AGAINST HEAVY AP
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!
I'm Italian so.. Forgive my English.
Thanks for the 200k views! ^o^
Pros / Cons
+ Amazing CC
+ Funny to play
+ Great with like every team comp
+ Engage/Disengage skills
+ It's a mermaid
- Hard to master
- Mana hungry
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!
Intelligence : 45% cap CDR and 5% CDR at level 1.
Windspeaker's Blessing : good on champs with heals/shields.
Recovery : we won't build a lot of defenses, so we pick health regen.
Explorer : I like to be fast and roam.
Veteran's Scars : if you want to have more HP in early game.
Insight : Spell's CDR!
Other masteries you can choose
Tough Skin : we take a little less damage from basic attacks.
Runic Armor : Powerful heals and shields from Locket of the Iron Solari and Redemption.
Greater Mark of Armor
Greater Seal of Mana Regeneration
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Armor
Greater Mark of Armor Nami is too much squishy.
Greater Seal of Mana Regeneration I REALLY need mana regen in early game.
Greater Glyph of Cooldown Reduction I like to have CDR in the first levels.
Greater Glyph of Scaling Cooldown Reduction These help me to get CDR while I level up.
Greater Quintessence of Armor MORE ARMOR! Just what I need.
Other runes you can choose
Greater Mark of Precision If you're going to E yourself to AA the enemy.
Greater Seal of Armor If you don't need mana regen.
Greater Glyph of Magic Resist Pick these if you don't want early CDR or if they have an aggressive AP support.
Greater Quintessence of Movement Speed I like the movement speed, if you do too you can pick these.
Greater Quintessence of Ability Power If you want to play aggressive.
Slows a target by 30% and reduces its damage by 40%. 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.
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.
Sets fire to the enemy and does damage over 5 seconds, applying Grevious Wounds (so it reduces healing received and regeneration by 50%). If you're going to play aggressive or the enemy team has a lot of heals/lifesteal, pick Ignite instead of Exhaust.
Removes all the debuffs and lowers the duration of incoming disables by 65% for 3 seconds. DOESN'T REMOVE GREVIOUS WOUNDS FROM IGNITE AND DOESN'T REMOVE SUPPRESSIONS ( Nether Grasp Malzahar and Infinite Duress Warwick's ults). Pick this if the enemy team has a lot of CC or if they don't have lots of burst/assassins.
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.
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)
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)
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)
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%
|> > >||We want to max out Ebb and Flow because it is our main healing/damage dealer skill. Then Tidecaller's Blessing as it allows you/your ally to deal more damage and slow with auto-attacks. We level up Aqua Prison last because it has less utility than the other skills, it is a skillshot, so you could miss it and it has a long cooldown.|
Eye of the Oasis
Boots of Mobility
Locket of the Iron Solari
I like to build this item, but you can choose between Talisman of Ascension, Eye of the Watchers and Frost Queen's Claim.
I always build these, because movement speed is vital. You can choose between Boots of Swiftness and Mercury's Treads.
DON'T BUILD Ionian Boots of Lucidity, you will have 45% CDR without these. Build them if you want CDR on Summoner Spells.
Support routine. I don't like the fact that it doesn't give HP anymore, but it shields a lot (385 at level 10, 665 at 18). It does give defenses, so it's okay. Try to don't use it uselessly. Always try to catch the right moment, like when Katarina is ulting.
Before its nerf I used to build it as first item, but now it's nearly useless before level 10. It still heals the same amount at level 18 and it's a team heal, so it's another standard item. It still gives health, cdr, mana and health regen and shielding/healing power.
There will always be at least one enemy in the enemy team that has a hard CC, so this is a good choice. If you time it right, you can save a teammate granting him 40% movement speed after the "cleanse". It gives good stats too, even for the 20% bonus healing power.
Ohmwrecker is op. It gives good stats and movement speed near towers (even destroyed ones). Its active is so useful to towerdive and it can disable both Nexus turrets at the same time. Love it.
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:
I start with Ebb and Flow, because I can poke and heal at the same time. Take Aqua Prison 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 Ebb and Flow > AA. If my ADC wants to play passively, then I go Tidecaller's Blessing > AA to slow them down > Ebb and Flow > 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 Ebb and Flow on to heal yourself and speed you up!
If they have a very aggressive lane like Caitlyn + Zyra, then just play passively. You are squishy and Cait could just E your Aqua Prison.
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 Tidecaller's Blessing on them, Ebb and Flow (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.
Ashe is a squishy adc and cannot peel herself, you have to keep her safe. Try to use your Tidal Wave when she lands Enchanted Crystal Arrow, keep Aqua Prison to defend her if the situation turns against you. Ashe can easily follow enemies with her Frost Shot and deal high DPS with Ranger's Focus. She has no mobility, so if she get caught you must have the fast react to save her or she will die in a second.
Your Tidecaller's Blessing empowers her Ranger's Focus because they count as autos.
Caitlyn has the longest range of AA in LoL. She can poke easily with AA and Piltover Peacemaker. She has range but not CCs, so she needs yours. If you land Aqua Prison she could just put a Yordle Snap Trap under the bubbled enemy (so here's her Headshot pops up), Piltover Peacemaker and if she hits the enemy with 90 Caliber Net, she can hit another Headshot. While she does her combo, you should land Ebb and Flow on the enemy (it deals more damage) and Tidecaller's Blessing on her.
Try to CC enemies that try to block her Ace in the Hole.
Corki can easily follow up Nami's engage with his Valkyrie. He has a high burst, so your CCs allows him to do a lot of damage just with your Aqua Prison. Always use Tidecaller's Blessing when you hit a CC, that helps a lot because it adds magic damage and slows the enemy. He could just use the package in chain with your Tidal Wave or you could Aqua Prison an enemy in Corki's passive path.
I didn't really experienced many Nami + Corki, it's really hard to find one.
Draven... Ehh, what should I say. Max your Tidecaller's Blessing and you win the lane. He has A LOT of damage with his Spinning Axe and he can get a lot of money from his League of Draven. If you see that he has a lot of Adoration stacks, try to keep him alive until he gets a kill. Draven loses half of Adoration stacks when he dies. I think he's one of the best synergies for Nami, as she could just get him fed keeping people CC'ed. He has a global ultimate, Whirling Death, if you see him throwing it around the map, use a skill on him to get the assist.
Ezreal he's similar to Corki, high mobility, high burst. Ezreal has a lot of DPS, so he can deal lot of damage with your CCs. His only CC is Iceborn Gauntlet. He has no mobility without Arcane Shift, so don't try to engage when that skill is on CD. He could follow your Tidal Wave with Trueshot Barrage. The most "combo" you will see is Aqua Prison, Arcane Shift, Mystic Shot, Essence Flux because Ezreal's passive, Rising Spell Force grants him attack speed every time he hits an ability. Heal him and give Tidecaller's Blessing to allow him to keep attacking the enemy even after your CC.
Graves isn't seen as the best ADC at the moment. You can see him in jungle, but sometimes even ADC. Again, high burst and mobility with his Quickdraw. He even gains defenses from his dash, so he should win trades pretty easily. If you land Aqua Prison on an enemy, he could throw End of the Line and deal a lot of damage just from that. Plus, if you engage with Tidal Wave, he could follow up with Smoke Screen to confuse the enemy. I just hate the fact that he only has two bullets.
Jhin deals a lot of damage in early game and destroys the late. He has Dancing Grenade for poke and waveclear. Try to play around Captive Audience, because enemies are slowed if they walk on that, so you can land easy bubbles. If you manage to land Aqua Prison in Captive Audience, enemies will take a lot of damage. Trying to do this against dashes or tanks will be pretty useless. Like Ace in the Hole, Curtain Call can be blocked. Your Tidal Wave has pretty much the same range of Curtain Call, so try to keep enemies inside of it. Jhin gains mobility only from crits, so you can speed him up with your passive. Your Tidecaller's Blessing doesn't work on Curtain Call.
Jinx is the hypercarry I adore. Try to get her fed early game and she will be a Super Mega Death-Bringer. She gains mobility only from Get Excited! and her only self peel is Flame Chompers!. Land your Aqua Prison after she Zap!s an enemy, speed her up with Tidecaller's Blessing and Flame Chompers! and Exhaust should do the rest. If she catch an enemy with Flame Chompers!, land Aqua Prison on him. Same as other ADCs, she has a global ult, so use a skill on her if she lands Super Mega Death Rocket! to get the assist. Do what you can to save Jinx, die for her if needed.
Lucian got buffed in the patch 7.1 and I think he's one of the most played ADCs since his release. He has mobility with Relentless Pursuit and high damage thanks to his Lightslinger. Your Tidecaller's Blessing helps him a lot, use it on him after he uses an ability. You can land Aqua Prison or Tidal Wave to help Lucian hitting The Culling. Tidal Wave helps him while he's ulting, because it speeds him up, knock-ups and slows the enemies, so that's perfect for him.
Tidecaller's Blessing does not work on The Culling.
Kog'Maw is another hypercarry, he has no mobility, but he can deal a lot of damage. If you land Aqua Prison on an enemy, half of his life will be gone (in first levels). You can provide him the sustain he needs and grant him more damage. You will need to peel him, die for him if needed. If he dies, try to catch Aqua Prison to allow Kog'Maw to deal damage with Icathian Surprise and maybe get a kill. He has Void Ooze as slow, you can grant him other two slows and movement speed buff. If you manage to bring the game to the late, then he will be a monster. Protect him with everything you have.
Miss Fortune synergizes greatly with Nami. She has passive movement speed buff and Make it Rain to slow enemies down. If I remember right, Tidecaller's Blessing works on her Double Up, but I'm not so sure. If you manage to catch Aqua Prison, then she can take kills pretty easily because of your CC and slows from Make it Rain and Tidecaller's Blessing (even Tidal Wave). Use Mikael's Crucible on her, because she's really vulnerable to CCs. Perfect wombo combo! If you land Aqua Prison on two or more enemies, engage with your Tidal Wave if she has Bullet Time up.
It's rare to see Quinn as ADC but sometimes you can find one. She has to be very close to the enemy in trades/fights, so heal her up whenever you can. Her Blinding Assault is very strong in lane. When she uses Vault, knocks the target back for a while, try to catch Aqua Prison in that moment. She's a great duelist, but in a 5v5 she's really weak. You can speed her up whenever he uses Behind Enemy Lines, your Tidecaller's Blessing is strong on her, because of her Harrier. It's really hard to out-trade that. She can deal a lot of damage with you behind, but teamfights will be a bit hard probably.
Sivir can poke a lot from afar with Boomerang Blade and a little bit with Ricochet. It's an ADC that pushes a lot, so always put wards in the river and a Control Ward in the tri-bush to see if their jungler is coming to gank you. Sivir has Spell Shield to "block" an ability, but she has to have reflexes to time it right. She can engage/disengage with On The Hunt. Don't chain Tidal Wave with her ult unless is really necessary. Your CCs are vital for her in this lane, for both offense and defense.
Tristana is a mobilty ADC with several engage/disengage abilities. You are more in danger than her in lane, so keep your health up. Her "combo" should be ( Aqua Prison) > Rocket Jump > Explosive Charge > Rapid Fire > Buster Shot > Rocket Jump. Tristana gains range with levels thanks to Draw a Bead. She will go deep at the beginning, so she needs you to stay alive. Mid/Late game, things will get easier, you can focus more on other teammates instead of only on Tristana. Use [Tidecaller's Blessing]] when she uses Explosive Charge on someone or jumps in.
Twitch is pretty weak in laning phase, but he can get kills easily thanks to Ambush and your buffs. Twitch needs your disengage when he finishes his job in a teamfight. Ambush's cooldown is pretty high, so he needs your CCs to stay alive and get out of the teamfight easily. He can literally destroy the enemy team just using Spray and Pray, so give him Tidecaller's Blessing when he is about to engage (be careful as enemies could see him). Use Tidal Wave to keep enemies in Twitch's ult and Venom Cask. If he will be fed, then protect him with everything.
Varus is not the best ADC you want to pick this meta. He has no mobility, but he has AoE slow with Hail of Arrows and AoE root with Chain of Corruption. He's all about hitting skillshots, so your CCs can help him a lot. Peel for him in the first levels, as if he could take a lot of damage. His Living Vengeance got buffed and it's pretty strong. Chain your Tidal Wave to Chain of Corruption (or land your ultimate so Varus can land his easier without failing) to keep enemies in Varus R range.
Vayne is a late game beast, so defend her in first levels and try to give her kills. If she just want to farm, then give her Tidecaller's Blessing and heal her when enemies poke her. Your team should help you protecting her. Remember to not spam abilities on her while she's invisible as enemies could see her. If enemies try to run away and Vayne is far enough from them, use Tidal Wave to speed your team up and maybe catch some enemies. Use Mikael's Crucible at the right moment as it will speed Vayne up by 40% for 2 seconds. Just don't let her die.
I didn't write about Kalista because I didn't experienced this botlane so much.
Kindred, Teemo, Urgot and Ziggs are not champs that belong to the botlane (maybe Urgot does, but I never see him), so I didn't write about them.
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."