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Nami Build Guide by jeloman

Support [S4] Nami: Afraid To Get Your Feet Wet?

Support [S4] Nami: Afraid To Get Your Feet Wet?

Updated on June 2, 2014
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League of Legends Build Guide Author jeloman Build Guide By jeloman 20,813 Views 7 Comments
20,813 Views 7 Comments League of Legends Build Guide Author jeloman Nami Build Guide By jeloman Updated on June 2, 2014
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1
NorthernRedStar (82) | June 8, 2014 11:24am
buttercup wrote:

seems excellent, i love short concise explanations :o

Actually, Rylai's is pretty bad, as Southerngreenstar(jk) mentioned. xD Frost Queen's Claim covers the slow, and the rest of your kit doesn't really apply the slow except W. I've been doing Liandry's Torment lately. Health+AP+CC related damage. Check that out :)

Also, prob add Ignite as a suggestion + Mercury's Treads. I like those boots :3

That's my alias in WWF and Greenpeace sites.

jk

In theory you can sell the gold income item for a Rylai once you've got full build, but the slow is weaker and you lose 10% CDR. Health isn't that important either.

EDIT:


Still got the skillz, even though I don't main her anymore. This was a diamond 4 game.
1
buttercup (19) | June 4, 2014 8:33pm
seems excellent, i love short concise explanations :o

Actually, Rylai's is pretty bad, as Southerngreenstar(jk) mentioned. xD Frost Queen's Claim covers the slow, and the rest of your kit doesn't really apply the slow except W. I've been doing Liandry's Torment lately. Health+AP+CC related damage. Check that out :)

Also, prob add Ignite as a suggestion + Mercury's Treads. I like those boots :3

Edit: I changed my mind and I revoke the statement that I scratched out.
1
jeloman | June 3, 2014 6:37pm
@NorthernRedStar

First of all, thanks for giving me some constructive criticism!

For some reason, I thought I was making it clear that I was implying that Nami was a great counter engager since she could disengage off a teamfight and then quickly re-engage but the translation got lost somewhere. I'll be sure to fix that.

And I did mean to say Nami is a great kiter but you're right in that she's also quite good at peeling too.

The 5 extra armor is more for early game laning phase but I agree with you when you say that Intelligence is a useful mastery especially with all the items with actives I've suggested. I still like taking Inspiration over Fleet of Foot mainly because you'll be a level behind your ADC a lot of the time. While I can't argue with more movement speed, I feel like Nami, and ultimately supports in general, can utilize Inspiration better.

I was going to mention some of these plays in the Gameplay section when I got around to it but thank you for reminding me!

I did mention starting with 2 HP pots and 2 mana pots as an optional start build if the jungler is passive early such as Shyvana.

And Rylai's really depends on the situation. I agree that there can be better alternatives but I still think Rylai's Crystal Scepter is viable choice on Nami.

And that sounds great! I'll send you a PM talking about this. Thanks for all the advice and I look forward to talking with you in the future :)



@metabreakerperson
Thanks for the kind words! And that's a great idea. I'll be sure to put it on my list of things to do in the future. Thanks again :D
1
Metabreakerperson (1) | June 3, 2014 3:44pm
Your build is pretty awesome but it would be cool if you add an ADC lane synergy in this guide :)
1
NorthernRedStar (82) | June 3, 2014 7:03am
-Reminder for self-

Reading this later this evening.


Food for eyes: EUW rankings_Nami

EDIT_________

You mention that she’s a good engage / disengager, but what about her counter-engaging? Personally, the best feature of hers to me, is how she can turn a fight around very quickly by engaging from the enemy’s engage (since this provides her easier targets to aim and hit). Especially if the enemy team's engager is someone like Vi or Xin Zhao.

By good kiter, I think you meant peeler? Or perhaps both?

It’s worth going 0/9/21 for the Intelligence mastery, which also cuts Mikael’s cooldown by 18 seconds. 5 extra armor isn’t really needed, since you won’t be placing yourself at risk, especially in later teamfights and due to having a sustain tool. The XP gain from Inspiration is very small, and not necessarily better than extra movement speed from Fleet of Foot . The combined extra movement speed with Wanderer will basically be free mobility boots for you once you upgrade to tier 2 boots.

If you can’t reach an enemy with Aqua Prison, you can try hitting you or your allies to help catching up (you might have mentioned this in the following chapters anyways, just making sure).

+1 for mentioning the possibility of maxing Tidecaller's Blessing first in heavier poke lanes. Ebb and Flow is more suited for all-inners. However, if you're behind it's generally better idea to put points into the latter first.

You can also start 2 HP pots and 2 mana pots instead, if the enemy jungler isn’t too good early (pre-6) ganker. Will help you sustain your mana.

I don’t really think Rylai's Crystal Scepter is such a good item for Nami, since you will mostly be using your E to set up a Q, and healing 2 allies instead of damaging 2 enemies (majority of the time), leaving only 1 bounce to slow someone. Other item choices are well-backed.

If you want, I can provide some ideas/isnight into matchups based on my extensive amount of games with Nami against Threshes, Leonas, Morganas and Annies.
1
jeloman | June 2, 2014 10:45pm
First of all, thanks for the kind words and the advice! I'll take all of it into consideration.

After doing the math, it seems like your preference is more efficient. Having health seals and Armor quints gives you 72 health and 12.78 armor vs. having armor seals and health quints giving you 78 health and 9 armor. Thanks for letting me know!

As for the masteries, I can see 0/9/21 being a viable option vs. 0/13/17. The extra CDR isn't all too useful since you'll be able to attain a lot of CDR through your items. The movement speed can be useful but your passive already gives you a movement speed boost. The 10% Activated Items CDR can be very useful since my build utilizes quite a bit of Actives. It comes down to personal preference and whether you want the 10% Item CDR or an additional 3% Max HP, 5 armor, and 2 magic resist. I can see people going either way and I'll add a seperate option in case people do want to go 0/9/21. Thanks!

Typically, I like to max W first as it increases the heal and also the damage it deals. However, I can see certain situations in which maxing E would be okay too. AD carries that can deal a lot of poke such as Caitlyn would be ideal matches. Also maxing E would be best when you can cast it right after your ADC autoattacks and right before the AA hits. If you're more skilled with Nami and you are playing with a carry that won't get poked down, maxing E would be a viable choice as well.

And ****! I knew I forgot an item. I'll be sure to add Twin Shadows into the situational items. Thanks for reminding me.
1
Emi (218) | June 2, 2014 9:20pm
Overall a really solid build! There were many things that I agree with, as well as the coding itself done really well. However, there are a couple things I'd like to point out:

Switching around your runes so that you have health seals and armor quints might be more effective. Armor seals don't give as much as they used to, and health/scaling health seals subsequently were buffed. Of course, it comes down to personal preference, but it's been working really well for me.

0/13/17 masteries are a bit old and aren't really as good as 0/9/21 masteries now. While you would benefit from the additional armor, by what margin would it truly help you? In contrast, you could pick up a 5% movement speed buff that will help with roaming/warding/etc. In addition, you can get Intelligence as it will reduce cooldowns on your items. Considering 2/4 of your core items are actives, it'll help you and your team out by a much larger degree.

What are your thoughts on maxing E first? While I usually max W first for the increase in heal, I have some high elo friends who prefer maxing E for the increased trade potential. Since the slow increases, as well as the bonus magic damage, I think it could at least be mentioned :)

I'm surprised you didn't say anything about Twin Shadows. It's a fantastic item to get on supports since it gives you 10% CDR, which will help you reach the cap at 40% (10% Frost Queen, 5% masteries, 15% Lucidity, leaving only 10% left to be desired). Also, the 6% movement multiplier is really nice since it'll help you with warding and stuff, all the synergizing nicely with your passive. The 80 AP is nothing to laugh about either. It makes your soammable heal even more effective, and slows more with E, deals more damage with Q and R. Finally, the active is a fantastic scouting tool. It's handy when taking down objectives or using the ghosts to slow enemies when chasing. Also, it makes juking nearly impossible, since it will reveal enemies hit.
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