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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction to the Little Mermaid
PRO'S...........................................................................................CON'S
+ Great CC................................................................................- Still not a great escaper
+ Healing...................................................................................- Cooldowns might get annoying
+ Pokes are decent...................................................................- Hitting

+ Overall damage can get good.................................................- Dies quite quickly
+ Escaping with

................................................................. Synergizes well with
.................................................





Both Miss Fortune and Varus already have an ability that does on-hit magic damage,





........................................................................... Counters
.............................................................



Vayne is tricky, if you can stun her, you can win. But if she can stun you, run away ASAP. Taric is less risky, as you can kite him with your



.................................................................... Gets countered by
..............................................................



These are terribly nasty to face, but can be faced, nevertheless. Blitz is by far the hardest. His CC can keep you immobile for long enough to kill you. Fear him. As always






Runes






Once again, you might just think I'm a complete and utter idiot. Once again, I will not say otherwise. These runes work for my aggressive playstyle. Combined with the masteries, these get your AP to such a level that


............................................................................
A passive worth having. This passive speeds up allies hit by her spells. When you heal a target with
Ebb and Flow or give them the
Tidecaller's Blessing. But it also speeds them up when they are in the landing spot of
Aqua Prison or the skillshot line on
Tidal Wave. When combined with a bit of AP it can easily give 60 MS for 1,5 seconds. It can mean the difference between life and death when fleeing and when chasing (especially with
Tidecaller's Blessing), it can mean the difference between killing or failing.
............................................................................
One of the best spells in the game, I would say. This spell is an AoE, delayed, damage dealing stun. This means it takes some time before the spell lands but when it lands it stuns everyone in its AoE for 1,5 seconds, which is helpful. It requires some skill to land it, but when the target is slowed, snared or stunned, it's terribly easy. This is why
Caitlyn and
Varus synergize quite well with
Nami. These both have a snare and a slow at their disposal, which gives Nami the opportunity to land her stun. Or the other way around.
............................................................................
A darn good spell, once again. This spell can either heal 2 allies (including yourself) and damage an enemy or damage 2 enemies and heal an ally. With each jump, the healing or damage is lowered by a certain percentage. But, because of the focus of AP in this build, the healing and damage percentage will be positive in the end. This is
Nami's bread and butter, use it when possible, but do mind your mana! Keep in mind with this spell that the spell always needs to switch teams, meaning that it can never jump from an ally to another ally or from an enemy to another enemy.
When cast on an enemy first: Enemy ==> Ally ==> Enemy
When cast on an ally first: Ally ==> Enemy ==> Ally
Learn when to cast on ally first. If possible, target the enemy first. But never ignore your support roles. If your ADC (or any other ally, for that matter) needs Health, heal them before damaging the enemy. Damage isn't your primary role.
............................................................................
The good spells just keep coming! This spell empowers the next three attacks of the targeted allied champion (you can target yourself too). These three attacks do bonus magic damage (synergize with [miss fortune]'s
Impure Shots and [varus]'
Blighted Quiver) and slow the enemy by a certain percentage. This percentage is affected by your AP, with a bare minimum of 35% at spell level 5. It gets 5% more for every 100 AP, so you should be able to get near 50% with this build. This spell is terribly good for chasing, since it speeds an ally up, while slowing the enemy down (if you're able to hit them). The bonus damage is a nice boost. Give your ADC this spell as often as possible. They get the kill and the gold even though the bonus damage from your spell might get them the kill.
............................................................................
This is what makes
Nami
Nami. A giant wave which knocks up enemies and slows them for minimum 2 seconds and maximum 4 seconds, depending on how far it travelled. It has quite the range so you can either use it from afar if your allies are starting a teamfight but you're not there. This can easily turn the tide (pun intended) of a teamfight. The knock-up combined with the stun from
Aqua Prison can immobilize and disarm them for quite some time. If you have any other hard CC, it's over for them. This can also be used to chase, since it boosts allies' speed while slowing enemies.

A passive worth having. This passive speeds up allies hit by her spells. When you heal a target with





............................................................................

One of the best spells in the game, I would say. This spell is an AoE, delayed, damage dealing stun. This means it takes some time before the spell lands but when it lands it stuns everyone in its AoE for 1,5 seconds, which is helpful. It requires some skill to land it, but when the target is slowed, snared or stunned, it's terribly easy. This is why



............................................................................

A darn good spell, once again. This spell can either heal 2 allies (including yourself) and damage an enemy or damage 2 enemies and heal an ally. With each jump, the healing or damage is lowered by a certain percentage. But, because of the focus of AP in this build, the healing and damage percentage will be positive in the end. This is

When cast on an enemy first: Enemy ==> Ally ==> Enemy
When cast on an ally first: Ally ==> Enemy ==> Ally
Learn when to cast on ally first. If possible, target the enemy first. But never ignore your support roles. If your ADC (or any other ally, for that matter) needs Health, heal them before damaging the enemy. Damage isn't your primary role.
............................................................................

The good spells just keep coming! This spell empowers the next three attacks of the targeted allied champion (you can target yourself too). These three attacks do bonus magic damage (synergize with [miss fortune]'s


............................................................................

This is what makes



This the levelling sequence I use for Nami. As with most champs, level your ultimate when possible. I choose to level




1. Laning can get fun with
Nami, as long as you remember you're the support and not an AP burster, which you're really not. Make sure you ward properly so you know when you're about to get ganked. If possible, ward every fogged spot in botlane. The laning itself is straightforward. Attack the enemy if possible (for [spellthief's edge]'s and [bandit]'s gold), but do not overextend. Try to stay behind the minions. Your ADC is the most precious thing in the entire game.
Nami has an excellent kit to kite the enemy. You, combined with your ADC, can make sure they don't touch their minions. Once again. Don't overdo it.
2. When your ADC has just shot or you notice (s)he's about to shoot, cast
Tidecaller's Blessing, it will buff the already flying shot. Why is this necessary? When you cast it on your ADC, the enemy will be very cautious (if they're clever) and will not risk losing more Health than necessary and getting slowed, making way for a potential kill.
3. Use
Aqua Prison only when actually useful. The cooldown is rather high so don't use it to damage minions. Only use it as an initiate. It is also terribly useful for when you know there is an enemy in the bushes, but (s)he doesn't know you know. You cast it onto the enemy, the spell makes them visible for its duration and you can cast other spells or allies can move in.
4.
Tidal Wave is used in a similar way as
Aqua Prison. Use it when only actually useful. The spell is amazing in teamfights or in situations where speed and CC are necessary, chasing and fleeing. Beware the cooldown!


2. When your ADC has just shot or you notice (s)he's about to shoot, cast

3. Use

4.


I hope you enjoyed my rather unorthodox
Nami guide. Feel free to comment below!

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