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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Surging Tides (PASSIVE)
Nami Passive Ability
Introduction
|
Pros
+ a healer-stunner mermaid with those cute little sharks!!+ nice CC + easy KS with her + lategame seamonster |
Cons
- squishy- no spammable skills - need skill to use her - hard earlygame |
- Health:
Durability
gives you extra health (+108 at level 18) it's useful during the whole game.
- Armor:
Hardiness
and 9x
Greater Mark of Armor gives you +13 armor, it will reduce the ad carry's damage on you. It's mainly useful during the earlygame.
- Magic resist:
Resistance
and 9x
Greater Glyph of Scaling Magic Resist gives you +6 magic resist at level 1, but it will be increased to +29 at level 18. I chose these runes because I believe that you won't meet the ap carry until mid/lategame, so you don't need too many early magic resist.
- Mana regeneration: As a support mana regeneration is very important for you. It's a key to be able to spam your skills!
Greater Seal of Scaling Mana Regeneration and
Meditation
gives you a medium amount of mana regen, but this combination with your ingame items will give you a pretty high mana regen.
- Cooldown reduction: It's the second key of spell spamming!
Intelligence
gives you a small amount of cdr (6%). You'll have to increase it with your ingame items!
Artificer
is a new mastery which helps you to reduce the cooldown of the activated items - it will be useful during the mid/lategame when you have the items.
Mastermind
reduces the cooldown of your summoner spells by 10% and
Summoner's Insight
helps more for your
Flash's cooldown reduction. I know that
Summoner's Wrath
would be more effective, but you need that +1 point in the utility tree.
- Gold: 3x
Greater Quintessence of Gold and 4x
Greater Seal of Gold +
Greed
gives you 6 golds/10 sec from the beginning. Since the new patch you have
Pickpocket
, which is perfect for you. You should spam your normal attack on your enemy from the bush - it gives you some extra gold and you harass your enemies, so they cannot concentrate on their creep kills!
Gangplank: "Harr harr! That sounds good! Now give the gold to me!!"
- The not recommended common ones
Biscuiteer
and
Explorer
.. lots of players use it, but I don't recommend it. A 60 sec ward does not worth it for me, and that cookie helps one time maybe ( if your team plays well you will throw it out) and gives no lategame advantage.
My reccomendation:
As a support I believe that
With
Common support spells:
- Nice spell, but I don't use it -
- Just use your
- You have large mana regen from the runes and
- I see some players using it, but i don't recommend it, because your passive gives you movement speed bonus.
The please don't take these ones:
ignite,
revive,
ghost,
cleanse,
barrier,
smite.They are the 'greedy' spells so they don't really fit to a support!
Skill description:
Surging tides is the passive of
Q
|
Aqua Prison - it's the stunner skill! It helps you to escape, save your allies and during invades it kicks ***! It even helps you to check bushes! If your |
E
|
Tidecaller's blessing - the ultimate ally buffer! When you cast it: it gives the movement speed bonus (because of your |
R
|
Tidal waveThe rapetrain mode activator!!! This is my favourite skill in the whole game. It has a large range, it knocks up the enemies and it gives the movement speed bonus to those allied champions who are in it. I'm always smiling when I cast it, but |
Skill order:
I start with Q
Usually your teammates survive until lvl 2 but after that it's wise to start leveling your W
Starting items:
sight ward x4
x1 |
Because of
|
Early game items:
philosopher's stone
kage's lucky pick
|
At first b I rush to buy the |
Mid/lategame items:
|
Time to upgrade your |
|
Next upgrading is the |
|
Third item for me is the |
|
Old good |
|
This it the item that makes your whole team tanky including you. |
Questionable items:
| sight ward |
Does not matter if you have |
|
Useful to put it down near |
|
It has time limit now, so it makes you a moving |
|
I don't like this item so I don't buy it. It gives a very small advantage in early game and after that you'll have to sell it - so you'll lose money with it. |
|
Silly name for a very good item! This item stops the turrets for 2.5 seconds. It's good at undertower teamfights, or when you run out of minions near a tower. |
|
Very nice item during the game. Gives armor, cdr, health and health regen + it shields allied champions in the aura when activated! |
You will feel like a mighty pirate!
Naturally in emergency situations it does not matter who farms, so farming is allowed when:
- You have to protect a turret and you are alone
- Superminions are eating your base
- Your teammates completed their builds and they don't need creep kill stacks
(
Bloodthirster!) - ask it always if you are hungry for those minions
Now here are the reasons to enter the jungle:
- Teamfights
- Warding
Baron Nashor/
Dragon party time
- Warding!
Here's a list with a picture from the ideal ward places:

RED - The must be warded spots (
GREEN - The ideal earlygame warding spots - protecting your lane from ganks
BLUE - The buff warding spots - gives you nice junge control
YELLOW - Earlygame/Midgame even Lategame warding spots - protecting mid from ganks
PURPLE - Ward these spots just before your team does
WHITE - Other possible warding spots
When you have an enemy with stealth (
The early game
The beginning:
The game usually starts with a pull/damaging in the jungle. Your duty is to cover the jungle entrance near your line. If one or more enemy approach, alert your teammates (ping is enough) and try to ward your buff monster's bush and leave that zone. After that the team will decide what's the next step (Invaders must die! :P).
When your team is the invader your duty is to protect your carry and to try not steal the kills.
The laning phase
In this phase you have to be the cool & smart guy who says: 'chill man' and does the warding. After leaving the jungle, place a ward in the river to see the enemy jungler. From now your duty will be to stay close to the carry and heal him/her when needed.
The carries like to play in aggressive mode because they believe that they are the chosen ones and they push the lane and they can pentakill. You know that it is not true, unless you are playing vs lvl 1 newbies. Your duty is to spam the chat with "pls don't push so hard", "just last hit man", etc etc... Be nice -> they won't report you (if your carry does, noone will care with that in the tribunal they will see that he is an ***hole).
So the map is warded, safeplay is ok too - now what to do? Let your carry to farm, harass with your normal attacks ( pickpocket!), check the minimap for jungler attacks (for all lane). If you see that a red icon is missing from the map, tell "ss mid/top/bot/character name"! You can save a life. Don't bother if your mid/top forgot to tell ss you have time to type it. :)
When you see that your jungler is coming to gank, time to stun! Use your Q (
Shopping:
You have
Lategame, and teamfights
As a support your duty is to protect the carries, so stay close to them ALWAYS and heal them if needed. If they have to escape activate your





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