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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction
Hi everyone! This is my guide for playing Nami in Bronze Solo Queue.

The most common complaint I hear is from those who don't main support and are forced into playing the role is that, as support, they feel powerless in the game- they feel that they aren't able to turn a game around and carry their team to victory.
This guide is for those people who are looking for a strong support to play in solo queue! I can't promise that you'll be able to 1v5 using the guide, but I definitely think it can help you make the most out of your role and maximize her offensive abilities to be able to stand on your own in the game!
I hope to help people learn to use

This is my first guide, and as changes are made in the game I do plan on updating it!
Fun Fact: If Nami's



Pros
+Abilities are useful for engaging and disengaging
+
Tidecaller's Blessingand
Surging Tides will help your team to have more successful chases
+Heal (
Ebb and Flow) and stun (
Aqua Prison) are great tools for when your laning with a squishy champion and/or trying to make an escape
Cons
-Fairly squishy
-Early Game Problems (mana problems and very high cool downs)
-Landing her skill shot (
Aqua Prison) takes a lot of practice and strategy

+Abilities are useful for engaging and disengaging
+


+Heal (


Cons

-Fairly squishy
-Early Game Problems (mana problems and very high cool downs)
-Landing her skill shot (

Defense Masteries:
Nami is a squishy champion, thus putting some points into defense is essential or else you leave yourself open to take a lot of damage very quickly early game.
Veteran's Scars
is a great mastery for early game! It gives you thirty extra health- which is a lot of extra health from when you first enter into your lane.
Hardiness
and
Resistance
will help protect you against the enemy adc and support early on in the laning phase because they give you extra armor and magic resist- especially useful if the enemies are poke champions and are constantly targeting you.
Utility Masteries:
Utility masteries are great for for helping with early game problems such as mana, movement speed, and cool downs.
I recommend maxing out the
Greed
mastery that give you extra gold because as a support you won't be farming much or getting money from kills so you need that gold to come from some where since you are expected to buy wards and build your own items.
Greed
gives you extra gold per 5 seconds no matter what you do in the game.
Wealth
gives you 50 extra gold at the start- which is enough to buy an extra ward when you first leave base.
Then there's the fact that
Nami has really high cool downs. Getting
Intelligence
will give you 6% cool down reduction when maxed out!
We are also taking
Meditation
for Nami's mana problems. This helps regain an extra 3 mana per 5 seconds- which is very helpful until you have enough money to buy item's with mana regen.
Notice that we are also getting
Nimble
to help with our overall speed. This will work well when you buy
Mobility Boots and Nami's ability
Tidecaller's Blessing along with her passive
Surging Tides.
Tidecaller's Blessing will give
Nami a temporary speed boost on top of her base speed when used on herself (also activating her passive which grants another temporary speed boost). Altogether creating one pretty fast
Nami!
Lastly, using these masteries, you are getting the
Explorer
and
Biscuiteer
. The
Explorer's Ward gives you a ward for free that will last for 60 seconds. This is useful because you may want to ward an area for a short period of time and not waste a real 3-minute ward yet. The
Biscuiteer
restores 80 health and 50 mana over 10 seconds- this can be useful early game if you lost health/ need mana but you don't have to use a whole
Health Potion or
Mana Potion. This two items are important early game, don't hold on to them too long!




Utility Masteries:
Utility masteries are great for for helping with early game problems such as mana, movement speed, and cool downs.
I recommend maxing out the



Then there's the fact that


We are also taking

Notice that we are also getting







Lastly, using these masteries, you are getting the






Runes




We can make




Other rune choices:


Why are there no cool down reduction runes?
It is true that




Why no mana runes?
For the same reason we didn't get cool down runes, we don't need mana regen runes. We have masteries (




Exhaust is a good summoner spell for


It is also useful in escaping/ helping your ADC get a kill even if they have low health because it lowers the enemies attack damage (30%) and attack speed (50%) which gives your ADC/ ally an advantage.

Sometimes a speed boost and a bubble isn't enough to save you, and you may need to



Alternative for Exhaust:

Ignite is a very powerful tool, and traditionally not seen used by the support. But, especially in solo queue, it may be useful when some one is critically low because it gives you the opportunity to secure the kill if you are alone and/or your ally has to base.

Keep in mind throughout the entire game that Nami's passive
Surging Tides will give an ally a 40% movement speed for 1.5 seconds whenever one of her abilities is used on them (this works for using abilities on herself as well). Example- if you use
Ebb and Flow to heal an ally, your passive will automatically be giving them the movement speed.



The aqua prison, or bubble, not only deals damage based on level and ability power- it also stuns any enemies hit for 1.5 seconds. This is a skill shot though, it takes a lot of practice to land perfect bubbles. Keep in mind where the enemy is moving and use your instinct to foresee where they may be moving next (this will help you to decide where to put the
Aqua Prison). We'll talk about that more in the Game Play section.


The Ebb and Flow is both a defensive and offensive ability. If you hit an ally with it it will heal them, then bounce off to an enemy if they are in range and deal them damage, THEN it will bounce back to an ally and do more healing! This also works in reverse: if an enemy is hit first it will deal damage, then bounce to an ally if in range and heal, then bounce to another enemy if in range and deal damage. This all depends on positioning because the range from ally to enemy depends who the last person that Ebb and Flow was used on. For example: If Nami uses
Ebb and Flow on herself it will heal her, and if an enemy is near by it will bounce to them and deal damage. Now if the enemy is in range of an ally it will bounce to the ally and heal. BUT if the ENEMY is not in range it will not bounce to the ally- no matter how close Nami and the ally are. This is a very powerful ability but must be used strategically.


Tidecaller's blessing is a great advantage in lane and in team fights. It grants an allied champion (or nami if used on herself) bonus magic damage on their basic attacks and will slow the target enemy hit (on a percentage depending on points) for one second.

Tidal Wave is a great ultimate with crowd control. The tidal wave moves out from where nami is and goes towards any direction you choose. On it's way it deals magic damage and knocks up any enemy champion it comes in contact with.
The ability sequence might not make sense at first glace but I'll explain below:
Taking your [W]

1. Depending on whether or not your leashing for your jungler it can be used as a first heal to prevent them from having to waste



2. When entering the lane it is good to have a point in your heal

We can max out


After


Honestly, I think
is a great choice with any ADC, but here are some good synergies with explanations:
Caitlyn is known for her awesome range and good harass. Nami is definitely a good pair with Caitlyn because she can give speed boosts (
Tidecaller's Blessing). Also, if Nami stuns an enemy (with
Aqua Prison) it is easy for Caitlyn to be able to make a move on this because of her range and attack damage (especially with
Headshot).
Vayne is known for her burst and ability to chase. But- she can be squishy and have a weak early game. Thus a healing support for a squishy champion is a good choice! Also Nami's passive
Surging Tides and specifically her
Tidecaller's Blessing will give Vayne an even better advantage when chasing and trying to secure a kill because of the speed boosts and the fact that
Tidecaller's Blessing slows an enemy target.
Varus has a good range and harass during the laning phase. His ability
Piercing Arrow is a skill shot and makes it difficult for him to lane against mobile champions such as
Ezreal and
Vayne. This is where Nami can help. Nami can increase his speed with
Tidecaller's Blessing and use
Aqua Prison to stun an enemy. The 1.5 second stun can give Varus time to aim and shot his
Piercing Arrow, maximizing it's usage because the enemy can not use there abilities to dodge it.
Again, in solo queue I think
Nami is well rounded enough to go with almost any ADC, but obviously use your best judgement and take into account how well you are with Nami and other supports.
















Again, in solo queue I think

Who does
Nami Counter:
Ashe is known for her bad disengages, she doesn't have much mobility or any movement speed boosts. Thus Nami can counter Ashe because with her
Aqua Prison she can lock Ashe down for 1.5 seconds, and if
Ashe takes a significant amount of damage in that time she will usually be forced to burn her
Flash which is a good thing because she won't have it to escape for another 5 minutes! Also the fact that Nami can use
Tidecaller's Blessing to slow Ashe gives her ADC an even bigger advantage because of the fact that Ashe has a bad disengage to begin with.
Lulu is a harass champion with no real crowd control until she gets
Wild Growth when she hits level 6. This is good for a Nami because you can really use the first 6 levels to your advantage since Nami does have crowd control (
Aqua Prison) and a heal (
Ebb and Flow) that not only heals and ally, but will deal damage to an enemy as well. A good Nami lane with make sure to get ahead in the first 6 levels against a Lulu so that when Lulu does hit level six your lane presence is already known and you are already ahead.
Who Counters
Nami:
Nami can be countered by other supports who have hard crowd control.
Zyra not only has a lot of crowd control, she is also great at disengaging. Her
Grasping Roots snare can prevent Nami from trying to engage or start a fight.
Zyra is able to effectively challenge all of Nami's abilities with her own set.
Leona is very good at engaging, and although Nami is good at disengage, a good Leona will know how to ignore the disengage. For example, Leona can use her
Zenith Blade to dash through walls and terrain. Plus Leona is usually built tanky while Nami will be squishy in comparison through out the game: thus is will be difficult to 1v1 a Leona if you have to.
When your going into solo queue you should take into account who you are versing before you autolock
Nami. It will be difficult to play against support champions who have the ability to counteract your engages.










Who Counters







When your going into solo queue you should take into account who you are versing before you autolock

I used to start out with:
But after watching some LCS matches and learning how to control my mana supply I start out with:
Why should you consider getting a
Vision Ward instead of a
Faerie Charm?
When you first enter the laning phase you shouldn't be spamming abilities- you need to learn to control your mana supply. Getting a
Vision Ward gives you an early game advantage. Don't use it right away! But after 4 minutes and/or using the
Explorer's Ward that came with your masteries you can use the
Vision Ward to ward the river and destroy any enemy wards- making it easier for your jungler to gank.
The number of
Health Potion and
Mana Potion you get are up to you but I recommend getting three mana potions because you have a heal and if you don't take
Faerie Charm you may be in need of mana if any fights start that require you using your abilities several times.
But after watching some LCS matches and learning how to control my mana supply I start out with:
Why should you consider getting a


When you first enter the laning phase you shouldn't be spamming abilities- you need to learn to control your mana supply. Getting a



The number of



After basing two to three times you should have:
Philosopher's stone is good early game because it gives you health regeneration, mana regeneration, and extra an extra 5 gold per 10 seconds.
Sightstone makes it easier to start saving gold because it allows you to carry around four wards (you can place two down at a time) and it refills every time you return to base.
emblem of valor grants near by allies an extra 7 health regeneration every 5 seconds- this is very useful and as a support it is a good item to buy because it is benefiting your entire team.
What you're building up to for mid game:
Ruby Sightstone increases the amount of wards you are allowed to have out at a time from to 3 wards (instead of two from
Sightstone) as well as lets you carry around 5 charges. It also refills every time you go to base.
Aegis of the Legion gives your allies an aura of 10 health regeneration and 20 magic resist while supplying you will more health and armor. It is made from emblem of valor and increases the benefits your allies receive (from 5 health regen to 10).
Shurelya's Battlesong gives you more health and mana regeneration, but also has a unique use because when activated allies gain an extra 40% movement speed boost- which is useful for both engaging and disengaging.
Boots, as we discussed briefly before, are needed since
Nami is squishy having a good movement speed without speed boosts is necessary for escaping- but also needed later game when returning to lane/ trying to get to a fight in time to help allies, the more movement speed you have the faster you get places!.
Fiendish Codex gives you 10% cool down reduction and 30 ability power. A great item as the game progresses since
Nami scales off ability power and has long cool down times.
Kage's Lucky Pick gives you 25 ability power PLUS it grants you an extra four gold per 10 seconds.
Philosopher's stone is good early game because it gives you health regeneration, mana regeneration, and extra an extra 5 gold per 10 seconds.

emblem of valor grants near by allies an extra 7 health regeneration every 5 seconds- this is very useful and as a support it is a good item to buy because it is benefiting your entire team.
What you're building up to for mid game:








Kage's Lucky Pick gives you 25 ability power PLUS it grants you an extra four gold per 10 seconds.
We've already talked about



Then you should build


But, as I stated in the notes, sometimes a jungler or top laner wants to build


After you have those three items the order in which you finish building the next three depends on the game. If you need more power go right to building ability power, but if your being more passive and need the extra speed go for the boots.



But it also adds 40 ability power, 40 magic resist, and 6 Movement Speed Multiplier.
Depending on what side you start on you might be helping your jungler leash before going into lane. Remember: It's nice to give your jungler a quick heal if they need it and make sure not to steal their buff!
When you enter into the laning phase make sure to check and/or ward side bushes. Keeping control of your bushes throughout the laning phase is vital, especially for bottom lane, because if your versing a champion with a stun (like
Taric) or a pull (like
Thresh) you want to be able to see where they are at all times.
If you're playing verses a
Thresh,
Blitzcrank, or
Nidalee remember to stand behind minions while pushing the lane because minions block all of these champion's [Q].
Around 2:30 - 3:00 (minutes) you should place the
Explorer's Ward in the river near your lane to get vision for early ganks. The point of not wasting a real ward at first is because by the time the
Explorer's Ward goes out, you can use your
Vision Ward and have a higher probability of destroying an enemy ward because you gave you enemy enough time to put down a sight ward.
One of your goals as
Nami (and as a support in general) is to make sure that your ADC is getting more farm than the enemy ADC. You can use the
Aqua Prison occasionally to stun the enemy and allow your ADC to get a few hits on them- this may cause the opposing ADC to back up, which is what you want. Setting your ADC up to harass the other ADC and support and deal significant damage early game is a good way to get ahead.
Forcing a
Flash and/or making someone base will ensure that your ADC is getting more CS than the opposing team. This is important because it means that your ADC will have more gold, be able to build items faster, and level up sooner.
Fighting in bot lane:
Remember,
Nami is a play initiator~
Here's my advice for making a play during the early laning phase with
Nami:
1. Really think about who you're playing against.
Use what you know about other champions to decide where the best places to
Aqua Prison are.
2. Keep in mind that your enemies are moving around!
3. Remember
Namis passive
Surging Tides will give your ally a movement speed when you use an ability on them. This is useful for engaging and disengaging.
4. Maximize the use of
Ebb and Flow. If your ally needs a heal you may want to wait until they're close enough to an enemy so that you won't only heal them, but the ebb and flow will bounce from healing them to the enemy and cause damage. Keep in mind that
Ebb and Flow will bounce to up to three people, so here's a few things to think about when using it:
- You're laning with
Vayne and you are against
Ashe and
Janna. Vayne could use a heal. Ashe and Janna are both in range of Vayne. What do you do?
-You're laning with
Vayne against
Ashe and
Janna. Vayne has just successfully killed Janna and you are moving in for Ashe. What do you do?
Take these scenarios and replace
Vayne,
Ashe, and
Janna with who ever you are playing with/ against. The principles of these techniques are usable no matter what champions your fighting.
When you enter into the laning phase make sure to check and/or ward side bushes. Keeping control of your bushes throughout the laning phase is vital, especially for bottom lane, because if your versing a champion with a stun (like


If you're playing verses a



Around 2:30 - 3:00 (minutes) you should place the



One of your goals as


Forcing a

Fighting in bot lane:
Remember,

Here's my advice for making a play during the early laning phase with

1. Really think about who you're playing against.
Playing against a
Draven? You might want to consider landing an
Aqua Prison where his axe is going to fall, because you know that that's the direction he's heading.
Playing against a
Thresh? If he hooks your ADC you might want to that the opportunity to
Aqua Prison him since he can't use other abilities or escape while using
Death Sentence. But keep in mind he may come forward towards your ally whose hooked, depending on where he's moving aim accordingly.


Playing against a



Use what you know about other champions to decide where the best places to

2. Keep in mind that your enemies are moving around!
Your enemies are not stationary! If you're being chased, don't
Aqua Prison at the location your chasers are now! They're going to keep moving because they're chasing you. Instead, bubble directly in front of their current position so that they are more likely to get stunned while following your path. (This will give you extra time to get away).

3. Remember


4. Maximize the use of


- You're laning with



Depending on whose in your range (say its Janna) you're going to hit
Janna with the
Ebb and Flow, dealing damage. It will then bounce to
Vayne and give her a heal, and if
Ashe is still in range from Vayne it will bounce to Ashe and deal damage to her.




-You're laning with



You're going to heal Vayne with the
Ebb and Flow first because not only with this heal her, it will also help with the chase because it will implement
Nami's passive
Surging Tides, giving Vayne a movement speed boost. Then the
Ebb and Flow will automatically bounce to
Ashe dealing her damage, and if you're still in range of her it will bounce back to you (
Nami) for a heal and speed boost as well.






Take these scenarios and replace



After a certain point- could be five minutes could be less depending upon how the game is going- you should start to ward by dragon because the time to do dragon/ try to steal dragon is approaching.
By Mid Game you should have a
Ruby Sightstone and you should not only ward your lane but also ward buffs/ mid depending on what's been going on in other lanes/ what the junglers have been doing. If your blue buff was stolen once, it may be smart to ward it in case they try to steal it again. But remember- you shouldn't be the only one warding on the team. Don't be afraid to tell others to buy sight wards as well.
Protecting a turret:
If you are the only one around while an enemy, or enemies, are trying to attack your turret you may be able to save it. If you're turret is above half heath definitely don't be afraid to stay, especially if your ADC is on the way back to help you...
In the past I've found that many people, especially greedy ones, underestimate
Nami and attempt to turret dive her. This is very simple:
If one person is turret diving you wait til they hit you first- once the turret begins targeting them
Aqua Prison them so that they will have 1.5 seconds of continual turret damage. While they are stunned you can heal yourself and cause them damage with
Ebb and Flow and you may even want to use
Tidecaller's Blessing on yourself and basic attack them because it will cause them to have a movement speed decrease. Surprisingly enough this may be enough to get a kill, or at least get them low enough that by the time your ADC gets there they can get a free kill.
If two/three people are turret diving you again wait till someone hits you first. Remember-
Aqua Prison who ever the turret is targeting. Do what is above to that person until they either leave or you kill them. EVEN IF YOU KILL THEM- sometimes the other people will still try to turret dive you even though you've healed yourself because they're greedy and stupid. If your ADC is close by and they are still turret diving you, use
Tidal Wave and then immediately have your
Aqua Prison ready for when the knock up is over to stun them. If the turret is targeting one of them through out that whole time they might either die, or hopefully you'll have an ally there in time who will secure the kill.
If there are more than 3 people hitting the turret you should wait for back up because that many people will be able to turret dive you and win.
Don't underestimate the power of
Nami or the turret!
Initiating Team Fights:
Make sure you communicate with your team before initiating! Once everyone is there and ready you have a few options, the best would probably be to use your
Aqua Prison first on who ever seems the smartest to target. This will cause your allies, as well as your enemies, to move closer and start attacking. When everyone is closer together that is the perfect time to use
Tidal Wave because you are insuring that you're maximizing its usage by hitting the majority, if not all, of the enemy team and knocking them up.
You have to remember through out the team fights to not only use
Aqua Prison but to heal your allies and cause damage with
Ebb and Flow which is perfect because everyone is usually in ranged during a team fight. Also, give your allies
Tidecaller's Blessing if they start to chase, or if you just want to increase their attack damage and slow down enemy targets.
Plus remember you to use the items you bought!
Twin Shadows is great to slow down enemies and can be used right after the engage.
Shurelya's Battlesong when activated speeds all allies in a certain range up. And
Locket of the Iron Solari provides all allies in range with a shield that absorbs 50% of the damage dealt. All three of these items are useful during team fights! You don't have to wait til some one on your team is low or trying to escape to use these items! For example- using the
Locket of the Iron Solari can be useful when your team is turret diving.
By Mid Game you should have a

Protecting a turret:
If you are the only one around while an enemy, or enemies, are trying to attack your turret you may be able to save it. If you're turret is above half heath definitely don't be afraid to stay, especially if your ADC is on the way back to help you...
In the past I've found that many people, especially greedy ones, underestimate

If one person is turret diving you wait til they hit you first- once the turret begins targeting them



If two/three people are turret diving you again wait till someone hits you first. Remember-



If there are more than 3 people hitting the turret you should wait for back up because that many people will be able to turret dive you and win.
Don't underestimate the power of

Initiating Team Fights:
Make sure you communicate with your team before initiating! Once everyone is there and ready you have a few options, the best would probably be to use your


You have to remember through out the team fights to not only use



Plus remember you to use the items you bought!





Practice the

Nami's


Nami is the play initiator, it is all about positioning and timing. If you practice when to use your abilities you will lead your team to a win!
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