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Nami Build Guide by JBerger589

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League of Legends Build Guide Author JBerger589

Swimming Lessons With Nami: The Mermaid Support!

JBerger589 Last updated on December 10, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 0


Utility: 21

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Welcome to Swimming Lessons with Nami, The Wave Caller!

Nami is an aggressive support who's main role is to directly support the ADC and to disrupt the entire enemy team. She is a very heavy mana user, but with powerful skills! She supports her team by stacking AP, mana regen, and CoolDown Reduction. Her AP scaling for damage is decent, but the way she does damage prevents her from being effective solo. You won't be soloing anyone short of the other support, but when it comes to 2v2 or team fights, you will be the bane of the enemy team.

Aggressive play and AP stacking are more to her liking. This build does NOT require stealing minions from our ADC. But with numerous assists, you should be snowballing very well with this build.

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Pros / Cons


+ Lots of CC
+ Can directly give ADC +dmg
+ Ult has a HUGE AoE
+ Spamable heal


- Mana hungry to the extreme
- Very AP reliant
- Q Stun is tough to land

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Greater Mark of Magic Penetration

Greater Seal of Gold

Greater Seal of Mana Regeneration

Greater Glyph of Scaling Ability Power

Greater Quintessence of Gold


I take my standard support runes: 4GP10 with scaling AP and flat mana regen. For marks, I deviate and take Magic Penetration. You could go all Greater Seal of Gold too.

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+4% Cooldown Reduction

Requirement for next mastery

MPen to make spells hurt more

Gives extra Experience

Better movement. Can go
longer without boots.

Better &

Better mana regen

More mana

2 GP10. Total of 6 GP10
with Runes

+50 start gold. Gets an extra
sight ward

Grants gold upon harass.
5 second cooldown.

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Skill Sequence and Descriptions

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

After taking 1 point in Q, level your E a couple times. This gives your ADC better damage to farm with. After hitting level 6, max W as quickly as possible for the heals and damage. After this, Max Q so she can spam it faster with more damage. Finally, finish leveling E for the rest of the slow proc it gives your ADC. And of course, always level R.


Surging Tides


This aids Nami's allies in chasing down enemies. Or conversely: to run away. Proc's on any ally that touches or is effected by any of her abilities.

Aqua Prison


This is her spamable CC cast. The mana cost is locked at 60, but the cooldown gets lower each rank up.



Ebb and Flow


This is both a heal and an attack. However, it can only hit 3 targets total, alternating between ally and enemy champions with no repeats. Best spamed into team fights where everyone is close together.
  • If you cast on an enemy, you will have 2 damage, 1 heal.
  • If you cast on an ally, you will have 2 heal, 1 damage.

Tidecaller's Blessing


This is a damage buff to spam on your ADC. It will proc Surging Tides for +30 movespeed. This ability will eat your mana, so save spamming for engagements. However, the first two points will definitely help your ADC farm. Make sure he knows that you are doing this.


Tidal Wave


Starts a wave at your position and goes 2550 in one direction, slowing all enemies by 50%/60%/70% for 3-5 seconds! This ability is best cast where the enemy team will get hit by the last half of the wave to maximize the slow.

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Summoner Spells

Allows you to give your team tactical vision of key areas as the need arises. This has prevented more ganks and reversed more team-fights than I can count. Before taking CV, and after all champions have been selected, ask yourself this, "should I take exhaust?" If you think at all that you should, the take exhaust over CV.
"Take a flash, save your life."
As much as I'm a fan of CV, you will need to take Exhaust from time to time to keep the enemy away from your ADC. Take this if the other team has a lot of high mobility champs.
Another alternative to Clairvoyance and Exhaust.

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Aggressive Build

Item Sequence

Ionian Boots of Lucidity

Mikael's Crucible

Eleisa's Miracle

Runic Bulwark


Void Staff
This build that I've dubbed as "aggressive" assumes both you, your ADC, and your jungler are going to be pushing the bottom lane hard. You are going to need as much damage and mana as possible to keep up with the pace. This item selection will help you keep up. As Nami, you'll find that without at least some AP, your spells are going to be rather lacking in their effectiveness. AP scales about 50%-60% into all of her offensive abilities, and 30% into her heal. As such, your abilities' base effectiveness is scaled down. Note that there is a Lot of Mana Regeneration with this build. The idea is to spam your spells as much as possible throughout the game, and these items will help you do that by adding 41 MP5 plus chalace of harmony's passive. There are 3 Null-Magic Mantles in this build, giving her plenty of protection.

This is your main source of wards. Buy this as early as possible to get max benifit.

Get's you to max CDR.

Builds out of kage's lucky pick and is an offensive item, but is a great tool for giving Nami's spells the power they need to be feared.

Get this by level 11 or 12. It reduces the CD on , and give great regen properties. After leveling 3 times, you will consume this, but keep the effects.

Builds out of . Give you a cleanse and a heal.

This is your one aura item. If you can't get this, then get a shurelya's reverie or a zeke's herald. But get different boots if you do.

Makes all your spells hit harder. Handy when you send your Tidal Wave through the enemy team.

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Warding & Clairvoyance


Where to Ward



This is how I ward regardless of position.
RED locations are the main ward locations that will keep you alive.
BLUE locations are used to keep an eye on enemy champion movements and their jungler.

*All locations are great for monitoring key locations and avenues*



Where to use Clairvoyance



RED locations are the high probability locations to watch.
BLUE locations are a medium probability locations, but still amazing.

Here is your logic for where to cast Clairvoyance:
  • Who am I trying to find?
  • What might they be doing now?
  • If they aren't there, will we still learn something important?

Example when to use CV:
  • It's 13 minutes into the game.
  • Top lane is considering dueling his counter-part,
    but doesn't have vision of the river bush.
  • The other team's jungler hasn't been seen in a while.
  • The other team's top lane kind of looks like he might be bating.

    Always remember to keep using Clairvoyance throughout the game! It only has a 1 minute cooldown, so it is a fast casting summoner spell. Use it to help teammate avoid a gank, find the jungler, & scout map objectives without putting yourself in harms way. If you can randomly keep tabs at 1 minute intervals of all the enemy's jungle camps, you can effectively help your team estimate when a gank will come, or detect suspicious "mass mia's" of the enemy team.

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]jhoijhoi for her Making a Guide guide and her colored dividers.