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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction
For my first guide I would like to help you with the most recent addition to the League: Nami the Tidecaller.
As for any guide, what I say here is not absolute and only reflects my opinion and my play style. You are free to tweak, change, add or discard whatever you find wrong or missing. I am always open to critics and I will gladly discuss with you. That being said, let us begin, shall we?
To begin with, let's study the champion a bit. Nami is intended by Riot as an aggressive support, potentially an AP carry (to be tested). Her skills kit comprises a hard CC, a heal, a buff and a mass slow/speed debuff/buff. Overall, she appears as a very versatile support and a strong addition to any composition which lacks some engagement potential. As for now, I consider her a very strong support for any aggressive AD carry.
+ Ranged champion + Versatile kit + Great engagement/disengagement + Useful at any phase of the game |
- Very squishy - Rather long cooldowns - No strong synergy with an AD carry - Hard to master |
Let us go into the details of her skills kit now. Beside her ultimate,

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Surging Tides (Passive)![]() ![]() |
Tips
- All of Nami's skills can proc
Surging Tides provided it hits an ally. Try to to hit two birds with one stone by hitting an ennemy and an ally with
Aqua Prison,
Ebb and Flow or
Tidal Wave.
Surging Tides works on Nami herself.
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Aqua Prison A hard CC in the form a a skill-shot, with a significant duration and a decent area of effect. Its range allows you to hit ennemies from a rather safe distance, but the short delay between the cast and the landing of the bubble requires a bit of training. The damages scale rather well with your AP, and the base damages are high enough to make ![]() |
Tips:
- When no other option is available to you, you can hit an ally with
Aqua Prison to proc
Surging Tides, but you should favor the stun on an ennemy whenever possible.
- Aim ahead of your target if you want to hit. Some practice will be needed to get used to the range and timing.
- Aqua Prison gives a large window to engage or disengage, but due to its rather long cooldown favor it for the middle of the fight or for when the enemy is slowed or can't see you to be sure to land the bubble. Saving it that way will allow to either disengage if the fight went wrong or finish the enemy off safely.
Tips
Tidecaller's Blessing can be used for hit'n run situation as well as for offensive purpose.
- Beside your ultimate, in lane phase,
Tidecaller's Blessing gives a strong surprise engagement potential as you proc
Surging Tides to close the distance and then slow the enemy. Talk with your carry or your jungler to plan the attack.
- When maxed and with a bit of AP it gives a significant damage bonus, don't neglect it during teamfights.
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Tidal Wave A very powerful ultimate with a tremendous range of 2550. It has a decent base damage, a good AP ratio, and a strong debuff. Coupled with ![]() |
Tips
- Use
Tidal Wave mostly to engage in or disengage from teamfights. Although it deals a decent amount of damage and knocks up ennemies, its main interest resides in the difference in movement speed it gives between your allies and your enemies.
- Don't forget
Tidal Wave knocks up enemies in the air. Use it to interrupt abilities such as
Katarina's
Death Lotus,
Galio's
Idol of Durand, etc.
- Make use of the range of the wave, cast it from as far as you can to maximize the duration of the slow and surprise the enemies from the fog of war.
Let us study a bit more thoroughly


If you cast it on an enemy, it will bounce to the nearest ally, then to the nearest enemy different from the first.
If you cast it on an ally, it will bounce to the nearest enemy, then to the nearest ally different from the first.
The 2 patterns are:
enemy 1 --> ally 1 --> enemy 2
ally 1 --> enemy 1 --> ally 2
ally 1 --> enemy 1 --> ally 2
Depending on your prioritiy, you should hit an enemy first to maximize your damage output, or you should hit an ally first to maximize your healing. The positioning (of you, your enemies and your allies) is absolutely key. A little review of the cases is needed.
Two important things must be pointed out:
- The damage side has a higher base damage and AP ratio than the heal side.
- The bounce range is greater than the cast range.
Single target cases
Not much to say here. If you heal an ally and no enemy is in range of the bounce, you just heal your target. If you cast it on an enemy, you will damage him and heal yourself with the first bounce (as the bounce range is greater than the cast range).
Two targets cases
Harass


Rescue
In the same idea, you can heal an ally and proc Surging Tide even when you are out of position. This can occur when you push your lane and you get ganked. Your carry can be targeted by the enemies, but you are left behind for some reason and you are out of range to help directly. Cast

Damage first
When you engage a fight 2vs1, you probably want to maximize your damages, so you cast

Heal first
On the contrary, if you are engaged 1vs2, you probably want to heal yourself first to stay alive long enough to reach safety. Casting

Three targets cases
Those cases will happen most of the time and it is where

Save the fray
In this case you want to maximize your heal to save allies who are in the fray. Casting



Damage the fray
In this case your allies in the melee are doing well enough not to need any heal, so you want to add some damage. Target the enemy champion lowest on health and let


Finish him
Although unlikely, this case is when an enemy chases and ally who chases an enemy (you->enemy1->ally1->enemy2). Much like the two targets case "Harass", you aim to hit the enemy at the end of the line. By targeting the first enemy, provided they are all in range of the bounces, you will heal your ally a bit, give him a movement speed buff to catch up with his prey, and damage the last enemy. Be careful though, if you are closer to the first enemy than your ally,

Save the last
This case is the opposite of the previous one, your goal is to save an ally chased by an enemy, himself chased by an ally (which can be you). Cast it on yourself or your ally, let it bounce on the enemy then again on the last ally. Hopefully, the heal and

In a nutshell:
- your first target will get the highest damage/heal, choose wisely
- positioning is key, try to anticipate the bounces
- never forget it procs
Surging Tides
Of course these sequences are only suggestions and you are more than welcome to go for a different one if it fits the situation better. Always adapt, don't stick blindly to a build.
This sequence is for when your carry won't be engaging and focus on farming. You will aim at sustaining your lane with
Ebb and Flow while using it to harass when the enemy comes too close. It is in my opinion the safest and most common sequence withNami, and I recommend it for your first times with her or for when you are not familiar with your partner's behaviour.
This sequence is pretty all-in. I had the opportunity to use it with my partner and it works very well if you are both well coordinated and can communicate with each other easily. Contrary to most lanes, it is up to your carry to engage (which can be very unexpected) but you still have to give him
Tidecaller's Blessing. After landing 3 auto-attacks, it's up to him to back away and resume farming or to chase and go for the kill. You can also harass with
Tidecaller's Blessing yourself, but it is less efficient in my opinion, and more risky.
Passive / Semi-aggressive
This sequence is for when your carry won't be engaging and focus on farming. You will aim at sustaining your lane with

All-in
This sequence is pretty all-in. I had the opportunity to use it with my partner and it works very well if you are both well coordinated and can communicate with each other easily. Contrary to most lanes, it is up to your carry to engage (which can be very unexpected) but you still have to give him


After this analysis, let's get more into what you need during the game. Let's review the summoner spells first.
Recommended
Flash![]() |
Heal Now viable on the support with the season 3 patch, ![]() |
Exhaust Multi-purpose spell to secure a kill, rescue and ally or save yourself. ![]() |
Clairvoyance Viable spell, but aimed more at helping all of your team by providing vision where it is necessary. Helping your carry should be your priority, but if your team somehow really needs it, ![]() |
To avoid
Revive: you should not expose yourself. Taking a spell impacting your death is not as wise choice, as you would have to die to use it.
Ghost: you already provide a good movement speed boost, you have flash to escape, and Ghost doesn't help your carry.
Barrier: again, you should not expose yourself, hence you should not be focused. Barrier helps you to survive, while your priority is keeping your carry alive. If you need it, you made a mistake.
Clarity: after early game, you just don't need it because you have enough mana regeneration, and I've found that Nami is mana hungry enough to justify taking Clarity.
Smite: you don't need to kill a single minion or creep.
Cleanse: same thing as Barrier, if you need it, you made a mistake.
Teleport: you should stay with your carry, so you don't have to teleport to other places.
Runes




Quintessences
Gold generation for you, unless you are planning to take all the kills and take them early. Pretty standard since you won't have any other income beside the natural gold generation (now increased to 16 per 10s since the season 3) until you get your gold generating items.
Seals
The main threat to you will come from either the jungler or the AD carry, meaning physical damage most of the time. I prefer flat armor over scaling armor since you are more likely to take more damages early game (proportionally to your health), but scaling armor is also a good option provided you don't take damage early.
Glyphs
Mana regeneration will be crucial to harass efficiently realy. Like for the armor, I prefer to use flat regeneration since your maximum mana will increase as you go further in the game, and you won't spam much more than during the lane phase, so the more mana regeneration early the better.
Marks
I am still unsure what to use as marks, but magic penetration is always a viable option to deal a bit more damage with your spells. Some more armor might be good as well, it all depends on your way to play.
Offense
Sorcery: Nami needs some cooldown reduction as her lowest cooldown is 9s, which is too high to my taste to be efficient in fight.
Defense
Durability
: some health scaling on level not to fall too far behind later on.
Utilty
Here I aim at my mana regeneration, my gold generation and my cooldowns reduction.
Summoner's Insight
: for the Flash cooldown reduction of 15s.
Wanderer
: movement speed early to keep up with your carry without boots.
Meditation
: you will need some mana regeneration during the whole game.
Expanded Mind
: some more mana in your mana pool.
Greed
: gold generation for support.
Wealth
: a small gold bonus early game for the wards and potions
Biscuiteer
: the biscuit is an interesting starting item, it helps you a bit during the first pashe of lane.
Pickpocket
: harass is now worth 3 golds for you if you land an auto-attack
Intelligence
: with this and Sorcery, you gain rougly 1s on your lowest cooldown, which can be critical.
Nimble
: with this you don't need boots early as you have roughly the same speed as a carry with boots.
Just in case you want to know what I don't take in the Utility tree, here are the details:
Spoiler: Click to view

Defense

Utilty
Here I aim at my mana regeneration, my gold generation and my cooldowns reduction.










Just in case you want to know what I don't take in the Utility tree, here are the details:

So far I have found that Nami works rather well with most AD carries. I play Nami a bit like I play Sona. She is versatile enough to offer sustain and control of the lane, but as she is rather squishy she can't engage directly. Your choice in which ability to max first depends on the way your carry wants to play, so try to adapt.
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Early game
G
A M E P L A Y |
Your early game is similar to most aggressive supports. Keep an eye on the map for potential gank, let your carry farm, and watch for openings. Play safe, you are a ranged champion with enough CC and sustain not to give any kill to the enemy if you position yourself well enough. Buy at least a ward each time you back to base and work on building your gold items. With only your masteries and the base gold generation, you should be able to buy your Philosopher's Stone around 4min10s. If possible, grab it as soon as you can. If you manage to get it at that time, you can stay in lane for a long time. If you have ![]() ![]() ![]() ![]() ![]() |
G
A M E P L A Y |
F
I G H T S |
When you see a safe opportunity, land ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
Always start with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
A
B I L I T I E S |
Mid game
G
A M E P L A Y |
At that time, towers start to fall and some champions start roaming. Now you should always go where you are needed, but stay with your carry all the time. Ward the dragon and Nashor and keep an eye on the jungle. Be in as many teamfights as possible. You priority is to protect your carry and watch the map all the time for incoming ganks or ambushes. Keep buying wards and work you way to your core items. You need to adapt to the composition. Upgrade you Sightsone to ![]() ![]() ![]() ![]() |
G
A M E P L A Y |
F
I G H T S |
Your objective is the same as in early game: cast ![]() ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
One of your abilities should be maxed by level 9 if you favored a type of gameplay. Maxing ![]() ![]() ![]() ![]() |
A
B I L I T I E S |
Late game
G
A M E P L A Y |
Your transition into late game where you no longer are a reliable source of damage and rely more than ever on your utility abilities. Always have a ward on Nashor, watch the usual paths in the jungle, and stay with your team. If you have to go ward a spot and an enemy is missing, don't go alone or simply don't go. It is crucial not to be isolated. At this point it becomes very hard to ward enough, so this task should at least be shared with your jungler. |
G
A M E P L A Y |
F
I G H T S |
In late game, teamfights can mean instant defeat or victory. A well-timed ace and one can rush to the nexus, so it is absolutely crucial that you keep one of you alive. Theoretically, you should be behind with your carry, but the bruisers generally manage to clear a path to your position. If it happens, cast ![]() ![]() ![]() ![]() ![]() |
F
I G H T S |
A
B I L I T I E S |
Nothing particular to say at this stage regarding abilities, max ![]() ![]() ![]() |
A
B I L I T I E S |
Obviously, the duo lane matchups are numerous since it's 2vs2 combinations. There are too many of them to be covered with accuracy, so I will focus only on the most common compositions, those you are more likely to face. You will notice that most of the time it is the enemy support who dictates your course of actions, so I will dedicate a section specifically to summarize how to act against each support.
As you can see, most of your strategy during the lane phase is dictated by the enemy support as he is the one who will most likely take the initiative to engage. This is exactly the same for your duo. This is not a rule, however, and you wil have to adapt to the enemy. In general, you are at a disadvantage against a pair based on burst damage because you are squishy and will be targeted, you are on par with a duo based on poke thanks to your heal and your poke ability, and finally you have the upper hand against defensive composition. There are basic rules you can follow against specific supports.
Taric - Graves The tankiest of all duo you will encounter, with an incredible burst at level 6 which can instantly kill you or your carry. The key to win against them is to watch Taric all the time, as he is the one who will most likely engage the fight by stunning one of you with ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Extreme burst damage + Tankyness and sustain + Most reliable stun in the game |
- Short range - Limited mobility - Mana dependent |
Blitzcrank - Ezreal A duo which puts a lot of pressure on your lane. If Blitzcrank hooks you with his ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Constant pressure + High mobility + High burst |
- No sustain - Countered with good positioning - Mana dependent |
Leona - Corki This lane is also a very dangerous lane with a little less burst damage than the previous two, but they make it up with much more CC and a stronger engagement potential. Leona provides one of the most dangerous engagement early game, and she is the most dangerous when she reaches level 6. Unlike with ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Constant pressure + Turret divers + Strong CC |
- Natural pushers - Limited mobility - Limited range |
Nunu - Miss Fortune / Vayne These lanes can play very aggressively or very pasively. Nunu mitigates your possibility of coming too close to his carry, while they synergize very well with their movement speed boosts to engage you. Your abilities dampen Miss Fortune's ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Very high mobility + Dangerous at short range + No strong CC |
- Short range - Not much sustain - No good escape |
Sona - Ezreal A strong poke lane with a significant burst at level 6, a good sustain and high mobility. Fortunately, you have more CC earlier, and Sona is very squishiest of all champions. To poke you she has to come rather close and she gets in range of your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Good sustain + Strong poke + High mobility |
- Squishy - Mana hungry - Easily readable |
Nunu - Kog'Maw This pair is a real pain to deal with. Nunu is tanky enough to come close and poke you with his ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Very safe farming + Strong poke + High sustained damage |
- No engagement - Not much sustain - No good escape |
Sona - Ashe A duo similar to Sona - Ezreal, with no real burst though, but a much more difficult pair to run away from as they have more CC with for Ashe's ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Good CC + Strong poke + High sustain |
- No good escape - Easily readable - Squishy |
Nidalee - Caitlyn An extremely hard lane to counter as their poke potential is the highest of all. They are also almost impossible to gank due to their traps. They apply a constant pressure, and 2 seconds of inattention is immediately punished, but beside poking with Nidalee's ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Extreme poke + Long range + Hard to gank |
- No sustain - No engagement - Mana hungry |
Janna - Ashe / Caitlyn These pairs are based on poke and the bonus damages Janna gives thanks to her shield. A non-defensive shield is a signal, it means the carry will come to poke. Janna offers a strong engagement/disengagement with her ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strengths | Weaknesses |
+ Strong poke + Hard to engage + Punish bad positioning |
- Limited sustain - Squishy - Long cooldowns |
As you can see, most of your strategy during the lane phase is dictated by the enemy support as he is the one who will most likely take the initiative to engage. This is exactly the same for your duo. This is not a rule, however, and you wil have to adapt to the enemy. In general, you are at a disadvantage against a pair based on burst damage because you are squishy and will be targeted, you are on par with a duo based on poke thanks to your heal and your poke ability, and finally you have the upper hand against defensive composition. There are basic rules you can follow against specific supports.
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Suggested builds
The above builds are only suggestions and you are welcome to adpat it and try some alternative builds. You just have to keep in mind that your role as support is to provide your team with utility abilities and items. You already have many utility abilities, so you will try to get a bit less squishy while still getting items to help your team. Now let us get into the details of the items.
Boots
![]() In my opinion those boots are your best choice, as you realy need cooldown reduction. |
![]() If the enemy team has a lot of AP or a lot of CC, these boots can offer a good alternative to the Ionian Boots of Lucidity. |
The other boots don't offer any viable bonus for you as support.
Enchantments


Core items
Philosopher's Stone
|
Philosopher's Stone The new Philosopher's Stone has been nerfed: health and mana regeneration have been reduced by 50%. However, it is now 100 gold cheaper and has become the item with the highest gold generation rate, so it is still a vital item to get, the earlier the better. It should be the first item you buy at your first back. |
![]() This new item offers a good way for support not to spend thousand golds in ward through the whole game. Sighstone buffs you a bit with health and allows you to use 2 wards at the same time out of 4 stocked, the stock repleneshing each time you back to base. You can consider it worth the money after using a total of 8 wards. For whatever reason, if you didn't have to ward much when you have around 800 gold at your second back and you still have 1 or 2 wards, don't buy the Sightsone and grab a ward and the Kage's Lucky Pick. Otherwise, this item is your second priority. |
Kage's Lucky Pick
|
Kage's Lucky Pick This item was nothing compared to the now removed ![]() |
![]() When you have those 3 items, grab your Boots of Speed as soon as possible. Once it's done, you are ready for the next phase of the game. Without any kill or assist, you should reach that point around 17min. |
Mid game builds
For mid game you first priority is to get your tier 2 boots to be able to roam with your carry and move quickly where you are needed. Choose either the

Your next priority is to get a bit tankier. The most interesting and first step toward that is to upgrade your Sightstone into

Must-haves:
![]() This item has been nerfed with the new season, it is more expensive and gives less tankyness. However, it is still a vital item in any composition, and it now can be upgraded for late game. |
![]() Upgraded from Kage's Lucky Pick, it has the great advantage to keep its gold generating passive. The AP bonus is not what you really aim for but rather the mana regeneration and the active, which is an AOE slow cast on an ally. Use it whenever you can on your tank or bruiser. |
![]() Signature item of most supports, invaluable to engage or disengage, it becomes a ultimate tool of speed boost with Nami, especially when combined with her ![]() |
![]() Vital for map control, but you are squishy, so see with your jungler if he can afford it. If you have one, don't use it if you retuen in lane, save it for when you will roam. |
Viable options:
![]() During season 2, I didn't like this item as ![]() ![]() ![]() |
![]() New item from season 3, it offers a rather cheap upgrade from ![]() ![]() |
Late game builds
When you enter late game, you need to be tanky enough to survive teamfights and provide map control with ward and




In the first case, you have only one item slot left, and you will most likely sell



Then either you buy one of the mid game viable items, take your boots enchantment, or buy one of the late game items listed below.
In the second case, if you don't have


Now you have all your item slots taken. Buy your boots enchantment, and you are almost done. The last thing you have to do is sell your last gold generation item and buy a late game item.
Viable options:
![]() If enemies are AD oriented and one or more of them uses a lot of attack speed, this item is a must have as it will drastically reduce their efficiency. However, remember that you waste the cooldown reduction if you have ![]() ![]() ![]() |
![]() If you have 2 or more AP in your team, this will give them a fair amount of bonus AP and spell vamp. Most of the time there will already be one Will of the Ancients if you have 2or more AP champions, but having more of them benefits every mage who has one already, as you can stack up to 2 auras on champions who have a Will of the Ancients. |
![]() Although nerfed since the season 3, it is still a good late game item which will give you more survivabilty. |
![]() If you want to be more aggressive, this item will add some punch to your spells, and its slowing effect will add up to diffence in movement speed you already give. |
![]() Intended for junglers, it is a very strong item overall and will make you much tankier against AD. Only consider this item if you have bought ![]() ![]() |
![]() If you happen to have a lot of magic damages in the opponent team, Banshee Veil can provide you with everything you need to survive. |
Uncertain options:
Some items offer interesting options, but I am not convinced by them. They might be of some use, but I won't consider them at first except for very specific situations.
Zeke's Herald
|
Zeke's Herald It has been nerfed a lot in the recent patch. The bonus AD is not significant once you are in mid game or late game, and it clearly won't replace the former attack speed bonus. Furthermore it is interesting in rare situations where you have bruisers and carries based on attack speed. No longer viable in my opinion. |
![]() All the stats are really good, but I think it is more aimed at an AP carry. You are not mean to do much damage, but since it is so cheap it could work in some situation where you steam roll the opponent. |
![]() An upgrade of the Kage's Lucky Pick. The stats are good and the active is great in some situations, but you already have an great kit to slow the enemy and speed your allies. However I've had the occasion to use it in perilous situations where it saved my life, so try it and see for yourself. |
![]() A must have in season 2, not clearly aimed at supports since there is no logical route to build this item except if you aim at it. It is still strong on melee tanks/supports, but you stay in the back so you don't really use the passive nor the active. |
So, this closes my first guide. I tried to give you an in-depth analysis of Nami and how you can enjoy playing her as a dynamic support. I put in here as much of my experience as support as possible, and hopefully I am not too far from your own experience in this role. Please feel free to drop a comment to give a constructive critic, a feedback or anything useful to help me improve that guide.
Some thanks to jhoijhoi are required, her guide Making A Guide helped me with the specificity of mobafire, and I probably wouldn't have been able to create mine without hers.
Some thanks to jhoijhoi are required, her guide Making A Guide helped me with the specificity of mobafire, and I probably wouldn't have been able to create mine without hers.
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