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Nami Build Guide by The_Nameless_Bard
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Threats & Synergies
Try to bait unbreakable before using tidal wave in a teamfight
Nami is squishy and less mobile than she used to be. If Leona can catch her she will just die, but Leona doesn't necessarily handle poke well. As long as you can stay out of her reach, you can pretty easily win this match-up.
Karma can poke through Nami's sustain and is mobile enough to avoid Aqua Prison and Tidal Wave. Try to avoid Inner Flame and poke with Ebb and Flow as much as possible. Post-six, this lane tips more in Nami's favor.
Zyra's low mobility and innate squishiness makes this match-up a little easier to play, despite her poke easily eating through Nami's sustain. She can have trouble dodging Aqua Prison, but avoid getting hit by Grasping Roots or you'll get bursted down.
Play passively, Nami really can't heal through his poke and he outranges her enough to harass without worrying about Aqua Prison. Avoid Plasma Fission and Tectonic Disruption and use Tidal Wave to interrupt Life Form Disintegration Ray if possible.
While Lulu has poke, Nami has enough range and sustain to have a slight advantage. Be wary of help, pix! + glitterlance combo. Her ultimate can make it hard for post-six initiations to result in kills, so watch out.
Sona has a decent amount of poke, but her lower range, innately low mobility, and squishiness can give Nami an advantage in this match-up. Post-six, watch out for flash > crescendo.
Soraka can't really handle constant poke well and her low mobility gives Nami a huge advantage in this match-up
Alistar's low mobility makes this a fairly easy match-up in lane. However he can basically ignore Aqua Prison post-six with Unbreakable Will, which can make peeling him off allies in a teamfight rather difficult.
Taric really can't handle Nami's poke or her extra range. Use Ebb and Flow to keep him too low to initiate and aqua prison on his carry if he uses dazzle on yours.
Blitzcrank can't really handle Nami's poke or her range. However, a proper rocket grab will most likely result in a death, so watch out for that.
Morgana can block Aqua Prison and Tidal Wave with her Black Shield, which can be somewhat problematic. Early in the game, Ebb and Flow can be used to poke through Black Shield, plus Morgana doesn't handle poke well, which gives Nami a slight advantage in lane. Watch for Dark Binding, that will almost always mean a death for you. Post-six, this match-up goes more in Morgana's favor, but good use of your CC can go a long way towards dealing with that.
Janna has no counter poke or any hard CC to really deal with Nami, she's also squishy enough that poke can be a real issue for her. She's mobile enough to dodge Aqua Prison however, and gives her carry enough mobility to attempt to, which can make this match-up kind of a stalemate. Her teamfight capability is better than Nami's, so that can turn the tides a bit out of the laning phase.
Nami's poke and greater mobility give her an advantage in this match-up. Avoid Death Sentence (its name is fitting) and think outside The Box post-six. If you miss an Aqua Prison and he can get close this match-up can quickly fall into his favor, so be careful.
His poke mostly outranges yours and so does his CC, this match up just plain sucks. He also has a massive amount of burst post-six, which you have very little counter to besides trying to exhaust him.
Easy enough for you to poke and kite around. He'll have trouble getting off any meaningful plays if you play the match up properly.
His poke and CC are annoying, but you have more range and sustain. Not too difficult pre-six, but Tempered Fate has a huge range and can be much harder to dodge than Tidal Wave.
Really frickin' obnoxious. You can't stop him from pushing the lane into you and his damage can be higher than you can easily sustain if you're not careful. Post-six, it gets even worse, though the saving grace is that if he ults your carry you have two ways to easily interrupt that.
|❃ Table of Contents ❃|
|Quick Guide||Preface||Basic Information||Advanced Tactices||Wrapping Up|
Synergies & Counters
Nami is good against:
Nami is weak against:
Nami works well with:
Flash is generally a core spell, there's no reason to switch it out for anything. Exhaust tends to be a stronger pick later in the game, as it gives you a massive damage debuff that is particularly effective against high damage assassins like Zed, but picking up Heal while your carry picks up Barrier can also be a strong option. Ignite is good for early game pressure in trades, but it can also be picked up against a high sustain team or against a high sustain support like Soraka, if necessary.
Summon Aery is pretty generically good, it adds to your damage and gives you some extra shielding that fits well with your abilities. I prefer Manaflow Band, Celerity, and Waterwalking as my other three runes, but Transcendence, Scorch, and Nullifying Orb can be decent choices in various situations. For my secondary tree, I like Resolve. Chrysalis gives early game health that increases your durability, which then converts to a little extra AP, while Revitalize increases your healing throughout the game. Font of Life, Second Wind, and Bone Plating are all decent options to take instead of Chrysalis if you prefer.
Inspiration & Sorcery
Inspiration & Resolve
Sorcery & Inspiration
Sorcery & Precision
About the Author
Nami is one of my favorite supports in the game currently. Ironically, I used to really dislike her, though around halfway through season three I picked her up because I got bored with Sona. She's currently one of the stronger utility supports. She excels at a combination of poking and sustaining, while also having strong CC early and great kiting potential. This makes her extremely variable and a strong pick with most carries.
Who is Nami?
Currently, maxing Ebb and Flow first is the best option on Nami as it gives her strong poke and sustain all in one handy skill. I usually prefer to max Aqua Prison second (Xpecial seems to also use a similar skill order sometimes), as the decreased cooldown and static mana cost allow me to make more plays more often. I then max Tidecaller's Blessing last, as the increased damage is often not worth the increased mana cost when compared to the reduced CD of Aqua Prison. Tidal Wave should be taken whenever it's possible to take it.
Largely Nami's function in lane is to provide sustain, poke, and engage. She also has strong disengage, which makes her extremely flexible. However, Nami, for the most part, will largely go even with or win most lanes if played properly. Mostly you want to poke enemies with Ebb and Flow, use Aqua Prison to engage when enemies are out of position, and Tidecaller's Blessing to either poke with auto attacks or give your carry a buff in a trade. Exhaust should mostly be used in conjunction with Aqua Prison to disengage or to lower an enemy's damage in a trade, though it can be used to chase targets ( Tidecaller's Blessing will usually allow you to forgo this). Tidal Wave can be a powerful engage tool in lane post-six when combined with Aqua Prison, as it can basically guarantee you land the latter when used properly. It can also be used to force enemy champions to back off or to foil a turret dive, as the width of the skill shot makes knocking up grouped targets extremely easy.
Spoiler: Click to view
Largely your function is the same, however you will often become a key initiator because Tidal Wave is a very strong initiation. You want to use Aqua Prison on high priority targets like their marksman or their AP carry if possible, though you should also use it to peel for your own carries if needed. Largely you'll probably end up using Ebb and Flow on allies and relying on bounces to damage enemies unless they get up in your face, as you're not a front line support. Exhaust should largely be used for peel, chasing shouldn't be a problem if you're using Tidecaller's Blessing on allies who can utilize it well.
Tips 'n Tricks
You've now reached the end of my guide. That's an accomplishment, here have a cookie! Comments and suggestions are welcome, feel free to leave them in the comment section.