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Nami Build Guide by Terroronyou

Support diamond

[10.20] Bizzleberry's Season 10 Nami guide

By Terroronyou | Updated on September 30, 2020
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Terroronyou's Featured Video


Summon Aery
Manaflow Band

Biscuit Delivery
Cosmic Insight

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


LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Support Role
Ranked #2 in
Support Role
Win 53%
Get More Stats


Hi, my name is Bizzleberry and I am a longtime League of Legends player, playing since before Season 1. Over the years I have achieved high ranking in solo queue, from Platinum in Season 1 (the highest at the time) to Challenger multiple times throughout the years. I used to stream in season 4-5 and stopped playing League for a year during season 6. I have now returned and am currently in Diamond 1 on EUW as a support main. You can catch me on my stream or my Youtube channel. I try to explain what I am doing in most situations; feel free to ask any questions on stream or leave a comment on the guide!
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Why Nami?

Nami provides a little aspect of every support. She has some disengage, some engage, CC and she can heal, but she doesn't excel particularly in one thing. She is a safe support to pick if you are unsure what the enemy will pick so it isn't particularly easy to hard counter.

Nami's Advantages

Provides two forms of CC and can easily interrupt channelled ults such as Jhin at a safe distance ( Tidal Wave).

Can do OK poke in laning phase while topping yourself and your ADC with the same ability ( Ebb and Flow)

Provides extra poke damage and slow with Tidecaller's Blessing and enables you to chase down easier with Surging Tides.

Aqua Prison can land on multiple enemies which can setup a turnaround, requires some luck and skill to land double+ bubbles.

Nami's Disadvantages

Aqua Prison can be hard to land sometimes, especially if they have a lot of movement speed.

Ebb and Flow heal isn't as strong out of the laning phase, nor is the poke.

Mana regeneration can be an issue in lane due to Ebb and Flow cost. (but we make up for that with runes).
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Summon Aery is best major keystone for Nami due to the fact Aery will add extra damage with your Ebb and Flow or shield an ally, depending who you target first. Your Tidecaller's Blessing will also shield an ally.

Manaflow Band helps the mana intensive laning phase. Ebb and Flow is the easiest way to getting manaflow stacks, however the spell itself is not cheap to use. Bare that in mind if deliberately going for stacks.

Absolute Focus helps buff out your heals and poke during the laning phase. - Transcendence is perfectly fine as another option but 10% cdr won't kick in until halfway through the game.

Gathering Storm can be amazing if games last 30m + however if you are looking for a tiny bit more lane pressure than Scorch is the best option.


The best secondary option is Biscuit Delivery as it gives extra lane sustain and more mana regen to help you keep using your spells.

Cosmic Insight as it provides max CDR across the board and will help with item active slows & will allow you to get to that 45% CDR mark as you approach the late game.

Future's Market feels too weak right now.


Resolve is a good option against heavy assassins or heavy engages such as Leona / Blitzcrank to help you survive laning phase.

Bone Plating Gives you extra lane tankiness, very strong if you get caught out at any stage of the game.

Revitalize Provides extra healing throughout the game, the main clear option here.
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Summoner Spells

/ &

Bread and butter, use Ignite before they use Heal to prevent half of the healing on target. Exhaust's attack speed slow was removed in 7.5. Take Exhaust if against assassins such as Rengar or Katarina one shotting your ADC.
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Surging Tides

Provides some minor movement speed early on, however it actually scales OK with ability power. Nothing game changing but can help catch up to an enemy when you use Tidecaller's Blessing on your friendly target.

Aqua Prison

Can be a game changing ability, especially if you get their adc in a 2v2 engage early on, or if you manage to get multiple targets in a mid/late game teamfight as the stun duration is long and the visual for the stun is good for your allies to notice who has been caught.

If your ADC gets caught by the enemy support, such as Thresh Q ( Death Sentence) then try and bubble the ADC as it will negate the followup. If you miss, it could possibly mean your ADC will need to blow summoners to stay alive.

Landing Aqua Prison can be pretty hard. You can help with this by using your Tidecaller's Blessing to slow the target to make it slightly easier. Another trick is to wait until the enemy adc is about to last hit a minion then throw out the bubble. Worst case is that the ADC misses 1 cs.

Ebb and Flow

Has a semi-high mana cost, however its laning phase strength is pretty good. If you self target yourself you have the potential of healing yourself, damaging the nearest enemy champion and healing your partner with one spell cast.

If you want to be a bit more aggressive with your poke then you can target an enemy champion, make sure your in range of the bounce heal and near-ish the other enemy champion target, however the double heal is usually the best option. Damage is OK early on, however is not that great later on the game.

Tidecaller's Blessing

It is pretty nice early, as it enables your ADC to last hit better under tower and poke the enemy. It is also extra usful to use against the enemy ADC last hitting as it will give your auto attacks an extra punch.

Especially useful when combined with Aqua Prison to land cc and to help your jungler catch up when ganking.

Tidal Wave

Tidal Wave enables you to disengage and engage teamfights and can be also used to disabled channelled ults at a safe distance, for example, Jhin. Tidal Wave is very slow moving but it has a gigantic path it can take to enable you to land cc. You can use this to wall off corridors, similar to Anivia's walls to force the enemy in certain directions (or into an Aqua Prison).
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Spellthief's Edge

Spellthief's Edge has now changed to auto-upgrade to Frostfang (500 gold collected) and Shard of True Ice (1000g collected) from the Tribute gold quest.

You are now allowed to receive gold from hits on enemies / turrets without an ally nearby. You can also 'accidentally' get cs from throwing out skillshots in lane without being punished (Until you meet the Support Rule CS Limit which won't kick in until around 30-40 Creeps Taken, depending on what time it is in the game).

Shard of True Ice

The final Support Quest upgrade. You will no longer generate tribute gold, but the stats on this item for 'free' are very good for mid-game and also supply you with 4-ward charges that can be refreshed when you go back to the fountain.

Relic Shield

Relic Shieldis an option instead of the harassing Support Item
Spellthief's Edge. Relic Shield allows you to last hit execute the minions and both you and the person nearest to you will get the gold for the minion. Ideally you will want to use this on cannon minions to generate the most amount of gold for you and your laning partner, and will also ensure that they don't miss the gold by making a mistake in last hitting.

Relic Shield is an option when you feel like you will be unable to poke back in lane and put your lane at risk if you do so.

Boots of Mobility

Provides Nami with extra mobility to roam around and help mid/jungle as needed. Also nice and cheap.

Ionian Boots of Lucidity provides decent cooldown reduction, only buy these if your team is already behind and roaming isn't much of an option.


Redemption is currently one of the best support items in the game. It is a soft counter to poke comps, but is usually purchased first because of the versatility of the item. Provides a massive heal AoE heal, at a very long distance and can be used while dead. It can be a massive game changer when used in the centre of a teamfight, or can actually be used to kill off a straggler that is running away on 2% hp as it does do a tiny amount of damage! Needs to be purchased first, unless against a very heavy magic comp, then Locket of the Iron Solari could be better as you will be able to survive some burst.

Locket of the Iron Solari

Locket of the Iron Solari is usually purchased after Redemption. Provides a massive shield but decays quickly over time, so needs to be used the second before massive damage, or to save someone about to die. The 60 Magic resist works very nicely against AP heavy comps.

Ardent Censer

Ardent Censer works well as your last item as it synergies with your Redemption and Locket of the Iron Solari well. Provides sustain and extra magic damage on auto attacks. Particularly useful if you are an AD heavy team and have a jungler such as Kindred or Twitch.

Mikael's Crucible

Mikael's Crucible is an OK item. It no longer heals and provides the target with a cleanse. If you are quick it can disable Death Sentence but would likely be used to stop basic annoying cc such as Wither, Frenzying Taunt, stuns and fears. I only recommend this for experienced players due to the fact that having to pay attention to so many things already (double stun placement, ult placement etc) that keeping an eye for CC also can be a bit too much.

Athene's Unholy Grail

Athene's Unholy Grail Provides massive heals as long as you have poked the enemy beforehand. Provides decent mana regen and magic resist but the heal buff to the recent 35% threshold made this the item you want to rush now.

Frozen Heart

Frozen Heart decent in the late game against any auto attack heavy champions. Provides a huge chunk of cooldown reduction and requires nothing of the user, so takes something off your mind. It does, however, require you to be in relatively close range to the enemy for the attack speed reduction to kick in so it is defiantly best against AD Melee champions.

Randuin's Omen

Randuin's Omen Provides more self protection than Frozen Heart, but not as good for this reason. Can stack will with Frozen Heart against full attack damage teams. The on use AoE solo is OK, but requires you to be quite close for the area to hit them.
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Laning Phase

Nami has fairly safe laning phase. If they have a passive support, feel free to poke them with Ebb and Flow otherwise hang back and wait for good Aqua Prison opportunities.

Take Aqua Prison level one if the enemy invade, otherwise take Ebb and Flow first. Also if they have a hard engage level 2 take Aqua Prison otherwise take Tidecaller's Blessing for the extra poke.

Do your best to keep vision control over in the river, or next to your tri-brush with a Control Ward. Once you are about to hit 6, call your jungler over and you should be able to do a nice engage and force a couple of summoners due the way you can force people to move in certain directions to not get hit by Tidal Wave.

Make use of Boots of Mobility if your ADC is OK for a minute to roam to mid lane and apply some pressure there and top off your mid laner.

If you do destroy your bot tower first, try and pick up herald for your team as the tower pushing power of herald is immense. If used in a lane with no enemy champions, expect to kill the Tier 1 tower and quite possibly a Tier 2.
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Midgame & Teamfights

Always try to have a Control Ward for objective control. Just having an Oracle Lens is not enough as wards can easily be placed over the walls to regain vision.

Nami works best in the larger teamfights as hopefully your teammates will also have some hard cc to synergise with your cc. Making it easy to chain cc the target until they die.

Try your best to peel your ADC from assassins with well timed Aqua Prisons and Exhausts. Also, don't forget to use your items - Redemption and Locket of the Iron Solari.

If the enemy has channeled ult's use your Tidal Wave to interrupt those safely.
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Thanks for reading my Nami guide, I hope you give it a try in ranked and I wish you the best of luck! For more guides and fun videos please visit my stream or my Youtube Channel
League of Legends Build Guide Author Terroronyou
Terroronyou Nami Guide
[10.20] Bizzleberry's Season 10 Nami guide
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