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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction - Why Nami?

WHY NAMI SUPPORT?
+ Great utility
+ Really powerful CC
+ Good ulti for teamfights/escaping
+ One well-hit

+ Fun to play
+ Really strong once you learn the basics
THE BAD SIDES:
- Really squishy
- Some match-ups are really difficult, mainly kill lanes with support Leona/Blitzcrank/Thresh
- Long cooldowns
- Deals really low damage, can't kill anyone alone at any situation
- Learning to hit


- You will quickly be out of mana if you spam your skills
- Terrible at clearing waves




I use 0/9/21 rune page with support Nami. Some notes on the masteries:
Meditation
: Extra +3 mana regeneration per 5 secs helps you alot in the beginning. Nami can be out of mana really easily if you spam your skills but this extra mana regen will help you out a bit.
Artificer
and
Mastermind
: I pick 2 points in
Artificer
as I'm huge fan of active items and use them a lot. If you don't use active items too much, you might consider moving these two points to
Mastermind
instead to get 10% reducted cooldown of summoner spells.
Greed
and
Wealth
: Pretty basic for most supports. Some extra GP5 to help you keep up the vision, and that extra 50gold is just enough to pick up one more ward to start with.
Biscuiteer
and
Explorer
: Two more important tools for early game.
Total Biscuit of Rejuvenation gives you some extra sustain + mana regen to help you throu the start of the game, and
Explorer's Ward grants you 1 min of free vision. Using
Explorer's Ward on your own buff against counterjungler is a good idea.
Pickpocket
: Gives you extra 3 golds when you use your basic attack on enemy champion (5sec cooldown). As a ranged support you can pick this gold out once in a while but keep in mind that your auto attack deals really low damage and you shouldn't try to hit for gold unless you know that enemy adc cant hit back.
Intelligence
: With this 6% CDR from
Intelligence
and 7,5% from
Greater Glyph of Cooldown Reduction you will start off with 13,5% reducted cooldowns. Helps you a lot with your long cooldowns. [/list]
















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Flash should be always picked. Helps you a lot with positioning during fights and in case of getting caught. Usually flash should be used only for defensive purposes since trying to engage with flash+stun with ![]() ![]() |
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Pick ignite A) if you are planning to go aggressive B) to counter certain high-sustain champs like ![]() ![]() ![]() ![]() |
You should always pick



I usually start with 1x
Vision Ward, 3x sight ward, 3x
Health Potion and 2x
Mana Potion + you will have
Explorer's Ward and
Total Biscuit of Rejuvenation from your masteries. These starting items give you the most sustain for laning phase and enough wards to keep the vision up early. If you don't like starting with only consumables or are planning on rushing philosopher's stone, you can start with
Rejuvenation Bead, 2x sight ward, 1x
Vision Ward and 2x
Health Potion.
Remember to keep up the vision always! If you are winning, try to ward opponent's jungle and buffs, if the enemy is pushing and is ahead, keep up the vision in your own jungle to catch up lonely wanderers! This is crucial!








FIRST ITEMS
![]() |
If you can afford you should pick this item when you first back. Grants health and free wards so you don't have to spend too much gold on basic sight wards. |
Philosopher's Stone |
If you can't afford Sight Stone, try to get Philo stone instead. GP5, mana regen and health regen, everything you need during laning phase. Remember that if you used all your wards and have just enough money for Philosopher's Stone, instead of buying it you should get only ![]() ![]() |
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Sometimes I feel the need to use my skills more than I want to (mainly heal if adc takes too much poke) and it means that I'm constantly running out of mana. In such situation from time to time I pick up one extra ![]() |
CORE ITEMS
![]() |
Get this item as soon as possible. 3 free wards to keep the vision up and good amount of health will help the squishy Nami to stay alive. |
![]() |
In my opinion CDR boots are best for Nami so you get a nice 15% off from the cooldowns. With these boots and your CDR from masteries and runes you will already have 28,5% CDR. If enemy team has some tricky CC you can try ![]() ![]() |
![]() |
This is the main active item to buy with Nami. Gives you extra HP, CDR and a great active. Your main job in the team is to peel for carries and the active will help them stay more safe. Also in case of chasing the active is just amazing, and no one can run away from your team with this + good use of ![]() |
![]() |
Locket is needed by every team! You are not supposed to be a tank, but if no one else in your team is going to buy Bulwark, you should do it! Remember to communicate with your team, I tend to ask my teammates about building ![]() |
SITUATIONAL ITEMS
![]() |
You won't benefit too much from the AP, but it gives you extra MR, movement speed, and a superb active. When enemy assassin/bruiser is trying to catch your carry, using the active makes it almost impossible. Combine that with ![]() |
CONSUMABLES
![]() |
![]() ![]() ![]() ![]() |
Remember to keep up the vision always! If you are winning, try to ward opponent's jungle and buffs, if the enemy is pushing and is ahead, keep up the vision in your own jungle to catch up lonely wanderers! This is crucial!



- Learn the delay between casting the skill and it actually hitting the spot.
- Predict enemy movement to hit more often.
- Try to use it once the fights have started as enemies will have harder time avoiding it once they are already fighting.
- During laning phase the easiest way to hit enemy adc is by using
Aqua Prison a bit behind him when he is taking the last hit.
- Try using
Aqua Prison after your ult knocks up enemies and slows them. Using it on top of the enemy right when your
Tidal Wave hits them will always stun them.
- If melee champ is chasing you, use
Aqua Prison on top of you, as it will both stun the enemy and grant you the passive movement speed from
Surging Tides.
- When
Aqua Prison hits enemy champ in fog of war, it will grant a vision of him for a brief moment.

- Try to determine wether it's better to be used for heal or damage and start the bounce from ally or enemy according to situation.
- Remember that the heal/damage 15% on each bounce, so use the skill on your main target to get max effect.
- Can hit same target only once.

- Whenever a teamfight starts or your adc engages/gets engaged during laning phase, use this on him right away!
- It doesn't only do damage and slow the target, remember that it also gives movement speed cause of
Surging Tides
- Your auto attack damage is really low, if your adc is back use this on yourself to get the free last hits easier ;)


- I suggest not to use it as a primary engage tool for the team, as it can be easily dodged. Rather try using it once the fight takes place, as then you will be hitting most if not all of the enemies much easier. IF you use it for engage, I suggest combining it with
Shurelya's Battlesong active to follow the ult really quickly!
- Use it from fog of war/over a wall and enemies will have hard time dodging it.
- Combine the ult with
Aqua Prison to get the knock upped enemy stunned right after.
- Try to use it "along the map" (along the river, in line with towers). Hitting from the side is much harder, unless you are hidden behind the wall and enemy have no glue it's coming.
KEEP UP THE VISION
Everytime when you leave base you should have at least 1-2 sight ward with you and at least one

DETERMINE WHO YOU ARE PLAYING WITH AND AGAINST, AND PLAY ACCORDINGLY
If you are up against low kill potential lane, for example kog/ashe combined with soraka/janna, try to make their farming as impossible as possible and maybe play a bit aggressive. When you are facing a kill lane with support leona/blitz/thresh, you must stay a bit more back and save your CC for defensive purposes. Always try to poke the enemy when you get a free chance, but never risk your life for a couple of auto attacks! Nami is really squishy, one blitz grab will pretty much kill you at early levels.
ZONING OUT ENEMY ADC
One of your jobs is to make enemy adc's last hitting as hard as possible. One key to this is having brush control. When the enemy doesn't have vision of you, you are a constant threat. Try to harrash enemy adc/support with auto attacks WHEN IT'S SAFE. If you know you are safe from ganks and won't need your

1) Try to stay out of the vision.
2) Watch your own creeps' health and figure out enemy adc movement.
2,5) Ping the enemy adc before going in!
3) When enemy adc comes for a last hit, use your

4) Use your


If your adc is following your stun, as he should, the enemy adc will lose a significant amount of hp and make him back for a while. The combination of your stun + the slowing empowered attack from


NOTE: Don't use your skills for harrash unless you are sure you will win the trade and won't be surprised by a gank. Using your CC (mainly

Mid game starts at around level 7-8, basically after the first tower is down and everyone starts to move around more. This is the time when you need to keep up much more vision than during the laning phase. You should have your
Ruby Sightstone finished by now to grant you 3 free wards, but remember to buy more wards along with it. I usually try to buy 2
Vision Ward whenever I back to have at least 5 wards with me when I leave base.
DRAGON - Keep dragon pink warded whenever it's up and keep up the timer for its spawn time (6min). Time it for your team so everyone knows when it's up, and give a warning 0,5-1min before it spawns so you can be ready for it.
BUFFS - If your team is pushing, keep up vision on river and inside enemy jungle. Try to put wards at enemy buffs whenever possible so you can take them away, and also time them too if possible. Buffs are really important! However, if enemy team is the one pushing, it's crucial to keep the vision in your own jungle so you can catch lonely enemies there and have a bit more safety when going further from your own towers.


DRAGON - Keep dragon pink warded whenever it's up and keep up the timer for its spawn time (6min). Time it for your team so everyone knows when it's up, and give a warning 0,5-1min before it spawns so you can be ready for it.
BUFFS - If your team is pushing, keep up vision on river and inside enemy jungle. Try to put wards at enemy buffs whenever possible so you can take them away, and also time them too if possible. Buffs are really important! However, if enemy team is the one pushing, it's crucial to keep the vision in your own jungle so you can catch lonely enemies there and have a bit more safety when going further from your own towers.
Late game main objectives are pushing and Baron. This is the time when one guy getting catched can cost the whole game, so try to move around together, and once more keep up the vision so no one in your team wouldn't get caught. Also getting
Oracle's Elixir to counter enemy vision should be done now if not earlier.
Your main job in team fights as Nami is to help your carries survive and help them deal as much damage as possible. Try to stay more behind since you are not a tank. Stay near your carry and peel for him. When teamfight starts do the following:
1) If you have active items like
Shurelya's Battlesong, use it to help your team.
2) Use your
Tidecaller's Blessing on your ad carry.
3) If not needed for engage, try to use your
Tidal Wave when the fight has taken place and you can time and aim it to hit as many enemies as possible
4) Depending on the situation, either use your
Aqua Prison to stun the high-priority enemy carry if it's safe, or stun the enemy bruiser/assassin heading for your carry. Try to combine
Aqua Prison with the knock up of
Tidal Wave to hit it more easily.
5) Use your
Ebb and Flow mainly to heal your carry / other low hp allies.
6) As the fight goes on, use
Ebb and Flow whenever it's available,
Tidecaller's Blessing on your carry/bruiser whenever available, and
Aqua Prison when you think you can hit it, not blindly whenever you could.

TEAMFIGHTS
Your main job in team fights as Nami is to help your carries survive and help them deal as much damage as possible. Try to stay more behind since you are not a tank. Stay near your carry and peel for him. When teamfight starts do the following:
1) If you have active items like

2) Use your

3) If not needed for engage, try to use your

4) Depending on the situation, either use your



5) Use your

6) As the fight goes on, use



Because of the strong peeling abilities Nami does very well with carries who need protection in teamfights. Also champions who can take good use of her
Tidecaller's Blessing have good synergy with Nami. All in all, there really aren't carries who couldn't play with Nami, but of course some AD carries have better synergy with Nami than the others.
Caitlyn is simply one of the best ADC at the moment and thou there isn't anything special synergy with Nami, it will be an amazing combination on it's own. Caitlyn's range is really long, and she has good wave clear with her
Piltover Peacemaker which is good cause Nami is terrible at clearing waves.
Vayne is a late game hyper carry and goes well together with a support who can keep her alive. Focus your plays around keeping Vayne alive and going, because her damage is just amazing late in the game.
Varus is also pretty strong carry at the moment and because he doesn't have any escape spells, your peeling skills will come in handy.
Miss Fortune is a good all-around adc with a good ult for teamfights. Again a champ without escape skills will benefit from having you around, and you also have some good synergy for teamfights.
Ezreal is a good adc with mobility and he has many different ways he can be built in. He is pretty safe adc on it's own and really safe to play. There isn't too much special synergy with the two of you and your peeling won't be as neccessary as with other carries, but Ezreal is strong on it's own and Nami will be a good pair with him.
The "basic" ad carry everyone knows, thanks to tutorial :) Ashe has her strong points and she is more of an utility adc with potential to be strong in late game, but being one of the old chamions, she also lacks mobility.
Draven's strong point is in the early game. Even after the passive nerf, you should consider playing a bit more aggressive than usually to get the early advantage. If you fail to take the early lead, you will lose half of Draven's potential.
To be honest, you don't have anything too special synergy with these champs, but they all have a good potential to be really strong late game carries your peeling skills will come in handy. Try to provide them with as safe laning phase as possible and possibility to farm up and later in the game stay with them and keep the enemy assassins away.
Corki and Graves are both more burst kind of ad carries and you could consider picking another support with them. They have more potential with aggressive support like
Leona or
Blitzcrank who can help to catch enemy adc and burst them down in a second. Nami will have too little damage to help out with the burst combo.

Caitlyn is simply one of the best ADC at the moment and thou there isn't anything special synergy with Nami, it will be an amazing combination on it's own. Caitlyn's range is really long, and she has good wave clear with her

- Caitlyn's long range combines well with
Tidecaller's Blessing, take advantage of it and use it on your adc whenever she is harrashing enemy.
- If your adc is quick to react, she can place
Yordle Snap Trap under enemy champ hit by your
Aqua Prison to keep the enemy on place for even longer.
Vayne is a late game hyper carry and goes well together with a support who can keep her alive. Focus your plays around keeping Vayne alive and going, because her damage is just amazing late in the game.
- During laning phase make sure you have vision on side brushes when needed, so Vayne can hit and stun with her
Condemn.
- Vayne's passive
Night Hunter combined with the movement speed from your passive and slow from
Tidecaller's Blessing makes her a chasing machine and guarantees the 3 hits on
Silver Bolts. This really is a strong combination.
- If you feel confident and want to be more aggressive, try maxing
Tidecaller's Blessing before
Ebb and Flow.
Varus is also pretty strong carry at the moment and because he doesn't have any escape spells, your peeling skills will come in handy.
- Peel, peel, peel. Late game Varus is strong with his %-damage from
Blighted Quiver, and because he has no escape spells at all, focus on keeping him alive and safe.
Tidecaller's Blessing is again a strong tool when you are going in. Will make it easy to get 3 stacks of
Blighted Quiver, and followed up with
Hail of Arrows your enemy will be slowed for even longer and will take the %-damage from detonated Blights.
- Your ults can go together pretty well. If you hit a good
Tidal Wave and your Varus uses
Chain of Corruption right after, the only way to escape the snare is by flashing out. Follow up with
Aqua Prison stun and use
Tidecaller's Blessing on Varus and watch your enemies melting down.
Miss Fortune is a good all-around adc with a good ult for teamfights. Again a champ without escape skills will benefit from having you around, and you also have some good synergy for teamfights.
- You usually can win trades during laning phase. Miss Fortune is good on trades with her
Impure Shots, and combined with your
Tidecaller's Blessing for free stacks + heal from
Ebb and Flow, you can try to zone the enemies out from getting last hits.
- If you see enemy trying to stop your Miss Fortune's
Bullet Time, try using
Aqua Prison to stun them before they make it.
- A good
Tidal Wave followed by
Bullet Time will be a game changer. Time and position your ults so it will hit as many enemies as possible, and try to keep an eye on Miss Fortune's position so she can also follow your ult easily.
Ezreal is a good adc with mobility and he has many different ways he can be built in. He is pretty safe adc on it's own and really safe to play. There isn't too much special synergy with the two of you and your peeling won't be as neccessary as with other carries, but Ezreal is strong on it's own and Nami will be a good pair with him.
- Hitting
Mystic Shot will proc
Tidecaller's Blessing for damage and slow.
- Your ulties go together pretty well, good
Tidal Wave will make
Trueshot Barrage hit easily, but some other ult combinations can be more game changing.
- If Ezreal builds "blue" (
Tear of the Goddess followed by
Manamune and
Iceborn Gauntlet) remember that his early game damage will be really low.
- Blue Ezreal also has much utility on it's own, so keep your eyes open if some other carry in your team needs your peeling skills more than Ezreal.
The "basic" ad carry everyone knows, thanks to tutorial :) Ashe has her strong points and she is more of an utility adc with potential to be strong in late game, but being one of the old chamions, she also lacks mobility.
- Low kill potential early, play passive laning phase pre level 6.
- At level 6 you have good kill potential with all your stuns: If you can combine
Aqua Prison,
Tidal Wave and
Enchanted Crystal Arrow in any order, the enemy ADC should be dead before he can move after the stuns. Don't hit all the CC at the same time, chain CC one after another to get longer stun.
- Late game focus on peeling for Ashe to keep her alive.
- You will lose a bit of your potential since Ashe has a slow on her own (
Frost Shot). Your slows with
Tidecaller's Blessing will stack, but the weaker slow will have only 35% of the slow effect, making it have only a little effect. Consider using
Tidecaller's Blessing on your bruiser/assassin instead.
Draven's strong point is in the early game. Even after the passive nerf, you should consider playing a bit more aggressive than usually to get the early advantage. If you fail to take the early lead, you will lose half of Draven's potential.
Spinning Axe deals good damage early and makes Draven good trader, help him with the trades with your
Ebb and Flow heal/damage and extra damage from
Tidecaller's Blessing.
- You have a good kill potential at level 2. Try taking your second skill point on
Tidecaller's Blessing instead of
Ebb and Flow. Try to get level 2 before enemy, hit your
Aqua Prison on enemy adc when he comes from last hit and use
Tidecaller's Blessing on draven. If he can follow up with
Spinning Axe and
Stand Aside, you will deal a lot of damage and can finish the enemy adc while he is slowed.
- Draven is a good chaser with his
Blood Rush, combine it with your
Tidecaller's Blessing to make him hit even harder.
- If you are doing good and don't need too much sustain, try making
Tidecaller's Blessing first to be more aggressive.
To be honest, you don't have anything too special synergy with these champs, but they all have a good potential to be really strong late game carries your peeling skills will come in handy. Try to provide them with as safe laning phase as possible and possibility to farm up and later in the game stay with them and keep the enemy assassins away.
Corki and Graves are both more burst kind of ad carries and you could consider picking another support with them. They have more potential with aggressive support like


Here I have listed some things you should take into consideration when playing against certain supports.
Usually I prefer NOT to pick Nami against these supports. They are all about getting kills and being as squishy as you are, you will have a lot of problems once they manage to hit you with their engage ability. However there will be times when you will face these champs as Nami, and it mostly means that you will have to take the things easy and adapt to the situation.
These tanky supports offer both sustain and hard CC. They got decent engages, but they aren't as difficult to deal with as the ones above.
These guys have both good supporting abilities, hard CC, and good poke. Their downside is that they are squishy.
Usually a bit more passive supports, not focusing on any kind of harrash, but peeling for the adc and making his play as safe as possible. They shouldn't cause you many problems but can make it hard to take down the enemy adc.
Usually I prefer NOT to pick Nami against these supports. They are all about getting kills and being as squishy as you are, you will have a lot of problems once they manage to hit you with their engage ability. However there will be times when you will face these champs as Nami, and it mostly means that you will have to take the things easy and adapt to the situation.
- Position yourself well. It usually means that you will have to stay a bit back. Just play safe early and don't do any stupid moves.
- Keep up the vision. When you have wards in the bottom brushes and have vision of the enemy support, you can play more safely and avoid their skillshots a lot easier. Also try to deny their vision of you by using
Vision Ward on your bottom brush.
- Rush
Ruby Sightstone. You won't need much sustain against these guys, but you will need HP to survive if you get engaged on. That's why getting an early
Sightstone will help you more than Philosopher's stone.
- These supports only a little or no sustain at all, so if you can poke SAFELY take advantage of it.
Blitzcrank: If he hits you with
Rocket Grab early you will most likely die or at least have to burn your
Flash. Stay safe, have vision.
Rocket Grab has 20sec cooldown at level 1, and when the enemy Blitzcrank misses his grab, you got over 15sec time to hit them back before
Rocket Grab is up again. Take advantage of it.
Leona: Remember that Leona's
Zenith Blade will come over the minions so you can't hide behind them. Leona can be devastating, but she also doesn't deal too much damage on her own. That's why you should try to hit
Aqua Prison on enemy adc if Leona is engaging, hitting your stun will make them lose the trade. After level 6 you can also try to counter engage them when Leona attacks by using your
Tidal Wave on enemy adc and support followed by
Aqua Prison on enemy adc. I usually ask my adc to pick
Cleanse instead of
Barrier if I see Leona in enemy team.
Thresh: Thresh's
Death Sentence is a bit more easier to avoid than blitz's or leona's engages due to it's short channeling time. Stay alert and don't let him engage. It also has 18sec cooldown on level 1, so if it's missed, take advantage of it. Don't let him collect souls for free.
These tanky supports offer both sustain and hard CC. They got decent engages, but they aren't as difficult to deal with as the ones above.
- You will have a hard time killing these supports but it doesn't matter cause they don't deal too much damage on their own. Focus only on enemy adc. If a fight breaks out and you kill enemy adc before they kill yours, the enemy support can't do anything on its own anymore.
Taric: Taric can deal a lot of burst damage with his
Dazzle and
Shatter followed by enemy adc auto attack. Try to stay out of the range/vision for the stun. If your adc gets hit by the stun, use your
Aqua Prison to stun the enemy adc and win the trade.
Alistar: Thou he is big, he is not tanky pre-6 and you can harrash him with auto attacks when it's safe. If he has to spam heal, it also usually pushes the lane a bit and makes him burn mana. Keep enough distance so you won't get knocked back by alistar's
Pulverize followed by
Headbutt towards enemy tower or you will most likely die or have to use
Flash. Keep enough distance to your adc so Alistar can't knock up both you and adc if he engages with
Headbutt and
Pulverize combination.
These guys have both good supporting abilities, hard CC, and good poke. Their downside is that they are squishy.
- Position yourself well so you won't take free poke them. Also keep vision of them so they can't poke your adc for free. If they are poking, try to heal your adc with your
Ebb and Flow, preferable when it can bounce on enemy champ also. Their kill potential is low when they can't first poke you low.
Sona: Has good sustain but is one of the squishiest champs. If she is too aggressive and you get a good opportunity you can try to stun Sona and take him down quickly with your adc. After level 6 try to position yourself so that Sona can't hit both you and your adc with
Crescendo.
Lulu: Lulu is a solid support and a good pick against Nami. She doesn't have a heal but a shield instead, so you can try to lay down some poke on the enemies when safe. When fighting after level 6, try not to go for too risky plays if her
Wild Growth is up for use. If you can prevent her from poking, you should do fine during laning phase.
Usually a bit more passive supports, not focusing on any kind of harrash, but peeling for the adc and making his play as safe as possible. They shouldn't cause you many problems but can make it hard to take down the enemy adc.
Janna: No healing but a shield instead. When her shield is on cooldown, you can try to go for the adc as he won't get healed up afterwards and won't have the extra attack damage from
Eye of the Storm. Janna has a lot of potential to help out with jungler ganks with his
Howling Gale knock up and slow from
Zephyr so keep your vision up at river entrances. She is also the queen on disengage with
Howling Gale and
Monsoon, making it hard to kill the enemy adc even after using your
Tidal Wave for engage. On the downside, she is really squishy and can be taken down quickly before level 6 when she doesn't have
Monsoon yet.
Soraka: All about sustain. Her heal has a long cooldown (20sec) and doesn't too miracles early on. She also doesn't have any way of escaping, making her an easy kill if your adc can quickly follow your
Aqua Prison on badly positioned Soraka. After a while her heal will be pretty strong and can be combined with her
Wish so try not to get baited in by all the heals and barrier.
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