Nami Build Guide by Herself The Elf

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Herself The Elf

Nami Tsunami - The Powerful Tidecaller

Herself The Elf Last updated on July 25, 2013
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 4

Honor Guard

Defense: 1


Utility: 25

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Hello, I'm Herself the Elf and this is my first guide. I have played Nami since she first was released and she has become my main and is very dear to me. I have over 300 games with Nami and it's still ongoing. Nami is a hidden, strong support carry that no one knows about. Hopefully this guide will shed some light and be helpful to the support carries out there!

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+ Gives heals
+ Acts like a 'mini-phage'
+ Has a disposable stun
+ Long Ultimate Reach
+ Great team fight initiator
+ Great for assisting chases/escapes

- Very squishy
- Difficult aiming
- Very slow at wave clearing
- Longer cool downs than most supports
- Mana costs are slightly higher than most supports

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Summoner Spells

Gap closer/Escape
Flash provides a means for escaping tight situations or catching up to enemies that are running away.

Using Heal is a great spell in early level trades in a 2v2 bot lane. It may be used as an extra heal when baiting the enemy with low health to win the trade. When team fight occurs, heal can be used to save a teammate's life when used at the right time.

This is the standard viable option for any support champion. I would usually only take this when the enemy team is heavy AD or very mobile. But to the support's discretion, take what you are more comfortable with.

True damage/Reduced healing effects
This is a possible option for the current meta. Ignite is efficient against any passive lane that you'd like to all-in at level 2 and serves as a source of healing reduction in the event your ADC doesn't have it. It can be used to exert lane dominance.

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Greater Quintessence of Gold: With these, Nami will gain +3 gold/per 10 sec. So starting off, she will have +5 gold/per 10 sec with Greed in game .

Greater Mark of Magic Penetration: This allows Nami's abilities to deal a bit more damage.

Greater Seal of Armor: The Armor is much needed since her base defense is very low. These will slightly help against creeps/auto attacks early game.

Greater Glyph of Magic Resist: This is to add a bit more magic resistance to Nami's base defenses. These will help Nami be able to withstand early bot lane trades against other AP based supports.

Alternative Runes:

Greater Mark of Armor: If you feel you wish to be a bit less squishy in early game trades.
Greater Glyph of Cooldown Reduction: If you feel you need more cooldown reduction take these.
Greater Quintessence of Ability Power: Take these if you wish to do a bit more damage in early level trades. Why not heal for a bit more since Nami's heal cannot be spammed? Better heals and buffs, no AD Carry can complain.
Greater Quintessence of Movement Speed: Take these if you feel Nami's movement speed is too slow for your liking. You will be able to chase and escape a bit easier with these runes.

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For this build, run 4/1/25 as it is more utility based.


Take 4 points in Sorcery for the (4% Cooldown Reduction).

Take 1 point in Summoner's Resolve for the improved summoner spell Heal.

Take 4 points in Sorcery for the 4% Cooldown Reduction on abilities.
Take 1 point in Improved Recall for the reduce the time to recall by 1 second.
Take 3 points in Meditation for the +3 mana regen per 5 seconds.
Take 3 points in Expanded Mind for the extra +180 mana at level 18.
Take 3 points in Mastermind for the 10% cooldown of your summoner spells.
Take 2 points in Artificer for the 15% cooldown reduction of your activated items.
Take 4 points in Greed for the +2 gold per 10 seconds.
Take 2 points in Wealth for the +50 starting gold.
Take 1 point in Biscuiteer for a spare, 'mini-potion' in lane.
Take 1 point in Explorer for the extra ward for 60 seconds.
Take 1 point in Pickpocket for the extra means of earning passive gold while poking.
Take 3 points in Intelligence for the 6% cooldown reduction of abilities.
Take 1 point in Nimble for the 3% increased movement speed.

*Alternative Masteries:

*I would highly recommend the 5-0-25 masteries for the standard support who relies on maxing efficiency.

Since the standard support takes Exhaust, add 1 point into Summoner's Wrath . This will upgrade the summoner spell and may be more useful when applied to the enemy champion.

Max out points in Meditation , Expanded Mind , and Nimble . By having these masteries, one may rely on the starting efficiency of the mana regen, mana per level, and 3% movement speed. These are handy early since one started with only wards.

Be sure to max out Sorcery and Intelligence . You will be able to start off with 10% Cooldown reduction, a much needed aspect for Nami's longer cooldowns.

Be sure to place 2 points into Artificer . This will max your support item efficiency. You will be able to use the active on your items a bit more frequently with the 15% cooldown reduction on them.

Take points in Greed , Wealth , and Pickpocket to earn gold passively, have enough gold to buy two Vision Wards starting off, and a way to earn gold easily by just poking the enemy in lane.

Overall, the 5-0-25 Masteries give the support optimal resources, cooldown reductions, and additional gold per second allowing maximum support efficiency.

*Masteries and Runes are subject to the player's preference.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
R > W > E > Q

*Always prioritize maxing Nami's R Tidal Wave when available.
*Next, we want to max Nami's W Ebb and Flow to maximize her healing capability first.
*Then, Nami's E Tidecaller's Blessing followed by Nami's Q Aqua Prison.

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Starting Items

sight ward

Like in professional play, the supports only buy wards to give their team vision. This may help prevent invades and ganks by the enemy team. Providing vision for your team is your #1 priority, so they may be able to keep a general sense of where the enemy team is located.

Early Game

philosopher's stone

You must rush this item first. This is your money maker and gives the most gold per 10 seconds.
kage's lucky pick

If your laning phase is doing well, you can pick this up to passively earn more gold to build your other items.

You will need boots to move a bit faster to get to lane and have some movement speed in intiations.

Every recall back pick up this to counter the enemy's vision at dragon, tribush, or in lane.

This is one of the main support items. You will always have two sight wards to place in lane/river.

Mid Game

This allows Nami to able to stay along side the team for chasing/escaping and move swiftly around the map to place wards as soon as possible.
kage's lucky pick

This item was built from your starting items. Keep this to earn some gold passively to buy your other items and a couple of vision wards.

This is your main support item. You will be able to place three wards at a time. This is to give your team vision when needed.
shurelya's reverie

The best item that complements Nami's catching potential. This item is best to initiate, follow up an initiation, and aid escapes.

End Game

Final build shurelya's reverie zeke's herald

This item allows Nami to able to stay along side the team for chasing/escaping and move swiftly around the map to place wards as soon as possible.

This is your main support item. You will be able to place three wards at a time. This is to give your team vision when needed.

shurelya's reverie
The best item that complements Nami's catching potential. This item is best to initiate, follow up an initiation, and aid escapes.

This item is great during team fights to shield your team around you. This is best used when your team is at very low health.

This item is for some added tankiness and an aura of armor/magic resist for your team. It will be needed to help your tank be tankier and help the squishies of your team stand a better chance in the end game team fights.

zeke's herald
This item is great for your ADC and any other AD champion on your team due to the added 10% life steal and +20 damage. If your team is mostly AD, this is a great support item pick up.

This item is for added mobility after recalling. It allows Nami to rush to lane or to ward her side of the jungle faster.

You will definitely need this item to clear out your enemy's wards and deny your enemy vision when needed. This item is very important late game.

*This is only an ideal build and items can be substituted to the player's preference.

Situational Items

Ionian Boots of Lucidity: Build this if you need more CDR early or for personal preference.
Mikael's Crucible: Build this when you need to help protect your ADC from the enemy's CC.
Twin Shadows: If needed, build this for the mid/late game to expose the enemy team
shard of true ice: Build this if you have a good initiator that can use a bit more help
Morellonomicon: Build this if you are super snowballed for the high CDR
Will of the Ancients: Build this if you have at least 2 major AP casters on your team
zeke's herald: Build this if your team is mostly AD for bonus life steal and damage.
Eleisa's Miracle: Build this if you are winning your lane favorably and have extra gold to spare. This item will reduce the cooldown on the summoner spell Heal by 30%.

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Mastering Nami


So you've gotten the technical part down, now it's time to focus on how to use and play Nami in game.

Depending on what side you are on and who the enemy jungler is, you should decide if you need to ward one of your buffs from invade or the enemy's red or blue buff to invade.

If you are on blue side, the only buff you should worry about warding is your red buff.
If you are on the purple side, you may ward the blue side's red buff or wraithes.
ONLY IF: You use Aqua Prison in the red buff outer bush and to check and make sure no one is there around at 1:30.

Starting off in lane
Since you have two Vision Wards you are capable of killing the enemies sightwards in the bush you wish to hide in or in river/tribush. This is a good tactic for denying the enemy team vision.

At level 1, take Aqua Prison. This will be needed for leashing your jungler and/or invading. Aqua prison is a 1.5 second stun. Use this sparingly as it has a 14 second cooldown.

At level 2, take Ebb and Flow. This will help your ADC in level 2 trades 2v2 bot lane as well as just heals for sustain in lane. In trades, remember you have an extra heal in your summoner spells!

At level 3, take Tidecaller's Blessing. This will help your ADC or yourself be able to poke a bit at the enemy. This gives bonus magic damage and a slow on three auto attacks.

A few tips on how to get better at landing bubbles
1. Get in position and range. Practice aiming the bubble slightly behind the enemy champion when they are running away from you and even on top of the champions standing still.
2. Practice the cast timing so you will get a feel of when the bubble will land.
3. Practice predicting where the enemy will move when running toward you and away from you.
4. Use Tidecaller's Blessing on yourself and attack the enemy to slow them enough to predict where they will move.
5. After you ult with Tidal Wave, look at the enemy and predict where the enemy will fall after they are knocked up and Aqua Prison at that spot.
6. Practice timing the enemy's global ult. (For example: TF's Destiny, Pantheon's Grand Skyfall). The enemy will arrive on the 2nd second after the ult animation appears, Aqua Prison immediately.
7. Personally, I like to go by the mindset of "Don't miss -Aphromoo 2013" as determination.

The main key is to just PRACTICE!

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Laning Partners

Best Laning Partners

By far, Varus is the best AD Carry to compliment with Nami's kit and my favorite champ to lane with. Varus's slows, range, and ult are perfect for Nami's follow up. At level 6, you can use your ultimate first Tidal Wave and let Varus ult Chain of Corruption, then Aqua Prison the enemy in place. I assure you, the enemy will not be going anywhere. This combination is definitely up there with the other bot lane combos.

Twitch and Nami's level 2-3 trades are pretty scary. Twitch can use Venom Cask with Nami's Tidecaller's Blessing to be slowed enough for Nami to Aqua Prison the enemy and allow Twitch to take the kill with his expunge. Twitch's range and slows go hand in hand with Nami's kit.

Caitlyn and Nami are a pretty great combo. Caitlyn has the range to poke with auto attacks with Nami's Tidecaller's Blessing. Caitlyn's traps may help Nami's Aqua Prison land. This combo works well mostly because Caitlyn's range.

Tristana has good range and harrass capability that works well with Nami's Tidecaller's Blessing. Since Tristana is mobile with Rocket Jump and has a crowd control ultimate Buster Shot, Nami does not have to worry too much about Tristana getting caught and can focus on buffing and healing Tristana in lane. If the Tristana is experienced and knows her damages, laning phase will be easy.

Vayne and Nami are capable of 'cheesing' at Level 2. If Vayne takes Tumble and Condemn and Nami takes Aqua Prison and Ebb and Flow at level 2, they can trade easily with vision to anyone near a wall. Let Vayne Condemn and Nami follow with Aqua Prison, I assure you that person will have barely any health. Vayne is the AD Carry who needs to be very careful of positioning and not getting caught by crowd control. Nami can help provide a safety net with her passive Surging Tides using any ability to speed/heal Vayne to safety.

Draven is an all-in AD Carry and Nami can comply. Both have a slow Draven's Stand Aside and Nami's Tidecaller's Blessing to catch an enemy with Aqua Prison. In addition to the slows, they have a speed boost Draven's Blood Rush and any of Nami's abilities. The combination of slows and speed boosts allow good syngery in all-in trades. The only aspect Draven may lack with Nami is his auto attack range, but it's not a problem because Nami and Draven both have crowd controls to make up for it.

Ezreal and Nami have syngery in the fact that Ezreal is a poke/harrass AD Carry. Ezreal's mobility makes it easy on Nami on lane to focus on just healing/buffing/warding. Ezreal's Mystic Shot counts as an auto attack when buffed by Nami's Tidecaller's Blessing.

Decent Laning Partners

*Explanations to come.

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Lane Counters

Leona is Nami's #1 lane counter. Leona's all-in kit of stun makes laning phase difficult and throughout the game.

Alistar is a terror in lane to face. His combos are deadly if executed right. His kit has very hard crowd control that makes it difficult for Nami to counter.

Lulu is a big poke/harrass Support. She will usually harrass at a lesser cost than Nami and this gives Nami a hard time in lane.

Morgana is of the lesser lane counters. I have not faced many good ones but her Black Shield allows one of Nami's abilities to not have effect. This may be bad in cases of being chased or when stuck in Morgana's Soul Shackles.

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Great thanks to:

- jhoijhoi for Making a Guide
- gameplay image from wiki
- Encross for an additional summoner spell: Ignite and explanation

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To dos

I will be constantly adding/revising the guide for freshness and improvement.

Feedback is welcome as long as they are not just opinion without explanation because I would like to understand your point of view.

I will be more than happy to answer any questions you may have.

To dos:
- Add graphics/headers
- Add ability explanations and tips
- Laning partners and counters explanations

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7.20.2013 - Added Notes sections on Recommended Runes, Starting Items, and Situational Items
7.20.2013 - Added more items in the Situational Items section
7.20.2013 - Added alternative Masteries and explanation
7.20.2013 - Added Alternative Runes section
7.20.2013 - Added Morellonomicon in Situational items
7.20.2013 - Added new tips in how to landing bubbles better
7.20.2013 - Revised Runes - Removed Greater Mark of Magic Penetration and added Greater Mark of Armor
7.21.2013 - Revised Itemization section
7.21.2013 - Added Variant Build: Standard Support
7.23.2013 - Revised Masteries
7.23.2013 - Removed/Added some Alternative Runes & cleaned up Runes Section
7.23.2013 - Added Ionian Boots of Lucidity in situational items
7.24.2013 - Added Variant Build: Aggressive Support w/ Ignite
7.24.2013 - Added Ignite and explanation under Summoner Spells
7.24.2013 - Removed Greater Mark of Armor and Greater Glyph of Ability Power
7.24.2013 - Added Greater Mark of Magic Penetration and Greater Glyph of Magic Resist
7.24.2013 - Revised Morgana's spell Blackshield instead of Spell Shield