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Nidalee...shouldn't even be considered a support. However, I see this commonly enough to make a matchup for it. Remember that "support" Nidalee is just an excuse to play an AP champ when denied mid, and that she is extremely squishy. Winning this lane takes little effort, and depends highly on dodging skillshots. If you cannot dodge spears, this will be a very hard matchup, especially if you allow her and her ADC to snowball off of it. The key to beating her is to just force fights with her and her ADC, but just be careful of her level 2, because her clutch heal can mean the difference between you or them getting a double kill. With the rework, her spears do less damage (albeit with a shorter cooldown), but she is even more annoyingly mobile, but if you lock her down and are paired with an ADC that has a decent to strong early game, then you should be able to kill her no problem. She can deal a fair amount of damage with her ADC however, so just be cautious. If you shut her down, she is useless and basically the game will be a 5v4.
Elise
Elise is a very easy matchup. Just be careful of her cocoon and her human form Q poke (it hurts). If you land a bubble on either her or her ADC, and you are even or ahead, don't hesitate to initiate on them. Your kit beats her, before, and especially post 6. All she has is damage, and if you don't get hit by cocoons, then you're golden. If she lands a cocoon on your ADC, follow standard procedure and bubble their ADC.
Kayle
This is an easy matchup. She is squishy and does not contribute much to her ADC pre-6. Just be careful of her ranged attacks through her E, and her Q is a bit annoying. Just keep poking her and her ADC, and you will win the lane. Be careful not to dive their tower with your jungler if she has 6, as the ultimate can turn the fight around. Her ult is especially a nuisance if you get ahead, because in most cases it will save her ADC from death. Generally speaking however, you do everything she does, but much better.
Nunu & Willump
I don't see Nunu support very often anymore. He is very easy to deal with. Fight Nunu early, and he will not be powerful at all, and you can get ahead. Keep scoring kills after that on whoever you can so you shut them out of lane. If you bully them out, he will be mostly useless later on, and you can continuously harass and dive him. Careful however, of his snowball's poke damage and ability to shut down your ADC in an early trade. He also get deceptively tanky later on with his Consume. One of the most dangerous situations you can find yourself in is if you are caught out on his side of the map, and their jungler is coming.
Orianna
Orianna is also another uncommon support pick, but she has the potential to be very strong. She has a good combination of utility through slow, shield, and displacement. She does not do too much damage early on (unless she lands all of her skills), but she makes it very hard to kill her ADC. Before 6, poke her, and generally try to make her use up all of her mana by shielding herself/trying to harass you. If she goes out of mana, that is the time to engage. At level 6, be careful of her ult's damage and utility, which makes it hard to beat her in lane after that. If she misses her ult, exploit this to your advantage. This should not be a difficult lane, at worst you will usually just go even.
Soraka
Easy peasy. The only thing she beats you in is lane sustain, so watch out for that, but other wise, she has barely any CC. Be careful of her level 1, because if you mess up and get too cocky, she can unload some major damage on you, with her ADC. Try to harass her with spells and autoattacks, and if you play aggressively on her, you will either score kills or force them away from experience. At level 6, you have more fighting potential than her, but it will be extremely hard to kill her or her ADC, unless you are far ahead, because of her double heal. One thing to watch out for is her silence, especially if a jungler ganks, because for a short while, you will be a sitting duck. Take ignite for this matchup. Make sure to dodge her snare, and sustain through her Q poke.
Zyra
Zyra is tricky. If she lands her E, plants, Q combo, you are in for a world of hurt. If she misses, she is very vulnerable. In any case, if you engage on her first, chances are you will win the fight, but her passive is still dangerous. Like others she is very susceptible to poke. You shouldn't have too hard of a time against her. One thing thing to watch out for is her burst. She can deal heavy damage early on with her plants, and once she gets Spellthief's, Sorcerer's Shoes, and Haunting Guise, she has the potential to one shot you.
Vel'Koz
Vel'koz is a good support, and can be very dangerous when played correctly. A good Vel'koz will make it so that you almost never touch him, and will be able to land his spells consistently. He is very good in early trades, due to the true damage from his passive, very high base values, and good CC through his E. That being said, there are many weakness you can exploit, such as his nonexistent mobility and squishiness. You can try to poke him, but the best way to win this lane is to play passive until level 5, and the hard engage on him and his ADC. With this method, you will burn his summoners or kill them outright, as long as you make sure not to eat all his spells to your face. If you do, you will most likely lose the trade. Alternatively, you can try to push them out early, and then gain a level advantage on him, getting 6 before him. At 6, he will gain a massive advantage and power spike, because his ult has insanely high base damages. Avoid fighting after this unless you are confident you can beat him, or your ADC can kite him hard. However, if you can kill him and his ADC or push him out, the lane will be a breeze. Recently, Velkoz has made a comeback, and if you underestimate him, he can punish you severely, all while making sure you cannot even touch his ADC.
Taric
His stun is the only thing that makes him a threat against you. If he has a good lane partner, such as Graves or Draven, it will be tough. The way to beat him is through constant poke with W and autoattacks. This will force him to heal and use pots, and waste mana. If you are duo with your ADC, you can engage on his ADC at level 3, and generally you will win the fight. Consider taking ignite for this matchup, but if they have a strong ADC, bring exhaust. Poke is Taric's enemy, and after whittling him down, you can force a fight.
Sona
Sona after rework I would say is overall arguably weaker, but definitely stronger in some areas. Do not, and I repeat, DO NOT underestimate her, because if you do, you will get absolutely destroyed by her. You should still stay aggressive, but respect her boundaries. She can be easily all-inned, as long as you do not fight in her minion wave. She does not have any real CC pre-6, but he shield on her W is extremely frustrating to play against. If you engage on her and her ADC in a fight, you will most likely win, as long as you do not take excess damage from minions. You can establish lane dominance quite easily pre-6, but at level 6, you should be very careful of her ultimate. Crescendo can turn a fight around really quickly, especially if their jungler ganks. Ward her bush, and everytime she overextends, punish her for it. Try to beat her pre-6, and your burst will end up bring stronger than her's.
Nautilus
This lane is a skill matchup, favoring you very early on, but moving to his favor after level 4. You can poke him very hard and win lane levels 1-2. After that, he gets very tanky, and you will have a hard time killing him. The amount of CC he has past 6 makes botlane a nightmare, because he will basically ensure that you can't attack until you are almost dead. The way to beat him post 4 is to constantly harass him so he can't engage on you without dying. If you do, it should be a piece of cake. If he snowballs against you, he will be unstoppable, and you will not be able to fight them at all (most of the time). Make sure to dodge his hook early, or you will likely die.
Nami
If you ever find yourself in a mirror matchup, don't fret. Yes, mirror matchups are very annoying, but you can beat the opponent through smart play. This lane requires you to out-Nami the other Nami, which involves smart harass and good engages. Try to push so you can get level 2 before them, and you will have a decent shot at killing the enemy botlane. Many Namis run heal first, which is a nuisance, because she can heal her ADC, and if she pokes you well at level 1 and gets level 2 before you, then you could easily be double killed. Capitalize on the fact that most Namis are not very experienced with her, and try to force a mini-engage on her, then back out. This involves bubbling her or her ADC, autoing, W'ing, and E'ing your ADC, then after you get the damage out, back out and return to farming. If you can do this successfully, you will either have netted a kill (which is rare), or most likely have gotten them really low and forced them to back, while you take minimal damage. Be wary that she has the same skillset as you, and that the enemy Nami is also very annoying. If you are going even in lane, and they have an ult or summoner spell up on you, do not try to engage, as you will most likely lose the fight. Don't play too aggressive if they have a better ADC matchup than you do. How you do against her can be an indicator of how good your Nami is ^_^.
Maokai
This is a highly uncommon pick in the botlane, but I have recently played against one that was very good. Generally speaking, you can dumpster him early on from levels 1 to 4, but then he gets very strong. He should start getting only slightly tanky around this time, but he is very powerful when their jungler ganks or if they have an ADC with AOE. At level 6, his ultimate is very strong in fights, because it mitigates a lot of the damage your ADC does, and his root can leave you vulnerable for long periods of time. The best strategy when facing him is to shut him down early through autoattack poke and forcing early fights, and then waiting for your jungler to gank post-6, unless you're very fed.
Lux
Dodge her skillshots and you're golden. You can poke her very well, and she is easily bullied, but her stun is very dangerous, especially if she is level 6. She is very squishy, and if she is ever out of position, bubble her and kill her. Be careful when she hits 6, but if you engage on them, your ult will destroy them. Try to lane with a poke heavy ADC such as Ezreal, or a burst ADC like Graves. One more thing, take care of her shield, many a fight can go awry early on by underestimating her shield's power. Be wary of her snare and ult combo and level 6, as it can deal a very high amount of damage. Also be careful when she has her shield up, as it is almost spammable, and makes their botlane deceptively tanky is early trades. The only time she should give you trouble however, is when she is ahead and has gotten early kills. Otherwise her damage is pretty much negligible, and it is easy to blow her up due to her inherent squishiness and lack of mobility. Note that her stun is very annoying when trying to go for kills, and do not try to jump her when she has stun up and is in her minion wave, or else you will take a lot of damage. In the end, the skill level of the Lux makes all the difference in this lane, but you have many tools to prevent her from beating you.
Janna
This is a skill matchup, slightly in favor of her. Janna has really good tools to stop you from killing her ADC. Her shield mitigates the poke damage if she times it right, and her tornado makes it frustrating to engage on her. Ideally, you'd want a bubble to land on her and her ADC, but if you can't then get it on her ADC. Try to poke her in her lane instead of her ADC so she uses her skills on herself. I would consider an early Chalice, just so you can outpoke her. The best way to poke and beat her is to abuse your autoattacks against her. This way you can still do good damage, and also not waste mana. AD Quints are a good choice in this matchup.
Gragas
Gragas has been seeing a good amount of play as a strong support in high elo recently after his nerfs. The new Gragas is even more effective at supporting that the old one, due to his new body slam and immense slow on his Q. Against a Gragas, it is instrumental that you shut him down early, and that you dodge his barrels. If you leave him to grow unchecked, or allow him to win lane, he can pretty much snowball out of control, as you won't be able to face their botlane with his potent mix of slows, damage, CC, disruption, and tankiness. To beat him, take advantage of his level 1 and 2 squishiness and weakness, and harass the hell out of him, making sure to try to force a fight early. He can't do anything then, and it is almost guaranteed you can win lane there, or else he starts getting start at level 4, with a large power spike at level 6. Ultimately, it is a skill matchup.
Fiddlesticks
Fiddlesticks is a really easy lane, but it can go both ways. Be wary of his silence, and his fear, because they are his most dangerous skills. Play passively, and any opportunity you get to bubble on him, go for it. He is supremely squishy, and cannot take much punishment. Try to fight them pre-6, because at level 6 he has a huge power spike with his ult. If you shut him and possibly his ADC down early, there's nothing they can do to you. Definitely get Mikael's vs. this matchup for your ADC. If he gets an early lead, you're gonna have a super rough time. He is weakest at level 1 and 2.
Alistar
Pretty easy matchup, but it will be hard to kill him after levels 1-3, as he gets really beefy. The only danger comes when he gets his headbutt-pulv combo on you, and they have a burst ADC like graves, or when the jungler is ganking. Try to whittle his health down through autoattacks at level 1, and if he lands a headbutt-pulv on your ADC, immediately bubble their ADC, so they can't harm your ADC. As long as Alistar is not super ahead, he poses no threat by himself. As the lane progresses, he will become unkillable, so try to aim for their ADC. If he gets ahead, lane with most likely be very tough. You beat him in teamfights, because after his headbutt-pulv, hes a sitting duck until his cooldowns come back.
Annie
With the Annie nerfs, she is a lot weaker than she used to be. I have thoroughly changed my opinion on this matchup, most because she is so squishy early on, that you can force a fight and kill her at level 1 or 2 if you land a bubble. This is a skill matchup however, because it depends either the Annie knowing how to play against you, or the Nami knowing how to play against her effectively. My only warning is that at level 6, be extremely cautious about her burst, as she can easily kill you with Tibbers if you don't shut her down early.
Blitzcrank
Blitzcrank in any case except when you're playing Leona is an annoying champion. It is crucial that you dodge his hooks in anyway possible, as one pull may spell certain doom if you are not full/high health. If he misses/you dodge his hooks, the lane is laughably easy. He is very easy to harass as he is melee, and early on he is very squishy. If you get pulled, try to land a bubble on their ADC, and W to heal yourself and give yourself a speed boost to get away. If your ADC gets pulled, bubble their ADC, and if you know you can force a fight, you can re-engage on them. If not, just heal him and cc them to let him get away.
Brand
Brand is a very underrated support, however one must know how to play him, or else he is mediocre at best. His high base damage and scaling with AP makes him a potent support, especially if he is ahead. Your focus should be to ensure that he does not reach that state, by poking hard and capitalizing on his weak level 1 and 2. It may seem absurd when I always say there is a very limited window of opportunity to win lane against many matchups, especially very early on in the game, but the truth is that each of these windows are designed to exploit weaknesses in the matchup's fundamental power or laning ability. For example, with Brand, he is deadly after he gets his full combo, because he can deal tons of damage to you and also stun you. Before this, he will lack one of these abilities and therefore be easy to fight against. Be careful of him at 6, because if he lands a good ult on you, he can easily take both you and your ADC's health down to half by himself with a full rotation. Do not underestimate him, and make sure to poke him frequently and fight early, using his low base defenses to your advantage.
Braum
Braum is an extremely tough matchup for Nami because of his absurdly high natural tankiness and great utility. His Q can lead to a kill due to your squishiness if you get caught out, his W provides extra defense to his teammate and gives him extra mobility, his shield will completely nullify incoming damage, and his ultimate is an amazing counter to your engage. His weakness is poke, but unfortunately you don't have enough poke due to Nami's high mana costs. Despite everything being against you, this matchup is entirely a skill based one. If both supports are even in terms of skill, the lane will go even, favoring Braum. If the Nami is better than the Braum, than she will beat him, but if it goes the other way, then the Nami will get destroyed. This lane is all up to whichever botlane can kill the other first. Try to autoattack him a lot at levels 1 and 2 when he is at his weakest, and try to land a bubble to deal large damage on him. If you can force him back and burn his potions, the lane is in your favor, as he cannot survive an initiation. Try to get in any harass you can, and if you whittle him down, you can go for his ADC. Beware of his surprising tankiness, because if you underestimate him, he will often escape with a sliver of health. If he and his lane partner double kill you and your ADC, the lane is pretty much over, and you will not have a chance without a jungler gank. Beware of his E's ability to completely block your ult, or else you lose a major part of your laning power. He starts getting extremely tanky around level 4, and has a large power spike at 6. Once again, do not underestimate his utility (especially if he has Exhaust) or you will have a really rough time in lane. Your best bet to absolutely win the lane is to poke him down early, then go for the double kill on him and his ADC. If you succeed, the lane is yours.
Karma
This is a really hard lane. Karma support is really good, and her mantra Q, combined with her W sets up for an easy kill on you or your ADC. She is very strong, and can beat you generally in almost every case, utility and damage wise. Additionally, she can make her ADC and herself deceptively tanky with her shield. Try to fight them bot lane early (because that is the only time when you actually beat her), and focus their ADC. This is a tough lane to win, so if you find yourself falling behind, just farm and wait for a gank.
LeBlanc
Leblanc is a hard matchup. Her amount of burst, combined with her chains and ADC is pretty frightening. Be careful of fighting her head on, but make sure to continually poke her. If she is low health, she cannot engage unless she is super fed, so use that to your advantage. If you land bubble on her with less than max health, she is essentially dead. If you shut her down, she is useless, and you will continue to beat her out. If she snowballs against you, you're toast, so don't underestimate her. After Riot got rid of her silence, she is not nearly as difficult to face as before.
Leona
Leona is an interesting matchup. She is extremely susceptible to poke damage early on, and can be shut down with a bubble. Be sure to engage on her ADC early if they have a weak ADC, if not play passive and let her engage, and respond with a bubble to the ADC's face. If you poke her before she gets too tanky, you can easily win the lane. Try to shut them down early, focusing her ADC. Be cautious at 6 and in teamfights, because even if you are ahead, her ultimate can change the tide. Don't dive her unless she is extremely low. If you get engaged on, bubble he and fall back, or you could bubble her and attack her. This is a battle of underestimating each side, and an early trade is unpredictable on who will win.
Lulu
A good Lulu will never let you touch them, and will easily beat you. A bad Lulu, you can easily beat. Be careful of her poke damage from glitterlance, and be wary of her shield. Do not get overconfident against her, or she will punish you for that. Try to poke her early on with a W-autoattack combo, and repeat. You can bubble either her or her ADC, either of them are good targets. She is weak at level 1 and 2, so capitalize on that fact, and if you have strong ADC, you can engage on her then. At level 6, she is a pain, because even if you shut her down, she will most likely ensure her ADC gets away. If you shut her down, she is annoying, but can easily be torn through.
Morgana
Morgana is a very hard lane, but is ultimately a skill matchup. Her snare and black shield make it really hard to engage, and if she has ult, it can quickly turn the tide of a fight. Try to whittle her health down early with spells and autoattacks, and be sure to engage or capitalize on it when she misses her binding. If she misses her binding, she's almost a sitting duck, and you can go for her ADC. BEWARE however, one spell rotation of hers, especially if there's a jungler ganking you, means certain death. You can beat Morgana through smart play and dodging bindings. Try to fight and gain an advantage early on her.
Thresh
Thresh is a skill matchup. If you win lane, he is useless, but if he wins lane, he becomes overwhelmingly tanky. Be wary of his large amount of utility and CC, which give him a slight natural advantage. The way to beat Thresh is to exploit his natural weakness early on, especially at level 1. If you can land a bubble on him and autoattack him and have your ADC attack with you, chances are he'll be dead or close to dead. Make sure not to get hit by his hook, as that spells danger for you. The best time to engage after the early levels is to get him while his hook is on CD. You both have a power spike at level 2 and 3, but generally you can beat him at both times. If you find yourself getting hooked, and you cannot turn and fight them, bubble their ADC, W away. If you do decide to fight them, bubble their ADC, W them, and engage.
Bard
Bard is a skill matchup. If you win lane, he becomes a non-factor except for is q stun and ult. If he wins, you will have an exceedingly hard time dealing with his heavy CC and tankiness. Bard truly is an annoying champion that can provide a heal for his ADC and can lock you down for an easy double kill if the enemy jungler ganks. To beat him, try to harass him early on when he is squishier and without chime stacks. Keep his health low so he cannot engage; if he plays passive try to zone him out of EXP zone. The worst thign you can do is underestimate him, because if you fight is his minion wave, there's a good chance you will get double killed. Try to dodge his Q, at the very least stay away from walls. This lane is best fought with an early jungle gank; if you can get ahead of him early, victory in the bot lane is yours.
Tahm Kench
Tahm Kench is an exceedingly annoying champion who can very easily turn the tables on you with his Devour and shield. He is another champion that you must not underestimate, lest you fall prey to the waters. Tahm is very susceptible early on to poke, and if you harass him hard enough, he cannot trade back or engage because he is melee. The best strategy is to trade with him by kiting him so he cannot get his stacks on you, then backing off when he runs. Do not try to dive him early on unless you have help because he shield makes him deceptively tanky. If he spams spells or somehow wastes mana, use it to your advantage because he is very mana hungry, and you can poke him more. The key to winning this lane is knowing when to engage and when to back off, and avoiding getting devoured by him. The best time to engage him is after you've poked him or if he steps out of his minion line. If you can prevail over the River King early on, the game should be smooth sailing. If you lose, his tankiness and innate damage might prove too much for the fish.
Trundle
Curiously, Trundle has been played as a support recently, although not as often now. What makes him a viable support is the fact that his bite steals AD, and thus is highly effective in trading with your ADC. Not to mention his ult can steal defensive stats, and his pillar can net his team an easy double kill. The key to winning the lane is the never stop poking him. If you can prevent him from forcing trades with you by poking him hard or pulling off a bubble on him when he tries to come up and bite your ADC, then you can beat him. Try to play aggressively early on, from levels 1-4, when he is not very tanky. If you can whittle him down early, force a trade on him and you will come out ahead. If you must wait till later levels, call for a jungler gank. He can be outplayed 2v2, however, but this is much harder to do so.
Shen
Shen is another support who has come back recently. His innate tankiness and taunt make him the perfect engager. He can stick well to your team and disrupt a fight, as well as shield a teammate from harm with his ultimate. Luckily, you come well equipped to deal with his antics. Shen is susceptible to early poke, but be careful because his shield will absorb poke and waste your mana. The best thing to do is go for a concerted poke or mini trade with Shen early on, using autos to get rid of his shield then using abilities. He gets tanky very fast however, and is resilient to auto attacks, so try to damage and zone him early on to get a lane advantage. It is imperative to avoid his taunt. If you are caught in it away from safety, you will die quickly. If you do not take steps to prevent Shen from snowballing or going even early on, he will come back to bite you later. Be wary of his level 6 ganking potential and save potential on his ADC. Do not dive Shen without a jungler, or else it will likely end in your and/or your ADC dying.
Zilean
Zilean is another annoying support. His bombs and slow are hard to deal with. If you get caught with too many bombs early, you will lose lane or even die. His early damage is not to be underestimated. The good thing about facing Zilean, however, is his squishiness. Use that weakness to your advantage and harass him. He cannot take a lot of poke because he has no sustain, and if you all in him smartly, he will fall. Be cautious again when he hits 6, because his ult can really put a damper on your plans of diving or all-inning. Avoid fighting in his minion line, and remain vigilant about where he places his bombs. If you win early, he will have trouble playing against you, but if he gets ahead, he will prove to be very dangerous, especially post 6. Do not underestimate the strength of his ult by wasting all of your skills on the target he ults.
Mordekaiser
Morde, after his rework is a curious support. Admittedly, I haven't played much against this matchup, but from what I've seen, it is a skill matchup. He is not as strong as before, but his passive makes it annoying to poke him. Try to use autoattacks to lower his shield before using abilities while poking, or aim for his ADC. Do not fight in his minion line and do not underestimate his power when in the presence of his ADC. If you can kill him early or force him back, he will not be able to be a threat. If he wins, it will make your life much tougher, although you can come back versus him. Be wary of his ghosts; if he kills your ADEC with his ult on, it could be very dangerous for your team. It is not imperative that you beat Morde early on, but make sure to keep him in check and not die to him if you choose to play it more passive.
Kennen
Kennen had a brief stint in competitive play as a support, but I will still cover him because you might still encounter him in solo Q. Kennen is a skill matchup. If he is bad and misses his skill shots, you will have no problem against him. However, if he lands skillshots and makes effective use of his W passive, you are in for trouble. Like you, Kennen is a strong poker, but you have sustain on your side. He is also quite squishy early on, so if you can poke him hard early on, he will be put behind.Try to land a ubble on him and go for a trade then back off. Whittling him down like this will prevent him from engaging. Once he hits 6, however, he becomes a whole 'nother animal. You MUST be careful of Kennen once he hits 6, whether you are ahead or not, because his ult can change games or at the very least turn around a lane. Combined with a jungler gank, hit ultimate spells certain doom for you and your ADC. Be especially wary if he has flash up and he is MIA. It could mean he is setting up to all in you. If you can beat him early he will not be nearly as big a problem as he would be if he is ahead. If he ahead, I would recommend waiting for a jungler gank to get you back in the game, or if you are confident you can pull off a good play before his level 6, go ahead and engage.
Hi there, I'm im a waffle, a Season 4 Diamond 1 Support Main and Season 3 Diamond 4 Support Main. I also am known by the names of Letras, Illyana, Lavinia, Aureate Lilly, Anna, Aeris Liethe, LF HOT BBQ GRILL, and ilysweetheart. I've been playing since the end of Season 1, and although I have published 2 guides on solomid.net, this is my first guide on Mobafire. I rediscovered Nami's power toward the end of Season 3, and loved how she was so versatile a support, one capable of both peeling and making aggressive plays. I have been playing her ever since, and have practiced her to the point where I can play her by instinct.
Hopefully in this guide, you will learn to play Nami at 100% of her potential and come to love her as much as I do.
I APOLOGIZE for the lack of real updates. The new information that I can think of is how to play against new support champions, but the basic techniques are still the same. I will try to update the matchups soon!
Pros / Cons
Pros / Cons
Pros~
-Insane Lane Sustain
-Has the Potential to 2v3 Early On
-Can Easily Force Trades/Early Fights
-Massive Amounts of Utility
-One Bubble Can Change the Tide of a Fight
-Very Good Chasing/Peeling Power
-Many Tools for Escape/Initiation
-Fun to Play
-Best Laugh Universe
Cons~
-High Skill Cap (Bubble is hard to land when you first start playing her)
-Squishy
-Lots of Skills/Item Actives to Manage
Through this build, we are looking to cap CDR.
Summoner Spells
Summoner Spells
Flash Flash is a MUST take. Its utility is invaluable in getting away, or making flash saves/initiations.
Exhaust is my generally preferred secondary summoner spell. It makes it easy to land spells, and make its hard for the enemy to escape, even if they flash. An exhaust on the right target can make or break a fight, and allows for potential 2v3s at level 3. If they have an assassin such as Zed or Talon, definitely take it if your team does not have an Exhuast already, and you can shut down the majority of their damage. It also works well for a random ADC in solo queue, because it compensates for mistakes.
Ignite is the next best spell. It is generally used more in high elos, because of the greater kill pressure it provides. I take it on Nami whenever I haven't a use for Exhaust (meaning they lack assassin or autoattacking based ADC's such as Vayne or Draven) or if the team has a particular healing or tanky sustain comp (e.g. Soraka or Mundo). It is useful because you do more damage while Ignite is ticking and it can help you secure the kill that would have gotten away. Overall, it's a better spell if you have coordination with your ADC and like to use it.
Heal is the most situational out of Exhaust and Ignite. It is a good summoner spell to take when you are especially scared of the enemy botlane, and are confident that their support won't take Ignite. Generally, if they aren't supports like Thresh, Leona, Braum, or Blitzcrank, they won't take Ignite in lower elos. The downside is that you lose the utility the other spells provide and most ADCs already take heal. It could work well as a complement to your ADC's Barrier, or if they lack Assassins or have a non-bursty ADC such as Ashe. Tread with caution on this summoner spell, because in my opinion, it is the weakest of the three right now.
Situational Items
Situational Items
This section is for the many items that did not make it into the Build Orders.
Ionian Boots of Lucidity These boots are now pretty much obsolete on Nami because other items will cap your CDR, but still offer you increased early game utility, especially because of the Nami Ebb and Flow Cooldown increase. These boots are a must buy if you do not plan on maxing your CDR through other items. These boots are good early in the fact that it may allow you to get in a clutch heal or bubble.
Ninja Tabi Grab Ninja Tabi if you are behind in lane, or consider it if their team is full AD. These boots mitigate a lot of the damage from autoattackers and AD champions, so look to pick it up in the early game if you need to buy it.
Boots of Swiftness This is a VERY situational item. Purchase these boots only if you win lane and the opponent has a team with a lot of slows, but few or no stuns. They are very useful in getting around the map, countering champions with slows, and synergizing with your passive. I'd recommend these if the above conditions are met, and you prefer to push with your ADC deep into enemy territory. Just to give you an idea of how rarely you buy these, it's probably about 1 in 40 games, given how common hard CC is nowadays.
Enchantment: Homeguard This is the absolute best upgrade for boots you can get on Nami. It allows her to get out of base much faster, so it is especially good for defense and getting to a fight. Homeguards are amazing in all situations and should be the enchantment you take almost every game.
Enchantment: Captain Captain is a very underused upgrade on supports. It gives the allied minions and champions a decent movement speed boost, which can help follow up on an engage, or make it easier to get to their base and push. I would recommend these if you want to go for late game pushing power, and you have no need for the homeguard upgrade.
Enchantment: Alacrity These give you extra movement speed, but the Homeguard speed in base and captain's pushing power generally are much better picks in terms of utility. Get these if you really want.
Elixir of Iron This is one of 4 new elixirs designed to replace the old ones. It gives you Tenacity which you likely won't have from other items, but the real usefulness of this elixir is that it leaves behind a trail that boosts allied movement speed. In this way, it acts like a mini Talisman, and is great when you don't have Talisman. It allows for your teammates to follow up on your engage, or escape. However, I believe it does increase your hitbox size, so be cautious.
Elixir of Ruin This is one of 4 new elixirs designed to replace the old ones. It is a good item in that it serves a functionality similar to Enchantment: Captain. It gives you extra health, and bonus damage to turrets, but the real power of it is that it gives minions around you increased movement speed and extra damage to towers. This is invaluable for a group push to end the game, and affords Nami the ability to solo push if her team is dead.
Elixir of Sorcery This is one of 4 new elixirs designed to replace the old ones. I don't recommend this one, simply because I believe the others offer more versatility and utility. This elixir is good if you want extra AP endgame, but the good thing about this item is that it gives you a tiny bit of extra true damage when attacking enemy champions or towers, which may prove helpful. Get this if you really want to.
Doran's Shield This item used to be a core start on Nami, but is now outdone by Spellthief's Edge. It provides a lot of early protection against their ADC and jungler, with the passive and provides a decent amount of health and regeneration. After its nerfs, it is still good, but not ideal. Buy this only if you are behind.
Doran's Ring Doran's Ring is a fantastic item if you are looking to stay in lane for an extended amount of time, and coupled with Doran's Shield and your GP5 item, you have great lane sustain. I wouldn't buy this item often personally, because other items are generally just better, but if you need the extra early game regen and power from AP, go for it. ONLY buy one of these at maximum if you do, however.
Morellonomicon Morellonomicon is a great, cost-efficient early buy on Nami if you are doing very well. The grievous wounds passive combined with your heal allow your ADC to outduel theirs with no effort, and the 20% CDR it gives is amazing if you do not plan on buying Frozen Heart or another item to max out your CDR. Although the grievous wounds make it a valuable purchase in itself, don't bother buying it late game if you already have max CDR, unless they have someone like Mundo who heals a lot.
Twin Shadows The "spooky" as my friends like to call it. It gives you great late game catching power with its active, and it provides a good amount of AP and movement speed. I am personally not a fan of buying this item, because I believe others can offer much more utility, but if you like to buy it, there's no real bad parts about it.
Ardent Censer Ardent Censer is a new item that was introduced in patch 4.10. It gives a decent amount of AP, decent mana regeneration, and 10% CDR. It also gives 8% movement speed, and attack speed if you heal or shield an allied champion. I have not tried this item very much, but I do not like it as much as other items based on what I have already seen. It seems like a decent item if you are already ahead, and are laning with an ADC that scales off attack speed, such as Jinx or Vayne. However, it is definitely an early game item, and should be picked up early game, substituting for Mikael's if you do so choose to purchase it. Personally, I think that Mikael's and other items such as Locket are much more useful in terms of team functionality, but if you have multiple autoattackers such as Vayne or Yi on your team, it can be a viable purchase.
Zhonya's Hourglass Zhonyas is a very situational item, but is very good at what it is used for. It allows you to engage hard, and allows you to live if they are focusing you for some reason. The armor is a welcome bonus, but the active is what you buy the item for. It is good as a last item, if you find the need to survive a hard engage team.
zeke's herald This item is really good if you have a lot of AD champions on your team who would benefit from lifesteal. It is situational, because you need 2-3 AD champs for this to be cost efficient, but even having this for your fed ADC is a good idea.
Thornmail Thornmail is good if the enemy has a lot of autoattackers, or an almost full AD comp. You should look to buy this if this is the case, and you want to survive longer or are losing. This is a very situational item, and unless these conditions are met, I wouldn't buy this item.
Spirit Visage This is a really good item on Nami for several reasons, one it improves self healing through Nami's W, and second it gives a decent of CDR, even after its nerfs. This item helps you survivability a lot with the MR, and I would recommend buying it the enemy has a lot of AP on their team, but you do not need Banshee's Veil to counteract hard engage.
Randuin's Omen I know what you're thinking, why would I get Randuin's, because doesn't that mean I'd have to be in the middle of them? Yes, this is true in some cases, but the overall functionality of this item is great. The movement speed slow and attack speed are really good, and if you have the chance to use the active (usually comes after Nami's ult) it will be hard for them to get away. In addition, this item is superb for peeling for your ADC if a bruiser or someone jumps them. However, it is situational, and I would more readily take Frozen Heart instead.
Rabadon's Deathcap Deathcap is really good if you are running an AP oriented Nami support. It amplifies your damage by a ton, and also amplifies your heal/slow ratio. It is good as a fifth or sixth item on a support Nami if there is no other items that you absolutely need to buy.
Liandry's Torment Liandry's is one of the best items on Nami, but it is situational. Only buy this item if the enemy has health stacking tanks, or just a really tanky comp in general. Combined with Morellonomicon, this item is highly effective against tanks, and you'll notice yourself dealing a lot more damage to all champions with this item. I haven't built this item in a while, but the damage is very worthwhile.
Banshee's Veil Banshee's is good if they have champions such as Amumu or Malphite, or if you find yourself getting focused for some reason. The spell shield may save your life, and in the case of your team being AOE CC'ed, you can be able to act with your wave, Mikaels, and perhaps Talisman. this item is also good if they have a lot of AP casters. Don't buy it in most cases, however.
talisman of ascension Talisman is a very strong option. You can sell your Spellthief's for an ancient coin and build it into Talisman mid game for strong disengage/chasing power. This item synergizes beautifully with Nami's ult, passive, and E slow. However, by purchasing this item, you lose out on some defensive stats that you woulIt is especially good if your team has problem sticking to their team or if their team is especially mobile. d have if you bought a tankier situational item.
Skill Descriptions and Usage
Skill Descriptions and Usage
Surging Tides Nami's passive is kinda understated, but very useful and in my opinion a pretty strong passive. The speed it gives you allows you to give chase to enemies or run away effectively, and the movement speed is for sure noticeable. This passive synergizes really well with ADCs through Nami's E because not only do you get the slow from E, but it also speeds them up, and sticking to the enemy is a breeze. This passive has saved my life numerous times, because I was able to run away from pursuers. Lastly, as a general statement, I believe to play Nami to her fullest extent, you need to play her with smartcasting (or quickcasting) on, as it makes her combos much more efficient.
Aqua Prison This is Nami's bread and butter skill. If you cannot land this, don't play Nami (or at least practice until you get the hang of it). I cannot emphasize it enough that to be a successful Nami player, you must be able to consistently land bubbles, because it has a huge impact on whether you win the teamfight or not, or save yourself or your teammates from pursing enemies. At first it may seem like the bubble has an awkward or extremely small hitbox, but after you get used to it, you'll know pretty much where it will hit. Extra Tip: If you hit enemies with the very edge of the bubble, the knockup is not consistent, it may or may not knock them up.
Ebb and Flow This is a very interesting skill. It has the potential to bounce up to three times, either healing your allies twice, or damaging your enemies twice. With this ability, you can pull off some amazing saves in lane and in fights. There are two uses for this skill. You can use this skill offensively during lane to poke the enemy, combining it with an autoattack, or you can use it to heal your ADC in trades. As you level up her W, the skill becomes progressively more powerful, as the damage increases by a decent amount, but the heal is dramatically higher than at earlier levels. Be careful not to spam this skill too much, as it costs a lot of mana, and a Nami without mana is a dead Nami. Don't be afraid to use this to damage an enemy in a fight in lane, even if your ADC has lower health, because it will most likely bounce to your ADC, and heal them as well, albeit with less health healed. Additionally, another good harass is to cast W on your ADC when they are near them, both healing your ADC, and damaging the enemy. Remember that your ultimate goal it to successfully weave autoattacks in with W harass.
Tidecaller's Blessing Like Nami's Q, the use of Nami's E sets apart the good Namis from the bad Namis. It is an extremely powerful skill, that I feel is underestimated, or at least not known much about. Using it on your ADC gives them more chasing power, and generally gives more damage output. Putting it on yourself means that if your ADC is lagging behind a bit of the engage, they can catch up, and with Nami's Q, W, E combo, she can actually deal a respectable amount of damage.It is crucial that you use smartcasting for this skill, otherwise it'll be highly inefficient to use. A little known trick is that if you cast E on yourself in the middle of your autoattack, the slow and effect still proc. I've found that it is better to prioritize casting E on your ADC, because it increases your ADC's kiting/chasing potential immensely.
Tidal Wave This is Nami's signature and most iconic move, the big wave. In my opinion, this ult is on par with Janna's ult. They both are insanely good peel for your team, and this ult is truly game changing. It has a range of 2750, which means that even if you are not in the teamfight, you can cast it from far away and it will still have a huge impact. Casting it from afar also gives you time to get into the teamfight, and I have won many of these fights where I was not originally there. Nami's wave synergizes with Nami's Q, as landing your ult makes it a hell of a lot easier to land your bubble on their team. Nami's ult was slightly fixed in patch 4.1, which made it so that if she died while casting it, it would not go on a cooldown, and this is a welcome change. Her Q and R also synergize very well with Yasuo, so that's also a bonus. This is a slow moving, but very wide skillshot, so it is not very hard to miss, although it sometimes does happen. The ideal time to use this would be to initiate a teamfight and allow your teammates to catch up, or after the enemy jumps on your team, and then you can cast it. At level 6, it does a nice amount of damage, so consider that as well. If you miss this, it is not the end of the world, but it makes the teamfight much harder to win. Nami's ult is the only skill I would not take smartcast on, because you want to be able to see the range and direction of the wave before you cast it, or you can put on range indicators.
How to Play with a Nami
How to Play with a Nami
If you are an ADC looking for tips on how to utilize Nami's skillset to maximum potential, look no further. Nami is a jack of all trades support, mastering and being proficient in many areas. She can provide strong peel in lane and especially in teamfights, and can force engages even from behind under the right circumstances. If you are playing with a good Nami, trust them and always make sure to follow up on their engages. The worst thing you can do is not respond to a Nami setting up kills for you. If the Nami plays aggressive, play aggressive with them unless they are going in recklessly. Nami's entire kit is committed to keeping you alive, with her bubble preventing them from doing damage while giving you time to give free damage, her W which can simultaneously heal you while damaging them, and an E that gives you incredible kiting and chasing power. Do not let these things go to waste. Capitalize on the fact that you can trade and harass really well, and that Nami can compensate for a bad trade with her heal.
Early Game
Early Game
Early game you should be looking to poke/harass them as much as possible. The main combo for poking them is Q followed immediately by an autoattack and then W. An alternate combo for harass is W into an autoattack, but i feel that you do not trade hard enough with this combo for the amount of mana used. If they come close to you, always make sure to autoattack them. Do not underestimate the power of your autoattacks, especially since we take runes and masteries to specifically augment your autoattack/spell damage. The main playstyle is to stay in your bush, and when they come close, autoattack and W them, and if they wander too far out, bubble them from the bush. After practicing with Nami, you learn that you can force fights at level 2-3. If you find yourself ahead, don't be afraid to walk up near them, and use a W-autoattack harass combo. Even if they attack you, the W bounce back on you will heal you. Throughout laning phase however, you do not want to spam too much, as you need to conserve your mana pool. A manaless Nami is a useless Nami. If you are behind, harass them, but keep a respectable distance for the most part, and wait for a jungler gank. One gank while behind can bring you back into the game, or if you are even, can put you super far ahead of the other bot lane. If you do kill them, and the jungler is in the vicinity, go do dragon. This is safe, even early on, because you have heal. If you win lane, you can have a great amount of control over the lane, and zone out the enemy by yourself with your presence, autoattacks, and poke through W.
Many people do not know how to use Nami's E, and do not know whether to put it on yourself or the ADC. The general guideline for using E is if you are closer, cast E on yourself and autoattack them, or if you ADC is close or if you are already in a fight, cast it on them. Don't forget that E procs on your autoattack even if you are mid autoattack.
Lastly, as a general rule, if your jungler is coming to gank, and you know that there are wards, engage before hand, so they are already committed, and then proceed to destroy them. It is easy to do this with Nami, especially if you have ult.
Mid Game
Mid Game
Mid game you should be pushing with your team, and looking to catch people out of position, or 4 or 5-man ganking one of the enemies who is alone. After that you should proceed to push. Don't be afraid to gank/help out other lanes and roam the map if you win bot lane hard. Another strategy, which I prefer now, is to just continue pushing bot with your ADC (inspired by my friend John Q Adams and his all game split push strategy). This allows you to continue putting pressure on the map, and take objectives, which is your main goal. This also allows you ADC to get really farmed and powerful, and works extremely well when your team is ahead and can deal with their team by themselves, or if you win lane hard and can 2v3 or 2v4 them.
In VERY RARE cases, if you have extremely good synergy with your ADC, you can even 2v5 them, depending on the ADC you are laning with (best one in my opinion is Vayne). Follow the teamfight guidelines for fighting. One last thing to notice is, DO NOT, and I repeat, do not attempt to dive them under their tower unless you are very far ahead and know what you are doing. This is the easiest way to throw a big lead.
Late Game
Late Game
Late game, you should always stick with your team, and if you catch anyone on their team out of position, bubble them. Keep map vision up, and watch Baron accordingly. At this point in the game, you should look to teamfight if you are ahead, or look to defend your base if you are behind. With your ultimate and the multiple item actives you will have acquired by now, you are a potent force in teamfights, and can quickly make the difference between closely winning a teamfight, or losing the game outright. Your main objectives are to seize towers and inhibitors. If behind, you will most likely be trying to defend your base, which means the optimal area to fight in would be under your towers. Fighting here sets you up with a good location if you need to quickly heal, and also gives you the power of your turrets.
Do not underestimate the power of turrets, even in the late, game because I have seen many a team lose because they chose to dive at the wrong time. With Season 4 changes, games last much longer than in Season 3, which means that there are more opportunities to throw. The way to prevent this is, if you are ahead, just continue to pressure objectives and take towers all over the map, and to try to force favorable fights. If you are losing, the mentality to have is to be willing to take risks, but do not overestimate your ability to fight them and win, which happens all too often. This skill however, is learned mostly from game experience. The most important thing to note is to stay focused on your main task, which is to make the enemy's nexus explode, and not to get kills. Always be conservative in that regard. Your secondary objectives in late game are to get Dragon and Baron. Dragon is the least important objective of all, but you can still take them to deny the other team the gold, or to grab it if the other team has taken Baron and has backed. Baron is one of the most important objectives, but is also the single easiest way to throw games. I have seen many teams throw away the win because they decided to Baron at the wrong team, due to the easiness of Smite stealing. The correct time to Baron, and only time to Baron if you are ahead is if you have killed 3 or more of the opposing team or have aced them, or if you know that they are in a position where they cannot contest the baron. I recommend, if you are newer to the game, that you only do Baron under the first condition I have specified. Conversely, if you are losing and the other team is doing Baron, unless you are extremely behind to the point where almost nothing you do can win you the game, then it is usually a good idea to try to steal the Baron. Many games can be turned around just by stealing Baron. The buff is just that powerful. See the teamfights section for more about fights.
Teamfighting
Teamfighting
Before a teamfight, if you are with your team, and you notice any one of their carries walking the slightest bit away from their team or close to you, try to bubble them. If you land it, feel free to follow it up with your ult. During the fight, you want to to be able to put some damage on their team, but your main goal is to peel for you ADC/mid. If anyone tries to jump on your ADC, bubble them as they land, and W them. Make sure to keep E proc'ed on your ADC, or sometimes yourself when you need to personally keep them away from your team. If you ADC/mid is CC'ed Mikael's them. You should be using each of your skills as they come off cooldown, and landing bubbles is crucial. Landing bubbles means free damage on them from your ADC, and in some situations, it turns the entire teamfight around. At this point, if you are losing, and being chased, use Frost Queens to run away, or if you are winning the fight and they are trying to flee, pop your Frost Queen's to chase them. Any additional item actives, feel free to use when appropriate (e.g. Zhonyas or Locket).
If your team follows up on engages, victory in a fight is almost assured. If you are not with your team and a teamfight breaks out, but you are close, ult a group of them, and basically follow the same guidelines as above, but focus on the peel. Your goal in fights is to land ult on as many enemies as you can, and don't forget to use your E on your ADC. It really helps to chase them down, and grants a lot of damage. Heal whoever is low, and you should be good.
ADC Synergies
ADC Synergies
In all honesty, Nami is decent to good with all ADCs, but she synergizes better with some than others.
Best to Lane With: Vayne This is the lane I specialize in, and it, in my opinion, is the best lane for both Nami and Vayne. Your Q makes it ridiculously easy to force fights early on, and your W compensates for her early weakness, which is squishiness. Your E ensures that she can do more damage, and catch up with her target, and R makes for an amazing engage. Every aspect of Nami synergizes with Vayne. With a Nami support, Vayne's weak early game is nullified, and you can kill them at level 1, level 2, and level 3.
Ezreal Nami's W poke synergizes with Ezreal so well. Her Q sets him up for an easy kill and also ult, and E gives his Q more damage and slow, because it procs on-hit effects. This lane is the inspiration for "Mommy Nami".
Caitlyn The classic Nami lane. Nami's E synergizes so well with Caitlyn's autoattacks, and q sets her up for easy Q snipe and attacks.
Twitch Nami synergizes well with Twitch because her E augments Twitch's slow and gives him extra damage on his autoattacks. Q sets him up for free autoattacks, and when he has his ult, can allow damage from afar. She can heal him to compensate for his squishiness.
Miss Fortune Nami's E adds to MF's W, and allows MF to output tons of damage. Both Nami's Q and R give MF's ult a free channel on your opponents.
Draven Draven's W combined with Nami's E slow and movement speed buff allows him to stick to enemies, and the bubble sets him up for free attacks. Ult synergizes well with his ult.
Varus Nami and Varus together have really good poke. Nami's Q sets up for Varus's auto-auto-Q. Nami's E gives varus sticking power and extra damage, and is deadly with Varus's E. Nami can heal Varus, counteracting his inherent squishiness. Varus and Nami ult together from chain cc. Just a super strong combo.
Tristana Tristana is now a popularly played ADC, and upon trying Nami out with Tristana, I realized that the combo has good potential. Bubble, heal, and E synergize really well with Tristana, and allow you to peel for her while she shoots them.
Really Good to Lane With: Graves Nami synergizes well with Graves, but not as well as with others. All of the things Nami does applies here, including bubble setting up for Q/ R, E giving good chasing potential, and Ult as well.
Jinx Nami is also very good with Jinx. Bubble combined with traps -> Chain CC, and bubble/ult sets up for Jinx ult.
Lucian To me, Lucian and Nami seem cluncky together, I don't know why. Lucian and Nami synergize well though, with the movespeed boost, bubble, and ult.
Sivir I haven't had enough experience playing Nami with Sivir, but it is alright. You provide nice peel for her and lane sustain which she lacks. Your E gives her good chasing power and your ults synergize really well to run them down. They will not be able to escape you at level 6.
Ashe Ashe is a iffy pick with Nami, and I would almost put her in the do not pick list. There is very good utility in this combo, with heals, massive kiting potential, and amazing slows, with chain cc ultimates, but Ashe does not have the early game damage to synergize with Nami, and is thus not as compatible.
Kog'Maw Kog'Maw has fallen out of favor, but he works really well with Nami. Nami can peel for Kog, which is what he really needs as he has no escape, and her bubble and ult will set up for free attacks on the enemy, and her E will help him to kite and give chase, compensating for his immobility.
Kalista I personally am not a fan of this lane, but Nami does work decently with Kalista. Your autoattacks work really well with Kalista's W proc, and your E works well with her passive and E to chase enemies down. Her ult is good to allow you to get close to initiate with your ult, but also puts you in danger so be careful.
Don't Lane With: Quinn Nami and Quinn are decent with each other, I'm just not a fan of the matchup because until mid game, Quinn's damage is not consistent.
Team Synergies
Team Synergies
Nami is great with any team composition, but works especially well with a couple of champions. Nami pretty much works well with all champions with a form of hard crowd control, but I will list just a few here:
Amumu Needless to say, Amumu and Nami ult set up really well for each other, and complement each other very well. With the ults combined, you have the possibility of disabling the enemy team for 4 to 6 seconds, and if you factor in bubble too, it adds another 1.5 seconds. These two can lock down opponents and can potentially win a teamfight with their combined CC.
Annie The ultimates are very potent together, and have good potential for burst.
Cassiopeia Same as Annie ult. Any champion with AOE CC works well.
Fiddlesticks A good Nami ult with allow Fiddle to get his ult off on their whole team, which will pretty much win you the teamfight.
katerina Very Similar to Fiddlesticks.
Nautilus Nautilus has trouble chasing after he has burned his spells. Nami's combination of bubble and E will ensure that his ganks are successful, and that enemies will not get away.
Orianna This combo is a potent force in teamfights, and Orianna ult can set up for a great follow up wave.
Udyr Nami's chain CC can compensate for Udyr's weakness in being easily kited. She can lock down priority targets in a gank or teamfight, allowing him to wreak havoc and either bring the game in your favor or advance your lead. Her E is truly deadly on him, as it gives even more chasing power by way of speed up and slow.
Yasuo Nami ult and bubble both provide knockups for Yasuo's R, which can win you the teamfight easily if Nami hits more than one target.
Nami really has so many good synergies, it's not possible to list them all. You'll find that Nami can provide a boost to ANY champion with her versatile kit.
Advanced Nami Tactics and Mechanics
Advanced Nami Tactics and Mechanics
Some of this information is covered in other sections, but I will explain them in-depth here.
~Tip 1: Weaving Autoattacks and W to Harass
This skill demands that you are capable of executing the skill known as orbwalking. This involves moving immediately after every autoattack, which cancels the animation and gives you a faster attack rate, smoother animation, and re-positioning. The trick to this skill after orbwalking is to come out of the lane bush, autoattack once, orbwalk forward, use W on an enemy, autoattack, and orbwalk backwards towards your original position. Not only does this give you the maximum amount of harass damage, but it also minimizes the amount of damage you take. If you can execute this quickly enough, you can get away with only taking two autoattacks and perhaps a spell, which the bouncing heal will help to nullify. Another variation that is more mana-intensive, but hurts a lot more is to self-cast E by either clicking on yourself or using Alt-E and then execute the combo. Learning to do this takes practice.
~Tip 2: Early Ward in Opponent Lane Brush
This strategy involves arriving at lane before your opponent and warding the enemy side lane brush from your bush. Most enemies won't have the map awareness to notice you doing this or will be focused on leashing, so they assume it is unwarded. When the enemy support walks in bubble range in their bush, you can ambush them when they try to harass or place a ward in your lane bush. By doing this and landing a bubble, you can easily secure a first blood, summoners, or at the very least be able to zone them out. A variation of this for expert players is to use a blind bubble after they get to lane. By doing this, you save your trinket and if you know that the enemy has a support such as Sona who like to camp the edge of the bush, you can throw a blind Q in to knock them up and engage. Either method works well.
Tip 3: Learning to Lane Bubbles Consistently
Although this isn't really an advanced trick, it is still something many Namis need to get better at. Hell, even I don't land my bubbles 100% of the time. The best way to consistently land bubbles is to try to predict where the enemy will go. This involves watching enemy movement patterns. The easiest way to accomplish this is to throw out a bubble and see where they dodge. Most people, when you walk forward will move directly backwards to try to dodge your bubble. Thus, in most cases I will aim right behind them, accounting for the travel time of the bubble. However, in high elo, or when playing against Vayne/Lucian players, many enemies will juke to the left or right, assuming that you will try to bubble behind them. If you notice someone doing this, try aiming the bubble where you last saw them go. Eventually, you will begin to develop a gut feeling for landing bubbles, but that is something that comes with time.
More will come when I think of explicit things I can teach.
General and Specific Ranked Strategies
General and Specific Ranked Strategies
When playing Nami, you want to ban or watch out for champions that have a gap closer to you, have shields, or have a ton of peel. These types of champions are very hard to play against and make it hard to lock them down or kill them. Examples of these types of champions include Janna, Lulu, Karma, Braum, Tristana, Leona, Rek'Sai, Lee Sin, Pantheon, and Yasuo. These are only a few, and not all of them are always banworthy, especially if you know how to play against them.
Pick Nami against a team that is immobile, or cannot handle hard engages. Nami is good at counter-engaging and fits in well with a team with AOE or a team that needs extra utility. You fit in with every comp so it is almost never a bad time to pick Nami.
If you win lane hard, you can either rotate mid after taking bot tower, or shove bot and take the second tier tower. Either way, you exert tons of pressure, but only choose the latter route if you are experienced with Nami or have good map awareness. Deep warding, in their jungle is key.
Remember that you are the glue to holds you team together and you are the one that can make a difference. Your kit holds the power to turn fights around, so it's up to you to lead your team. No one else can do this for you. Always remember to close out games if you can, and have fun.
Changelog
Changelog
1/1/15 - Guide Published
1/2/15 - Minor editing
3/22/15 - Fized some grammatical errors, Nami hasn't been changed in a long time and this is still in my opinion the optimal build for her, so nothing has changed.
8/23/15 - Updated item build to include Zeke's Harbinger. Added matchups for Bard, Tahm Kench, Trundle, Zilean, Shen, Mordekaiser, and Kennen.
9/14/15 - Added Talisman of Ascension as a situational item
Conclusion
Conclusion
I'd like to thank you for taking the time to read my guide.
I have spent a lot of time writing this guide, because I want to share what I believe is the best way to play Nami, my favorite champion. A lot of Nami skills come from playing her a lot, and it takes time to learn her, but she is well worth the effort.
I currently have plans for streaming sometime in the future, but nothing anytime soon. If requested, I can try to put up some videos of my Nami gameplay, and perhaps even do some commentary.
Lastly, please feel free to comment with any comments or questions on my build, and constructive criticism/advice on writing a guide is very welcome! I want to get better at it, and hopefully release another guide. If you do downvote, please post below on why you don't like the guide.
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