Nami Build Guide by Wicked Cherry
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Runes: Standard Runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
He can hurt a lot if played correctly. And he'll do more damage than you'll be able to heal. Be passive and try to dodge his combos.
Don't get caught by her and try to rush movement speed. If you can dodge her root (E) you'll have pretty much countered her combo. But watch out, she could still walk up to you and stun you if you're too close.
Honestly, I think he's the most extreme counter of Nami. I'd advice just banning him to get rid of the possibility of losing to him - his late is way too good for you as Nami.
Kind of the same as Brand. Don't get stunned by his cage and he'll be dealing more damage than you'll ever be able to heal. Be careful, it'll be a tough match up you'll have to face.
Try not to get caught by her root or she'll be able to land a full combo on your which would most likely be your death sentence. I'd recommend waiting out her abilities and harass her while they're on cooldown. Don't forget that she's got a higher range than you.
Stay behind the minions and try to be moving as much as possible. If you're confident about dodging you could try to bait out his grab - after he missed it, go harassive against the enemy ADC.
Try to keep your heal and ult (or Q) ready and wait until he attempts to ult your ADC to interrupt it as fast as possible.
Pretty much the same as Blitz - try to dodge the hook. I'd always try to harass him heavily to reduce the chances of you or your allies being stunned by him.
His ult and his knock up can hit you quite hard (and your ADC!) you'll be busy with escaping his knock ups, but once he used it (and hopefully missed it), it's your payback time.
Same as Blitz & Naut. Stay behind the minions and use deep wards so you'll know if he's pretending to use his lantern for ganks or if their jungler is actually around.
Careful about his knock up. Also, his range is larger than yours. It's safest to keep your ult ready to interrupt his.
His ult combined with his time bombs can be annoying and deal a lot of damage but you can walk around them. However, you should have more sustain than him with your heals.
She's not a common support but if you face her, try to dodge her silence because she and her ADC can freely deal tons of damage to you. She's also kind of hard to harass.
He can heal the damage you deal and can easily roam. However Once he roams he'll have to leave his ADC which might be a chance to attack their ADC. The key to beat Bard is deep warding - you can see where he is and when to attack.
He's got a lot of CC and his passive isn't really making it easier for you. However, you should be able to harass him from a distance where he can't hit his Q (like behind minions).
She's kinda equal to you. However, her speed shield can be super annoying combined with her damage. Try not to get routed by her.
Don't let her root you by her Q. Her shield can prevent some of your magical damage and your CC but thanks to your mobility, you should be okay playing against her.
She's an okay opponent. Try to stay out of her Q range, so she's basically wasting mana - especially early she'll have a mana problem - while you're healing her damage for your ADC. Try to stay away from your ADC so she can't ult both of you.
Taric shouldn't be underestimated but you should be able to dodge at least most of his stuns. You can harass him but it won't be as effective as harassing other tanks because he can heal his allies and himself again.
Escape her root and try to stomp her on seeds.
She might have some burst damage but her range is pretty small and you can probably heal most of her damage dealt.
Since you're reading this guide, you should know more than most people playing Lulu. ;) Also - I prefer playing Draft instead of Blind. :> But you could anticipate her playstyle. Check when she's warding and try to keep her busy with dewarding - meanwhile you can stomp the enemy's ADC.
He's pretty easy pre level 6. At level 6 or higher you should watch out for his ult though.
Lulu can be very annoying and versatile since she's got a lot of CC. However you can heal most of her damage.
His ult is pretty useful. Please don't attack enemy towers when he's around. But you should be able to harass him freely.
Aww I love Janna but playing against her is even more fun because you're most likely to win the lane. She can't really do much except for shielding and healing. Well of course she's got a nice disengage but you can play around it pretty easily.
Dodge her Q and work constantly on harassing either her ADC or herself if in reach to drain out her health.
Her CC + your CC = crying enemies. Make sure to keep her alive and let her stack her Q.
Draven usually only needs peeling and protection to excel and you definately have the peel he needs.
I love playing with Jinx because she's a hypercarry in late game and with your heals and buffs she'll hopefully get there real fast. :)
Rare pick for botlane, but I've experienced quite a few nice encounters with Kindred and you both have similar gap closers and you're able to protect one another with your ults. Very nice, actually works quite smoothly.
I've experienced that MF especially excells along with Supports who got CC. Luckily you've got enough of those. Once you hit your Q on the enemy ADC, you can most likely all in on the enemies.
Her gap closer can be hard for you to catch up - or escape safely with her. But your kits actually work well together.
Girly CC Power! Make sure to keep her healthy or Rakan might revenge you.
Caitlyn deals high damage and you should be aware that other people will gank you because they usually fear Cait's damage. Deep warding's the key here. She can even somewhat peel for her own with her Traps (W).
Quite unusual pick nowadays. Since his rework he's okay. His gap closer won't be hard for you to follow but you'll probably have to use a full combo to keep him alive while he's recharging. Can be a piece of tough work with him.
Her somewhat long gap closer can also be her death sentence because you might not be able to follow as quickly and she might face an uneven situation all of a sudden.
I'd prefer picking Braum or Leona with Kalista because of their knock ups/stuns. However, Nami can give Kalista the support she needs because she can enable her movement speed and more damage with her buff while the enemies might attempt to flee. Also, the double knock up will come in as quite handy.
He's okay but I think he's stronger with supports who can stun or set up knock ups effectively. Your CC with his Ult will work nicely together.
He's okay, especially because of his usual Attack Speed build. You can easily buff and heal him while you overheal the damage dealt on him. You should be able to win most trades mid game.
Your early game power can allow Vayne to catch up faster and become stronger in mid game already instead of late game because you should harass the enemies hard in order to ensure her safe farming. If possible you could even win first trade offs which would allow Vayne to get ahead even more. :)
Tic, tac.. boom? I don't really like recharging ADCs. It's okay to play with Jhin but while he ults it will your task to chase behind the enemies to enable him vision and slow them. That's somewhat risky because you might get ganked or the enemies could just turn onto you.
I decided for 3 OK, because when she ults you're basically left alone while Quinn can happily gank for example mid lane or the enemy jungler and you're left alone on lane. You can't follow her around. But your kits work out nicely with one another. I mean, blind, damage, heal, knock up and slow. There's not much you'd possibly ask for.
Meh. It's okay, but my personal experience with Sivirs is somewhat sad because she's usually just considered a "safe pick" against whoever and she's usually being picked by autofilled people. HOWEVER! If you come across a good one, you'll notice that lane feels quite easy with her - of course that depends on the match up - but you'll encounter a somewhat safe laning phase.
I'm really happy that Corki is not a frequent pick because your synergy is just making me sad. His gap closer sometimes feels like a burden while you're running after him and try rescue him. He's more of a mid laner right now which is good because he usually starts fights on his own account and it can be quite hard to follow them.
The match up with him is okay, but I feel that he'd need a support with a stronger CC ult - like Leona's or Braum's or even Fiddle's fear. Although his gap closer won't be much of a problem, I feel that Ezreal needs either highly damaging supports or very tanky ones. Since Nami is more or less somewhere in between that, I don't consider the synergy as easy to handle and carry.
Champion Build Guide
I'm Wicked Cherry, I'm playing mainly Support since season 4 and this is my second guide. My first one is about Lulu - you can check it out here if you like. :)
Nami helped me climb quite a bit during the seasons 7 and 8. In my opinion she is a very valuable and mostly underrated support, her kit is very versatile and if you actually know how to play her, I'm convinced you'll understand what I'm talking about. So let's dive in. :)
Here's some prove for actually adding Nami to your champion pool. :)
A headstrong young vastaya of the seas, Nami uses her mystical Tidecaller staff to reshape the tides and defend her fellow Marai from danger. The first of her kind to leave the ocean and venture onto dry land, Nami faces the unthinkable with grit, determination, and daring mettle.
In the seas to the west of Mount Targon dwells a tribe of vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life.
(copyright by RiotGames, see here.)
If you're interested in more stories about Nami, check out this. :)
+ high utility
+ compatible with about every ADC
+ her buff Tidecaller's Blessing can be used on allies
+ very adaptive playstyle possible
+ can start teamfights with Aqua Prison as well as disengage with it
+ SHE'S A MERMAID who can heal allies while dishing out damage to enemies! :3
- relies on hitting Aqua Prison
- needs at least one frontliner
- especially aggressive playstyle can be quite mana-consuming
- squishy (but lovable ♥)
- not much sustain (despite Ebb and Flow
- struggles hard when being focused
- kind of relies on fed carries
|Nami's Passive allow you to speed up your allies by 20% once you've cast a spell on them (which would be either Ebb and Flow or Tidecaller's Blessing for 1.5 seconds. If allies are hit by Tidal Wave, the effect will be doubled.|
|Nami will throw a bubble to the targeted area. All enemies hit by it will get knocked upinto the air for 1.5 seconds. All targets or enemies hit will also receive magic damage.|
You can cast this ability either onto your ally or onto an enemy. If cast on an ally, Nami will heal that ally. If an enemy is nearby, the wave will bounce onto that one dealing magic damage to that one and can bounce back to an ally healing that one as well.
However, the wave can only bounce onto each champion once, but can hit up to three targets per cast. Per bounce, healing and damage will be reduced by 15%.
|Tidecaller's Blessing is Nami's buff which will "bless" any ally or herself for 6 seconds (or 3 attacks) by dealing magic damage and slowing every enemy that has been hit for 1 second.|
|As the name Tidal Wave says, Nami will summon a huge wave that will knock up and afterwards slow every enemy hit. Additionally, it will deal magic damage. This ability is always good for a nice surprise for your enemies: You could start fights with it or ensure your jungler to attempt a successfull gank.|
|Since Summon Aery consists of two components: Damage and Shield power, it's what you'd consider as perfect match with Nami's playstyle. Aery gives her the early game aggressiveness that you need and the ability to improve shields on your allies.|
|I like to go for this rune because as support, as I might have already said, you can’t join a fight too early and the additional movement speed after casting my ultimate has allowed me to either catch up with fleeing enemies and run from them myself. So you can pretty much use this rune for chasing or running. Either way, I consider it as really helpful. :]|
|The additional free cooldown reduction will allow you to either buy a rather aggressive item instead of another CDR item. Also, if you exceed the limit, the abundant amount of CDR will transform into adaptive attack damage or magical damage which should also be one thing you shouldn’t say No to.|
|Basically, this is your harassing damage rune in this build. It will allow you to deal enough magical damage with your whole kit, but especially with Ebb and Flow. You might notice that enemies will try to evade getting hit by you because the range of your W is rather large. Furthermore, even if you’re being forced to go completely defensive, you’ll still have at least the damage from this rune.|
|Healing your allies although you're not a Soraka shouldn't be witchcraft for Nami, right? This rune just works really well with your W Ebb and Flow and I feel that in low elo, it even helps your team mates to focus more on certain champions because you have the extra visual effect.|
|It's just the round up of a perfect combo together with the shield and heal of Ebb and Flow and Redemption) you'll do. Also, it will support your aggressive abilities that deal magical damage.|
Alternative Rune choices
|This rune will help you solve some of your early and maybe even mid game mana problems. Therefore, if possible you will prefer to be rather aggressive and help you with your possible mana problems.|
|You can't say No to movement speed because you're basically the swimming "ambulance" of the team. I promise you, there won't be a moment when you're realizing that you've joined a fight too early - rather the opposite, that you've been too late. However, I swapped this one with Nimbus Cloak, but it really comes down to one’s liking here, really.|
|I know most people prefer Scorch, but I can totally understand why you could prefer the adaptive damage more in late game because ... well, it's damage that can help your team mates. And many underestimate the power of Nami, especially late game because everyone just focuses on the carries.|
This should be your standard item. It's one of the most important ones because it will transform into Frostfang which will also be your warding item. You will not have to pay for it anymore to upgrade. Later on, it will become Shard of True Ice. For more details on warding, check out my Warding section. :]
Furthermore, this item acts as your gold-income item which will help you to not fall behind compared to other roles. Try to be harrassive whenever you have mana and the situation allows it. You should try to get into harassing range and after you've dealt your damage, fall behind and wait in a safe distance to harass and recharge accordingly.
|I really tried playing without this item but it's pretty hard because it just matches so perfectly with your Ebb and Flow. It improves your shields and heals by 8% and even boosts your carry's Attack Speed by 10 to 30%. Summon Aery, Redemption, Ebb and Flow AND Celerity even stack with Ardent Censer and therefore enhance one another. How awesome is that?|
Redemption also enhances your healing and shielding power by 8%. But it also grants you more access to mana which means: More heals, more damage, more of everything of Nami!
Furtermore, you can heal your allies with its active. Whenever a teamfight starts, I make sure to use it as soon as possible because it takes 2,5 seconds to become active.
|Standard Boot Upgrade. The movement speed allows your to actually become the "ambulance" your team might need. If it doesn't, it will still need your damage and hard CC. You can swap these for Boots of Swiftness if the enemies have a lot of Crowd Control. If you're rather going for the more aggressive build, you might want to buy Sorcerer's Shoes. I know that many people like to go for Ionian Boots of Lucidity but I usually experience that I'm already at the 40% Cooldown Reduction limit and that buying these would be a waste.|
Defensive item choices
- You can choose these items depending on the match up and how the game's going for you and your team. When it's obvious that you'll face a hard laning phase, do not hesitate to rush for example Locket of the Iron Solari.
- Frozen Heart, Randuin's Omen and Knight's Vow are heavy armor items. I would only pick them up against heavy attack damage teams or against super fed assassins like Zed, Yasuo or Talon.
- Righteous Glory will provide you with more armor and some flat amount of health. It's active is what made me add it here because you can chase or run from enemies with it which might be what you are looking for, especially against dash champions like Ezreal, Katarina or Pyke.
- Spirit Visage is an item that mainly top laners build. It can help you but it's rarely a good item for you to pick up. I added it here because you should tell your top laner to build it to improve your healing.
- Last but not least, Athene's Unholy Grail. It's an item that's not too defensive but also not that aggressive when compared to other items. It's somewhat ideal which is why I like to build it on Nami whenever I can. Your pokes and spells will add stacks to it which will be redeemed by your next heal and improve it by that amount. It's generally not a huge amount, but you're AP scaling is working really well with Nami in general. Another plus point for the Magic Resistance.
- It's not a bad choice to buy Ability Power items. I'd probably prefer Liandry's Torment because the passive enables you to do damage over time to enemies. However, it can also be a wise decision to buy Morellonomicon if no one on your team will purchase it.
- I usually only buy Ability Power items when I notice that the game will turn out in our favor, my team lacks AP champs or that the enemies aren't buying Magic Resistance.
- Void Staff can be a nice add-on to be more annoying for enemies who have already built Magic Resistance. However, you should keep in mind that you'll only want to buy one or two AP items.
- Luden's Echo and Rabadon's Deathcap are the most aggressive choices here. You'll scale pretty high with them and they work well together but are also really nice alone. I would consider them building as third or fourth item (without your warding item) if your team is heavily ahead. But please finish your Warding item before you start building these.
- Rylai's Crystal Scepter is also a really nice item which offers you AP and some flat amount of health. Furthermore it will provide you with it's great passive which will slow an enemy when hit by one of your abilities. So in short: Your abilities slow your enemies (even more than they do already).
|Flash is pretty standard. I allows you to handle small positioning mistakes or jump into teamfights while if your team unexpextedly dashed forward.||
Exhaust is also a standard support summoner.|
It slows the targeted enemy by 30% and reduces their damage by 40%.
|Ignite is usually a good indicator for aggressive playstyles. It damages the targeted enemy for 5 seconds, dealing true damage and canceling out all healing effects by 40%.||Choosing Heal is a bit uncommon but you can pick it if your Marksman decides to go Barrier. However you two should communicate that matter in advance to rule out any misunderstandings.|
You are pretty much the swimming "ambulance" - or rather life saver - of your team. I know, usually that's what you'd call Soraka but for Nami it is somewhat equal - after all you are the support.
So, make sure that ...
There are probably so many more things that might need attention - but I think it's really important that you at least try to keep the basic ones in mind and focus on them. I know it sounds a lot at first glance but you'll get used to them more and more. Like try to focus on one or two things you want to improve on several games. Once you feel aquainted with them you can focus on the next ones. :)
Since there are different situations and game phases, I will try to point out the ones that occur most of the time.
Early to Mid Game
You're winning the lane and are ahead
You're behind and risk losing the lane
One more thing about early game: Ask your Jungler and/or Toplaner to ward the Rift Herald because you don't want to give one (or more!) Towers for free to the enemy team, do you? They might even come bot and destroy your winning lane this way. That's not your intention - is it?
Mid to Late Game
You're winning - Yay!
- You should use that advantage nicely. Ward objectives!
- If you notice that the enemies tend to prefer one side of the map, e.g. topside, try to ward the one slightly more.
- Ward the enemy jungler's buffs or often used bushes and pathways, such as the area around the Red Buff .
- Animate your teammates to ward if they aren't doing it already! You can't ward the whole map alone with 3+1 wards!
You're losing - oh no! Time to turn the game around.
I know that warding alone will not win you a game, you'll also have to pay very close attention to the mini map and it is not a joke when I'm saying that it should become one of your very best friends in the game. Like I'm only Gold but I'm kinda spending 40% of the whole game's time watching the mini map, looking out for ganks or where to position my next ward because once you notice a certain behavior, you might realize what the enemy might want to do in their next couple of moves. Okay, I get this might sound like you should take a look into the fortune teller's crystal ball but it's not that mystic or weird.
Say you realize that the enemy team kinda keeps pushing mid and bot lane. Meanwhile you see that the enemy Jungler or Support clear out your river wards. What would they want to do next? Right! They'll go for the Dragon . Another crucial point is to keep an eye out for the timers, like Dragon timer or Baron timer, but you might also want to know about the Buff timers to at least roughly guess when enemies will show up in that area - which is also always nice to catch them off-guard. But beware because you will probably want to ward the area carefully before you set up your surprise trap.
So let's get back to warding when losing:
- Keep an eye out for objectives and ask teammates to go warding with you because let's say you only have all base towers that remain but want to ward Baron . The likelihood that you'll get caught is at about 65% roughly guessed.
- Try to have as many pink wards out as possible - I'd recommend close to buffs.
- Ward around camps, such as the wolves .
- Use the vision plants whenever it is possible and safe
When you're going kind of equal.
Here's an example for warding especially for the bot side (you're team blue and start at the left bottom of the map):
- Icy blue dots are for your vision cones. Do not hesitate using them unless you want to save them for special events like a soon spawning dragon .
- Red dots are for the blasting cones (bomb plants).
- Green numbers are for your usual vision wards. Numbers 1, 2 and 3 display the best vision spots where you should want to place your wards every time. I know that it's not always possible for various reasons (like you don't know where the enemy jungler and/or mid laner are or you're losing the lane and you don't really care about having vision of the enemy jungler). For these situations, I added the numbers 4 and 5. However, you should try to ward the blasting cone inside the enemy jungle as well.
I know there number 5 is there twice but that's because ensuring vision of one of the side brushes will depend where you are "tower hugging" or the enemy's freezing the lane.
Why ward the blasting cone instead of the brush underneath it?
Well, imagine that the enemy jungler just finished Gromp and now checks if they could gank bot lane. He'd probably walk through the tribrush and either use the blasting cone (ward 3) or walk back to the blue buff and then walk through ward 2. Either way, you'll spot him. If you just warded the brush below the blasting cone,you will still see him but by that it'll be probably too late to escape - especially if you've pushed the lane.
- Lastly, pink numbers are for Control wards. The lower the number, the better the position. If you feel that you need a Control Ward in your tribrush, you could always ask your ADC to buy one. When you're playing rather defensively, I would advice placing a Control ward at position 1 or 2. But if you're going equal or winning, you should definitely try to place it as deep into the enemy jungle as possible (one of the number 3 positions). I wouldn't recommend putting a Control Ward into position number 4 because both number 3s are more valuable and the enemy will walk through either your stealth ward or the Control Ward in position number 3. :)
"There's always another wave..."
You've made it so far, thank you for reading my guide to the very end. I hope I could help you with possible questions or decision to make! I'm happy to help and I'd appreciate it if you left a comment to let me know what you're thinking about this guide.
Cheers, Wicked Cherry!
- 29/12/2018 Creation of the guide.
- 30/12/2018 Table of Content & Back to Table of Content added ‹3
- 03/01/2019 Improving the rune suggestions in its section, adding alternative rune suggestions & improving readability
- 12/01/2019 Added another screen for the Introduction section of my S8 review.
- 26/10/2019 Changed the color theme of the guide & added more detailed information to the item chapter.
- 30/01/2020 Modified some item suggestions.
To do List:
- Adding information about when to recall, peeling and roaming - yes even supports should consider roaming ;)
- Adding a detailed synergy & threats chapter (previews can be found on my Yuumi guide.)
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