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Runes: Basic
1
2
Sorcery
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Basic Summoners
Flash
Ignite
Recommended Items
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Leona
Pre-6 this match up is skill dependent but slightly favors Leona. Nami should hold her Q until after Leona misses Zenith Blade unless it is a guaranteed kill. Post-6 this matchup favors Leona due to her extreme burst damage, tankiness, and engage.
Ideal
Strong
Ok
Low
None
Champion Build Guide
Intro
I'm Empress Bee. I'm a support main and I've been playing Nami for 8 years now. I've reached Grandmaster several times playing mainly Nami. This is my no frills guide to how I play
Nami.
I stream on Twitch. Feel free to ask me any questions there or join my Discord and shoot me a question on there.

I stream on Twitch. Feel free to ask me any questions there or join my Discord and shoot me a question on there.
PRE GAME
★ Summoner Spells |
Introduction to Nami
Nami, the Tidecaller. Nami is a ranged enchanter support played in bot lane. Nami provides sustain, engage, disengage, and poke. She is the jack of all trades but master of none. Therefore, she is a good pick in solo q because she will provide something in all team comps and can adjust her play depending on her AD's style. |
Pros and Cons
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Because ![]() |
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Runes
★![]() ![]() ![]() ![]() ★ ![]() ![]() ★ ![]() ★ ![]() ★ ![]() ![]() ★ ![]() ![]() ![]() ![]() ![]() ![]() |
Summoner Skills
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★ Ignite: This summoner spell is both offensive and utility. This provides ![]() ![]() |
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★ Flash: Provides utility to escape or engage with ![]() ![]() |
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OPTIONAL Exhaust: An option against engage lanes and enemy compositions with assassins and high mobility champions. ![]() ![]() |
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OPTIONAL Heal: A defensive and utility option to compliment your AD when they take ![]() ![]() ![]() |
Abilities and Skill Sequence
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Aqua Prison (Q): Sends a bubble into the air towards a targeted area. When it lands, it deals 75 / 130 / 185 / 240 / 295 (+50% of ability power) magic damage to all enemies in the area of impact and encases them into bubbles. Enemies hit by the bubble are lifted into the air and stunned for 1.5 seconds before being dropped to the ground. |
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Ebb and Flow (W): Unleashes a stream of water that bounces back and forth between allied and enemy champions. On Ally Hit: Heals the ally for 60 / 85 / 110 / 135 / 160 (+30% of ability power) and bounces to a nearby enemy champion. On Enemy Hit: Deals 70 / 110 / 150 / 190 / 230 (+50% of ability power) magic damage to the enemy and bounces to a nearby allied champion. |
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Tidecaller's Blessing (E): Empowers an allied champion for 6 seconds or until they have attacked 3 times. During this time, their basic attacks and spells deal 25 / 40 / 55 / 70 / 85 (+20% of ability power) bonus magic damage and slow the target hit by 15 / 20 / 25 / 30 / 35 (+5% of ability power) % for 1 second. |
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Tidal Wave (R): Summons a Tidal Wave outward from Nami's position. The Tidal Wave briefly knocks up enemies that it comes in contact with, slowing them by 50 / 60 / 70% and dealing 150 / 250 / 350 (+60% of ability power) magic damage. The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds. |
Laning Strategy
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Aqua Prison (Q): Set up your Q with the ![]() ![]() |
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Ebb and Flow (W): Use autos as the main form of harrassment with W as follow up to ensure won trades. Since the bounces have diminishing returns you will have to make a choice: If you took more damage than wanted: W yourself and then bounce it to the enemy. If you want to do more damage: W the enemy and bounce it to yourself. Aim for 2 bounces. 3 bounces makes W incredibly mana efficient. |
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Tidecaller's Blessing (E): E can be used to add additional damage during auto harassing and on ![]() ![]() |
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Tidal Wave (R): Your bread and butter combo of peeling, engaging, and disengaging will always be R into ![]() ![]() Nami's ultimate has a small channel before the wave comes out which allows you to buffer enemy CC. Buffering the enemy CC with your CC allows you to still be putting out damage and buying time before they can follow up. Use this when you don't have an option to dodge. |
Tips
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Timing : Teleports have 5 rings that get smaller towards the center. Throw ![]() |
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Timing : Your ult animation can only be canceled by death. Use this to still output damage, peel, and delay enemy follow up while CC'd. |
Empress Bee's Nami Guide | Updated to 12.11
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