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Recommended Items
Spells:
Heal
Clairvoyance
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction


I've tried to use complete words, instead of acronyms we use in-game, in case you're still not familiar with them. The one I do use (or I've noticed I use) is CDR, which stands for Cooldown Reduction.
-Yazzel
Pros
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Cons
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+ Has good AP scaling. + All 4 spells have a good possibility of winning fights. + Her heal will also damage nearby enemy champions. + She has a spammable stun. + She has some pretty fast movement speed, compared to other supports. + She's a MERMAID! |
- Very squishy. - Her stun is a skillshot. - CCs hurt her. |
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UTILITY TREE
Tier 1 - Took 3 points on ![]() ![]() Tier 2 - Took 3 points in ![]() ![]() Tier 3 - Took 4 points in ![]() ![]() Tier 4 - Took 2 points in ![]() ![]() Tier 5 - Took 1 point in ![]() ![]() Tier 6 - Took 1 point in ![]() |
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OFFENSE TREE
Tier 1 - Took 4 points in ![]() ![]() Tier 2 - Took 2 points in ![]() |
Runes




I've reconsidered the Runes I used to have, which were mostly offensive runes, and with some comments (thanks for commenting :D), I've realized that the ones I had were viable, but not the best.
- 9
Greater Seal of Armor: I took flat ones since you want to be really careful with how much damage an ADC can deal at level 1. Later on, you take more armor, so it shouldn't be too much of a problem.
- 9
Greater Glyph of Scaling Magic Resist: I took scaling ones, unlike I did with armor, since on your lane, the only person who should be doing magic damage is the enemy support. Therefore, while laning, Magic Resist shouldn't be a concern, but as the game goes on, it starts to become one, and at the time it is, you should have a good amount of Magic Resist already.
- 9
Greater Mark of Magic Penetration: I'm reconsidering this one, but it's worked the most for me, you'll be helping your ADC deal damage while you have this item, especially since
Nami can dish out some very nice damage without building into it. Your spell pokes will also be scarier while having these runes.
- 3
Greater Quintessence of Gold: Someone in the comments mentioned getting this, and at first, I didn't like the idea, but when I gave some thought into it, I can see their point. Since you're playing support, you won't be making a lot of gold, so getting passive gold gain will help a lot.
As of now, what's worked the most for me is









Exhaust: Will help you in case you need to give your ADC that upper hand in lane fights, or will allow them to escape/chase down enemies. I don't take it because
Nami already has a stun, a buff that'll increase your ADC's damage and give them a slow, and a powerful slowing ult.
Teleport: This Summoner Spell will really help you deal with lanes, and staying in your lane for longer. I'm not a big fan of its big CD though.
Flash: It'll help you escape sticky situations, in case you must. I don't take it since she has a LOT of CCs, which should already help with escaping.
I max out her W,



I get a point in her Q,

I get a point in her E,

Obviously, I get a point in her ultimate/R,


With every spell









Summons a tidal wave outward from Nami's position. The tidal wave briefly knocks up enemies that it comes into contact with, slows them and deals magic damage. The slow duration increases based on how far the tidal wave has traveled, with a minimum duration of 2 seconds and a maximum duration of 4 seconds. It has a godly range, but is quite slow.
Early-Game:
philosopher's stone
Start off with a ![]() ![]() ![]() |
kage's lucky pick
Get a nice amount of AP, along with some gold income. |
If you still have wards left, sell them to get ![]() ![]() |
Mid-Game
Don't be scared to upgrade your kage's lucky pick into this really fast, since you'll keep the gold gain, and get a nice active effect. |
No need to rush into this, since ![]() |
Turn philosopher's stone into this BEFORE you hit level 16. If you get it afterwards, it won't be able to turn into a passive effect. No need to rush into it, but get it earlier if you want to, you don't want to waste philosopher's stone's gold gain. |
Late-Game:
Provides a nice emergency heal, with some mana regen. ![]() ![]() |
A nice shield for nearby allies, and giving them some health regen aswell. Plus, more CDR for you. DO NOT EXCEED 40% CDR, as that is the CDR cap, you can't reach 50% CDR. |
You'll deal with squishyness a LOT with this item, and at the same time, you'll help your allies get more defensive stats, giving your team an edge in teamfights. |
Other Viable Items:
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Please note, this item SHOULD be bought by your tank, as it provides close to no support champion utility. But in case your tank is stubborn and unwilling to get it, the support should be the one to get it. |
Really considering adding this to the core. Very useful for teamfights, escaping or chasing down. Also helps with her squishy problems, gives AP and CDR. |
Personally, not a huge fan of this item, but it can really help chase down enemies/engage in many situations, since ![]() ![]() |




When to max what:
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Picture by Huntaren
Send them in!



-Yazzel
- 12/8/12: Guide was created.
- 12/8/12: Added a chapter discussing Q over E, or vice versa.
- 12/9/12: Removed
Clarity from Viable Summoner Spells. Because it wasn't.
- 12/10/12: Changed all of the runes I suggested.
- 12/12/12: (So many 12's!) Fixed the item suggestions. Still more to be added/removed. Added a screenshot. SEND MORE IN <3
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