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Nami Build Guide by Kryptid NA

Support diamond

[10.1] Kryptid's Guide to Nami

By Kryptid NA | Updated on January 8, 2020
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Runes:

Sorcery
Summon Aery
Manaflow Band
Celerity
Waterwalking

Resolve
Bone Plating
Revitalize
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked #2 in
Support Role
Win 52%
Get More Stats



About Me
Hello MobaFire! I’m Kryptid and I’m from North America. I recently moved to Oceania with the intention to stay here for a year or two. In the past, I never really enjoyed playing League, but I’ve always loved watching it and analyzing everything from jungle pathing, team compositions and build paths. Of all the roles available, I decided to give supporting a shot and ended up Platinum 5 at the end of Season 6. I quickly lost interest and became an analyst for small diamond teams during the start of Season 7. After a few months, I started playing again and fluctuated between Diamond 5 to Diamond 3 until the end of the season.

Now in Australia, I’ve decided to put most of my free time to guide writing about support champions, to leave a trace of my knowledge on the role for others to learn. I’ve got about 20 guides planned for the next few months ahead, that will be part of a bigger project. Feel free to ask questions and leave comments and I’ll do my best to reply to them accordingly.

About Nami
Why Nami? Nami is a great all around support that’s strong throughout the whole game. She has a toolkit that is relevant to any team composition. Strong heals that bounce in teamfights, a bubble that can hard crowd control multiple enemies, a massive wave that knocks up enemies and slow them and the best thing about her kit is that every ability speeds up every ally it is casted on, even your ultimate! Nami stays strong through every patch and rarely has big nerfs, so she’s a great champion to pick up and learn.
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Pros
+ Best sustain in lane
+ Safe poking range
+ Strong kit to engage/disengage
+ Great teamfighting potential
+ Synergizes well with every adc

Nami's kit is very diverse and can offer healing, damage, crowd control, slows, speedups, engages and disengages. Ebb and Flow deals quite a chunk of damage to enemies early on as well as healing yourself and your carry. The range of Ebb Flow is quite big, so poking will be safe in most lanes. Nami has a really great level 2 power spike. Landing a level two bubble will either end up in a kill or burnt summoners spells. What's great about Nami is that she has good synergy with every adc because of her set of abilities, but she definitely favors attack speed based champions with her core build and Tidecaller's Blessing.

Cons
- Extremely squishy from early to mid game
- Mana pool is very limited in lane
- Aqua Prison is a very predictable CC

As mentioned, Nami is extremely vulnerable in lane to burst supports like Alistar, Leona and Brand, where their level two all-in can demolish her. Even out of lane, the first few items of Nami are more aimed toward healing and Ability Power, leaving her quite prompt to be bursted down in a fraction of a second. While Ebb and Flow is a great poking and sustainability, it is quite mana hungry, so it can't be spammed in lane or you'll be left pretty much useless. Another Con of Nami is the predictability of her Aqua Prison. Unless the target is under hard crowd control or slowed, dodging and predicting it will be very easy.
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Advantage


JHIN THE VIRTUOSO

Nami v Jhin
Jhin is a rather immobile champion, especially when he is ulting. Nami is a rather perfect counter to Jhin as her ult can cancel Jhin's ult. With the slows and speed ups Nami provides, it leaves Jhin quite vulnerable in teamfights.

KAI'SA DAUGHTER OF THE VOID

Nami v Kai'Sa
Kai'Sa has a really powerful ultimate that sends her behind an enemy champion. It is really easy for Nami to peel for whoever is being targeted. Nami can simply ult towards the rest of their team and clean up the kill on Kai'Sa.

TARIC THE SHIELD OF VALORAN

Nami v Taric
Taric is rather useless if he can't land his Dazzle in lane. With the extra range to Nami's Ebb and Flow, she can easily poke Taric out of lane, leaving the carry helpless.

Synergy


JHIN THE VIRTUOSO

Nami & Jhin
Jhin gets a movement speed surge when he successfully crits. Combined with Tidecaller's Blessing, the crits, the movement speed, the slows and the increased damage all make Nami x Jhin a lethal duo in lane. Aside from that, if Jhin or Nami successfully land a crowd control on a champion, the other can easily chain the crowd control into another one and secure a kill.

KAI'SA DAUGHTER OF THE VOID

Nami & Kai'Sa
Kai'Sa's ability to dive a team's carry can be well enhanced by Nami's kit. Tidecaller's Blessing will allow Kai'Sa to kill her target faster and followed by Killer Instinct, it gives Kai'Sa a safe way back to the team and a follow-up engage. If you can keep Kai'Sa alive after she kills her target, the rest of the fight is easily drawn out.

VARUS THE ARROW OF RETRIBUTION

Nami & Varus
Varus kill has a great mixture of crowd control, soft and hard. Varus himself can outduel multiple foes with his kit and core items. Add to that Nami's crowd control and damage enhancement, Varus will be able to kill anyone and survive assassins burst.


Disadvantage


BRAUM THE HEART OF THE FREJLORD

Nami v Braum
Braum is Nami's Nemesis. His kit is more focused on crowd control, but both their ultimate are somehow similar. Large AoE crowd control with slow. The bad thing about braum is that his Unbreakable Will can block and deny Nami's Tidal Wave, just like Yasuo's Windwall. The wave stops at the shield and as Braum is most likely frontlining, he can block the massive AoE your ultimate is and turn the engage around.

BRAND THE BURNING VENGEANCE

Nami v Brand
Brand support is obnoxious to play against for a few reasons. Brand can burst squishies like Nami due to his high base damage, passive and ignite. The range of his Pillar of Flame is greater than Nami's Ebb and Flow, allowing him to poke more efficiently in lane. Playing versus Brand as a support will force you to build Locket of the Iron Solari, because in mid-game and late-game fights, Brand only has to ult your team with Rylai's Scepter built to guarantee a great chunk of damage on your team.

CAITLYN THE SHERIFF OF PILTOVER

Nami v Caitlyn
Caitlyn is a powerhouse of the laning phase. Her immense range allows her to trade with Nami's Ebb and Flow and win the short trade, without using mana. After a few Ebb and Flow and manaless, Caitlyn can easily poke and outsustain Nami.
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Abilities

PASSIVE
ABILITY
Surging Tides (Passive): When Nami's abilities hit allied champions they gain 60 (+20% of ability power) Movement Speed for 1.5 seconds. This effect is doubled for allies hit by Tidal Wave.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80
Nami's passive allows her to kite well for herself mixed with Tidecaller's Blessing slow. With the amount of Ability Power built on her, her passive scales well throughout the whole game and can grant about 200 movement speed bonus to allies hit by Tidal Wave in the Late Game.


Q
Aqua Prison (Passive): Sends a bubble into the air towards a targeted area. When it lands, it deals 75 / 130 / 185 / 240 / 295 (+50% of ability power) magic damage to all enemies in the area of impact and encases them into bubbles. Enemies hit by the bubble are lifted into the air and stunned for 1.5 seconds before being dropped to the ground.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80
Nami's Bubble is the ability that separates good players from average ones. It is really easy to predict and dodge due to the slow time it takes to reach its target, so only patient users will be able to use the Aqua Prison efficiently. Using Aqua Prison as an offensive engage will most likely end up in a failure if there is no soft or hard crowd control to land it. It is best to use it when engaged on by the enemy support in lane, as you can turn the fight easily if you cage the enemy carry. Note that Aqua Prison also procs Nami's passive, so don't be afraid to use it when heading to objectives on yourself or allies for the increased movement speed.


W
Ebb and Flow (Passive): Unleashes a stream of water that bounces back and forth between allied and enemy champions.

On Ally Hit: Heals the ally for 65 / 95 / 125 / 155 / 185 (+30% of ability power) and bounces to a nearby enemy champion.

On Enemy Hit: Deals 70 / 110 / 150 / 190 / 230 (+50% of ability power) magic damage to the enemy and bounces to a nearby allied champion.

Ebb and Flow can only bounce to each target once and hits up to 3 targets. The damage or healing value is reduced by 15%(-7.5% per 100 AP) with each bounce.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80
Nami's bread and butter ability. It serves as a poking ability as well as healing and is an amazing team fighting tool. Ebb and Flow can bounce up to three times, allowing you to heal two ally champions and damage one enemy. With this ability maxed out, you can heal for over 600 health and damage for 300 health, for only 130 mana. In lane, it is a really great ability as it can mitigate and heal the enemy poke, poking them at the same time. The mana cost can be a little bit expensive early on, but in the mid-late game, it feels better to use your spells without running out of mana.


E
Tidecaller's Blessing (Passive): Empowers an allied champion for 6 seconds or until they have attacked 3 times. During this time, their basic attacks deal 25 / 40 / 55 / 70 / 85 (+20% of ability power) bonus magic damage and slow the target hit by 15 / 20 / 25 / 30 / 35 (+5% of ability power) % for 1 second.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80
As I mentioned in the Passive, mixing Tidecaller's Blessing with Surging Tides allows an amazing kiting with movement speed, on-hit slow and increased damage. Building Ardent Censer is a great addon to this ability, as it brings some more on-hit damage and sustain. I will explain in skill order when maxing Tidecaller's Blessing second is more effective than Aqua Prison.


R
Tidal Wave (Passive): Summons a Tidal Wave outward from Nami's position.

The Tidal Wave briefly knocks up enemies that it comes in contact with, slowing them by 50 / 60 / 70% and dealing 150 / 250 / 350 (+60% of ability power) magic damage. The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80
Tidal Wave is a great team fighting engage, but also works well to disengage. The cooldown goes down to under a minute with cooldown reduction to 45%, which means it should always be available for every teamfight, making you a threat. The slow it procures is really obnoxious to play against. The wave moves really slowly so using it as a starting engage will mostly end up hitting no one. It is best to use when someone gets caught too far up the frontline, as it will speed your team up and slow enemies for up to 70% for 2 to 4 seconds, depending on distance travelled. Tidal Wave is a really strong level 6 power spike for Nami in lane, as it will mostly guarantee an Aqua Prison skillshot to follow the wave. Nami's full combo can deal up to 400 damage without any items at level 6, opening opportunities for a free kill.
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Skill Order

> > >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
Q
E
W
W
R
W
Q
W
Q
R
Q
Q
E
E
R
E
E

#1. Tidal Wave
6 / 11 / 16

#2. Ebb and Flow
1 / 4 / 5 / 7 / 9

#3. Aqua Prison
2 / 8 / 10 / 12 / 13

#4. Tidecaller's Blessing
3 / 14 / 15 / 17 / 18
Maxing Ebb and Flow first is a must as it is her most valued ability in term of poke and healing. Most of the times, maxing Aqua Prison second will be best, but in a few specific situations, maxing Tidecaller's Blessing after Ebb and Flow will be better.

Carries with a great level two powerspike are more advantaged by Tidecaller's Blessing spike, because of the kiting potential. Lucian for instance, gets his E - Relentless Pursuit second and can use Tidecaller's Blessing's three empowered attacks efficiently. Draven also has a great level two spike and his early damage is amazing for trades. Getting him to level two first can lead to a great trade in your favor early on. It can also be good on Twitch as he will be able to reach his max stacks on his Contaminate!
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Summoners

Flash | Exhaust | Ignite
Naturally, Nami takes Flash for all its benefits, such as escaping, engaging, relocating and missing her Flash + Aqua Prison combo. The second summoner, I will take Exhaust in most cases for the slow, damage reduction and movement speed slow. It can easily shut down an assassin, give an edge in a 2v2 in the bottom lane or pick up a kill on a fleeing target. The rare cases I take ignite on healing/shielding supports are versus Soraka and Nami, but in this case we are playing Nami, so the odds are quite small. Ignite applies grieving wounds to a champion, reducing healing provided to them. We all know how frustrating it is to 2v2 versus a Soraka lane and have her heal the carry all the way up to 100% in a matter of seconds. Ignite helps.
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Runes

Sorcery
Sorcery path gives Nami an extra 10 Ability Power, which enhances her ability to outsustain her opponents. Summon Aery is a great poking and shielding rune. At level 1, you will deal almost 100 damage just by using your Ebb and Flow with the Summon Aery! This rune really scales well with the game and will give a pretty good shield to whoever you use your Ebb and Flow on. Manaflow Band, mixed with a Tear of the Goddess buy will give Nami over 1500 extra mana to use in the mid and late game. This mana pool increase will definitely give you an edge in teamfights as you’ll be able to spam your abilities for an extended duration. Celerity grants 3% increased movement speed and 8% of her bonus movement speed is converted to ability power. This rune really fits Nami’s playstyle because her passive grants extra movement speed, so more Ability Power! The last rune in the Sorcery tree for Nami is definitively Waterwalking. Celerity and Waterwalking really synergize well together. Waterwalking grants 25 movement speed when in the river and up to 30 Ability Power at level 18. This allows Nami to really have an edge in fights in the river for Baron, Rift Herald and Dragons.

Resolve
The Resolve tree is a really good path for Nami to take second. The increased health you get gives you more survivability to early all-ins, but will also grant a good amount of health throughout the game. Revitalize grants 5% increased healing and shielding, but will be increased by an additional 10% on allies under 40% health, a great scaling rune. Bone Plating is definitely my favorite rune for laning in the Resolve tree for supports. This will mitigate a lot of damage from skirmishes, with a potential of 60 damage negated at level 1, which truly makes a difference. This rune doesn’t really scale well as the game goes, but it gives some security early on.

Inspiration
Inspiration as a second path is probably the second best option, giving you an extra 10 Ability Power, but it’s really not on the same level as Resolve. Magical footwear is a good rune as it saves you 300 gold and allows you to focus on your core items. Also, the 10 movement speed bonus works well with Waterwalking and Celerity. Biscuit Delivery is to me the best second row rune as it gives you an extra 160 mana after use, but also more sustain in caster lanes. You’ll be able to play more aggressively with this, mixed with your three potions. Cosmic Insight is an all around great rune for every champion, especially for supports that use a lot of active items. 5% CDR cap increase, 5% CDR, 5% Summoner Spells CDR and 5% active items CDR. You’ll be able to use your heals more often, have your Summoners Spells up quickly and use your locket and redemption more often.

Domination
Domination isn’t a really great path for Nami as it’s more relying on you to be ahead to be used to it’s fullest. Zombie Ward, even after a few nerfs, is a great rune for supports and junglers. Your wards have an extended life, you create vision as you clear it and you give your team an advantage as your Zombie Wards don’t count toward your wards limit. Ingenious and Relentless Hunter are both great third row runes. They have a small impact early on but as you claim bounty stacks, they become pretty powerful. I usually run 3 or 4 active items, so I would use Ingenious Hunter over Relentless Hunter.

Precision
Precision is probably the worst tree for Nami, as its more aimed for carries. The few runes that could potentially be used are Triumph, Presence of Mind and Legend: Tenacity. Triumph is a great all-around rune, especially in 2v2 lanes as it can turn a fight around and it can stack some gold as the game goes by. Presence of Mind is very situational, as your ultimate is on a relatively short cooldown. Tenacity can be great in CC heavy teams, as it will give you some survivability in fights.
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Item Specs


HEALTH

ARMOR

MAGIC RESIST

DAMAGE

MANA

COOLDOWN REDUCTION

HEALS / SHIELDS


Itemisation


Starting Items
Spellthief's Edge is the best support item option for Nami. Triple potions will allow Nami to stay very healthy in lane along with Ebb and Flow. Warding Totem to prevent ganks or vision in lane bush. Spellthief’s Edge is the conventional start for AP supports. The Ancient Coin line is definitely a downgrade from the Spellthief line. You will most likely complete your quest earlier with the Ancient Coin, but the mana regen and Ability Power from the Spellthief’s Edge really fits Nami’s playstyle in lane and builds out in Eye of the Watchers, that has better stats than Eye of the Ascension. Your Warding Totem is the most useful tool in laning phase to win. Keeping your lane safe from ganks will grant your carry the peace to farm up to the mid-game without any threat. Your first ward should be in the river bush to prevent a level two gank from the blue buff. Your carry will also ward tribush and river bush. If you don’t have any more wards, ping your cooldown on it so he can be aware you don’t have any vision left. Your three potions should be used the less possible. Your poke allows to damage and heal yourself, so you shouldn’t be low in lane. Only use them when your mana is low and your need health.

First Back
Frostfang should always be your first item to go for. If you can't afford the Tear, go for a mana crystal if possible. Sweeping Lens to clear vision in lane bush and river bush. You should always leave base with at least one control ward, two if possible. The first priority when going back to base is upgrading your Spellthief’s Edge into a Frostfang. This will give you 25% more mana regeneration, 10% CDR, 10 more AP, more gold on hit and will be able to place wards when the quest is completed. Getting your Tear of the Goddess on your first back is huge as well. You will slowly be able to stack it and have more mana when you hit the mid game with Manaflow Band. If you can’t afford the tear, buy your boots, they will help you poking and sidestepping lane abilities. It is important to buy one or two control wards every back, as a control ward can keep your side safe until it’s killed.

Level 9
Allows you to clear vision in a larger area, to secure vision on objectives.

Core Mid-Game
Eye of the Watcher mixed with Oracle Alteration will allow you to ward the map efficiently and take vision control over the river and objectives. Boots of Mobility will allow you to rejoin your team quickly after going back to base or warding. Again, whenever you’re heading back to base, be sure to grab control wards, as they are one of the best items in the game for only 75 gold. Even if you have one placed down, don’t be scared to place another one down if it’s placement is better and more useful to your team. In term of teamfighting, getting redemption will give a big advantage to your team. AoE heal to your allies and AoE true damage to your enemies. It will also empower your heals, so all around, a great team fighting item.

Healing Items
Redemption (10% CDR, 200 health, 10% healing & shielding power): This item is quite hard to use properly to maximise its potential. It’s definitely a good item to turn a fight around or even to reset after a late game skirmish. You’ll be almost back on full health while the other team won’t be. This item can also be used outside of fights to help secure A 1v1 top lane or to save a dying teammate, it doesn’t have to be used always in teamfights.

Ardent Censer (60AP, 10% CDR, 10% healing & shielding power): Ardent Censer is a great item for attack speed champions like Varus and Kog’Maw. It does increase both users attack speed and grant them bonus on hit damage, all based on level. It’s a great item to merge with redemption as it will make your heals peak really high.

Mikael’s Crucible (10% CDR, 40MR, 20% healing & shielding power): Mikael’s Crucible is pretty much a team QSS in term of utility. You can use it to cleanse yourself from Crowd Control or keep it to save an ally under crowd control. This item is somehow situational, because it relies on the enemy team to be CC heavy, like Thresh, Maokai, Alistar or Leona. The stats on the item are good nonetheless.

Athene’s Unholy Grail( 30AP, 30MR, 10% CDR): As Nami, your Ebb and Flow synergizes extremely well with Mikael’s Crucible, as it deals damage and heal at the same time, granting you blood charges relatively easily.

Ability Power Items
Seraph Embrace (50AP, 10% CDR, 1400 mana): Amazing item on Nami, if you buy the Tear of the Goddess early. It brings you a large mana pool, ability power and a personal shield in case you get jumped on by an assassin. It also refunds 25% of your spent mana, allowing you to throw in more heals before running out of mana, if you ever.

Rabadon Deathcap (120AP, 40% AP): Great late-game item if you’re surviving through long teamfights. It will increase your damage and heals and will definitely make a good increase in your heals as your AP ratios are high.

Morellonomicon (100AP, 400 mana): Situational item, where they have a lot of healing and sustain, like a Soraka for the sustain and Vladimir. Grieving wounds will shut down most of their power and give you an edge in fights. It also has very good stats for Nami: AP and mana.

Defensive Items
Locket of the Iron Solari(30AR, 60MR): Great teamfighting item that synergizes well with tank items, as it scales off health. It can serve to protect a carry getting engaged on, to mitigate some damage in 5v5 fights or to reduce AoE damage on your team.

Zz’Rot Portal: In the same lines as the Banner of Command, great pushing item to put attention to the side lanes. Great defensive stats.

Frozen Heart: Perfect item versus full AD teams in term of survivability. It grants you a lot of armor and will definitely keep you alive when you get engaged on.


Final Builds


VS AD


Tanky itemization that will still allow you to efficiently heal your whole team with AoE redemption and a big mana pool.

VS AP


Crowd control and magic resist focused build. Big mana pool and mixed resist.

SNOWBALL'D ALLY


Great build path if your adc gets first blood to allow him to carry his lead forward.
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Early Game

LEVELS 1-2
In-game, Nami has quite the freedom of doing anything she wants when she gets a small lead. In lane, your goal is to out-sustain the enemy duo and force them to back earlier than they would like to. Forcing an early back is a great way to get a better first back, with a strong back-to-lane 2v2 potential. Nami is quite the best support in term of poking out of lane as her main ability heals and damages, with a good range. Poke down the carry or the support if they have a strong all-in potential ( Alistar, Leona, Thresh). When you reach level two first, you can either go for a bubble on their carry or level your Tidecaller’s Blessing if your carry is a Draven or Lucian where their auto-attacks benefit more of a slow and damage enhance.

LANING
To keep your carry in a straight line to success, keeping good vision in the river is definitely a must. On left side, keeping a control ward in the tri-bush will be the best 75 if you can keep the wave pushed or even as you will have vision of a potential flank at all times. You can then easily drop a ward in the river-bush or even in the enemy’s jungle to have deep vision of what’s to come. On the right side, keeping a pink ward in the river bush will be more contestable, but nonetheless a very valuable vision. Dropping a ward in the tri-bush will also allow you to see potential ganks from the red buff or mid lane. If your lane is pushed in and you have vision of the jungler top, as the support, you should always go for a deep ward on the jungler’s bottom buff or close-by as it will keep your team alert of the jungler’s position for a long time, from his top lane gank.

ROAMING
Nami’s a great laner, but less of a roamer pre-6. You can easily run to mid-lane if your carry has some sort of crowd control to land your Aqua Prison, which will either result in a summoner blown or a kill. As your kit allows better kiting, helping your jungler when he’s skirmishing the enemy jungler will give him a lot of damage enhancement if you can reach him in time.

Mid Game

VISION
The Mid Game usually starts when the first tower falls down and the map starts to open. As a support player, your main task on the map at that time is to clear vision and place vision around upcoming objectives like Dragon, Herald and Baron. Make sure you get assistance from your ADC or jungler when dewarding objectives as they usually will have a lot of wards and your attack speed won’t be enough to clear them all alone. Warding offensively in the enemy jungle is really beneficial if you are enough ahead of the enemy team, as you will see people heading towards objectives from a deeper point. Going for deep wards when behind isn’t something you should go for in the Mid Game.

SKIRMISHES
Nami’s number and items are usually pretty great when Mid Game skirmishes happen. You will most likely have your tear, redemption and started building your next item. Support are arguably the strongest team-fighters at this point in the game item-wise. Your redemption is an awesome item that will enhance any fights in your favor. When your team is ahead, you can be your team’s engage if you are fighting in the jungle or if someone is caught out. Your ultimate is quite easy to dodge, but in the jungle, the pathing to exit is longer, increasing your chances of hitting enemies. Throwing your Redemption’s timing can be tricky in term of effectiveness. I usually send it out when the enemy engages my team with their tank, as a lot of carry damage is going to go through in the next 1-2 seconds, so Redemption can negate it and damage their tanks as well.

ITEMIZATION
This moment of the game is also when you will start building defensive items if their team is full AD, has fed AP carries or a lot of crowd control. The dream is to build full support and AP, but keeping yourself alive to keep your team alive is more important. Look at the list of items to see what can be built in most situations!

Late Game

OBJECTIVES
The Late Game usually begins when one of the inhibitors falls down. The later stages of the game are crucial as the slightest mistake can lead to a big objective lost. Your role in the Late Game is to be your jungler’s buddy and follow him around to place vision down and clear vision. The two main places where fights will happen for an objective will be Baron or Elder. You want to have the closest to respawning to be the one you focus on. Be sure to ward with your team, as your death can easily lead to securing Baron.

TEAMFIGHTS
Late Game team-fights are more organized than Mid-Game skirmishes. It will be harder for you as a caster to have a big impact on the fights. Your main goal is to empower your auto-attack based carries with your Tidecaller’s Blessing, try and look for a bubble on assassins diving your team or CC’ed targets, while staying in the backline safely. Try and heal your tanks as much as possible so they can soak damage, while you damage their front line with bounces. For your ultimate, it is most effective to use when people are clustered together as it will most likely hit most of them or force sums out.

CLOSING OUT
Closing out games is a harder task than it seems. Deciding what to do during every possible scenario is a hard thing. Getting a pick on a carry or the jungler can lead to an opportunity to do Baron, while killing a tank may lead you to take an inhibitor. Whatever decision you make, make sure your whole team commits to it, as you don’t want two people pushing mid, two heading for Baron and one for Elder. Teamwork make the dream work (:
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1

Melee
Stun
Heal
Taric: Nami outranges Taric with Ebb and Flow. Taric is a good support when he's engaged on up close, so poking him out of lane will be really easy for this lane. His pathing with his Dazzle is really easy to dodge.

Ranged
Silence
Heal
Soraka: Nami easily beats Soraka early on, as her sustain is quite low with high cooldowns and cost. If played well, you can poke her out without much effort.

2

Melee
Stun
Heal
Morgana: The main issue with laning versus Morgana is if you get hit by a Dark Binding, you will take a lot of damage as you're extremely squishy early on. Her Black Shield, if used right will most likely deny all your engages with Tidal Wave and Aqua Prison. Although, you can use Ebb and Flow right before they land to deny the spell shield, but the timing and positioning is hard to get.

3

Melee
Stun
Heal
Janna: Boring lane, Janna can poke well with Summon Aery and shield your poke, but your cooldown is shorter early on, so you can use that window to poke her out. Janna outscales Nami in term of teamfight relevance. She also can dodge every skillshot you send at her quite easily with her extremely high movement speed.

4

Melee
Stun
Heal
Lulu: Lulu has good poking ability. She also brings a better all-in for her adc in term of fighting. This lane should be balanced without resulting in kills on both side, as the shielding and healing are quite similar, skill matchup.

5

Melee
Stun
Heal
Sona: Her range is slightly lower than yours, but she will outsustain you if you try to trade with her every time. Try and bounce your wave to your carry when she comes to poke to get a double bounce.

Melee
Stun
Heal
Karma: Karma has a high base damage on her spells and they're relatively cheap on mana. Don't let her hit her R-Q on you and this lane will be in your favor.

6

Melee
Stun
Heal
Thresh: This is another skill matchup. Your high mobility should help sidestepping most of Thresh hooks. You should keep your Aqua Prison for when his hook is down or defensively, depending on how you want to play the lane. A Thresh that can't land hooks will be pushed out of lanes incredibly quick.

Melee
Stun
Heal
Braum: Braum is somehow a nemesis to Nami. His Unbreakable Will can block your Tidal Wave and turn a teamfight around, so don’t throw your wave if you know he has his shield up, or you and your team will be disappointed.

Melee
Stun
Heal
Blitzcrank: All or nothing champion. If he grabs you, you will most likely end up dead. You can poke him with Ebb and Flow as he is not really tanky early on. If your carry gets grabbed, try and land an Aqua Prison on the enemy carry and use your Ebb and Flow on your carry.

7

Melee
Stun
Heal
Alistar: All-in champion. If he goes on you, you should be able to land a bubble on your path to safety, because if he lands the stun on you, you will soak up a lot of unecessary damage.

Melee
Stun
Heal
Leona: All-in champion with a really powerful level 2. If played properly, you can poke her low enough for her not engaging on you.

Melee
Stun
Heal
Tahm Kench: Tahm Kench is really easy to handle in lane. To be relevant, he has to land his Tongue Lash or get in melee range, which should most likely not happen. The annoying thing about him is that he can just grab his carry if you land an Aqua Prison or Tidal Wave on him, negating most of the damage potential.

8

Melee
Stun
Heal
Zyra: Zyra is hard to handle in lane. Her root travels quite fast and she can send it at you when you go to poke. She has high cooldowns early on so go for poking when her cooldowns are down.

Melee
Stun
Heal
Bard: Annoying kit. His poke has high base damage and increases throughout the game. If he can land a stun on you, he will burst you quickly with execute and his autos, so be wary of his stun. His ultimate is also better than yours in term of utility. Longer range and more precise, if you get caught by it or any of your teamates, Bard will be able to set up a stun when you come out of it.

9

Melee
Stun
Heal
Vel'Koz: Annoying poke that outranges you, making it really hard to walk up and poke. You can trade your ultimate for his if he uses it to cancel his.

10

Melee
Stun
Heal
Brand: High base damage, low cooldowns, long range, really a pain to deal with. His level 3 all-in can destroy you mixed with ignite, so be sure to dodge his stun or you will end up dead.

Melee
Stun
Heal
Malzahar: Point and click crowd control, high base damage, great poke, he is as much of a threat as Brand. If he targets you with his ult, not much to do but to take it. I recommend building a qss if their team has a lot of targeted crowd control, aside of malzahar ult. You most likely won't be a priority target to him, but if you are, 1300 gold is a great investment.
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F.A.Q

Q:

What is this section for?
A:

If you've got any questions for me, please let me know in the comment section, or private message me. Your question and my answer will feature here in this FAQ. There's no such thing as a silly question!
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Outro
Well, that's all! I hope this guide helps you play Nami on Summoner's Rift! If you have any questions or concerns, please don't hesitate to contact me via PM, or drop a comment in the discussion section.

Credits:
+ jhoijhoi for coding the guide and making the graphics


Until next time!
Kryptid
02/07/18
League of Legends Build Guide Author Kryptid NA
Kryptid NA Nami Guide
Support
[10.1] Kryptid's Guide to Nami
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