[12.12] Bizzleberry's Season 12 Nami guide - REFRESHED!
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+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
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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.
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).
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.
Transcendence has now been buffed to scale earlier in the game, this helps add a lot to your early Cooldown Reduction and can push you over that 40-45% mark.
Gathering Storm can be amazing if games last 20m + however if you are looking for a tiny bit more lane pressure than Scorch is the best option.
Biscuit Delivery provides Nami with the needed mana regeneration during the laning phase. The extra minor health regeneration is also welcome.
Cosmic Insight provides Cooldown reduction on your summoners such as Flash and provides Item CDR - This includes mythic CDR such as Imperial Mandate.
The best secondary option is Revitalize as it will enhance your heals throughout the game.
Bone Plating will provide you with some extra survivability - especially during the laning phase.
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. Do note that EVERY ability listed below works on allied champions!
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.
Another option for an easy bubble is to ULT Tidal Wave then as they are knocked up throw your bubble out to chain Crowd Control.
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.
It is pretty nice early, as it enables your ADC to last hit better under tower and poke the enemy. It is also extra useful 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 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).
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 NOT 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 is 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.
Ionian Boots of Lucidity
Provides Nami with extra cooldown reduction, including on her summoners. Very cheap purchase and can be bought first before anything else if you feel you need to extra mobility either for roaming or to simply dodge skillshots in lane.
Mobility Boots used to be a solid option for roaming, however, generally I don't purchase these anymore.
Buy this item if there are a lot of tanks / only 1 or 0 assassins (so fights are longer). Longer the fights, the more use you will get out of Moonstone.
Currently the best legendary item for the majority of enchanters. When you shield an ally or heal them you will make their next attack / ability apply 60% grevious wounds (this includes the shield from Summon Aery or a heal from Redemption. This item is very strong with it's base stats alone and very cheap and will also interact with the healing from items, such as Moonstone Renewer.
Redemption is currently one of the best utility support items in the game. It is a soft counter to poke comps, but is usually purchased 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.
Do note that the heal also works on Minions and rift herald. Redemption does true damage to enemy CHAMPIONS and no longer works on minions and does not work on Baron / Dragons.
Staff of flowing water
Staff of Flowing Water lost a lot of power since the movement speed portion was removed. Wouldn't recommend unless there are a lot of AP users on your team.
Mikael's Blessing 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.
Vigilant Wardstone Generally a decent last slot choice for spots as it allows you to continue having control wards in your inventory & you also get stats for doing so. Vigilant Wardstone is very cheap and allows you to have TWO control wards on the map at all times rather than the normal one. Can be handy at controlling objectives this late into the game.
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.
You are going to want to Ebb and Flow poke and harass for damage & gold generation & mana flow band stacks. If possible also weave in an auto attack. Make sure these trades are safe and that you don't over extend too far to do this.
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 Mobility Boots 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.
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.