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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 November 19, 2016
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Introduction

Hi everyone, I'm Lulu On Drugs and I play on EUW server, I am Plat V 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.


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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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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.


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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.

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.

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.

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.

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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Build and Items Explanation

Build


Spellthief's Edge gives you 5 AP, 2 Gold Regen and 25% Base Mana Regen.
PASSIVE: Spells and basic attacks against champions or buildings deal 10 additional damage and grant 8 Gold. This can occur up to 3 times every 30 seconds. Killing a minion disables this passive for 12 seconds.
Eye Of The Watchers gives you 25 AP, 10% CDR, 2 Gold Regen, 200 Health and 100% Base Mana Regen.
PASSIVE: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.
If you feel unsure to hit your Qs, build Frost Queen to slow the enemy and Q him easily.
Remember to change Warding Totem in Sweeping Lens after you bought Sightstone and upgrade it in Oracle Alteration after level 9.
I like Mobility boots as support, but you can even choose Ionian boots or Swiftness ones.
Redemption gives you 400 Health, 10% CDR, 75% Mana and Health Regen.
PASSIVE: +10% healing and shielding power.
ACTIVE: after 2,5 seconds, heal allies for 150-490 (based on target's level), deals 10% of maximum health true damage to enemy champions and 250 true damage to minions. But the best part is.. YOU CAN USE IT WHILE DEAD.
Locket has been changed. It does not give 400 Health and aura MR anymore, but now its shield absorbs 665 damage instead of 300~ but they added 30 seconds CD (90 seconds now instead of 60).
Ardent Censer's passive has been changed, now grants 20% attack speed (instead of 15%), 20 magic damage on-hit (instead of 30) and basic attacks restore 20 health on-hit when you heal or shield an ally.
PASSIVE: +10% healing and shielding power instead of 15%.
Mikael has been changed too, it doesn't heal anymore.
ACTIVE: cleanses a CC on an allied champion and grants him slow immunity for 2 seconds (120 seconds CD instead of 180). Successfully cleansing an effect will also grant the target 40% movement speed for 2 seconds.
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Against AD


Frozen Heart gives you 90 Armor, 20% CDR and 400 Mana.
PASSIVE: reduces nearby enemies' attack speed by 15%. I build it when they have 2 or more attack speed-based champions (or if they have one, but fed, that could be Vayne, Yasuo, Master Yi...).
Randuin's Omen gives you 500 Health and 60 Armor.
PASSIVE: Cold Steel: slows the attack speed to the champion that attacked you by 15% for 1 second.
PASSIVE: reduces the damage you take from Critical Strikes by 10%.
ACTIVE: slows the Movement Speed of nearby enemy UNITS (not champions only) by 35% for 4 seconds. I build it when they have assassins that could easily kill you if you're squishy or just against fed ADCs.
Zeke's Harbinger gives 50 AP, 30 Armor, 10% CDR and 250 Mana.
ACTIVE: Conduit: Bind to target ally (just like Kalista does).
PASSIVE: When within 1000 range, you and your Conduit ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing you and your ally's AP by 20% and 50% Critical Strike Chance by 50% for 8 seconds. When I want to build this item, I say it to my adc, so he can build AD instead of Crits. You can build it in every situation, if your game is not going well, you can help your adc with this item, so he can still deal damage if you're able to reach 100 Charges before attacking a champion.
Knight's Vow gives 20 Armor, 400 Health and 100% Base Health Regen.
ACTIVE: designates an allied champion as your Partner.
PASSIVE: If your Partner is nearby, gain 40 Armor and 15% bonus Movement Speed while moving toward him. If your Partner is nearby, heal for 12% of the damage your Partner deals to champions and redirects 12% of the damage your Partner takes from champions to you as true damage (both effects are reduced to 6% if you're ranged). I never tried this item, but I'm gonna try it on squishy supports (builded tanky) like Nami and Lulu to see how it is.
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Against AP


Banshee's Veil gives you 300 Health and 70 Magic Resist (and 100% Base Health Regen passively).
PASSIVE: grants a spell shield that blocks the next enemy ability. The shield refreshes after no damage is taken from enemy champions for 40 seconds. I like Banshee but I never build it, except if the enemy has an engager like Malphite or Sejuani, or just if they have a good Blitzcrank / Thresh.
Quicksilver Sash gives you 30 Magic Resist and can be upgraded in Mercurial Scimitar. Its active removes all CC debuffs on your champion and it has 90 seconds CD. I really don't like to build this on supports, but buy it if necessary.
Athene's Unholy Grain gives you 40 AP, 20% CDR, 25 Magic Resist and 75% Base Mana Regen.
PASSIVE: gain 20% of the premitigation damage dealt to champions as Blood Charges, up to 100 - 250 max. Healing or shielding another ally consumes charges to heal them, up to the original effect amount.
PASSIVE: increases to your % Base Mana Regen stat now also increases your % Base Health Regen stat by the same amount.
I like to build Athene's on Nami, because I often poke enemies when I can, so I can heal even more when I get to 250 stacks.
Banner of Command gives you 30 Armor, 10% CDR, 60 Magic Resist and 400 Mana.
ACTIVE: Greatly increases the power of a lane minion and grants it immunity to magic damage (120 seconds).
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Situationals


Guardian Angel gives you 60 Armor and 45 Magic Resist.
PASSIVE: Revives your champion upon death, restoring the greater of 700 Health or 30% maximum Health and 30% of your Mana. This effect occur once every 5 minutes. I build this only when I don't build tanky and if they have assassins.
Ohmwrecker gives you 50 Armor, 10% CDR, 300 Health and 150% Base Health Regen.
PASSIVE: Builds up to +30% Movement Speed over 2 seconds while near turrets or destroyed turrets, the movement speed build up decays upon leaving the area.
ACTIVE: Prevents nearby enemy turrets from attacking for 3 seconds (120 seconds cooldown).
This item is really underrated, it gives good stats and its active is useful and cool to see! :D
Zz'Rot Portal gives you 55 Armor and Magic Resist and 125% Base Health Regen.
PASSIVE: Builds up to +30% Movement Speed over 2 seconds while near turrets, destroyed turrets or Void Gates, the movement speed build up decays upon leaving the area.
ACTIVE: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane. Voidspawn explode when attacking structures. Voidspawn ignore champions and void targets (150 seconds cooldown).
The first and every fourth Voidspawn made by Voidgate gains 15% of your total Health as damage.


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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