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Recommended Items
Runes:

Spells:
Flash
Exhaust
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Blitzcrank
Stay in minion waves. DO NOT GET GREEDY. He will pull you in and kill you even if he is alone.
Synergies
Introduction
Pros:
-Relatively huge poke for supports
-Fantastic CC
-Huge damage buff to ADC with
-COOL SKINS
-HEALER MERMAID
Cons:
-Vulnerable to initiate champions or assassins (
-Mana problems in early game as mana costs are high
-May steal kills from people if you timed something wrong
When Nami's abilities hit an ally, the ally gains a burst of movement speed. Hitting allies with her ultimate gains double the movement speed.
Use this passive to make a MINI-KLED ULT when you ult in a straight line
Launches a bubble to an area that does 75/130/185/240/295 (+50% AP) magic damage and traps all the enemies in that area for 1.5 secs.
You can save an ally with this ability when he/she is trapped inside a teamfight. Also, it helps him with the speed buff.
It may be slighty hard to land the bubble in the right spot. Just keep practising. Before landing the bubble, estimate the area that the enemies will walk into. This ability has a medium area, so after some practise, you will be sure to land the bubble.
If you are being ganked by close ranged champs (
Releases bouncy water that heals allies and damages enemies. It can only hit up to 3 targets, and each bounce will be modified by 15% AP
On Ally Hit: Heals for 65/95/125/155/185 (+30% AP) and will continue bouncing
On Enemy Hit: Damages for 70/110/150/190/230 (+50% AP) magic damage and continues bouncing
This is your main bread and butter. It POKES. HARD in early game.
THIS ABILITY IS MANA CONSUMING. No matter in early game to late game, this ability drains your mana. Use it carefully to not get so much mana problems.
When engaging, careful with the timing of this ability. You might steal kills from other people. Concentrate on the enemy's health bar and be sure not to use it when it is real low. Or else, you might steal the kill becoz this ability hits real hard.
When you are trying to heal you and your ADC, try to get your opponents in the range of the ability (the circle). You will hit the opponent and proc your spellthief's edge.
Empowers an ally's next 3 basic attacks, slowing the enemies hit by 15/20/25/30/35% (+5% AP) and also makes them deal 25/40/55/70/85 (+20% AP) bonus magic damage.
This is the buff for your ADC. Besides trying to traps enemies and heal the ADC, use this when he/she is farming. For me, I just spam this ability to my ADC to get more farm. Also in teamfights, use this ability on a champs who has a lot of attack speed (
Summons a tidal wave that knock up enemies, slow them by 500/60/70%, and deals 150/250/350 (+60% AP) magic damage. As I previously said, this ability doubles their movement speed when the wave passes them. The farther you cast the spell, the more more slowness effect you give to your enemies.
Use your ultimate to kill low health enemies when no one can kill him/her. This ability has a long range.
Usually I initiate fights using this ability by casting it in the river. It works most of the time and continue to C-C them.
Recommended:
Alternative:
OR
Mustn't:
You can bring
When engaging:
This is your basic combo. After ulting, make sure your
When escaping:
*If you have
This is your basic escaping combo. If you escape in the first place, don't cast more spells on the enemies. You will slow yourself down. Just spam



















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