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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Threats & Synergies
Yasuo
Hardest counter to Nami.
In lane, he can easily dodge Nami's Aqua Prison(Q) by using his Sweeping Blade(E), which is a dash that has almost no cooldown(0.5-0.1 cooldown, based on rank). Additionally, he can block every single of spell Nami has by using his Wind Wall(W). Plus his all in stronger then yours. Try not fighting him, just farm and wait for your jungler.
In the mid/late game fights, make sure he doesn't block your Tidal Wave(R) with his Wind Wall(W).
Introduction

First of all, Nami isn't a real mid laner, so don't do this in ranked games unless you get really good at that.
I'm mostly playing this for fun, I really hate the meta thing for the most part.
Anyway, if you have any idea to improve this guide, then leave me a comment, I'll read that for sure!
[Created: 31/3/2015, Last changed: 21/6/2016]


Nami can provide to her team lots of sustain to survive pokes before fights are starting, and she also can buff the ally marksman with lots of magic damage on hit and a very nice slow.
In fights, Nami can lock the enemy carries with her crowd control, deal tons of AoE damage, and even burst a target if she want to.
Her ability scales isn't too bad, she probably the support mage with the highest ability scaling.
Also, Please don't underestimate an AP Nami.

Pros:
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Cons:
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Runes:
Marks: Greater mark of hybrid penetration or

Pick one of them, I'll recommend the hybrid penetration since it will buff your AA damage a bit early, and works very well with Nami's E.
Pick magic penetration marks of you don't like the hybrid one.
Seals:


Pick one of them depends on your opponent, if it's a magic dealer, the pick the health one. if it's a physical damage dealer, then pick the armor one. Pick the armor one when playing blind pick.
Glyphs:


Pick one of them depends on your opponent, if it's a magic dealer, the pick the flat one. if it's a physical damage dealer, then pick the scaling one. Pick the flat one when playing blind pick.
Glyphs as offense:


If your lane opponent is a physical damage dealer, you might want to pick some offensive runes instead of magic resist. Pick the cooldown reduction glyphs for some extra cooldown reduction in the late game, while the ability power glyphs for some extra damage during laning phase.
Quintessence:

Take it in any game like no others exist.
Masteries:

Utility mage masteries(recommended)
Utility mage masteries. make sure to get 40% CDR in your build somehow to make this effective, otherwise just pick


If you're having trouble farming, consider picking



Recommended Summoner Spells
![]() ![]() Never replace your ![]() |
![]() Will recommend taking it since Nami can be a great early lane bully, and might give you first blood. |
Alternate Summoner Spells
![]() ![]() ![]() ![]() |
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![]() you can take it against matches that are hard/almost impossible to win, such as Yasuo or Fiora, to survive your early game without falling too behind, or you can just take it in general for some tp ganks or the late game team fights. |

Starting Items:
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Rush one of Them:
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Possible Boots:
OR
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More Items - Offensive:
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![]() Luden's Echo Great item for some extra burst because of it's passive, also grants you 100 AP for more damage and 10% movement speed for more mobility. the % movement speed works with your passive, ![]() |
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![]() Archangel's Staff Nice item to keep your mana and still get lots of AP. Nami will have 143 AP if this item gets full stacked and Nami is level 18. She'll also get huge amount of mana and some decent mana regen. If you plan to get this item, don't forget to buy ![]() |
![]() Lich Bane Another item which will grant you extra burst because of it's passive, Also grants 80 AP, 250 mana, 10% CDR, and 7% movement speed. Note that if you'll got both ![]() ![]() ![]() |
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![]() Liandry's Torment I don't really like this item, but it can work very well with your ![]() ![]() |
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![]() Elixir of Sorcery You don't really choose your elixir, since you don't need the stats that the others grants, so just pick this one. Remember to keep buying it once you got you're whole build since it will grant you some extra AP and extra true damage to towers and champions and you got nothing else to do with your gold anyway. |
More Items - Defensive:
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![]() Rylai's Crystal Scepter Another defensive item that grants mostly AP and HP, the main differences are the passive that will slow and the fact that you don't need to wait 10 minutes until it gets stacked. would recommend getting ![]() ![]() |
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![]() Spirit Visage Very similar item to ![]() ![]() |
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"I have too much money, Let's sell boots"
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![]() ![]() Lich Bane + Luden's Echo best option out of those 3 If you already have one of them, you can sell your boots and get the one you don't have. Having both ![]() ![]() |
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OR
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![]() ![]() Double Luden's Echo possible option for extra AP If you already have one ![]() ![]() |
Example Building Order:
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Example Building Order 2:
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Surging Tides is Nami's passive.
- When Nami's abilities hit allied champions they gain 60(+20% AP) movement speed for 1.5 seconds. doubled if applied with
Tidal Wave.
- Can be applied with ALL of your skills, including
Aqua Prison and
Tidal Wave.
- Don't use all of you skills at once, wait 1.5 seconds until the passive is over, then use the next skill.
- Can help your marksman to kite.
- Can escape/chase with it since it grants some nice mobility.
- Since it scales with AP, once you get 600 AP, this ability will grant 180 MS for 1.5 seconds! The same MS as getting 4
Sorcerer's Shoes!
- Since Nami's
Surging Tides isn't a % MS buff, but a flat one, This ability can stack very well with other MS buffs like
Kayle's
Divine Blessing, or even any boots with a homeguard enchantment.
- Possible to keep the passive active 90% of the time with 40% CDR and good timing of your Q/W/E.
Aqua Prison is Nami's Q.
- Range: 875
- Cost: 60 mana
- Cooldown: 14/13/12/11/10
- Nami sends a bubble into the air towards a targeted area. When it lands, it deals 75/130/185/240/295(+50% AP) magic damage to all enemies in the area of impact and stuns them for 1.5 seconds.
- Max it first because it gives some cooldown reduction, because it's her only wave clear, and because it has the highest base damage.
- It has an AoE radius of 162.
- It has a static travel time, of 0.875 seconds.
- Try to use
Tidecaller's Blessing first, so the enemy will slowed and it will be easier to hit it.
- Combo with allied crowd control for an easier hit.
- Can cancel channel abilities with, like
Katarina's
Death Lotus.
- Even that it's not a knockup, it's coded to work with
Yasuo's
Last Breath.
- Spell shields will block this ability.
Rylai's Crystal Scepter is useless with this stun since both of them last for 1.5 seconds.
- This ability is considered to be a projectile for
Braum's
Unbreakable and
Yasuo's
Wind Wall.
Ebb and Flow is Nami's W.
- Range: 725
- Cost: 70/85/100/115/130 mana
- Cooldown: 10
- Nami unleashes a stream of water that bounces between allied and enemy champions. This ability can only bounce to each target once and hits up to 3 targets. On ally hits,
Ebb and Flow heals the target for 65/95/125/155/185(+30% AP) and bounces towards a nearby enemy champion. On enemy hits,
Ebb and Flow deals 70/110/150/190/230(+50% AP) magic damage and bounces towards a nearby allied champion.
- The damage and heal are modified by -15% (+ 7.5% per 100 AP) with each bounce.
- Max it second because it's your heal, which might help you to survive, and because it's easier to combo with this instead of
Tidecaller's Blessing.
Also, never max it first since it will double the mana cost, and you don't have too much mana early.
- Spell shields will block one bounce of the ability, but the target who blocked the ability may be targeted again by a later bounce.
- Can't hit the same target twice.
- because of the damage modification, it's more efficient to heal yourself and let it bounce to the enemy once you got 215+ AP.
- Can hit only 3 times.
- Casting on an ally with heal twice and damage once, and casting on an enemy will damage twice and heal once.
- You can harass with it, and it will bounce back to you as a heal.
- At level 5, it cost 130 mana, almost double then it cost at level 1, 70. don't spam it if you don't have enough mana sustain yet.
- This ability is considered to be a projectile for
Braum's
Unbreakable and
Yasuo's
Wind Wall.
Tidecaller's Blessing is Nami's E.
- Range: 800
- Cost: 55/60/65/70/75 mana
- Cooldown: 11
- Nami empowers an allied champion for 6 seconds or until they have attacked 3 times. During this time, their basic attacks deal bonus 25/40/55/70/85(+20% AP) magic damage(75/120/165/210/255(+60% AP) total) and slow for 15/20/25/30/35%(+5% per 100 AP) the target hit for 1 second.
- Max it last simply because the other skills are better as I explained above.
- Spell shields will NOT block this ability.(Morgana's
Black Shield still blocks damage, but not the slow)
- Best skill for the passive, since it has no cast time and it has the lowest mana cost.
- The effects of this skill will be wasted if the attack is dodged by
Jax's
Counter Strike, blocked by
Pantheon's
Aegis Protection, parried by
Fiora's
Riposte, or if the attack misses.
- Casting while the AA animation is in mid air will still apply the effect.
- The damage dealt is based on Nami's own ability power at the time of cast, but buffed by an ally's magic penetration if when casting on an ally.
- This ability is an on hit effect, meaning that it can buff abilities that apply on hit effects like
Fizz's
Urchin Strike and
Ezreal's
Mystic Shot.
- Can help you to hit
Aqua Prison or
Tidal Wave.
- Can help your marksman to kite.
- Can help you to last hit minions under tower.
- Possible to get a 100% slow once you hit 1300+ AP.
- This ability is considered to be a projectile for
Braum's
Unbreakable and
Yasuo's
Wind Wall.
Tidal Wave is Nami's R.
- Range: 2750
- Cost: 100 mana
- Cooldown: 120/110/100
- Nami summons a tidal wave that moves outward in a broad line and deals 150/250/350(+60% AP) magic damage to enemies it comes into contact with, briefly knocking them up and then slowing them for 50/60/70%.
- The slow duration increases based on how far the tidal wave has traveled, with a minimum duration of 2 seconds and a maximum duration of 4 seconds.
- A great disengage tool if you don't want to fight.
- Can be used as a follow up CC after an engage from someone like
Malphite's
Unstoppable Force.
- Upgrade this ability at level 6, 11, and 16. like any other ultimate on the game.
- If hits an ally, not only that it applies your passive, but also the movement speed bonus is doubled.
- The channel of this ability cannot be cancel, unless you die.
- The wave travels for 3.2 seconds at a speed of 859, with a missile width of 562.
- Works with
Yasuo's
Last Breath.
- Can cancel channel abilities with, like
Katarina's
Death Lotus.
- Can give you an easy
Aqua Prison land.
- Can be used as a disengage ability.
- Try to use it when standing behind your team, so your team will get your passive.
- Spell shields will block the ability.
- This ability is considered to be a projectile for
Braum's
Unbreakable and
Yasuo's
Wind Wall.

Nami:
Let's take a look at Nami first: Nami's Q, ![]() Nami's W, ![]() Nami's E, ![]() Nami's R, ![]() Meaning that a full combo of her skills while having 1000 AP will deal 1130(+2200) magic damage. But don't forgot that you can heal yourself to deal more damage with the second bounce. This means that it's possible to deal 1268(+2500) magic damage by doing so, or even 1406(+2800) magic damage if you get the third bounce somehow. also, she deals 300% of her AD because she have to auto attack 3 times in order to proc her e. she has 104 AD at level 18, resulting in additional 312 physical damage. Nami will deal total of: 1442(+2200) mixed damage without any bounce. 1580(+2500) mixed damage with the second bounce. 1718(+2800) mixed damage with the third bounce. Well, now that we know how much damage can Nami deal, let's compare her to some other mid laners. |
Ahri:
Let's take a look at Ahri: Ahri's Q, ![]() Ahri's W, ![]() Ahri's E, ![]() Ahri's R, ![]() Meaning that a full combo of her skills while having 1000 AP will deal 1014(+2390) magic damage, and 140(+350) true damage. Let's also say that Ahri used 1 AA in her combo, because why not? Ahri will have 104 AD at level 18, so she also dealt 104 physical damage. resulting in total of 1258(+2740) mixed damage. Nami can deal more damage then Ahri if she gets second bounce. |
Orianna:
Let's take a look at Orianna: Orianna's Passive, ![]() Orianna's Q, ![]() Orianna's W, ![]() Orianna's E, ![]() Orianna's R, ![]() Let's say the Orianna made 2 AAs and applied her passive 2 times. Orianna will also deal 170 physical damage because AAs(85 AD at level 18 as Orianna). Meaning that a full combo of her skills while having 1000 AP will deal 1190(+2530) mixed damage. Nami can deal more damage by healing herself, and hitting the enemy with the second bounce. |
Lux:
Let's take a look at Lux: Lux's Passive, ![]() Lux's Q, ![]() Lux's W, ![]() Lux's R, ![]() Lux can use her passive 3 times here, by doing Q>AA>E>R>AA. If Lux won't come to AA you, she will apply her passive once, and deal 1154(+2250) magic damage. If Lux Will come to AA you once, she will apply her passive twice, and deal 1308(+2450) magic damage +110 physical damage because of the AA, total of 1418(+2450) mixed damage. If Lux Will come to AA you twice, she will apply her passive thrice, and deal 1462(+2650) magic damage +220 physical damage because of the 2 AA, total of 1528(+2450) mixed damage. If Nami gets the second bounce and Lux applies her passive 3 times, Nami should be stronger. |
Veigar:
(not updated since patch 6.9, too lazy to do that) Let's take a look at Veigar: Veigar's Q, ![]() Veigar's W, ![]() Veigar's R, ![]() Let's also say the Veigar used 1 AA with his combo, which deals 95 physical damage at level 18. Meaning that a Combo of his skills while having 1000 AP will deal 1030(+2600)(+80% of target's AP) magic damage + 95 physical damage, total of 1125(+2600)(+80% of target's AP) mixed damage. Nami is stronger, however, she can't deal 80% of target's AP, so if they target have enough AP, Veigar should be stronger. Also, Veigar can stack some free AP, so let's say that he stacked extra 300 AP, for a total of 1300 AP. All of his skills while having 1300 AP + 1 AA at level 18 should deal 1125(+3380)(+80% of target's AP) mixed damage. At this point, Veigar should be stronger, Even without the target AP scaling. |
LeBlanc:
Let's take a look at LeBlanc: LeBlanc's Q, ![]() LeBlanc's W, ![]() LeBlanc's E, ![]() LeBlanc's R, ![]() Meaning that a full combo of her skills while having 1000 AP will deal 1435(+3600) magic damage. Leblanc is stronger then Nami. (If Nami will get the third bounce, she can deal 1406(+2800) magic damage, which is 829 less then LeBlanc.) |
Fizz:
(not updated since patch 5.17, too lazy to do that) Let's take a look at Fizz: Fizz's Q, ![]() Fizz's W passive, ![]() Fizz's W active, ![]() Fizz's E, ![]() Fizz's R, ![]() Let's say that he used his Q to apply his W active once, then made 2 AA. total of 3 times, and as a result of that, the W passive was active for 7 seconds. Meaning that a full combo of his skills while having 1000 AP will deal 1038(+3160) magic damage, and also 360% of his AD, which is 109 at level 18. he will also deal 168(+1050)(+18.66% of the target's missing health) over 7 seconds, as magic damage. Total of 1598(+4210)(+18.66% of the target's missing health) mixed damage. Fizz is stronger then Nami(Nami still got higher base damage though). |



Once you hit your



Don't forget to use

Second combo option; start by hitting someone with your





In fights, try to keep a distance, and use your tanks to bounce


Buff your marksman with your

Try using

Don't forget to stun enemies with

Also, If you bought



The Tidecaller's sacred duty is to acquire a moonstone, a powerful object found only in the towering reaches of the surface world. Her people, the Marai, rely on the moonstone's light to ward off the terrors of the depths. However, the stone's power lasts only one hundred years. Before its light fades, the Tidecaller must journey into the Great Deep, retrieve an abyssal pearl, and carry it to the surface. There, on the night of the winter solstice of the hundredth year, the Tidecaller makes a ceremonial exchange with a landwalker bearing a moonstone. By trading the pearl for the moonstone, the Tidecaller ensures the survival of the Marai for another century.
However, in Nami's time, as the hundred years drew to a close, no Tidecaller had been found. Without a chosen one to complete the quest, her people would face disaster, but the Marai waited in faith that the Tidecaller would appear. Nami refused to sit idle, insisting that without a Tidecaller to save them, someone had to act. Bravely, she decided to begin the quest herself and ventured alone into the dangerous depths. None expected her to survive, but after six days of battles with untold horrors, Nami returned with the pearl in hand. The Marai hailed her as the new Tidecaller. All that remained was for Nami to journey to the surface and complete the exchange.
When Nami arrived at the surface, however, she found only an empty shore. She waited for days in a mystic cove, unsure of what to do. In all the legends of the Tidecallers, the bearer of the moonstone had never failed to arrive. Nami faced a choice. She knew the surface world only through tale and rumor, but the survival of the Marai depended upon her. Summoning the tide to bear her ashore, Nami began her search for the moonstone and became the first of her kind to explore the world above the ocean. She left her home behind, and vowed not to return until she had completed the Tidecaller's quest.
"I am the tide, and I cannot be turned."
― Nami

I hope you learned a few things.
Also, remember, Nami mid isn't the strongest pick that you can have, but it's sure a good one and a one that is really fun to play, because after all, this is the reason for playing games, right?
Anyway, leave a comment, like the guide, I'll appreciate that.
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