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Recommended Items
Spells:
Clarity
Flash
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction
Let's take a little look at Nami.
Pros
Has an amazing stun
Her buff slows enemies
Long-range ult
Movement speed boost passive for you/allies
Often underestimated
Cons
Poor wave clear (for when adc is away)
Stun can be hard to land
Mana hungry
Slow
No escape
Ult is very weak until late game
It is true that Nami was nerfed pretty badly, but that doesn't mean she isn't still amazing. If you build her right and you play smart, she can be an epic support and sustain your adc straight up to the Nexus before you know it. Though she doesn't have much of an escape apart from her stun



Even though her ult



These are my go-to spells for support champions. I take

I always take

Other spells you could take in place of





Runes




The runes I picked are pretty simple and generic. I picked 9 greater mark of armor penetration to give you a little bit of an upper hand early game. Dealing just a little bit more damage with your basic attacks is nice, especially if your ADC backs and you need to maintain lane. It can easily get too hard to maintain and you'll find yourself right under your turret, spamming that Help ping. These can easily be replaced with a greater mark of hybrid penetration for a bit of magic pen too.
After that I went with 9

Then, I picked 9

Finally, 4



Defensive: 9

The reduction to incoming damage can mean the difference between life and death early game. -2

Just a nice boost in health regen. Good since you aren't supposed to be using your


More reduction to incoming damage: -2 for melee, -1 for ranged

Who says no to extra health? +36 health

Gives you more health. +3% to max health
Utility: 21

Gets you home faster! -1s Recall time

More mana regen! +3 mana per 5s

Reduced cooldown on summoner spells. -10%

Your potions will last longer. +10%

Yeah, all the monies! +1.5g every 10s

Your health pots turn into biscuits! They heal an immediate amount and then more over time. 20 health and 10 mana instantly.

Every time an ally kills a minion near you, you gain 1 gold in addition to your gold income item

40 more gold to start the game with!

When you're standing near a higher-leveled ally, you gain 10exp every 10s

For you, +3 gold every time an enemy champion is attacked, but it only works once very 5s!

I really like this one. Gives you a 5% cdr boost, and reduces the cooldown of active items by 10%

+5 movement speed out of combat, to help you get away faster!
Pretty straightforward, yeah? These are all just helpful little boost to make you that much more useful, especially early game.
This is how I level my abilities throughout a match. I work on





This is a necessary starting trinket for every support. You will be able to counter your enemy supports wards, preventing ganks and making your own teams ganks even easier. It can also help prevent the enemy stealing Baron/Dragon/Buffs, or from jumping you in the process of even walking there! Make sure you upgrade it late-mid for even better sweeps.


These three items are what you want to build throughout game. Of course, start your game with an






These are a supports necessity. You should never, as any support, be wasting your heals on yourself. I can't tell you how many times I've thought we were safe, so I used one on myself at half health, and suddenly we were ganked. Of course my full-health adc was the first one to die, and I had no way to heal him/her mid-fight. That heal would have gotten him/her at least one kill, maybe a double and might have even kept him/her alive to win that. Always have biscuits.

Another absolute must for a support! This item is great because it gives you +150 health and holds four


Nami is very mana-hungry, like most supports are. As soon as you've completed your sightstone, work towards this item.

Obviously.

More mana regen, some magic resist, some ability power and some cooldown reduction. A must-have for Nami!

Honestly, this is an item you can wait to get. I wait until late-mid/early-end when my build is almost done or is finished, because if you get this far in the game, the extra charges it holds will be most useful for map awareness and it gives you even more health. Before that, it can be a waste of your money considering how badly you need that


I love this item to pieces! I get this with every ap character I own. It gives you 35% magic penetration, which means that your attacks will HURT! It also makes your ult considerably stronger, since it really needs that pen.


This is a judgement call/preference buy for you. I always go with


Also, I always pick



This is also a must. It gives you the most ap you can get in the game, at 120ap, plus an ADDITIONAL 30% from its passive!

Also gives you 120ap, plus 50 armour. Its active is incredible; it freezes you solid so that no one can attack you or even target you until it is over. This can give your teammates time to come in and save you, or distract, which can keep you alive.

Again with the magic pen! This item also applies a damage over time effect that can secure a kill for you easily, especially with your ult if they are running away.

This is another offensive option for you. Its passive slows enemies you hit, which can give you or your adc time to smack them down into the death count.

If you grab this item, do it in place of your chalice/grail. Its passive hinders the effect of heals on your enemies that you hit with any ability, which is great against someone like Sona who can almost spam her heals, or Soraka whose heals are the most effective.

This item gives you a nice rounding of armour, ap, cdr and mana. Always a nice choice for Nami if there isn't an item that you need more.

I love this item. Gives you a flat 100 armour, plus its passive deflects 30% of basic attack damage right back to your attacker. Against an adc, this is amazing. They'll be taking damage for no reason and might not even realize what's causing it for a while. I played as Vi once with this, and also had a Hydra, and while I was killing their tank, Ashe stood beside me basic attacking me over and over, and the next thing she knew she was dead. The life steal kept my health the same and my thornmail killed her. This is an excellent choice if their ADC is targetting you.

I pick this as my magic resist item on all my champs. Gives you a boost of health regen, base health, magic resist and cdr. Its passive also boosts your heals on yourself, which is a nice little bonus!

This is an iffy choice. It is an amazing item, but before you start building it, check your TAB screen to see if anyone on your team is already building it, or ask if anyone was planning to. Early game, having more than one is no big deal, but late game when teamfights are constant, having more than one is pointless. Its passive provides mr and health regen to nearby allies, so having more than one locket (or even

So there you have it. That's a breakdown of all the items you should/could get as Nami.
Start/Early Game
You should be sticking like glue to your adc. Go to blue/red (red if on blue team, blue if on purple) and help your jungle by kiting, or sighting, or stand in the buffs area if your jungle is going for the other buff. Guarding buffs is a great way to gain an advantage as your enemy jungler won't be stupid enough to take you on for a counter-jungle. If a teamfight shows up where you are guarding, just leave. You two can't take them, let them have it. Feeding is bad.
In lane once the process is done, hover around your adc, healing/buffing whenever necessary. Don't waste your mana throwing




As you know, you shouldn't be farming minions. You took an

As soon as you get to 800 gold, start looking for an opportunity to go back for your

Communication is key as a support; on my way back I tell my adc I'm going to ward. The following is a map of where I place my wards but you can change this to suit you.

As you can see, the locations kind of wards change based off what team you're on. If on blue team, throw your wards in the bush left of river (connecting to three directions), throw one directly in front of Dragon, and one up in the bush by their Blue Buff.
If you're on Purple Team, drop your wards in front of Dragon, in the same bush left of river, and in the bush beside their Red. Buy a

Ward up whenever your adc is safe and you know where their jungler is. Be fast and efficient, and make sure you return to fountain every so often to refill the charges, since it only holds 4!
Mid Game
Once your team has taken their first turret, mid game begins (or if they take one of yours). Buy your




This is a flaw I see in a lot of teams in bot lane. Even with the first turret you take, you should run back immediately after it breaks. Most teams will come running to a lane under attack, and if you take one, it's a siren's call. Either run back to your double bush and wait, back, or move up river to mid to help them. I recommend backing though. The gold boost should give you enough to buy some sort of item. On the other hand, if your adc doesn't want to back, stick to him. Travelling up river or even staying in lane will now be dangerous as they will see you as a threat and might work on a gank of 3 or 4 people. This is the same for all turrets you take unless you are melting them. Do what you think is best and make sure to communicate.
Once your first turret is down, go help another lane that hasn't taken theirs. Usually mid. If you're all at the same point, then keep pushing your lane but be careful. Make sure to adjust your warding up with you so that enemies can't come up behind you while you work on second turret (which they often will!)
Whatever you do, stick to your adc!
Late Game - End
This is where things get fun. The great thing about your


So, obviously when a teamfight breaks out, you want to buff your ally that is doing the most damage. This is most likely going to be your adc, so buff them. Toss your




Just like always, stick to your adc wherever he goes unless he tells you otherwise. If he dies, either back and buy some things or find another ally you can tail until he's back. You want to play safe and keep your teammates alive straight to the end. And heal everyone! Jungler coming in with a bit of a dent to his health? Toss that heal his way. Longer sustain in jungle means a better build and a better level, therefore an advantage over enemy jungle c:
The key with Nami is playing safe and poking efficiently. Those abilities take a chunk out of your mana, so you want to use them wisely. A well placed


Updates
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May 30th, 2014: Guide published
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