wave.

Click here to see the animation!

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Aqua Prison (Active)
Nami sends a bubble towards the targeted area, dealing magic damage to all enemies hit, revealing them, and suspending them for 1.5 seconds.
MAGIC DAMAGE: 75 / 130 / 185 / 240 / 295 (+ 50% AP)


More details:
• Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 40% Slow icon slow for 1 second.
• Magic damage will be mitigated by magic shields.
Spell shields will block the ability.
• This ability is considered to be a projectile for Unbreakable and Wind Wall.
• Aqua Prison counts as a knockup for enabling Last Breath.

Click here to see the animation!

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Ebb and Flow (Active)
Nami unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions up to twice, alternating between enemies, allies and herself.
Ebb and Flow heals allies and deals magic damage to enemies, with each bounce being 85% (+ 7.5% per 100 AP) as effective as the previous one.
HEAL: 65 / 95 / 125 / 155 / 185 (+ 30% AP)
MAGIC DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 50% AP)


More details:
• Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 40% slow for 1 second.
• Magic damage will be mitigated by magic shields.
Spell shields will block only one bounce. Ebb and Flow will continue to bounce and the target who blocked the ability may be targeted again by a later bounce.
• This ability is considered to be a projectile for Unbreakable and Wind Wall.

Click here to see the animation!

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Tidecaller's Blessing (Active)
Nami blesses the target allied champion or herself for 6 seconds, causing her target's next three basic attacks to each deal bonus magic damage and slow their target for 1 second.
TOTAL BONUS MAGIC DAMAGE: 75 / 120 / 165 / 210 / 255 (+ 60% AP)
BONUS MAGIC DAMAGE PER HIT: 25 / 40 / 55 / 70 / 85 (+ 20% AP)
SLOW: 15 / 20 / 25 / 30 / 35% (+ 5% per 100 AP)


More details:
• Does not apply spell effects.
• The enhanced attacks will apply other on-hit effects and can critically strike as normal.
• Critical strikes do not interact with Tidecaller's Blessing's bonus damage.
Tidecaller's Blessing has no effect against structures.
• Both effects of Tidecaller's Blessing will be wasted if the attacks are dodged, blocked, parried, or if they miss.
• Magic damage will be mitigated by magic shields.
Spell shields will not block the ability.
Tidecaller's Blessing has no cast time and does not interrupt Nami's previous orders.
Tidecaller's Blessing's amount of on-hit damage dealt is based on Nami's own ability power on-cast.
• It's also based on the buffed ally's magic penetration rather than Nami's.

Click here to see the animation!

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Tidal Wave (R)
Nami summons a tidal wave that surges forth, dealing magic damage to all units it hits, briefly knocking them up and then slowing them for 2 - 4 (based on distance traveled) seconds.
MAGIC DAMAGE: 150 / 250 / 350 (+ 60% AP)
SLOW: 50 / 60 / 70%


More details:
• Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 40% slow for 1 second.
• Magic damage will be mitigated by magic shields.
Spell shields will block the damage and the slow.
• This ability is considered to be a projectile for Unbreakable and Wind Wall.
• It can only be interrupted by death in which case the ability will not trigger and will not go on cooldown.

Click here to see the animation!


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Warding

Alright, if you are on the blue side, you want your Control Ward (or "pink ward"), placed like this:


If you're on the red side, you should place them like this:


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Laning Phase

I start with W, because I can poke and heal at the same time. Take Q only if your team wants to invade or if they have a champ like Blitzcrank with Ignite and you're afraid you or your ADC will die if he grabs at level 1. My "combo" for poke is W > AA. If my ADC wants to play passively, then I go E (one AA) to slow them down > W > AA > AA. Be careful because if they see that you're adc is not following you, probably they will just turn on you and deal a massive amount of damage/kill you.
Always try to stay near the target you use W on to heal yourself and speed you up!
If they have a very aggressive lane like Cait + Zyra, then just play passively. You are squishy and Cait could just E your Q.
If you have an ADC like Vayne, Ezreal, Lucian, they probably will jump in front of the enemy and attack him, so when you see them dash or something, use E on them, W (so it will heal and speed your ADC and deal damage to the enemy). If you're close enough, then try to Q one or both enemies (even if it's the support).
Always try to recall when your adc is recalling, so you get back to lane together. If your adc recalls but you have enough health and mana and you need gold, stay in lane and last-hit minions. You'll recall when your adc recalls again or if you know that he's not going to die if you go back. You can use your skills on you to get in lane faster, but be careful to not waste too much mana.
Buy Sightstone asap and keep bushes warded to avoid enemy ganks. Ward the drake if they have a champ that can solo it, like Shyvana, Kindred, Udyr etc. or if you see that they want to fight for it.
There will be times in which you won't have wards to place, so don't push the lane and try to stay behind minions.


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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