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Nami Build Guide by Dotje

Support diamond

[11.2] 🌊Dotje's in-depth guide on Nami

By Dotje | Updated on January 21, 2021
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Choose Champion Build:

  • LoL Champion: Nami
    Summoners rift (support)
  • LoL Champion: Nami
    Howling abyss
  • LoL Champion: Nami
    Summoners rift (midlane) [Please go 5 premade]
  • LoL Champion: Nami
    Summoners rift (adc) [Please go 5 premade]
  • LoL Champion: Nami
    Summoners rift (Jungle) [please go 5 premade]
  • LoL Champion: Nami
    Summoners rift (toplane) [please go 5 premade]

Runes: Basic runepage (Click 1,2,3,4) ---->

1 2 3 4 5
Summon Aery
Manaflow Band

Biscuit Delivery
Cosmic Insight

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


LeagueSpy Logo
Support Role
Ranked #2 in
Support Role
Win 54%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[11.2] 🌊Dotje's in-depth guide on Nami

By Dotje
Important to know about Nami this season
So something interesting happened to Nami this season. Her E Tidecaller's Blessing used to be an ability that wouldn't count as your attack. Now, this season, it kind of does. This means, if you use your E Tidecaller's Blessing on an ally, it WILL proc the following items/runes: So for example, building Imperial Mandate together with an item like Chemtech Putrifier will make your E Tidecaller's Blessing an insane buff for your ally. I'd personally suggest using this on an ally that is most likely to burst someone down.

Your E Tidecaller's Blessing is now also a great tool to steal kills, you just need to apply it on an ally (with Imperial Mandate being applied) who is about to take the last (3) hits! I don't recommend doing this though..
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˙.˙Hey fellow summoner!˙.˙

Welcome to my guide! This is my first guide and I would like to inform you that: I'm NOT a pro. Please keep in mind that some of my advice is experience/opinion based!

Everybody has their own play style and opinion, and I try to consider that! Just keep in mind that you have to find out what works for you. And don't assume I know everything or am right about everything!

To get around this now pretty big guide faster you should definitely make use of the navigation bar on the right.
And make sure to hover overin the top right for more information about the items and runes!

˙.˙Short about me˙.˙
Drawn by Rosyre

Hello I'm Dotje, I'm a support main and I've been playing league for several years now. I'm from the Netherlands and I'm 22 years old. Playing games for me is about having fun. I play on the EUW servers and sometimes on NA. The reason I main support is because I enjoy empowering my teammates and because I used to always have internet and fps issues. Recently I have been practicing new champions and roles but support is my go to. :)

I've played Nami for 3+ seasons now and many consider me the best Nami player they know. After my internet and FPS issues got resolved I still love her, because she basically has no real counters. You ALWAYS have a shot on winning with her, especially below diamond. Nami is also really relaxing to play to me, so try her out if you want to have some fun!

You can check me out on where I will stream my game play sometimes. I'm not planning on growing but if you're interested or got any questions leave me a follow and drop by :)
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˙.˙The safe blind pick˙.˙

If you're considering playing Nami I will give you some insight into the pick here.
Nami basically doesn't have any real counters and she fits into every team comp. You also always have a shot on winning. If that's not important to you, keep in mind she's fun to play and a decent blind pick. Her movement speed makes it comfortable to roam, her heal makes it easy to sustain. She's just chill!


[+] High mobility
[+] Engage
[+] Disengage
[+] Heals
[+] No real counter
[+] Fits every teamcomp and botlane
[+] Can shutdown carry champions
[+] Playable with bad internet/fps
Nami has a lot of mobility thanks to her passive, you can apply it on allies or yourself. This also helps with engaging and disengaging as does you crowd control abilities.
Nami has a bit of everything, and great sustain (except for her mana pool which is fixable) this means she fits every team composition and is hard to counter. Her Q Aqua Prison and R Tidal Wave can be great to shut down carry champions when needed. Because her ultimate is huge, and at least 2 abilities are on-click you can play her with a bad internet connection/fps.


[-] Needs one frontliner to really work
[-] Squishy
[-] Hard to hit skillshot(Q)

Nami really needs a frontliner to properly work, else she can't setup fights or keep her allies alive. It's possible to make it work, but when your team doesn't have a frontliner, your team is waiting to get caught and die.
Nami is very squishy, which is why I lately go Guardian and Relic Shield. This is not a magical solution but it does make you die less. You have to really learn how to position if you do not want to feed. The only other bad thing she has is her hard to hit skillshot Q Aqua Prison. You can set up a slow to land this ability, but in a stressful situation it's unreliable.
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˙.˙Support item˙.˙

A support item is a must-have as support, else you will lose a lot of gold income and vision control. Because lately Relic Shield is a viable option you have to choose. I recommend Spellthief's Edge for the casual players. In season 11 Spellthief's Edge is the better choice because it grants you more gold, but make sure you're able to proc this. If not, you can still go for Relic Shield.

Shard of true ice
You buy it as Spellthief's Edge and it upgrades into Frostfang into Shard of True Ice as you gain gold. You don't have to buy the upgrades anymore but make sure to trade when you have stacks to upgrade it sooner. It's easiest to poke turrets a little when you get the chance. When this item upgrades you are able to place up to 3/4 wards, use them for objective control!

Bulwark of the Mountain
After a lot of test games this item is legit a good choice to be safe in lane. Consider this item vs hook matchups or matchups you prefer not trading against. This not only helps denying the enemy support gold (by not trading), but also keeps you healthier to sustain. You can save your mana for heals and ganks. Make sure you try to use all its charges on canon minions and melee minions for extra gold. When this item upgrades you are able to place up to 3/4 wards, use them for objective control!


Always get boots! Consider getting them earlier when you're against a hook lane like Blitzcrank because you are able to dodge and reposition faster. Skipping boots for an earlier item is also a strategy, but it does make you much weaker at roaming.

Boots of speed
Movement speed is important for dodging abilities, getting out of a fight and warding. Though if you are able to survive without them, you could use that gold to finish another item faster.

Boots of mobility
These boots are always a good choice because you can roam well, position better, and get your wards down quicker. The boots also give quite some pressure and allow you to dodge better too! People tend to rush these when botlane is miserable because you can help the rest of your team better and quicker.

Ionian Boots of Lucidity
I've been building these boots more lately, because I really like having that bit more ability haste on Nami. Getting this does make you a little more vulnerable, and slower overall. Just test it out and see what works for you!

Recently, after the buff in 11.1 I realised Ionian Boots of Lucidity is a great combination with Imperial Mandate (because it makes you able to proc it more) and having ability haste also helps you get around faster by being able to spam you E Tidecaller's Blessing.

Boots of swiftness
These boots have always been my favourite, and in 10.5 they have buffed it to make it viable again. It's now cheaper than Mobility Boots and has a consistent speed buff. This makes it easier to get out of fights and reposition. You should try it out!

Mercury's treads
These boots are a great option when you're playing against a composition with a lot of cc. Getting stunned means you're not able to do anything, or even die. It's best to position a way you won't get hit but there are some champions that are hard to avoid like Leona and Nautilus and not even the pros can dodge everything.

Plated Steelcaps
I've bought these boots a lot of times on tanks, but on Nami it doesn't feel worth getting. You could consider it when the enemy is full ad and you gathered some HP, but honestly you better get another kind of boots and stack some armor/hp.

˙.˙Core items˙.˙

These are the items you basically want to get every game. If you're going the Guardian build you probably want to reconsider Ardent Censer. But in any other build these items give you the most power.

Staff of flowing water
This item gives you and your ally a movement speed and damage bonus! I think this is a great general item to have, especially on Nami. If you use the rune Summon Aery you can also proc this item's passive by using E Tidecaller's Blessing. Font of Life also triggers this item just as it triggers Ardent Censer.
I think this item fits great playing with Ezreal and Kai'Sa.

Ardent censer
Personally I find Ardent Censer unmissable on Nami, because of the amount of power it gives you adc. If you have an ap champion in botlane you can rush this item later on as you probably have other champions in your team that can benefit from this. From experience this item has more power than redemption. Though.. As lately I've been going Guardian this item should be considered wisely because without aery it's harder to proc this item. But you can proc this with your W Ebb and Flow, Redemption, Guardian and possibly with Font of Life. So when you want to go for something else, go for Redemption and possibly Shurelya's Battlesong.

˙.˙The mythics˙.˙
In the preason mythics items got added. You can only choose one of the mythics to fit your build. As the patches go on, every mythic has started to become a viable option. On Nami I've felt that going Imperial Mandate helps greatly with snowballing, but that Moonstone Renewer is never really a bad choice. I tend to even sell Imperial Mandate for another mythic a handful of games because it helps better with teamfighting.

If you need more help with choosing a mythic item click >>here<<

Moonstone renewer
This item gives Nami a lot of healing, it sadly doesn't give the mana regen like the old athene's did. But the ability haste and stronger heals are great to have generally. I suggest taking this item when the burst from Imperial Mandate wouldn't matter as much as sustain in fights.

Imperial Mandate
I think this item is the best when your team is snowballing, especially when your team is good lategame as well. The bonus movementspeed and damage are not to be underrated. Casting E Tidecaller's Blessing on an ally also makes them trigger imperial mandate! Keep this in mind, it's very strong!

Shurelya's Reverie
In combination with a good engage this item will be most useful. Now together with the movementspeed all allies affected get a damage boost for the first 3 attacks. I'd usually get this item for a better disengage or position in fights. But right now you need to consider if taking this item will be more worth over the others.

Locket of the iron solari
If your team has the better lategame composition I'd go for another mythic item. If your team is not snowballing or needs a little more defence against burst, I'd go for this item. I personally don't think it's worth on Nami right now tho.
The shield also procs Ardent Censer for your team.

˙.˙Optional items˙.˙

To finish up your item build you should always consider what your team needs, the enemy has, or what you need. Your team can't kite fights, your carry gets bursted/cc'd down. Maybe you just keep getting killed, which makes you unable to help the team. Take these circumstances into consideration and try to use items to save these fights!

Chemtech putrifier
This item is the ideal antiheal item for a support. Especially for Nami! Because if Nami uses E Tidecaller's Blessing on an ally, it will apply the 40% healing reduction on the enemy that ally hits. Now if you hit a bubble or ult as well, the healing reduction will increase to 60%. The reason it's a better item than Morellonomicon is because if the mana regen Nami desperately needs.

Mikael's Blessing
When your carry (doesn't have to be your 'adc') get's shut down by cc it's great to get a Mikael's Blessing this item also empowers your heals by 20% instead of 10% which should not be understimated. The new Mikael's Blessing now also gives a small heal! I also suggest taking this item if you're in need for some magic resist.

This item gives a big aoe heal that is really strong in teamfights when placed well. Combined with other healing buffs and Ardent Censer it can give a huge comeback to fights.

Frozen heart
If their comp based on ad like Nocturne you can consider taking this item. It gives an aoe att speed slow and making it possible to shut down an ad. Just keep in mind the passive of Frozen Heart doesn't work on a Master Yi inside his ult. You choose this item over other armor items because of the ability haste it gives. I rarerly buy this item, but it has done it's job whenever I needed it.
  • With the new season here I need to reconsider this item, because it scales with hp now. It does greatly increase your mana pool though.

Zeke's Convergence
With the new season they changed this item, making it fit Nami much better! It scales with health and ability power. I now think this item is a great tank alternative if you're not thinking about taking Locket of the Iron Solari as legendary. Zeke's Convergence now also gives 20 Ability haste, which can be useful.

˙.˙Whenever you're ahead or think it fits better˙.˙

Whenever you're ahead, or think this fits your comp even better these are some considerable items. It's important to have fun in your games, especially normal games.

Banshee's veil
Againt heavy ap based comp you can consider taking this item. But I recommend taking Mikael's Blessing for the magic resist. If you really need the ability block from this item, or want a little more ap as you get mr, feel free to take this item. Against heavy ap burst I'd still recommend Zhonya's Hourglass.

I'd suggest taking Chemtech Putrifier over this one. But if you want more ability power and have good mana manegement, why not. Your E Tidecaller's Blessing on an ally will proc the 40% heal reduction.

Rylai's Crystal Scepter
My favourite item to build for fun! This items gives a slow on your W Ebb and Flow which I really like when you're using this ability on your allies to catch someone. It also gives some HP and AP. I do not recommend this item overall but it's fun.

Dark seal
I like getting this item when I'm ahead and in no risk of dying. If you're really far ahead and already have some core items you can upgrade this into Mejai's Soulstealer

Rabadon's Deathcap
We all know why you will build this item, lots of ability power! Try it out, you'll be very scary, and your heals are even stronger!
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If you need more help with choosing a runepage click >>here<<

˙.˙The basic rune page˙.˙
Summon aery
This keystone is the best go-to option on every shield/heal support. This guarantees to add more poke to your abilities. And an extra shield to also proc Ardent Censer. This ability doesn't really have a cooldown also, you just need to pick up the little aery up to proc it again.
Manaflow band
Manaflow band is unmissable on most supports. Nami is a little mana hungry so this is a great way to increase your mana pool when you trade/poke.
Ability haste without having to buy items is great, the ability haste bonus can make a big impact. At level 11 you even get 20% cooldown refunds on takedowns! I think ability haste and cooldown reduction works great on Nami. If you're feeling confident you can also get a bit more slippery and get Celerity instead.
This rune feels as the best choice for me at the moment, other patches I went the other choices but Scorch just adds that little more damage you need to be dominant in lane.
Biscuit delivery
This rune makes sure you're safe losing HP while trading in lane which allows you to get more spellthief's stacks. Also when you need that little mana for the kill/safe you can eat your cookie mid-fight. I've had this happen to me a lot.
Cosmic insight
This rune now gives you summoner spell haste and item haste. I'm not sure if this rune is more worth than the Magical Footwear rune right now. The item haste is a nice add-up if you're planning on going for Mikael's Blessing or Redemption. And the summoner spell haste lets you use your summoners spells a bit more, it does make you a little harder to get to.
˙.˙ Tanky and scaling˙.˙
This keystone is my new favourite, it gives more than double the shield as aery does and it scales with AP and HP. One negative thing is that it doesn't proc as much as Summon Aery does, so use it wisely! You can also trigger this rune by empowering your ally with an ability like E Tidecaller's Blessing and W Ebb and Flow.

Font of life
This rune works on slowed or immobilized enemies, which means it should be fairly easy for you to trigger this in teamfights. Especially now that Nami's E Tidecaller's Blessing on an ally will also proc Font of Life. It gives tiny heals for your allies and apparently it triggers Ardent Censer and Staff of Flowing Water.
Because the alternative Bone Plating feels too weak later in the game my friend and I agreed that Conditioning is the new way to go. Even though it's not most efficient on you, it is still better than the other options. It also makes getting Locket of the Iron Solari more viable to you.
This rune grants more heal and shield power, even more powerful when the target is below 40% hp. A real life saver!
Presence of mind
This rune used to be really good for a champion like Nami but right now it feels a LOT weaker, it still gives you back some mana when you trade. So now that Spellthief's Edge more worth it again, it's also not bad to take this rune with it.
Cut down
I used to take Legend: Alacrity before but because I started prefering taking attack spead instead of adaptive damage I think it's better to use Cut Down. Taking Legend: Tenacity still is an optional choice.
˙.˙Other viable options as second rune˙.˙
Bone plating
This rune is a great option if you want to win trades or live a little longer against engage champions. This rune is most viable early game, which is why I started using Conditioning instead.
This rune grants that small healing buff on you and from you when the target is below 40% health.
Zombie ward
This rune allows you gets you more vision when killing enemy wards, combined with Ingenious Hunter you can just sweep wards to get wards for days. This rune also gives bonus AP/AD upon ward kill/assist.
Ingenious hunter
This rune make sure you always have your Redemption up for every fight. You can also spam your sweeping lens a bit more.
Ultimate hunter
If you do not like Ingenious Hunter this rune is a great option. You're able to cast your ultimate just a bit more often, and combined with air dragon the cooldown reduction becomes insane.
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˙.˙What are Nami's abilities?˙.˙

It's useful to know what your abilities are, and how to use them. There are different ways to use them in different team compositions. So keep in mind to think for yourself. I wrote some utilization tips you should know to get started. (I hope they're not too obvious)
˙.˙Ability sequence˙.˙

The ability order is displayed below, I recommend maxing W Ebb and Flow first, after that I most often max E Tidecaller's Blessing especially now that it procs on abilities too. But if you're great at hitting your Q Aqua Prison you could consider maxing this ability before your E Tidecaller's Blessing because maxing your Q Aqua Prison lowers the cooldown, which makes you able to cast it more often in fights. Maxing your E Tidecaller's Blessing doesn't lower it's cooldown, it just increases the damage.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

˙.˙Surging tides˙.˙

All allied champions touched by any of Nami's abilities gain 45 (+ 20% AP) bonus movement speed for 1.5 seconds, doubled when touched by Tidal Wave.
Your passive is a bit underrated, the movement speed is very useful in different situations. Use it to get around the map yourself by self-casting E Tidecaller's Blessing, even your Q Aqua Prison is able to speed allies up!

˙.˙Aqua prison˙.˙


Nami sends a bubble towards the targeted area, dealing Magic damage magic damage to all enemies hit, revealing them,and suspending them for 1.5 seconds.

To utilize your Q Aqua Prison the best, you want to use this only when you're confident you'll hit something.
It's often better to rather hold onto your ability than using it without reason.
Situations that give you a better shot at hitting Q can be:
[≋]When you adc is kiting someone
[≋]When slow is applied on an enemy (like with you E Tidecaller's Blessing
[≋]When someone is cc'd by another ability like your R Tidal Wave
[≋]When someone doesn't have vision on you
[≋]When someone is cornered

When you are running away from someone melee, you can often stun them by casting Q Aqua Prison on top of yourself.

˙.˙Ebb and flow˙.˙


Nami unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions up to twice, alternating between enemies, allies and herself.

Ebb and Flow heal power heals allies and deals magic damage to enemies, with each bounce being 85% (+ 7.5% per 100 AP) as effective as the previous one.

You can utilize your W in various ways like:

[≋]Trading using W on the enemy
[≋]Trading using W on yourself while walking up to an enemy (try using the ALT button for this)
[≋]Double heal your allies by making it bounce onto the enemy
[≋]In teamfights you can bounce W onto an enemy to reach an ally out of range

˙.˙Tidecaller's blessing˙.˙


Nami blesses the target allied champion or herself for 6 seconds, causing her target's next three basic attacks or abilities to each deal bonus magic damage and slow their target for 1 second.

This ability now counts as your magic damage, this means it will proc the following items/runes:

This is very important, because you can really help a bursty ally getting their kill with this. Your E Tidecaller's Blessing is now also a great tool to steal kills, when you apply this ability on the last attack for a kill.

You could use your E Tidecaller's Blessing to:

[≋]Give movement speed to an ally
[≋]Help an ally kite someone
[≋]Use it as a setup for your Q Aqua Prison
[≋]Get around the map faster (try using the ALT+E for this)
[≋]Empower an ally's damaging abilities.

˙.˙Tidal wave˙.˙


Nami summons a tidal wave that surges forth, dealing magic damage to all units it hits, knocking them up for 0.5 seconds and then slowing them for 2 − 4 (based on distance traveled) seconds.

You could use your R Tidal Wave as:

[≋]Follow up to an engage
[≋]Picks, consider using it after you successfully caught someone with your Q


There are several combo's with your abilities you can use, here I'll list them. The thing is that you should always consider what's best in every situation.

‧˙✰.‧˙﹤The best way to land your Q﹥˙‧.✰˙‧


This is possibly the most basic combo, a rule you have to hold on to. Use your E Tidecaller's Blessing on you or your carry, and try to always slow the enemy before you cast your Q Aqua Prison. If you need to do a little more damage you can cast your W Ebb and Flow right after you hit, look at the situation and see if you and your ally needs heals, or just need to do damage.

‧˙✰.‧˙﹤Utilizing your ultimate﹥˙‧.✰˙‧


This is the most reliable way to cc someone. Your ultimate Tidal Wave is best used later in a team fight or to peel your carry. It's best cast later in a team fight because people start to usually line up more. The best case scenario is to land a good Q Aqua Prison and then follow up with R Tidal Wave because during this combo the enemy cannot escape. But if you R>Q they have a small window to flash or dash out.

‧˙✰.‧˙﹤Another setup for your Q﹥˙‧.✰˙‧


Your abilities now get empowered if you cast E Tidecaller's Blessing on yourself which is why it's not a bad idea to slow someone with your W Ebb and Flow. This is also a good setup for your Q Aqua Prison to land.

‧˙✰.‧˙﹤Animation cancel﹥˙‧.✰˙‧


This combo is not very functional, but it's interesting how it cancels your W Ebb and Flow animation. This saves a few MS for you to do more. There used to be an ultimate cancel but riot already fixed that bug.
Help with choosing a mythic and runes Back to Top
˙.˙The mythics˙.˙

I personally think it CAN be hard to know what mythic to choose. As someone who really wants to get the most out of her game I think trough what item fits best. If you do not want to think and go a standard build just follow the "full build example" with Imperial Mandate. You can't go wrong with Imperial Mandate and 90% of the games you want to go either that or Moonstone Renewer.

But if you DO want to try and get the best fit, I wrote down my personal opinion and experience to maybe help you out. As I don't meet up with every champions and can change my opinion later this chapter shall be edited.

And please see this as an insight and not as something that should make the decision for you.

Consider choosing this item when: Don't consider this item when:
  • Your team dies too fast for this item to do it's job
  • Your team won't do enough damage to win a fight
  • The enemy already bought anti-heal or will most likely buy it
Good with ally champions:

Good vs enemy champions:
Consider choosing this item when:
  • Your team does not enough damage for picks to be made
  • Your team is pick based
  • You got a carry that can 'pop off' with this item
  • Your team will snowball trough a lead into an even stronger mid/lategame
Don't consider this item when:
  • Your team wouldn't be able to properly proc it
Good with ally champions:

Good vs enemy champions:
Consider choosing this item when:
  • Your team is in desperate need of more mobility to engage/disengage
  • The enemy team has low mobility
  • Your team has a lot of melee's that can stick vs an enemy that can kite
Don't consider this item when:
  • You have enough mobility with your passive or Staff of Flowing Water
  • When the other mythics are clearly a better fit
Good with ally champions:

Good vs enemy champions:
Consider choosing this item when: Don't consider this item when:
  • You do not need the shield/tankiness
Good with ally champions:

Good vs enemy champions:

Just as with mythic items, there are some options in the runes. I personally lean a lot towards Resolve + Precision as a go to. But that's because most of my games are high diamond and there it can be hard to survive. When I'm playing normals, or on another account I enjoy going Summon Aery a lot more.

This doesn't mean you should always go Guardian in ranked. Because by choosing a different rune you might as well just win your lane and game with it. Summon Aery is a little riskier but it does help A LOT with more damage for you and your allies.

+ Consider choosing this rune when:
  • Your lane or the enemy lane is poke based
  • If you and your adc excel at longer trades
Don't consider this rune when:
  • You're versus a heavy engage lane you know you won't survive
Good with ally champions:

Good vs enemy champions:
+ Consider choosing this rune when:
  • You're very confident in your Nami skills
  • You're playing lower than diamond
  • The matchup your facing is a matchup you will win easily
  • The enemy has a weak early game (Like Vayne or Kog'Maw)
Don't consider this rune when:
  • You're not confident with Nami
  • You don't know how the lane will go
Good with ally champions:

Good vs enemy champions:


Consider choosing this rune when: Don't consider this rune when:
  • If you want to be able to impact the lane/game harder
  • Honestly this rune is always good
Good with ally champions:

Good vs enemy champions:
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If you're looking for a little more advice on laning/lategame matchups, this is where I will type them. Remember, everything is opinion and experience based. Which is also why I will take every match up seriously here, because a good player who knows their champion is always a threat. Let me know if you're interested in any other matchups in botlane or got anything to add.

As I'm still playing the game and learning, I will update the matchups continuously.

Threat level:
Very high

Pyke is the hardest matchup for Nami in my opinion, especially if it's a good Pyke. You cannot outrun his movement speed and he's hard to poke down. And it's hard to save your adc vs him or to survive yourself.

Most of the Pyke players below plat aren't very good, which is why you should not let him walk all over you. You can poke him very well and when he uses all his abilities to go in, you can try to go for a kill (on him). Because if his passive he does not gain bonus HP which means he's fairly squishy as well. He is very fast so his adc can't always catch up, which means he's an easy catch. Try to dodge his hook with confidence, and flash his stun if necessary. Then in return use your E Tidecaller's Blessing to slow him, and then Q Aqua Prison to stun him.
You ARE able to outplay this match up, but if you cannot, respect him.

Make sure not to forget to ping the map if he's possibly roaming, because he WILL.
Threat level:
Very high

Most people are afraid of Leona, even when she's not powerful yet. Try to attack the minions so the enemy won't be level 2/3 before you. And auto attack Leona when she tries to kill minions for her support item.

When she goes in, think for a moment. If Leona successfully engages on someone, and her adc is near, try to cc her adc as their pathing is often predictable. If her adc is not near, or your stun is not reliable, stun Leona. Leona pre 6 is very killable, especially when her W (16 second cd) is down so do not be deceived by her tanky look. Make sure to go really and I mean REALLY aggressive if you catch her, Ignite her before the adc heals and make them panic, you're a strong champ! If you do this, keep in mind where their jungler is, and if it doesn't work out for you, don't force it. Keep the trades simple.

When Leona hits level 6 you can have quite the problem. Consider going Mercury's Treads and Mikael's Blessing and do not clump TOO close to your adc, because if you're stunned as well you cannot save your teammate. Make sure to think about when you should use your R Tidal Wave because this ability can be a life saver OR a teamfight turner in this case.
Threat level:

If he misses his hook you can punish him and poke him down (for around 20 seconds). Especially in the early game Blitzcrank is very squishy and you could just engage on him. If he doesn't know what he's doing you can even try to kill him when you do. Because of his passive Mana Barrier he gets a little tankier, but when he is low on mana this shield will be smaller, so keep this in mind when going for a pick.

If your adc gets caught, you should try to use Q Aqua Prison on his adc, they'll often move predictable towards the hooked enemy, finish it off with a W Ebb and Flow and E Tidecaller's Blessing on your ad for the movement speed and hope he still lives. To give your adc a better time farming you can also try to keep the side bushes warded.

If you're the one being hooked, and you magically still live, you could go for a turn. As the enemies abilities are now down. Don't always just run, try to fight back.

Tip: vs engage champions like Blitzcrank it's often great to get early boots, because you're able to dodge better.
Threat level:
This matchup is close to Blitzcrank's matchup. The only thing different is Thresh's Flay. If you walk too close to Thresh he can Flay you which makes is really hard to escape his hook. You should also be careful not to stand to close to anything he hooks, because he can pull himself in.

Be careful of him going in with Flash to then Flay you. This will make his hook very easy to hit and combined with his ultimate you're pretty dead for sure. If you get caught (like this) just blow whatever you can, I usually try to R and then Q to hopefully get them caught into a CC chain so I can do just a bit more before I die, or maybe even live. So if he Flash+ Flay's you, respond instantly with your R before you get hooked.

Tip: vs engaging champions it's often great to get early boots, because you're able to dodge better.
Threat level:
This matchup is close to Blitzcrank's matchup. Before lvl 6 be careful of his damage output. Punish him when he uses his hook, and don't be afraid to try and kill him.

When Nautilus hits level 6, make sure you position not too close to your ad. His ultimate will knock you both up if you do. When Nautilus engages on your ad, you're still able to save him, and maybe turn the fight around. I usually try to angle my R Tidal Wave so that both Nautilus and their adc can get hit, then use Q Aqua Prison naut if he engages with R Depth Charge, or use Q Aqua Prison on the ad after you ultimate hits so he can't follow up.

Tip: vs engaging champions it's often great to get early boots, because you're able to dodge better.
Threat level:
Brand deals a lot of damage. If you are able to dodge his abilities, go for a small trade. He doesn't have sustain like you do.

When he hit's lvl 6 he can do a powerfull combo. I usually try to go for the pick on him before he goes in. Brand is very squishy and killable with your full combo, that way he's not able to do (much) damage. Make sure you do not stand too close to your team when Brand uses his ultimate Pyroclasm, because it bounces back and forth.
If you fail to shut him down, you can consider taking Locket of the Iron Solari.

I also suggest taking Relic Shield in this matchup so you do not have to do any risky trades.
Threat level:
Just like other engage supports it's tough to survive. I find Rakan's knockup Grand Entrance somehow easier to dodge, and if you do, don't waste your Q Aqua Prison on him, just trade. If you engage on them use your Q Aqua Prison later in the fight, there's a chance you'll catch rakan too trying to shield his AD.

After level 6, make sure you position far backwards, but just in range to heal your ad. If Rakan doesn't catch you when he engages you can still save your ad, and maybe go for a turn.
Threat level:
Yuumi is pretty strong again, if the enemy has a good carry that dodges your abilities you can have a problem. The biggest difference between you two is that she is untargatable. If you combo their ad with the R+Q combo Yuumi cannot do much but heal and R.

I let my ad consider getting executioners against her if she's strong. If played well she can easely make a carry unstoppable and help them run you over.
Threat level:

Lux support is hard to pull off. If you play a little safer, and go for the right oppertunities when she misses her skill shot, you can easily win this lane. I often try to lure out her Q Light Binding and instantly trade when she misses it. Before level 3 you do not need to be too afraid, you can pull of a good trade even if she hits her bind.

In lategame Lux can sometimes oneshot you, or your ad. Make sure you keep an eye on her, and place good wards. If your teammate gets caught you can often outheal Lux's damage and/or go for the kill on Lux because she has to charge her laz0r. Because she gets caught easily, and you can outheal her damage often, I believe you're great, at least in the lategame.

Because she has no mobility she can be an easy pick, so if you're new on Nami, you should sure try to catch her before she catches you. You are faster, and got more cc. If Lux is the only problem to your team, maybe even in midlane. Don't be shy to buy Mikael's Blessing.
Threat level:

I don't find Alistar a threat. Though.. there are some good alistar players out there. His abilities are practically an on click knockup, which is undodgable. In lane, try not to stand too close to your ad, so he can't knock you both up. And try to carefully harass him for spellthief stacks.

Let him engage on your ad instead of you, you can save your ad, but your ad can't save you as good. When he does engage make sure to give your ally movement speed with E Tidecaller's Blessing and Q Aqua Prison their ad or Alistar himself if the ad is further away. This way you could go on the kill for Alistar and make him kiteable for your ad not to get stunned.

Keep in mind when the jungler is around he might try to Flash + Q Pulverize into any of you, and then Headbutt someone in his team.
He can also Headbutt into minions to knock someone up!
Threat level:
This guy is being played support? Wow! He's not bad though. As a decent Nami player he doesn't feel like a threat. Just juke his E Nevermove (to the side), stun their ad if anybody gets caught. Or even stun Swain when he walks up too close. Before 6 you can quite easily kill him.

After level 6 you kite him really well. Try to stay out of his ultimate range. Don't be afraid to use your abilities on him, he's often out of position when he uses ultimate. And thus an easy kill.
Threat level:
In lane you need to try and dodge Vel'Koz's abilities. If you and your ad are able to dodge, you can go for more aggressive trades. If the enemy bot is walking over you, just save your mana for heals, because Vel'Koz his all ins can be quite deadly even when you dodge.

To me Vel'Koz is a bigger problem than lux, I still put him on even. You can cancel his ultimate with your Q Aqua Prison if you're in the right position or R Tidal Wave. Just like Lux I find Vel'Koz and easy pick, especially if they use their ultimates in a vulnerable position.
Threat level:
Braum is put on even for ONE reason. He can block your ultimate AND bubble. Sad.. But if you simply wait out his shield Unbreakable OR am able to walk around to Q Aqua Prison from the side you can easily win. I do not suggest the second one because the hitbox of his shield is confusing, but if it's needed you can try. Harass this guy a lot, especially if he wastes his Q Winter's Bite, because then you can easily kite.

At level 6 (and maybe before) be aware of him being able to jump to minions with Stand Behind Me and follow up with his R Glacial Fissure. It's hard to disengage his sudden engage because of his shield Unbreakable.
Threat level:
Hopefully you will not see this guy in botlane, but he can still be in your game. Yasuo has one massive counter: "The almighty Wind Wall". This ability will just like Braum's Unbreakable block your everything. The best is to wait it out, and then use your abilities where needed. If your ad is in the middle of his wall just pray for his survival and don't waste your abilities.

If you do see Yasuo in botlane, make sure to punish his low attack range, zone him from cs, and AA him for every cs he takes. Before level 6 you do not have to be too afraid of him. Make sure to keep your distance, and your distance from the minions when he unlocks his dash Sweeping Blade.
Threat level:
In lane, be careful for ganks as fiddle's fear is pretty long and his slow when hit well can be pretty intense. His teammates will be able to follow up well because of this. Fiddlesticks poke now slows you as well and is dodgeable.

When Fiddlesticks hits level 6 be careful when he goes into a bush, or behind a wall without vision. He will possibly try to use his ultimate which channels for 1.5 seconds. This ultimate can now cause an area of effect slow so can be powerful not only in damage but also in cc.

Because Fiddlesticks fear is an on click ability, or triggered by his aoe abilities, it's not bad to buy Mikael's Blessing earlier. Depending on how much it's impacting the game.
Threat level:
Morgana kind of counters you because of her Black Shield. If she maxes her E Black Shield you can not really do your thing. Unexperienced Morgana players ususally don't max it, but when they do you are better off waiting out that ability.

One way to get rid of it is by baiting it out, I often scare people by running up and using my E Tidecaller's Blessing on myself. When I auto Morgana often responds with using her Black Shield which is not needed by then. Now that it's down you're free to use your other abilities for the next 26 / 24 / 22 / 20 / 18 seconds.

If the Morgana is not maxing spellshield, and you're desperate for an engage (or disengage), you can often get rid of the spellshield by using E+W, then make sure to hit another auto for the slow, and hit Q Aqua Prison on the target.
Threat level:
Karma can be quite the poke champion. She can use her Q Inner Flame on the wave and aoe poke you in there so don't just hide inside the minion wave. Her laning phase is not bad, but later on I find her rather weak. She can speed up her carry out of your pick potentional so it's best to be patient with your abilities.

If you're unsure of this matchup you can consider buying Relic Shield. There's a possiblity she'll walk over you if she has good synergy with her ad.
She will then most likely run to you, use her root Focused Resolve, do some damage and have her ad follow up. In lower rankings this is quite unlikely so punish her for walking out of position!
Threat level:
Bard just deals a lot of damage, you can go for trades when his meeps are down. His stun can be tricky to predict, and his portal Magical Journey can create strong ganks for his jungler. Make sure to back off when he's missing, or place good wards in positions he's likely to portal from.

A good bard player can be a problem in lategame, his ultimate Tempered Fate is great to catch people with. You grant people movement speed with your passive Surging Tides which makes it hard for him to catch people, especially lategame as everybody has boots.
Threat level:

Senna deals damage, heals, grants a good escape and has a root. Her cooldowns are very high though, so try to punish her cooldowns. Her Q Piercing Darkness's cooldown decreases each AA, which is not fast enough to resfresh in the early game.

The fact she has to stand still to cast/aa/collect souls is a great oppertunity to slow and maybe use Q Aqua Prison on her. Besides that, you probably don't want to get near her too much.
Because even with her abilities on cooldown, her passive Absolution has a 4 second cooldown and does quite the damage every time.

Keep in mind senna gets auto's off by collecting souls to reduce her Q Piercing Darkness cooldown. She can also gains a lot of range by using allies, minions, and even wards to use her Q Piercing Darkness on.
Senna scales pretty well, which is why you should be afraid of her damage later on.
Threat level:
Lulu can be quite annoying, she got a slow, polymorph or speed and a shield. Don't be afraid to trade because you can outheal her damage most times. When she got a carry she can speed up, try to keep your abilities for when the speed runs out else that person can easily dodge your abilities.

Just mind her slow from her Glitterlance being strong and her damage being more than you would expect.
Threat level:
Zyra deals a lot of damage, just like other mage supports. Early game you can outsustain her, unless you waste too much mana on trades you don't win. Make sure to dodge her E Grasping Roots and AA her plants together with your AD. This way it's impossible for her to deal a good amount of damage.

After level 6 it's kill or be killed. Most of the time you can easily burst Zyra down with your R+E+Q combo. Just try to keep distance from your ad, in case Zyra goes all in. Then heal your ad, maybe use E Tidecaller's Blessing for more movement speed out of Zyra's ultimate.

If you're not experienced with this matchup, be very careful! I also suggest taking Relic Shield in this matchup so you do not have to do any risky trades.
Threat level:
Who even plays Sona at this moment? Never had a real problem against her. Her stun and damage output can be quite strong tho, your heal is strong enough to outheal that. If you see her walk up you can use W Ebb and Flow on her to instantly outheal her damage.

After level 6 her ultimate Crescendo can be a great way to initiate. Make sure to keep your distance from your teammates so you can disengage against that.
Threat level:
Very low
If you're able to dodge Soraka's Q Starcall you can definitely win this lane. If you're confident, harass her as much as you can for the easy spellthief stacks. She often uses her Q Starcall on her max range, so walking up to her instead of away is often a better way to dodge it.

Because Soraka lacks mobility you can often go for a kill on her. Make sure who to focus in this lane, because your focus shouldnt always be Soraka only as she probably will keep her distance in fights. And her heal Astral Infusion has a high cooldown in the early game, especially if the soraka chooses to max Q first.

Don't forget to ping her ultimate Wish to the team so they know what to expect!
Threat level:
Very low
In lane you probably want to trade whenever her shield Eye Of The Storm is down. You can often lure this out by auto atacking the first time you walk up, and save your W Ebb and Flow for later. You outheal her damage, and she outshields yours.
Janna lacks mobility which makes it possible to engage on her, especially if you're able to dodge her Q Howling Gale.

You can cancel Janna's ultimate Monsoon with your Q Aqua Prison and R Tidal Wave. Which is why your engage is often more powerful than her disengage.

Pay attention to the bushes tho, some experienced Janna's will try to tornado from the bush for the full 1,25 second knockup which can become deadly over time.
Threat level:
Very low
You can harass Taric a lot in lane, your moventspeed makes it impossible for him to hit any stuns. If Taric does get on one of you, you can have a problem. You can just give movement speed to the person getting caught with W Ebb and Flow or E Tidecaller's Blessing. Maybe even disengage with your ultimate Tidal Wave or Q Aqua Prison. He gets kited quite easily. Just be careful of his E Dazzle+ Flash.

In lategame his ultimate Cosmic Radiance can be really strong, and I think it's best to wait his ultimate out untill you go for yours.
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˙.˙Some general tips to master Nami˙.˙

  • Use E Tidecaller's Blessing to get around faster (or to get in lane). Because its mana cost is low enough to regenerate back before using it again.
  • Don't use your Q Aqua Prison for no reason! The best pressure is to hold on to it.
  • Casting E Tidecaller's Blessing while you or your allies basic attack is mid-air instantly triggers first proc
  • Use ALT to instantly cast W Ebb and Flow or E Tidecaller's Blessing on yourself! Use it for mid air basic attacks when you're planning on utilizing the slow
  • Consider using attack speed in runes instead of adaptive force this really helps with ward clearing and spellthief procs. Which keeps you saver.
Drawn by Chibiterasuchan
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˙.˙What is the support role?˙.˙

There are mixed opinions on what the support role is supposed to be. But as far as I know is your main objective supporting your teammates to empower them, especially the (ad)-carry. You achieve this mainly by:

[≋]Protecting your carry/teammates
[≋]Granting vision control
[≋]Engaging teamfights
[≋]Disengaging teamfights
[≋]Roaming to gank/ward or assist your jungler

Also by:
[≋]Keeping an eye on summoner cooldowns for your teammates, maybe even write them collectively down in chat for your team.
[≋]Keeping a good eye on the map and ping wherever necessary
[≋]Buying supportive items
[≋]Shotcalling for your team


I could provide in-depth information on where to ward. Instead I'll grant you some general tips which I find more important. Surerly experience will teach you the most.

‧˙✰.‧˙﹤Where do you place wards?﹥˙‧.✰˙‧

I will probably add a picture with some general wards later. But what's important to remember is the objective to your vision.

[≋]Ward to get vision over the enemy, even if it's not for an objective. It's important to know by example if a fight will be in your favor, if the jungler is around for dragon or if you can go for a dive.
[≋]Ward according to the objectives, a simple ward at drake can already be gamechanging.
[≋]Do not always go for perfect vision.
[≋]Clear out wards this is very effective too.
[≋]Think of going to base for wards when an important objective is going to be up.
[≋]Keep a slot in your inventory for control wards!
[≋]Keep in mind you do not always have to ward where the enemy will be, but more likely will pass. Unless you do not pay attention these wards can be more useful.

‧˙✰.‧˙﹤When do you place wards?﹥˙‧.✰˙‧

As a role that doesn't farm you have quite the free time to place wards. Make sure you squeeze this in at the right time. Keep in mind:

[≋]Not to miss too much xp from minions in lane
[≋]Not to leave your carry vulnerable, make sure you are ready to instantly walk back to lane without warding as the enemy sees this as an oppertunity to engage.
[≋]You can assist your jungler, and he can assist you when he's around if you're going for some (deep) wards.
[≋]Ward according to objectives. Objectives like drake, baron or rift but also tower attacks, defence and just generally to see the enemy's rotations.
[≋]Keep in mind wards last a total of 150 seconds (2 minutes and 30 seconds) Rift scuttler lasts 90 seconds. Think ahead!

‧˙✰.‧˙﹤Do not die while placing wards﹥˙‧.✰˙‧

Oh man.. The amount of supports that die while warding is tragic. If you know when the enemy support is warding you can often catch them off-guard. Make sure you're not that support! Here are some tips:

[≋]Make sure the enemy doesn't know your position! Some notice you leaving lane or spotted you with a ward. This is why using sweeping lens during warding is really handy.
[≋]Use an ability in a unwarded bush to be safe
[≋]Know where the enemies are! If they just backed it's the safest moment to slip in some wards.
[≋]Try not to place wards alone. Bring an ally with the assistance ping + a ping on your warding item. This is my communication method. Don't be frustrated when you go alone, teammates often have better things to do.
[≋]Do not go for risky wards. If you do, make sure you have an oppertunity to escape. It's often better to place a slightly worse ward, as long it grants vision on the enemy's position.
[≋]Not dying>vision. Keep in mind vision control is just an advantage. Just like a 4v5 is. If you're dead you might give the enemy a better advantage than vision control.

˙.˙Supporting in lane˙.˙

You're also supposed to help your adc in lane. Your role is helping you adc farm, and try to get the enemy adc to farm less. You also want to 'win' you lane. I'll cover laning tips in another chapter. But I find it important here to mention how to help your adc farm. Here are some tips to cover that and more.

‧˙✰.‧˙﹤Farming under turret﹥˙‧.✰˙‧

Farming is what your adc does, but that doesn't mean you shouldn't help him doing that. It's helpful, especially when the minions are under turret, to help your adc last hit them. Keep in mind, the melee minions need 2 towers shots and one auto attack to die (so you probably don't want to touch them) and caster minions need 1 tower shot and 2 auto attacks (before your adc bought ad). When you get the hang of this you should try to predict what the wave needs to be killed as optimal as possible. Try to start practising as soon as possible, because your adc will love you.

‧˙✰.‧˙﹤Freezing the wave﹥˙‧.✰˙‧

You probably do not want to attack minions at all, unless it's your intention to push, or get a level up sooner. Freezing the wave is when you try to keep the minions at 1 position. You mostly achieve this by tanking the minions on the spot you want them to crash. And also by last hitting the minions as late as possible, this is what your adc does. Freezing is best when you need to play safe, or withold the enemy from farm by zoning them while you freeze the wave at your side of the lane.

‧˙✰.‧˙﹤Pushing the wave﹥˙‧.✰˙‧

Another option is pushing the wave, you most often want to try this when the enemy is backing, or not present in lane. You do this by killing the minions as soon as possible. Keep in mind your adc still want to last hit them, so you probably should stop hitting them when they're getting low, or getting a lot of aggro by your minions.
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I'm still looking for the best way to describe this kind of gameknowledge, so this could be edited for a while.

‧˙✰.‧˙﹤Before the minions crash in lane﹥˙‧.✰˙‧

League of Legends offers a lot of variety each game, which is why you should always consider your priorities in a game. Before the game actually starts it's not bad timing to consider:
  • What do I do in this matchup botlane? You need to know how aggressive you can be, and where you should spend your mana on.
  • How can the enemy jungler gank us? You need to know where to prioritize your ward and how safe you have to position when the enemy jungler is around.
  • Should I roam to the midlane? Because the enemy midlaner's mobility can be low and/or your midlaner snowballs well.
You often consider this automaticly, but to be aware of what's going on you'll have better decisionmaking.

˙.˙Early game˙.˙

In the first waves you should always try to get level 2 before the enemy does, else back off!(level 2 happens when 3 melee and 3 caster minions have died) You can try to hit the minions to help them die faster for this advantage.
When your lane is going well, try to keep track of where the enemy jungler is, ping his starting position. And frequently look at the mini map to help your allies know when to back off.

You basically want to trade, especially if you have Spellthief's Edge. Your sustain is really great and you should use this to have some lane advantage (more HP, XP and a better position). A basic attack could already be good enough, the best moments to try and go for these cheeky auto attacks or trades are:
  • When the adc is about to last hit a minion, because then she cannot attack you (yet)
  • Especially when the enemy is going for a canon minion is a good moment to trade (also because the adc will move perdictable, which can be a good oppertunity for your Q Aqua Prison
  • When the melee support needs to execute a minion for their support item
  • When the enemy wasted their abilities (and should be afraid of you)
It's also great to get spellthief stacks off turret, when my adc recalls I often drop a few auto's off the turret because I recall as well. These oppertunities are also great to get a trade off, remember you don't HAVE to trade. But if you don't the enemy possibly will.

˙.˙Getting into mid-game˙.˙

Just fighting and chasing it not (always) the way to win. You probably want to try and get some objective control. You get this by not fighting recklessly when you are planning on getting one. It's best to back before you do, get some vision control, and try to be in the right position. Especially in the lower rankings your team doesn't always want to take objectives you so nicely set up, which is fine, it's always a good practice. Place some wards, sweep the area and especially don't die while doing that. (so try to take your teammates with you with the assistance ping)

Defensive wards are important too, this way you can defend better or even turn the fight around. When you notice the enemy grouping/going for an objective like a turret. Just place some simple defensive wards to make sure your team can play around it well.
These are great wards for sieging tier 2 turrets and general vision (creator=Picklepants)

Roaming is very important. I sometimes roam at level 2/3 already when something's up in river. When you're getting used to looking at the minimap all the time your response time is a great oppertunity for some free kills and (deep)wards.
You basically want to roam when:
  • Your lane is pushed in
  • When the enemy botlane backed
  • When the enemy botlane is dead
  • Maybe even when your ad died and their botlane doesn't move
  • When you come back from base
  • Whenever you can follow your jungler
    There are more oppertunities, but it comes with experience. Just keep in mind not to miss too much XP and try to protect your ADC with a ward.
˙.˙Finishing the game˙.˙

It's really important to know how to finish a game, especially lower rankings don't know how to do this. Which is why you probably need to take control and type/ping your team to do certain things. Especially in soloQ it's impossible to control your team, so try to point them into the right direction, but make sure to be nice.

There are few ways to finish a game, it's often decided between taking inhibitors, baron or elder dragon. An open inhibitor gives a lot of pressure pressure, and in my opinion a more secure win in the end. You can consider going baron after getting an inhibitor, or back instantly to prevent the enemy from getting it. It is also possible, especially in team play, to have your toplaner split push, take inhibitors or end while you put pressure on baron.

If your team is planning on sieging/splitting for turrets, make sure to get vision in between the lanes. Don't force fights, unless you can easely dive the enemy at the moment because of split pressure. Sieging goes slowly, but surely with patience. If people tend to dive, make sure you live yourself, but try and help your team anyhow!

If your team has control over a major objective like dragon(soul), baron or elder dragon. You probably want to get vision control too, take 2 control wards and make sure the enemy has to risk their life to contest this objective. This could also be just a bait by your team. Your vision control in these cases can be the win for the team. Make sure you position a way so you can quickly help the team if someone engages in a fight. But don't hug your team so you are safe, and thus able to help your teammates better.
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It's important to know what your role is in a teamfight. Try to find your role, compared to their champions, fed champions and carry potentional of your specific teammates. To keep it simple we divide this into 4 objectives engage, disengage, peel or empower.


Nami is great at disengaging. Sometimes a fight is not what you want, you're behind or your carry got picked. You can use your R Tidal Wave and Q Aqua Prison to slow the enemy down and speed your allies up. Then you can use your W Ebb and Flow or E Tidecaller's Blessing to speed anyone up who still needs it due to Nami's passive.


Peel is pretty much your main role as a support. Cc the tank that's bothering them, speed up your ally with E Tidecaller's Blessing to make them a better kiter, consider using W Ebb and Flow if your ally is getting low, or use your items Redemption, Locket of the Iron Solari or Mikael's Blessing if you have them. Make sure to know where your abilities are needed most, your E Tidecaller's Blessing often makes your adc a good enough kiter. Your W Ebb and Flow and Redemption heals more allies when it's in the middle of a teamfight instead of just on your adc.


If your team is in a great spot, or already engaging you have a great follow up. Make sure to not overuse your abilities in case you need to peel anyone. But if you can make several great picks try to prioritize your Q Aqua Prison and keep your R Tidal Wave just in case. Unless the pick is gamechanging.


You want to use your E Tidecaller's Blessing on your adcarry to speed him up and proc Ardent Censer due to your rune Summon Aery. Heal whoever is being focused or whoever is tanking the most of the damage. Make sure you do not forget to use Redemption because this also procs Ardent Censer and can give an insane heal boost.
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˙.˙Play for fun!˙.˙
What I think is important is to make sure you enjoy your games. A good mentality gives the best winrate. Nami gives me a lot of joy in this game, mostly because I don't have to worry about hard counters. This champion always gets you a shot at winning, even if you lose early, hold on for lategame!

I hope you enjoyed my guide on Nami, I've put much work into this over time and I absolutely loved making it. I also hope you gained useful knowledge, and if you did, feel free to give this a like and maybe even a comment! I appreciate you reading the bottom part of this big guide.

Please remember this guide is made out of opinion and experience, be nice if you critisize, opinions are fine too! Feel free to ask any questions, because I didn't cover everything.

Drawn by ask-nami-the-marai

Image sources:

StarryHP(Cut image for banners)
Ask-Nami-The-Marai(Conclusion image)
Rosyre(profile picture and intro picture)
Picklepantslol(Ward image)
Chibiterasuchan(General tips image)
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