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Nami Build Guide by Mystral


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League of Legends Build Guide Author Mystral

Nami, The Tidecaller - Support Guide

Mystral Last updated on July 11, 2017
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
4
5
7
9
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

0 Ferocity

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18 Cunning

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12 Resolve

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Guide Top

Introduction

Hi everyone, I'm Lulu On Drugs and I play on EUW server, I was Plat V in season 6 and I main the support role.
I really like Nami, I always loved mermaids lol.
This is my second guide and it's not finished yet.
I have a plays.tv account if you want to see some of my clips!
http://plays.tv/u/Syphiria

I'm Italian so.. Forgive my English.

Thanks for the 200k views! ^o^


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Pros / Cons

PROS + UTILITY
+ Amazing CC
+ Peel
+ Sustain
+ Mobility from her passive
+ Funny to play
+ Engage/Disengage skills
+ Great synergies
+ It's a mermaid
- Hard to master
- Mana hungry
- Very squishy
CONS


Guide Top

Summary Banner


Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Masteries

Cunning Tree

Tier 1 - 5 points in Wanderer , because movement speed out of combat > damage to minions and monsters.

Tier 2 - Secret Stash ... MUFFIN! You won't take buffs and won't be alone in game, so it's the only available mastery for us to stay in lane a little longer.

Tier 3 - 5 in Meditation , we need that mana regeneration and you won't take Merciless anyway.

Tier 4 - Bandit we want goldsss! You can take Dangerous Game if you want, but you'd take a lot of less money.

Tier 5 - 5 points in Intelligence gives us 5% CDR at level 1 and our cap will be 45%. You could take Precision to poke a little more, but I think it's not that good.

Tier 6 - Windspeaker's Blessing will help us with our shields and Redemption's heal It now stacks 3x shielding/healing power so the more we have, the more we heal with it.
Resolve Tree

Tier 1 - 5 points in Recovery , because we won't build a lot of defences, so Unyielding would be useless for us.

Tier 2 - I take Explorer because I like to be fast in rivers/jungle. I sometimes gank mid when my ADC recalls and try to help the midlaner taking a kill.

Tier 3 - 5 Runic Armor for shields and heals ( Ebb and Flow, Locket of the Iron Solari, Redemption) on you.

Tier 4 - Insight for Spell's CD. Perseverance and Fearless are useless on us if we're not going to build tanky.


Guide Top

Runes


Marks

Seals

Glyphs

Glyphs

Quints


Guide Top

Spells


Flash: Allows a blink to where your cursor is. I always use it, because it's good in any situation, allowing you to escape, to save an ally or simply to get a kill.

Exhaust: Slows a target by 30% and reduces its damage by 40%. Exhaust is a great spell to pick as support, because you can use it to engage or to disengage.

Ignite: Sets fire to the enemy and does damage over 5 seconds, applying Grevious Wounds. If you're going to play aggressive or the enemy team has a lot of heals/lifesteal, pick Ignite instead of Exhaust.

Cleanse: Pick this if the enemy team has a lot of CC or if they don't have burst/assassins. DOESN'T REMOVE IGNITE AND SUPPRESSIONS ( Nether Grasp, Infinite Duress).


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Abilities

Surging Tides (Passive)
All allied champions touched by any of Nami's abilities gain 60 (+ 20% AP) bonus movement speed for 1.5 seconds, doubled when touched by Tidal Wave.

More details





Aqua Prison (Active)
Nami sends a bubble towards the targeted area, dealing magic damage to all enemies hit, revealing them, and suspending them for 1.5 seconds.
MAGIC DAMAGE: 75 / 130 / 185 / 240 / 295 (+ 50% AP)


More details





Ebb and Flow (Active)
Nami unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions up to twice, alternating between enemies, allies and herself.
Ebb and Flow heals allies and deals magic damage to enemies, with each bounce being 85% (+ 7.5% per 100 AP) as effective as the previous one.
HEAL: 65 / 95 / 125 / 155 / 185 (+ 30% AP)
MAGIC DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 50% AP)


More details





Tidecaller's Blessing (Active)
Nami blesses the target allied champion or herself for 6 seconds, causing her target's next three basic attacks to each deal bonus magic damage and slow their target for 1 second.
TOTAL BONUS MAGIC DAMAGE: 75 / 120 / 165 / 210 / 255 (+ 60% AP)
BONUS MAGIC DAMAGE PER HIT: 25 / 40 / 55 / 70 / 85 (+ 20% AP)
SLOW: 15 / 20 / 25 / 30 / 35% (+ 5% per 100 AP)


More details





Tidal Wave (R)
Nami summons a tidal wave that surges forth, dealing magic damage to all units it hits, briefly knocking them up and then slowing them for 2 - 4 (based on distance traveled) seconds.
MAGIC DAMAGE: 150 / 250 / 350 (+ 60% AP)
SLOW: 50 / 60 / 70%


More details


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > > We want to max out Ebb and Flow because it is our main healing/damage dealer skill. Then Tidecaller's Blessing as it allows you/your ally to deal more damage and slow with auto-attacks. We level up Aqua Prison last because it has less utility than the other skills, it is a skillshot, so you could miss it and it has a long cooldown.


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Items

Item Sequence

Eye of the Oasis
1900

Boots of Mobility
900

Ardent Censer
2300

Redemption
2100

Locket of the Iron Solari
2200

Abyssal Mask
2900
I like to build this item after the new patch with the quest. You get one free skill point without leveling up once you complete it. Now that they changed Redemption I focus myself in a defensive gameplay, so I would never finish Spellthief's Edge quest.


I always build these, because movement speed is vital. You can choose between Boots of Swiftness and Mercury's Treads.
DON'T BUILD Ionian Boots of Lucidity, you will have 45% CDR without these. Build them if you want CDR on Summoner Spells.

This helps your basic-attack based teammates to survive gaining attack speed, health and dealing magic damage on-hit. It's a great item, if you are able to make your Ebb and Flow bounce on two of your teammates (heal an ally - bounce on an enemy - bounce on an ally) it's very very strong. It even procs on Ebb and Flow and Redemption's heal and Locket of the Iron Solari's shield.

Standard item. It gives health (unfortunately from 400 it became 200), cdr, mana and health regen and healing power. It heals less than how it was used to heal BUT... Now it has a new passive: Uberheal. Redemption's heal amount is affected times as much by heal and shield power amplifiers! With this build we have 20% shielding/healing power, so I think it's okay.

I used to build this after Ardent Censer but now it works well on your bonus health and we don't have so much bonus health now. Try to don't use it uselessly. Always try to catch the right moment, like when Katarina/ Xayah/ Lux is ulting.


This item is pretty cool and it gives you the 10% cdr you need to reach 45%. Its stats are great to be more tanky and its passive will help your AP carries dealing 10% more damage. It costs a bit more than other support items but this will be your last item so who cares! You can choose between this and Adaptive Helm.


Other items you can choose
AGAINST AD

I don't build this item that much, but its stats are pretty strong on Nami. Build this if the enemy team has 2-3 attack speed-based champs like Vayne, Jinx, Master Yi, even Camille if she builds AD.


This is the item we need to survive to AD assassins (like Zed, Talon, Rengar and Kha'Zix)! It gives a lot of HP and 60 armor, it makes you pretty hard to kill for an ADC (for the passive that reduces crit power by 10% and the one that slows enemy's attack speed by 15% if you're hit by an AA) and for an assassin because of health and armor. When I build this, I always forget its active.

AGAINST AP

Take this item if they have a heavy engage like Unstoppable Force, Glacial Prison, Curse of the Sad Mummy, Solar Flare or even just a Blitzcrank/ Thresh. This is your main item against AP champs, build it if they have a fed AP that could just burst you down like Fizz, LeBlanc, Ahri ecc. Now it gives AP and 10% cdr, so it wouldn't be a so bad choice.

Alright guys, you team is going well, they're not dying that much and enemy towers are gone in like 15-20 minutes. This is your item after Redemption. You can poke and stack Blood Charges, so when you heal someone, you will heal them even more.


This item gives more armor than MR, so why I put it in "against AP"? Because of its active. If enemy team has 2-3 AP champs and you use this on a minion that's going toplane, you force their AD/ADC to go top to kill it and depush the lane. In that time, your team can try to engage a 5v4 and most likely to win it.

SITUATIONALS

This item doesn't belong to us anymore. It's great on champs like Leona, Rakan etc. Now when you ult near your ally, it surrounds you with a frost storm and ignites ally's AA. The storm around you slows enemyes by 20% and your ally's AA burn enemies for a 50% bonus magic damage over 2 seconds. Don't build this, we're not going to join the party in the middle of the fight.

I like these, but I prefer Boots of Mobility. If you want to keep running a bit fast in fights, pick these. If you want to run faster around the map, take mobility ones. These reduce slowing effects by 25%, so they're pretty good, because lot of champs have slowing skills.


Pick this if you want to keep a lane safe from being pushed. It has the same passive as Ohmwrecker, but the damage done by the first and the fourth Voidspawn gain 15% of your total health as damage, so I would recommend to build another HP item in addition to Redemption.


There will always be at least one enemy in the enemy team that has a hard CC, so this is a good choice. If you time it right, you can save a teammate granting him 40% movement speed after the "cleanse". It stats are not great but we like that 20% bonus shielding power. Now it works very well with Redemption for the new passive!


Ohmwrecker is an underrestimate item. It gives great stats and it's useful for diving under towers. It gives movement speed when you walk near a turret (even destroyed ones) and it can disable both of Nexus' turrets at the same time. It gives armor, health and cdr, try it out sometimes, you might have fun.


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Warding



This is where you and your team should sight ward:
  • Yellow: Vital to protect the jungler on your team
  • Blue: For protection depending on which lane you're on
  • Red: To guard Dragon and Baron
  • Orange: In order to Counter-Jungle


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Laning Phase

I start with Ebb and Flow, because I can poke and heal at the same time. Take Aqua Prison only if your team wants to invade or if they have a champ like Blitzcrank with Ignite and you're afraid you or your ADC will die if he grabs at level 1.
Always try to stay near the target you use Ebb and Flow on to heal yourself and speed you up!
If they have a very aggressive lane like Caitlyn + Zyra, then just play passively. You are squishy and Cait could just E your Aqua Prison.
If you have an ADC like Vayne, Ezreal, Lucian, they probably will jump in front of the enemy and attack him, so when you see them dash or something, use Tidecaller's Blessing on them, Ebb and Flow (so it will heal and speed your ADC and deal damage to the enemy). If you're close enough, then try to Q one or both enemies (even if it's the support).
Always try to recall when your adc is recalling, so you get back to lane together. If your adc recalls but you have enough health and mana and you need gold, stay in lane and last-hit minions. You'll recall when your adc recalls again or if you know that he's not going to die if you go back. You can use your skills on you to get in lane faster, but be careful to not waste too much mana.
Buy Sightstone asap and keep bushes warded to avoid enemy ganks. Ward the drake if they have a champ that can solo it, like Shyvana, Kindred, Udyr etc. or if you see that they want to fight for it.
There will be times in which you won't have wards to place, so don't push the lane and try to stay behind minions.


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Synergy

Ashe is a squishy adc and cannot peel herself, you have to keep her safe. Try to use your Tidal Wave when she lands Enchanted Crystal Arrow, keep Aqua Prison to defend her if the situation turns against you. Ashe can easily follow enemies with her Frost Shot and deal high DPS with Ranger's Focus. She has no mobility, so if she get caught you must have the fast react to save her or she will die in a second.
Your Tidecaller's Blessing empowers her Ranger's Focus because they count as autos.


Caitlyn has the longest range of AA in LoL. She can poke easily with AA and Piltover Peacemaker. She has range but not CCs, so she needs yours. If you land Aqua Prison she could just put a Yordle Snap Trap under the bubbled enemy (so here's her Headshot pops up), Piltover Peacemaker and if she hits the enemy with 90 Caliber Net, she can hit another Headshot. While she does her combo, you should land Ebb and Flow on the enemy (it deals more damage) and Tidecaller's Blessing on her.
Try to CC enemies that try to block her Ace in the Hole.


Corki can easily follow up Nami's engage with his Valkyrie. He has a high burst, so your CCs allows him to do a lot of damage just with your Aqua Prison. Always use Tidecaller's Blessing when you hit a CC, that helps a lot because it adds magic damage and slows the enemy. He could just use the package in chain with your Tidal Wave or you could Aqua Prison an enemy in Corki's passive path.
I didn't really experienced many Nami + Corki, it's really hard to find one.



Draven... Ehh, what should I say. Max your Tidecaller's Blessing and you win the lane. He has A LOT of damage with his Spinning Axe and he can get a lot of money from his League of Draven. If you see that he has a lot of Adoration stacks, try to keep him alive until he gets a kill. Draven loses half of Adoration stacks when he dies. I think he's one of the best synergies for Nami, as she could just get him fed keeping people CC'ed. He has a global ultimate, Whirling Death, if you see him throwing it around the map, use a skill on him to get the assist.


Ezreal he's similar to Corki, high mobility, high burst. Ezreal has a lot of DPS, so he can deal lot of damage with your CCs. His only CC is Iceborn Gauntlet. He has no mobility without Arcane Shift, so don't try to engage when that skill is on CD. He could follow your Tidal Wave with Trueshot Barrage. The most "combo" you will see is Aqua Prison, Arcane Shift, Mystic Shot, Essence Flux because Ezreal's passive, Rising Spell Force grants him attack speed every time he hits an ability. Heal him and give Tidecaller's Blessing to allow him to keep attacking the enemy even after your CC.


Graves isn't seen as the best ADC at the moment. You can see him in jungle, but sometimes even ADC. Again, high burst and mobility with his Quickdraw. He even gains defenses from his dash, so he should win trades pretty easily. If you land Aqua Prison on an enemy, he could throw End of the Line and deal a lot of damage just from that. Plus, if you engage with Tidal Wave, he could follow up with Smoke Screen to confuse the enemy. I just hate the fact that he only has two bullets.



Jhin deals a lot of damage in early game and destroys the late. He has Dancing Grenade for poke and waveclear. Try to play around Captive Audience, because enemies are slowed if they walk on that, so you can land easy bubbles. If you manage to land Aqua Prison in Captive Audience, enemies will take a lot of damage. Trying to do this against dashes or tanks will be pretty useless. Like Ace in the Hole, Curtain Call can be blocked. Your Tidal Wave has pretty much the same range of Curtain Call, so try to keep enemies inside of it. Jhin gains mobility only from crits, so you can speed him up with your passive. Your Tidecaller's Blessing doesn't work on Curtain Call.

Jinx is the hypercarry I adore. Try to get her fed early game and she will be a Super Mega Death-Bringer. She gains mobility only from Get Excited! and her only self peel is Flame Chompers!. Land your Aqua Prison after she Zap!s an enemy, speed her up with Tidecaller's Blessing and Flame Chompers! and Exhaust should do the rest. If she catch an enemy with Flame Chompers!, land Aqua Prison on him. Same as other ADCs, she has a global ult, so use a skill on her if she lands Super Mega Death Rocket! to get the assist. Do what you can to save Jinx, die for her if needed.


Lucian got buffed in the patch 7.1 and I think he's one of the most played ADCs since his release. He has mobility with Relentless Pursuit and high damage thanks to his Lightslinger. Your Tidecaller's Blessing helps him a lot, use it on him after he uses an ability. You can land Aqua Prison or Tidal Wave to help Lucian hitting The Culling. Tidal Wave helps him while he's ulting, because it speeds him up, knock-ups and slows the enemies, so that's perfect for him.
Tidecaller's Blessing does not work on The Culling.


Kog'Maw is another hypercarry, he has no mobility, but he can deal a lot of damage. If you land Aqua Prison on an enemy, half of his life will be gone (in first levels). You can provide him the sustain he needs and grant him more damage. You will need to peel him, die for him if needed. If he dies, try to catch Aqua Prison to allow Kog'Maw to deal damage with Icathian Surprise and maybe get a kill. He has Void Ooze as slow, you can grant him other two slows and movement speed buff. If you manage to bring the game to the late, then he will be a monster. Protect him with everything you have.


Miss Fortune synergizes greatly with Nami. She has passive movement speed buff and Make it Rain to slow enemies down. If I remember right, Tidecaller's Blessing works on her Double Up, but I'm not so sure. If you manage to catch Aqua Prison, then she can take kills pretty easily because of your CC and slows from Make it Rain and Tidecaller's Blessing (even Tidal Wave). Use Mikael's Crucible on her, because she's really vulnerable to CCs. Perfect wombo combo! If you land Aqua Prison on two or more enemies, engage with your Tidal Wave if she has Bullet Time up.


It's rare to see Quinn as ADC but sometimes you can find one. She has to be very close to the enemy in trades/fights, so heal her up whenever you can. Her Blinding Assault is very strong in lane. When she uses Vault, knocks the target back for a while, try to catch Aqua Prison in that moment. She's a great duelist, but in a 5v5 she's really weak. You can speed her up whenever he uses Behind Enemy Lines, your Tidecaller's Blessing is strong on her, because of her Harrier. It's really hard to out-trade that. She can deal a lot of damage with you behind, but teamfights will be a bit hard probably.


Sivir can poke a lot from afar with Boomerang Blade and a little bit with Ricochet. It's an ADC that pushes a lot, so always put wards in the river and a Control Ward in the tri-bush to see if their jungler is coming to gank you. Sivir has Spell Shield to "block" an ability, but she has to have reflexes to time it right. She can engage/disengage with On The Hunt. Don't chain Tidal Wave with her ult unless is really necessary. Your CCs are vital for her in this lane, for both offense and defense.



Tristana is a mobilty ADC with several engage/disengage abilities. You are more in danger than her in lane, so keep your health up. Her "combo" should be ( Aqua Prison) > Rocket Jump > Explosive Charge > Rapid Fire > Buster Shot > Rocket Jump. Tristana gains range with levels thanks to Draw a Bead. She will go deep at the beginning, so she needs you to stay alive. Mid/Late game, things will get easier, you can focus more on other teammates instead of only on Tristana. Use [Tidecaller's Blessing]] when she uses Explosive Charge on someone or jumps in.


Twitch is pretty weak in laning phase, but he can get kills easily thanks to Ambush and your buffs. Twitch needs your disengage when he finishes his job in a teamfight. Ambush's cooldown is pretty high, so he needs your CCs to stay alive and get out of the teamfight easily. He can literally destroy the enemy team just using Spray and Pray, so give him Tidecaller's Blessing when he is about to engage (be careful as enemies could see him). Use Tidal Wave to keep enemies in Twitch's ult and Venom Cask. If he will be fed, then protect him with everything.


Varus is not the best ADC you want to pick this meta. He has no mobility, but he has AoE slow with Hail of Arrows and AoE root with Chain of Corruption. He's all about hitting skillshots, so your CCs can help him a lot. Peel for him in the first levels, as if he could take a lot of damage. His Living Vengeance got buffed and it's pretty strong. Chain your Tidal Wave to Chain of Corruption (or land your ultimate so Varus can land his easier without failing) to keep enemies in Varus R range.



Vayne is a late game beast, so defend her in first levels and try to give her kills. If she just want to farm, then give her Tidecaller's Blessing and heal her when enemies poke her. Your team should help you protecting her. Remember to not spam abilities on her while she's invisible as enemies could see her. If enemies try to run away and Vayne is far enough from them, use Tidal Wave to speed your team up and maybe catch some enemies. Use Mikael's Crucible at the right moment as it will speed Vayne up by 40% for 2 seconds. Just don't let her die.



I didn't write about Kalista because I didn't experienced this botlane so much.
Kindred, Teemo, Urgot and are not champs that belong to the botlane (maybe Urgot does, but I never see him), so I didn't write about them.


Guide Top

Lore

Nami channels the primal energies of the ocean, harnessing its mystical restorative properties and commanding the raw power of the tides themselves. Though many doubted her, Nami had the bravery and determination to take on a dangerous quest when no one else would. Now her people believe she is the Tidecaller, a chosen one destined to complete a quest essential to the survival of her entire race.

The Tidecaller's sacred duty is to acquire a moonstone, a powerful object found only in the towering reaches of the surface world. Her people, the Marai, rely on the moonstone's light to ward off the terrors of the depths. However, the stone's power lasts only one hundred years. Before its light fades, the Tidecaller must journey into the Great Deep, retrieve an abyssal pearl, and carry it to the surface. There, on the night of the winter solstice of the hundredth year, the Tidecaller makes a ceremonial exchange with a landwalker bearing a moonstone. By trading the pearl for the moonstone, the Tidecaller ensures the survival of the Marai for another century.

However, in Nami's time, as the hundred years drew to a close, no Tidecaller had been found. Without a chosen one to complete the quest, her people would face disaster, but the Marai waited in faith that the Tidecaller would appear. Nami refused to sit idle, insisting that without a Tidecaller to save them, someone had to act. Bravely, she decided to begin the quest herself and ventured alone into the dangerous depths. None expected her to survive, but after six days of battles with untold horrors, Nami returned with the pearl in hand. The Marai hailed her as the new Tidecaller. All that remained was for Nami to journey to the surface and complete the exchange.

When Nami arrived at the surface, however, she found only an empty shore. She waited for days in a mystic cove, unsure of what to do. In all the legends of the Tidecallers, the bearer of the moonstone had never failed to arrive. Nami faced a choice. She knew the surface world only through tale and rumor, but the survival of the Marai depended upon her. Summoning the tide to bear her ashore, Nami began her search for the moonstone and became the first of her kind to explore the world above the ocean. She left her home behind, and vowed not to return until she had completed the Tidecaller's quest.

"I am the tide, and I cannot be turned."
- Nami