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Recommended Items
Runes: Standard Runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Exhaust
Flash
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Threats & Synergies
Brand
He can hurt a lot if played correctly. And he'll do more damage than you'll be able to heal. Be passive and try to dodge his combos.
Ashe
Her CC + your CC = crying enemies.
Make sure to keep her alive and let her stack her Q.
Ashe
Her CC + your CC = crying enemies. Make sure to keep her alive and let her stack her Q.
Champion Build Guide

Guide information![]() → Summary → Famous Last Words → Change Log & To Do List |
Champion details ![]() → About Nami → Pros & Cons → Abilities |
Pre Game ![]() → Skin display → Runes → Summoner Spells |
Gameplay![]() → Items → Teamwork → Warding & Gameplay |

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Hey, I'm Wicked Cherry, I'm playing mainly ![]() ![]() ![]() ![]() |
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Here's some prove for actually adding



The Tidecaller
A headstrong young vastaya of the seas, Nami uses her mystical Tidecaller staff to reshape the tides and defend her fellow Marai from danger. The first of her kind to leave the ocean and venture onto dry land, Nami faces the unthinkable with grit, determination, and daring mettle.
In the seas to the west of Mount Targon dwells a tribe of vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life.

(copyright by RiotGames, see here.)
If you're interested in more stories about


+ high utility + compatible with about every ADC + her buff ![]() + very adaptive playstyle possible + can start teamfights with ![]() + SHE'S A MERMAID who can heal allies while dishing out damage to enemies! :3 |
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- relies on hitting ![]() - needs at least one frontliner - especially aggressive playstyle can be quite mana-consuming - squishy (but lovable ♥) - not much sustain (despite ![]() - struggles hard when being focused - kind of relies on fed carries |

![]() Passive |
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![]() Q |
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![]() W |
You can cast this ability either onto your ally or onto an enemy. If cast on an ally, ![]() However, the wave can only bounce onto each champion once, but can hit up to three targets per cast. Per bounce, healing and damage will be reduced by 15%. |

![]() E |
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![]() Ultimate |
As the name ![]() ![]() |

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Since ![]() ![]() |

I like to go for this rune because as support, as I might have already said, you can’t join a fight too early and the additional movement speed after casting my ultimate has allowed me to either catch up with fleeing enemies and run from them myself. So you can pretty much use this rune for chasing or running. Either way, I consider it as really helpful. :] |

The additional free cooldown reduction will allow you to either buy a rather aggressive item instead of another CDR item. Also, if you exceed the limit, the abundant amount of CDR will transform into adaptive attack damage or magical damage which should also be one thing you shouldn’t say No to. |

Basically, this is your harassing damage rune in this build. It will allow you to deal enough magical damage with your whole kit, but especially with ![]() |

Healing your allies although you're not a ![]() ![]() ![]() |

It's just the round up of a perfect combo together with the shield and heal of ![]() ![]() |



Alternative Rune choices
This rune will help you solve some of your early and maybe even mid game mana problems. Therefore, if possible you will prefer to be rather aggressive and help you with your possible mana problems. |

You can't say No to movement speed because you're basically the swimming "ambulance" of the team. I promise you, there won't be a moment when you're realizing that you've joined a fight too early - rather the opposite, that you've been too late. However, I swapped this one with ![]() |

I know most people prefer ![]() ![]() |

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This should be your standard item. It's one of the most important ones because it will transform into ![]() ![]() Furthermore, this item acts as your gold-income item which will help you to not fall behind compared to other roles. Try to be harrassive whenever you have mana and the situation allows it. You should try to get into harassing range and after you've dealt your damage, fall behind and wait in a safe distance to harass and recharge accordingly. |

I really tried playing without this item but it's pretty hard because it just matches so perfectly with your ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() Furtermore, you can heal your allies with its active. Whenever a teamfight starts, I make sure to use it as soon as possible because it takes 2,5 seconds to become active. |


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Standard Boot Upgrade. The movement speed allows your to actually become the "ambulance" your team might need. If it doesn't, it will still need your damage and hard CC. You can swap these for ![]() ![]() ![]() |


Defensive item choices
- You can choose these items depending on the match up and how the game's going for you and your team. When it's obvious that you'll face a hard laning phase, do not hesitate to rush for example
Locket of the Iron Solari.
Frozen Heart,
Randuin's Omen and
Knight's Vow are heavy armor items. I would only pick them up against heavy attack damage teams or against super fed assassins like
Zed,
Yasuo or
Talon.
Turbo Chemtank will provide you with more armor and some flat amount of health. It's active is what made me add it here because you can chase or run from enemies with it which might be what you are looking for, especially against dash champions like
Ezreal,
Katarina or
Pyke.
Spirit Visage is an item that mainly top laners build. It can help you but it's rarely a good item for you to pick up. I added it here because you should tell your top laner to build it to improve your healing.
- Last but not least,
Athene's Unholy Grail. It's an item that's not too defensive but also not that aggressive when compared to other items. It's somewhat ideal which is why I like to build it on
Nami whenever I can. Your pokes and spells will add stacks to it which will be redeemed by your next heal and improve it by that amount. It's generally not a huge amount, but you're AP scaling is working really well with
Nami in general. Another plus point for the Magic Resistance.
Aggressive Choices
- It's not a bad choice to buy Ability Power items. I'd probably prefer
Liandry's Torment because the passive enables you to do damage over time to enemies. However, it can also be a wise decision to buy
Morellonomicon if no one on your team will purchase it.
- I usually only buy Ability Power items when I notice that the game will turn out in our favor, my team lacks AP champs or that the enemies aren't buying Magic Resistance.
Void Staff can be a nice add-on to be more annoying for enemies who have already built Magic Resistance. However, you should keep in mind that you'll only want to buy one or two AP items.
Luden's Tempest and
Rabadon's Deathcap are the most aggressive choices here. You'll scale pretty high with them and they work well together but are also really nice alone. I would consider them building as third or fourth item (without your warding item) if your team is heavily ahead. But please finish your Warding item before you start building these.
Rylai's Crystal Scepter is also a really nice item which offers you AP and some flat amount of health. Furthermore it will provide you with it's great passive which will slow an enemy when hit by one of your abilities. So in short: Your abilities slow your enemies (even more than they do already).

Flash is pretty standard. I allows you to handle small positioning mistakes or jump into teamfights while if your team unexpextedly dashed forward. |
Exhaust is also a standard support summoner. It slows the targeted enemy by 30% and reduces their damage by 40%. | Ignite is usually a good indicator for aggressive playstyles. It damages the targeted enemy for 5 seconds, dealing true damage and canceling out all healing effects by 40%. |
Choosing Heal is a bit uncommon but you can pick it if your ![]() ![]() |

You are pretty much the swimming "ambulance" - or rather life saver - of your team. I know, usually that's what you'd call ![]() ![]() So, make sure that ...
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There are probably so many more things that might need attention - but I think it's really important that you at least try to keep the basic ones in mind and focus on them. I know it sounds a lot at first glance but you'll get used to them more and more. Like try to focus on one or two things you want to improve on several games. Once you feel aquainted with them you can focus on the next ones. :)

Since there are different situations and game phases, I will try to point out the ones that occur most of the time.
Early to Mid Game
You're winning the lane and are ahead
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You're behind and risk losing the lane
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One more thing about early game: Ask your



Mid to Late Game
You're winning - Yay!
- You should use that advantage nicely. Ward objectives!
- If you notice that the enemies tend to prefer one side of the map, e.g. topside, try to ward the one slightly more.
- Ward the enemy jungler's buffs or often used bushes and pathways, such as the area around the
Red Buff.
- Animate your teammates to ward if they aren't doing it already! You can't ward the whole map alone with 3+1 wards!

You're losing - oh no! Time to turn the game around.
I know that warding alone will not win you a game, you'll also have to pay very close attention to the mini map and it is not a joke when I'm saying that it should become one of your very best friends in the game. Like I'm only Gold but I'm kinda spending 40% of the whole game's time watching the mini map, looking out for ganks or where to position my next ward because once you notice a certain behavior, you might realize what the enemy might want to do in their next couple of moves. Okay, I get this might sound like you should take a look into the fortune teller's crystal ball but it's not that mystic or weird.

Say you realize that the enemy team kinda keeps pushing mid and bot lane. Meanwhile you see that the enemy





So let's get back to warding when losing:
- Keep an eye out for objectives and ask teammates to go warding with you because let's say you only have all base towers that remain but want to ward
Baron. The likelihood that you'll get caught is at about 65% roughly guessed.
- Try to have as many pink wards out as possible - I'd recommend close to buffs.
- Ward around camps, such as the
wolves.
- Use the vision plants whenever it is possible and safe

When you're going kind of equal.
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Here's an example for warding especially for the bot side (you're team blue and start at the left bottom of the map):

- Icy blue dots are for your vision cones. Do not hesitate using them unless you want to save them for special events like a soon spawning
dragon.
- Red dots are for the blasting cones (bomb plants).
- Green numbers are for your usual vision wards. Numbers 1, 2 and 3 display the best vision spots where you should want to place your wards every time. I know that it's not always possible for various reasons (like you don't know where the enemy jungler and/or mid laner are or you're losing the lane and you don't really care about having vision of the enemy jungler). For these situations, I added the numbers 4 and 5. However, you should try to ward the blasting cone inside the enemy jungle as well.
I know there number 5 is there twice but that's because ensuring vision of one of the side brushes will depend where you are "tower hugging" or the enemy's freezing the lane.
Why ward the blasting cone instead of the brush underneath it?
Well, imagine that the enemy jungler just finished

- Lastly, pink numbers are for Control wards. The lower the number, the better the position. If you feel that you need a Control Ward in your tribrush, you could always ask your ADC to buy one. When you're playing rather defensively, I would advice placing a Control ward at position 1 or 2. But if you're going equal or winning, you should definitely try to place it as deep into the enemy jungle as possible (one of the number 3 positions). I wouldn't recommend putting a
Control Ward into position number 4 because both number 3s are more valuable and the enemy will walk through either your stealth ward or the
Control Ward in position number 3. :)

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"There's always another wave..."
You've made it so far, thank you for reading my guide to the very end. I hope I could help you with possible questions or decision to make! I'm happy to help and I'd appreciate it if you left a comment to let me know what you're thinking about this guide.
Cheers, Wicked Cherry!

- 29/12/2018 Creation of the guide.
- 30/12/2018 Table of Content & Back to Table of Content added ‹3
- 03/01/2019 Improving the rune suggestions in its section, adding alternative rune suggestions & improving readability
- 12/01/2019 Added another screen for the Introduction section of my S8 review.
- 26/10/2019 Changed the color theme of the guide & added more detailed information to the item chapter.
- 30/01/2020 Modified some item suggestions.
To do List:
- Adding information about when to recall, peeling and roaming - yes even supports should consider roaming ;)
- Adding a detailed synergy & threats chapter (previews can be found on my Yuumi guide.)
Disclaimer: I do not own any of the pictures (animated or still) shown on this website.
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
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