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Nami Build Guide by NirvanaBunny

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League of Legends Build Guide Author NirvanaBunny

Nami, the Wave Master

NirvanaBunny Last updated on April 23, 2015
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Introduction


NirvanaBunny here and I just love this fish. Nami can be an underestimated support and she's not often played. In this guide you'll see she's not just some food dish, but a good champion to play.


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Pros / Cons

Pro's



+ Great CC
+ Healing
+ Pokes are decent
+ Overall damage can be good
+ Escaping with Aqua Prisonand MS boost

Con's



-(Still) not a great escaper
-Cooldowns might get annoying
- Aqua Prison requires some accuracy
-Dies quickly


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Matchups/Counters

........................................................................... Synchronizes well with


............................................................
Both Miss Fortune and Varus already have an ability that does on-hit magic damage, Impure Shots and Blighted Quiver respectively. Nami 's Tidecaller's Blessing only improves that damage and slows the target. Very useful. Lucian and Ezreal can make good use of the slow, since they have none of their own. Both of them have abilities that synergize well with the blessing, being Mystic Shot and Lightslinger . All of these ADC's are quite squishy, so therefore Nami 's CC comes in handy protecting them.

...................................................................................... Counters


..................................................................

Vayne is tricky, if you can stun her, you can win. But if she can stun you, run away ASAP. Taric is less risky, as you can kite him with your Ebb and Flow and basic attack's. Make sure he keeps away from the minions. When he's support, you shouldn't even mind that. Thresh is a matter of staying behind your minions. He's far less dangerous than Blitzcrank , but poses a threat too. If he manages to grab you, run away with your passive and try to stun him/them. A stun combined with Tidal Wave stalls them until allies arrive or your ADC does some serious damage. Or just until you got away.

...............................................................................Gets Countered By


....................................................................
These are terribly nasty to face, but can be faced, nevertheless. Blitzcrank is by far the hardest. His CC can keep you immobile for long enough to kill you. Fear him. As always Aqua Prison and [icon=ebb and Ebb and Flow are your friends. Sivir 's Spell Shield can be a nuisance. If it blocks the Aqua Prison , say goodbye to your initiate. Her possibly high movement speed can make things even harder. Ezreal is hard because of the reasonably long range on his Mystic Shot and his Arcane Shift . The range problem can be solved by your ADC most of the time, though. And his teleport has a longer CD than your Bubble.


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Skills


A passive worth having. This passive speeds up allies hit by her spells. When you heal a target with Ebb and Flow or give them the Tidecaller's Blessing . But it also speeds them up when they are in the landing spot of Aqua Prison or the skillshot line of Tidal Wave . When combined with a bit of AP it can easily give 60 MS for 1,5 seconds. It can mean the difference between life and death when fleeing and when chasing (especially with Tidecaller's Blessing ), it can mean the difference between killing or failing.


One of the best spells in the game, I would say. This spell is an AoE, delayed, damage dealing stun. This means it takes some time before the spell lands but when it lands it stuns everyone in its AoE for 1,5 seconds, which is helpful. It requires some skill to land it, but when the target is slowed, snared or stunned, it's terribly easy. This is why Caitlyn and Varus synergize quite well with Nami . These both have a snare and a slow at their disposal, which gives Nami the opportunity to land her stun. Or the other way around.


A darn good spell, once again. This spell can either heal 2 allies (including yourself) and damage an enemy or damage 2 enemies and heal an ally. With each jump, the healing or damage is lowered by a certain percentage. But, because of the focus of AP in this build, the healing and damage percentage will be positive in the end. This is Nami's bread and butter, use it when possible, but do mind your mana! Keep in mind with this spell that the spell always needs to switch teams, meaning that it can never jump from an ally to another ally or from an enemy to another enemy.
When cast on an enemy first: Enemy ==> Ally ==> Enemy
When cast on an ally first: Ally ==> Enemy ==> Ally
Learn when to cast on ally first. If possible, target the enemy first. But never ignore your support roles. If your ADC (or any other ally, for that matter) needs Health, heal them before damaging the enemy. Damage isn't your primary role.


The good spells just keep coming! This spell empowers the next three attacks of the targeted allied champion (you can target yourself too). These three attacks do bonus magic damage (synergize with Miss Fortune 's Impure Shots and Varus ' Blighted Quiver ) and slow the enemy by a certain percentage. This percentage is affected by your AP, with a bare minimum of 35% at spell level 5. It gets 5% more for every 100 AP, so you should be able to get near 50% with this build. This spell is terribly good for chasing, since it speeds an ally up, while slowing the enemy down (if you're able to hit them). The bonus damage is a nice boost. Give your ADC this spell as often as possible. They get the kill and the gold even though the bonus damage from your spell might get them the kill.


This is what makes Nami the Wave Master . A giant wave which knocks up enemies and slows them for minimum 2 seconds and maximum 4 seconds, depending on how far it travelled. It has quite the range so you can either use it from afar if your allies are starting a teamfight but you're not there. This can easily turn the tide (pun intended) of a teamfight. The knock-up combined with the stun from Aqua Prison can immobilize and disarm them for quite some time. If you have any other hard CC, it's over for them. This can also be used to chase, since it boosts allies' speed while slowing enemies.


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Runes

Aggressive Runes

Runes

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Mark of Precision
9

Greater Quintessence of Ability Power
3

Passive Runes

Runes

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Ability Power
3

Greater Mark of Lethality
9

AP Support Runes

Runes

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Mark of Precision
9

Greater Quintessence of Ability Power
3
Once again, you might just think I'm a complete and utter idiot. Once again, I will not say otherwise. These runes work for my aggressive playstyle. Combined with the masteries, these get your AP to such a level that Ebb and Flow gets a positive enhancement percentage and the Tidecaller's Blessing 's slow can get close to a heavy 50%. Your abilities will do some damage too, but don't expect too much, you're not a killer whale.


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Masteries

Aggressive Masteries

Passive Masteries

Masteries
2/5
2/1
1/1
3/5
1/1
3/5
1/1
3/1
1/5
3/1
1/5
1/5
1/1
2/1
1/
3/
1/

AP Support Masteries

You might think to yourself: "This girl is a total idiot." And, honestly, you're right. But these masteries can help Nami gain presence in the lane, while not ignoring her duties as a support. AP comes in handy and if you kite properly, you will not need the survivability the Defense tree gives.


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Items of Situation


A great (and super cheap!) AP item giving a lot of stats. If you're far ahead as a support, wanting some AP, get this. It also gives a ton of cooldown reduction which is even great because it allows you to use all of your utility more frequently. However, mind the CDR cap at 40%! This can also be effective if you're against a team with lots of heals ( Soraka, Dr. Mundo etc) but keep in mind that Nami doesn't have a very effective way of applying the grievous wounds.


I think this is a very mediocre item for Nami as she has quite poor AP scalings, but it can be an effective item if you're just looking to snowball your lead and have more tools to keep people in your range. Overall I just prefer to build more utility over this item.


Some people will argue that this should be a core item because it's that good, but I don't get this in every single game. It's a great item to protect your carries from crowd control and to heal some damage. After the 4.10 changes the item became quite a bit more expensive which sadly also means that it's less effective in terms of gold. Right now, it's only good to get if you really need to cleanse CC from your AD carry. It's still a great item overall though.

iron locket of solari
This is a great item but a very situational one as well. T I'd get this if the enemy has 2 or more heavy magic damage dealers (at least 2/3 magic damage dealers in the roles mid, top, jungle). If not, you're just spending a lot of gold on some unneeded extra magic resist cause the item is really expensive for a support to get.


This is the most versatile and standard armor item out there. It gives a great combination of health and armor which is all you need to counter heavy AD teams. The active can also help out peeling for your carries. However, it's a very selfish item so if you do not need the extra tankyness yourself, you should skip this.


If you already have a Locket of the Iron Solari but still need magic resist to prevent yourself from dying instantly in every teamfight, you should get this. The spell shield will save you from getting locked down and the extra health is great. This item should always be picked over Spirit Visage because the latter only increases self healing.


The non-selfish armor item. Gives a lot of good stats but is often very situational. This should only be picked when there are at least 3 major auto-attacking champions because otherwise it's a waste. The CDR is great but often goes to waste because there already is a lot of CDR in your standard build, and Randuin's Omen is often superior because it also grants health.


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Combos

These are my main combos when I'm laning with Nami






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Rules as a Support

You go bot lane with an AD carry. If it's not AD, it changes nothing.

You don't take last hits when your ally is on the lane. You are allowed to farm as long as you're not farming when someone else is there. This means you can take last hits, when they go back and you stay behind, but don't push.

If you do farm when you're (hopefully) temporarily alone on the lane, don't push the lane. Just last hit. People are very sensitive about this even if it's the jungler, but imagine how they'll rage if you steal your carries farm.

Harass the enemy if you can, try to outzone them by harassing them to low HP and putting yourself in a position that forces them to go back outside the farming range. If you're the one outzoned/harassed hard, heal your ally and make sure he can last hit safely.

Buy and put wards and beware of ganks, inform your own jungler of the enemy wards and set up ganks.

Your carry is your 1st priority. Protect them at all costs, even if you have to sacrifice yourself to do it. That doesn't mean suicide though.

Don't be greedy. Don't take kills unless you have to or you're the only one who can. Don't killsteal intentionally, but sometimes it just happens with, so be a nice guy/girl and apologize. Some buttlicking doesn't hurt with all these sensitive people around.

Watch whole map, not just your own lane and ping/inform your allies of approaching enemies. Pinging Miss-pings and maybe even writing on the chat goes to this section and even if your mid doesn't say anything, but the enemy is gone there, you can ping it instead.


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Gameplay

Laning can get fun with Nami , as long as you remember you're the support and not an AP burster, which you're really not. Make sure you ward properly so you know when you're about to get ganked. If possible, ward every fogged spot in bot-lane. The lane itself is straightforward. Attack the enemy if possible (for Spellthief's Edge 's and Bandit 's gold), but do not overextend. Try to stay behind the minions. Your ADC is the most precious thing in the entire game. Nami has an excellent kit to kite the enemy. You, combined with your ADC, can make sure they don't touch their minions. Once again. Don't overdo it.

When your ADC has just shot or you notice (s)he's about to shoot, cast Tidecaller's Blessing , it will buff the already flying shot. Why is this necessary? When you cast it on your ADC, the enemy will be very cautious (if they're clever) and will not risk losing more Health than necessary and getting slowed, making way for a potential kill.

Use Aqua Prison only when actually useful. The cooldown is rather high so don't use it to damage minions. Only use it as an initiate. It is also terribly useful for when you know there is an enemy in the bushes, but (s)he doesn't know you know. You cast it onto the enemy, the spell makes them visible for its duration and you can cast other spells or allies can move in.

Tidal Wave is used in a similar way as Aqua Prison . Use it when only actually useful. The spell is amazing in teamfights or in situations where speed and CC are necessary, chasing and fleeing. Beware the cooldown!


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Change Log

4/23/15
~Updated for Season 5

6/19/14
~Small fix within the typing areas

6/17/14
~Changed Name and another build set (AP Support Nami)
~Fixed litte errors within the build itself

4/20/14
~Fully Updated