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All Guides Nami Guides A Guide to Understanding Nami (6.5+)
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Nami Statistics for Guardian Nami

Author's performance with Nami compared to the ranked average.

Value
Average
Games Played
23
9
Win %
70
48
Kills
1.7
1.9
Assists
15.9
13.5
Deaths
3.7
5.1
KA:D Ratio
4.8
3.0
Gold Earned
9.4K
8.5K
Creep Score
9.0
17.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

These are your basic summoner spells.

4.png
Flash is mandatory, although you might be slippery, Nami is very immobile. When ganked or hard engaged on, not much can save you without Flash.
3.png
Exhaust is the go-to support summoner spell as it allows you to control the enemy damage output during skirmishes and team fights.  The utility of this spell ranges from getting the upper-hand in battle, or slowing someone down enough to finish them off.
14.png
Ignite if you're confident and/or comfortable with playing an aggro lane. Take ignite if the enemy laners have a large amount of sustain (i.e. Soraka), Avoid it if they have low cooldown shields. The utility of this spell ranges from providing vision on an enemy trying to use line of sight against you, applying grievous wounds to nerf their incoming heal spell or allied support's effectiveness, or simply having that little bit of damage to secure the kill or burst the enemy down.

New Runes Back to Top

Masteries Back to Top

Bandit VS Dangerous Game

Bandit gives you a little more income when attacking an enemy champion and when an enemy minion dies. It stacks well with Spellthief's and its upgrades for a hefty amount of gold. 

Dangerous Game will help you survive close 2v2s and team fights. Assists can give you the 5% missing health or mana you need to keep fighting or survive the next attack. 

Honestly, both choices are fine. I simply go with Dangerous Game as Spellthief's gives me the gold I need anyway, and the 5% missing Health and Mana often comes in clutch, allowing me to stay in the action.



Windspeaker's VS Thunderlord's

The question is ultimately whether you want either high damage or high sustain.
Although Nami is considered a lane bully due to her namiW.png Ebb and Flow having good base damage and bouncing the heal back to recover from the trade, She doesn't utilize Thunderlord's as well as other aggressive supports (i.e. 37.pngSona's sonapassive.pngPower Chord + sonahymnofvalor.png Hymn of Valor + Auto-Attack + TL Proc).

Windspeaker's is simply more effective with the 10% boost, decreasing the heal reduction per bounce. The armor/MR buff is especially useful as you can give the buff to several allies during a team fight. Compared to the single-use TL proc, Windspeaker's is best. Take Thunderlord's if you really feel like going aggro.


Ferocity (12/18/0) VS Resolve (0/18/12)

This depends on your play style or champion select situation, I highly recommend having both pages on hand. 

Ferocity allows for higher damage, and the Expose Weakness perk that cause enemy champions to take 3% more damage from your allies when you damage them. It pairs very well with Oppressor, especially when hitting a good namiR.png Tidal Wave, or when just bouncing your namiW.png Ebb and Flow around. It also makes your namiQ.png Aqua Prison very strong.

Resolve is the more defensive/utility mastery. Bonus Armor and Tough Skin will make you pretty tanky, along with Runic Armor buffing your heal and regeneration on yourself, making trading very effective. Insight will drastically lower your 3.png Exhaust/14.png Ignite and 4.png Flash cooldown, allowing you to be battle-ready much sooner.

Abilities Back to Top

W
E
Q
W
W
R
W
E
W
E
R
E
E
Q
Q
R
Q
Q
Passive
Q
3
14
15
17
18
W
1
4
5
7
9
E
2
8
10
12
13
R
6
11
16
Take W first for early trades and sustain, max this ability first. E second for reliable harass and slow for early skirmishes/ganks, maxing this second. Q 3rd for hard CC, max this last.

namipassive.png Surging Tides (Passive)

namipassive.pngSurging tides is a movement speed buff applied to allies when they are hit by ANY of Nami's spells. This passive allows all her abilities to be used in various different ways. The movement speed buff is doubled when hit by namiR.png Tidal Wave. Allies gain 60 (+20% AP) bonus MS for 1.5 seconds, or 120 (+40% AP) for 1.5 seconds for namiR.pngTidal Wave.

namiQ.png Aqua Prison (Q)

namiQ.png Aqua Prison will stun, suspend and reveal any enemies hit for 1.5 seconds. Has a 50% AP Scaling. Since it is a Suspension debuff, it is important to know that 157.png Yasuo can use his ultimate yasuoR.png Last Breath from a bubble. It is her most unreliable ability and one of the hardest skill shots to land, so max this last.

I can't land my bubble: Things to consider

  • Try using namiQ.png Aqua Prison when the enemy ADC goes in for a minion, you will either deny it or land it.
  • When the enemy support gets too close, use it to either cut them off or catch them.
  • The bubble is a projectile. Which means it can be blocked by braumE.png Unbreakable and yasuoW.png Wind Wall.
  • Unlike yasuoW.png Wind Wall, braumE.png Unbreakable will instead intercept the bubble, applying the debuff to 201.png Braum only.
  • Try using your namiE.png Tidecaller's Blessing to slow the enemy before using namiQ.png Aqua prison to increase your chance of success.
Relying on your bubble is never a good thing, so play around it and try to corner your enemies first. Your bubble takes ~1 second before landing, so make sure to lead your opponent first. The timing comes naturally after a few tries. Leveling this ability only increases damage and decreases cooldown, so max this last as your other abilites are the ones you'll want to spam.

***You can also bubble your allies to apply your passive. If you and your allies are retreating or chasing, go ahead and send a bubble their way. It might be just the boost they need to either get to safety or secure the kill.***

namiW.png Ebb and Flow (W)

namiW.pngEbb and Flow is your main ability. It's a targeted ability that will bounce between allies and enemies within range twice (Enemy -> Ally -> Enemy // Ally -> Enemy -> Ally). Each bounce will be 85% (+ 7.5% per 100 AP) as effective as the previous one, Meaning you would need 200 AP to have no change per bounce. At 300+ AP, each bounce will be stronger than the last. The heal has a 30% AP Scaling, while the damage has a 50% AP scaling.

How do I bounce: Things to consider

  • Due to the 85% reduction and bounce limit, choose carefully whether to start on an Ally for a stronger heal or Enemy for stronger damage.
  • Each bounce applies your passive. Use line of sight in a bush while in lane to do a hit-and-run harass. Using the damage on them, healing the trade, and moving away from the danger zone.
  • Don't be afraid to use this as a flat heal when needed. You don't always need the bounce.
This is a fairly simple ability, however it has a very high mana cost. You'll want to manage a balance between poke and sustain. Hanging back for a few to let Meditation, spellthief's(or upgrades) and Mana regen runes(if you have any) to take effect should keep your mana pool healthy. Max this ability first as its your main harass and sustain tool.

namiE.png Tidecaller's Blessing (E)

namiE.pngTidecaller's Blessing is a targeted buff, usable only on allied champions or yourself. The next three auto attacks will become empowered for 6 seconds, dealing bonus magic damage and slowing the enemy for 1 second. The damage has a 20% AP scaling, while the slow has a +5% per 100AP scaling. 

Three blessings: Things to consider

  • Using this ability after your auto attack animation(while it's in the air) will still apply. You can sneak in the damage if activating it first makes your enemies back off.
  • Use the ability on the ADC whenever a skirmish happens. Ideally, you want the one with the most attack speed to have it as they'll apply the damage much sooner than you can.
  • Use it on yourself to empower your auto-poking or use the slow effectively.
  • Remember each empowered auto-attack applies a slow, use it on someone to boost their kiting/chasing capabilities.
  • The three blessings don't always have to be used. This ability has a low cooldown and mana cost. Use it as your main tool to apply your passive. Allowing you to return to lane or roam better.
Max this ability second as it increases the slow percentage and damage. It's use is mainly utility so don't expect to deal massive amounts of damage, it's mostly a slow. Whether your ADC or yourself should have it is entirely up to you, as long as the one you believe will make most use of it has it. It has a low mana cost, so spamming it isn't a problem.

namiR.png Tidal Wave (R)

namiR.png Tidal Wave is Nami's ultimate, dealing magic damage with a 60% AP scaling, applying a small knocking up and slowing enemies for 2-4 seconds based on how far the wave has traveled. 

Ride the wave: Things to consider

  • Remember any allies hit by the wave will gain 120(+40% AP) movement speed for 1.5 seconds. Use it as a miniature 3800.pngRighteous Glory to help with your engage.
  • Not every wave needs to engage, if you're in a bad spot, use the knock up and slow as an effective disengage.
  • namiR.pngTidal Wave is a projectile, which can be blocked by braumE.pngUnbreakable and yasuoW.pngWind Wall.
It's important to remember that namiR.pngTidal Wave is your main engage AND disengage tool. Since you build CDR naturally in the support build, go ahead and use it when you can. It has a relatively low cooldown, so you don't need to hold it. Obviously, like any ultimate, only use it if needed.

Items Back to Top

Starting Items

    Standard AP support start.
    Ideal back is 1300g. Pick up Frostfang and Sightstone. If you have less than 800g, pick up Frostfang, pink ward, pots. if you have more than 800g but less than 1300g, pick up sightstone and boots if possible. Pink wards and pots as needed.
    grab cloth armors or null mantles as needed here.

Core Items

    these items should generally always be rushed, or keep the aegis to go for situational armor first.

Situational Items

    very good armor item and mana resource
    If you're doing well and your marksman is auto-attack reliant
    If the enemy team has a lot of CC or extra magic damage
    Good alternative to Frozen Heart
    If you plan on going full AP
    Good Alternative to locket if you don't need the defensive stats.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Easy
  • Annie
    Medium
  • Bard
    Easy
  • Blitzcrank
    Medium
  • Brand
    Easy
  • Braum
    Hard
  • Janna
    Medium
  • Karma
    Medium
  • Leona
    Easy
  • Lulu
    Hard
  • Morgana
    Hard
  • Nami
    Medium
  • Nunu
    Easy
  • Sona
    Medium
  • Soraka
    Easy
  • Tahm Kench
    Easy
  • Taric
    Easy
  • Thresh
    Hard
  • Zilean
    Easy
  • Zyra
    Easy

VS

Alistar

Easy

Careful not to get caught out in his combo, and you don't have much to worry about.

VS

Annie

Medium

Her early damage and stun are really strong, take advantage of it when the stun is down. try to poke her down as much as possible and watch out post-6.

VS

Bard

Easy

Poke him down, avoid his stun and take advantage of his roams to take the enemy marksman down.

VS

Blitzcrank

Medium

Avoiding pulls and kiting his w makes this easy. Medium because if he lands his hooks, it's hard to come back.

VS

Brand

Easy

Similar to Annie and Zyra. Dodge skillshots as much as possible while poking him down, don't let his damage catch you off guard and stay aware of your allies/minions.

VS

Braum

Hard

Avoid this lane if possible. Braum can deny everything you do if he knows what he's doing. He has all the tools to lock you down, and force you to focus him while the enemy ADC goes to town. Try to poke him down while avoiding his Q as much as possible.

VS

Janna

Medium

She can peel effectively and make the enemy ADC hard to hit. You'll likely go even in this lane. Your bubble will be the most effective spell.

VS

Karma

Medium

Take the initiative and set the pace. It'll be hard to move around when she gets the upper hand.

VS

Leona

Easy

Take advantage of her being melee. predict and bubble her zenith blade while watching out for her backup. Auto and W away.

VS

Lulu

Hard

Has the tools to survive and out-damage you. Try to make her use her cooldowns by setting the pace when possible.

VS

Morgana

Hard

She can lock you down and cancel your CC. Try to keep the black shield on cool down as its fairly long.

VS

Nami

Medium

mirror match up is obvious; she can do what you can. so, do what you can.

VS

Nunu

Easy

Easily cancel his ult. He has high sustain, but poke and lock him down for an easy kill

VS

Sona

Medium

It's a sustain battle. She'll out-damage you early so make smart trades. Don't walk into her passive, and punish her.

VS

Soraka

Easy

She'll mostly hang back and heal any harass. Try to catch her if she gets too close or force her to heal her ally until she gets low. You'll likely go even here, so try to make your ADC farm as easily as possible.

VS

Tahm Kench

Easy

Kite him and don't allow him too close. He's a fairly easy target for Bubble. Watch out for his ganks post-6.

VS

Taric

Easy

*Pre-rework

Poke him down while keeping a safe distance from stun. Use line of sight.

VS

Thresh

Hard

Mostly a skill match-up in thresh's favor. He has all the tools to negate your disengage and engage. Similar to Blitzcrank, watch out for hooks and stay out of flay range until you've got him in a good spot.

VS

Zilean

Easy

Although very squishy, the double bomb stun can be nasty. Take initiative pre-6 and dodge as many bombs as you can.

VS

Zyra

Easy

This match-up can go both ways. Don't let her damage catch you off guard. Simply dodge the root and you should be fine.

Laning Against Nami Back to Top

Determine what kind of play style they are adapting. Nami can use line of sight very effectively so she will try to dominate the brush. keep them warded and poke her out of them. Don't let her set the pace.
Play passive and gank her once she over extends, as shes very immobile, it'll likely cost her a summoner spell. 
Predict her movement and steer clear of her bubble, make smart trades, poking from a distance. If you have any kind of hard CC to lock her down when shes in a bad spot, it'll be hard for her to walk it off.
Watch her mana pool as you can force the lane into a sustain battle. Try to engage when she's low on mana, or just used her cooldowns.
Try not to cluster with your team when she's nearby. If she can get a multi-bubble or Tidal Wave, that's not going to end well for you. Tidal Wave is easy to dodge at a distance, so try baiting it when the enemy team wants to fight.
Clear her wards by out-warding her. She's an easy catch target in the fog of war, so make sure to keep tabs on her.
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