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All Guides Nami Guides Surfing the waves! [Diamond guide]
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Nami Statistics for N3 AsiO

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

Value
Average
Games Played
17
11
Win %
47
46
Kills
1.9
1.7
Assists
13.4
14.5
Deaths
3.2
5.4
KA:D Ratio
4.7
3.0
Gold Earned
8.8K
9.6K
Creep Score
10.8
16.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

7.png is a viable option if your marksman is running 21.png over 7.png. The main reasons of this change are the lack of assassins on the actual meta and 6363.png making healing effects 10% stronger than usual. Apart from that, 6231.png increases the healing ratio on yourself by 8%, boosting the healing effects efficieny on you by 18% when both 6363.png 6231.png masteries are combined. This means that at level 18 you will heal for 407 on yourself instead of 345. Your closest allies will also benefit from it getting a 34,5HP bonus healing when running 6363.png



3.png is normally the way to go for most supports. It reduces the output damage of the marked target and it works especially well when facing assassins like 238_64.png 134_64.png 55.png 92.png or natural teamfighters like 85.png or 161.png3.png reduces a champion damage by 40% and their movement speed by 30% over 2.5 seconds, which is very important to make your namiq.png easier to land. Using it at the right moment could turn a game in your favor. 



14.png isn't as bad as before and creates a lot of kill pressure during the early game. It's worse than 3.png and 7.png if you aren't able to get any advantages with it but it can also snowball your botlane matchup in your favor. Remember that 14.png also grants you vision of an enemy champion over 5 seconds. You can also pick this summoner if the enemy team has no assassins to 3.png or if someone in your team already has an 3.png.



4.png You aren't as crazy as GIGABYTE Marine support and that's why you are always picking 4.png.

New Runes Back to Top

SORCERY 


Summon%20Aerie.png?width=64This mastery shines for its flexibility. It works defensively and offensively and will help us doing a bit of extra poke damage to our enemies during the early stages of the game. Once we enter the mid-late game, we will use it more for its defensively purposes.
 
Manaflow%20Band.png?width=64 Our mana costs are normally really high and having a free ability usage every 60 seconds will give us a lot of control in our lane. When Manaflow%20Band.png?width=32 is activated, we will use our most mana consuming ability namiw.png to get a free charge from it. This rune also restores the 8% of our missing mana, which is really favorable with a champion like 267.png.  


Celerity.png?width=64 Movement speed is key for supports and this rune choice is perfect for 267.png thanks to our permanent extra movement speed activation tool, our namipassive.png. Using any of the following abilities namiq.png namiw.png namie.png on yourself, activating 3098.png passive or using 3069.png active will transform some of our extra movement speed into AP damage. Apart from that, this mastery will make us even more slipery and less vulnerable to long CC skillshots such as 412.pngthreshq.png or 53.pngrocketgrab.png.


Scorch.png?width=64 Probably one of the best runes to chunk our enemies during the early game. Its late game value is almost invisible but it has really good potential during the early game if we are able to activate it as soon as its up from cooldown (20 seconds). 


INSPIRATION


Magical%20Footwear.png?width=64 Save us money to get into our core purchases 3107.png 3504.png 3190.png as fast as possible. This mastery is also really cost efficient and makes our future boots upgrade purchase cheaper than usual. 


Cosmic%20Insight.png?width=64 This is the main reason why we picked inspiration as our second rune choice. This rune is made for supports and it gives us effective tools 5% CDR, 5% summoner spell CDR, 5% active item CDR to have a greater impact during the game. 

Masteries Back to Top

CUNNING TREE


6311.png The extra movement speed is very important to roam faster aounrd the map. Combined with our namipassive.png we should have a movement speed advantage over most support champions. 


6322.png Cookies are fundamental to win keep healthy and not run out of mana during the early stages of the game. This mastery is mainly for support players and it's totally neccesary to create pressure. 


6332.png Nami consumes a lot of mana if you keep spaming your namiw.png to keep you and your allies healthy. Our core item purchases doesn't give us too much mana regeneration and we desperately need this mastery to stay relevant.


6342.png Who doesn't like free gold? Bandit is absolutely necessary for supports. You gain a lot of gold from this mastery passively and auto attacking during laning phase. 


6352.png The most agressive style of players would opt for 6351.png but in my opinion Intelligence is way more practical and better during the mid-late stages of the game when you need to have low cooldows to spam your namiw.png namie.png whenever they are up. 


6363.png 6362.png Our last mastery choice is quite debatable and we will swap between 6363.png and 6362.png depending of our play style, team composition and bot lane matchup. 6363.png is the safest option and will provide you better scaling and peel-potential. On the other hand, 6362.png is a really good option to bully your lane and works especially well against melee support matchups such as 12.png or 223.png. If you want to snowball the game 6362.png is the way to go. Even so, remember that it also forces you to play agressive, which could turn against you if the enemy jungler is aware of it. 



RESOLVE TREE


6211.png This mastery isn't game changing but it will keep you sustained, saving some of your important early game 2009.png.  6212.png is not even close to that regard. 


6223.png Roaming around is important for support but 267.png isn't optimal in that regard.  Our champion has enough movement speed thanks to our namipassive.png and we just want to stay in lane taking as few damage as possible from eneny minions. 


6232.png 6231.png Taking this mastery point depends on your play-style. Go for 6232.png if you want more trading potential in lane and opt for 6231.png if you prioritize your late game healing namiw.png 3107.png 7.png resources and shielding potential 3190.png


6241.png Having your summoner spells 3.png 4.png with a 15% cooldown reduction is too good to ignore. It will also save you from repetitive ganks if you have already blown your 4.png during the early game and will make you more impactfull in clown fiesta games.  


okiedoie.jpg

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

ABILITY MAX ORDER 


namir.png > namiw.png > namie.png > namiq.png



(PASSIVE) SURGING TIDES

namipassive.png You and your allied champions gain 60 (+20% extra ability power) MOVEMENT SPEED BONUS for 1.5 seconds after being touched by one of your abilities. This bonus is DOUBLED after being touched by your ultimate ability namir.png

QUICK TIP: You can throw your namiq.png to yourself or your allies to gain the extra movement speed of your namipassive.png and arrive faster to lane. 


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(Q) AQUA PRISON

namiq.png Nami throws a bubble towards the targeted area (skillshot) dealing 70/130/185/240/295 (+50% AP) to all enemies hit and suspending them for 1.5 seconds. This ability also revels the champions. The stun duration doesn't increase when giving points to this ability and that's why we prioritize it last when leveling up. After being hit by this ability, enemies can't move, attack or cast abilities. 157.png can also use his yasuorknockupcombow.png when enemies are locked in your bubble. Landing this ability is what differentiates great 267.png players. It's essential to don't hesitate and use it only at the perfect moment. 


COST: 60 mana
COOLDOWN: 12/11/10/9/8 seconds
TARGET RANGE: 875 units

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(W) EBB AND FLOW


namiw.png This is Nami's main damage ability. When activated, it unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions UP TO TWICE, alternating between enemies, allies and herself.
Ebb and Flow heals allies (65 / 95 / 125 / 155 / 185) (+ 30% AP) and deals magic damage to enemies (70 / 110 / 150 / 190 / 230) (+ 50% AP), with each bounce being 85% (+7.5% per 100 AP) less effective than the previous one.


COST: 70/85/100/115/130 mana
COOLDOWN: 10 seconds
TARGET RANGE: 725 units

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(E) TIDACALLER'S BLESSING 

namie.png Nami blesses the target allied champion or herself for 6 seconds, causing her target's NEXT THREE basic attacks to each deal bonus magic damage and slow (15 / 20 / 25 / 30 / 35%) (+ 5% per 100 AP) their target for 1 second. The slow increases with each given point and that's why maximize this ability second. 

QUICK TIP: You can activate your namie.png damage and slow even if you or your ally's autoattack has been already fired out.  
Nami summons a tidal wave that surges forth, dealing magic damage to all units it hits, knocking them up for 0.5 seconds and thenslowing them (50 / 60 / 70%) for 2-4 seconds based on the distance travelled.


COST: 55/60/65/70/75 mana
COOLDOWN: 11 seconds
TARGET RANGE: 800 units

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(R) TIDAL WAVE


namir.png Nami summons a tidal wave that surges forth, dealing magic damage to all units it hits, knocking them up for 0.5 seconds and then slowing them (50 / 60 / 70%) for 2-4 seconds based on the distance travelled. This ability also increases the movement speed of your allies. 


COST: 100 mana
COOLDOWN: 120/110/100 seconds
TARGET RANGE: 2750 units

Items Back to Top

Starting Items

Core Items

Situational Items

267.png is a champion that greatly benefits from both of the starting items 3303.png 3301.png. If you prefer to dominate your lane choose 3303.png over 3301.png3303.png gives you great pushing power and rewards you for playing aggresively. I would personally go for 3303.png unless you got a losing lane 67.png 18.png and want to keep them healthy enough with your namiw.png without running out of 3301.png mana. 


Go for 2049.png if you want to track the enemy jungler or opt for 3117.png if you prefer to roam and create picks. 267.pngisn't a good roaming champion and due to her low health bar, she is very vulnerable to burst damage. You have to be on point with your namiq.png if you want to make any kind of impact in other lanes. You can also buy 3098.png if you want to absorb more enemy pressure in your lane. Purchase 3096.png if you started with 3301.png to generate more gold income. 


REMEMBER TO ALWAYS HAVE A FREE SLOT FOR 2055.png


Your first core item should be 3504.png 3107.png or 3190.png if your jungler or top aren't planning on building it. After the 3504.png nerf, 3107.png is generally the best starting core item for 267.png but remember to evaluate other options before purchasing any item. If you purchased 3107.png, buy an 3504.png to maximize your marksman output damage during team fights. Once you got your 3504.png 3107.png and either 3190.png or 3050.png, you will have a big powerspike over your enemy counterpart. As I mentioned before, 3050.png is better if one of your teammates already has a 3190.png. After getting your third item, upgrade your 2049.png to 2301.png 2302.png or 2045.png and get some vision control around objectives with 2055.png


During late game, get a 3222.png if they have a cleansable CC that it's ruining your team's teamfight potential or go for 3174.png to increase your healing value. You will also need a 3069.png if you really need to engage or disengeage a teamfight and a 3109.png if you want to be tankier. Your last slots aren't that important since we already have our three core items 3107.png 3504.png 3190.png already equiped. Sometimes, it could potentially be more usefull to leave it free to get some 2055.png or buy consumables 2138.png 2139.png instead. 


This is extremely situational but get a 3140.png for yourself if you are playing against champions with supression such as 72.png skarnerimpale.png19.png warwickr.png or 90.png malzaharr.png.  


pls.jpg

Matchups Back to Top

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

  • Alistar
    Easy
  • Bard
    Medium
  • Blitzcrank
    Hard
  • Brand
    Medium
  • Braum
    Medium
  • Janna
    Easy
  • Karma
    Easy
  • Leona
    Hard
  • Lulu
    Medium
  • Morgana
    Easy
  • Rakan
    Easy
  • Sona
    Medium
  • Soraka
    Medium
  • Tahm Kench
    Easy
  • Taric
    Easy
  • Thresh
    Medium
  • Vel'Koz
    Easy
  • Zyra
    Medium

VS

Alistar

Easy

You are very good vs most melee matchups and he isn't an exception here. Push him under turret and try taking the first turret gold to quickly rotate faster around the map. 

VS

Bard

Medium

You have better sustain than him but he can easily catch you off guard with his bardr.png if you aren't aware of it. 

VS

Blitzcrank

Hard

Melee matchups should be easy for you but this robot is an exception here. His rocketgrab.png is deadly and will cost your 4.png. You are also very vulnerable to get 4.png powerfist.png rocketgrab.png for an easy jungler set up gank.  

VS

Brand

Medium

Whoever gets the stun wins the lane here. Try to dodge his brandq.png with your namipassive.png and stay away from your allies during teamfights to not bounce his brandr.png too many times. 

VS

Braum

Medium

Laning vs him is an easy task but he will prevent your namiq.png namir.png with his braume.png in teamfights. Play around them to not be completely useless. 

VS

Janna

Easy

Her eyeofthestorm.png has more cooldown than your namiw.png. Use that to your advantage to dominate this lane. 

VS

Karma

Easy

You got more sustain than her thanks to your namiw.png. Do not get hit by too many karmamantra.png karmaq.pngand you will be okay. Try saving your namiq.png if she has her karmasolkimshield.png up. 

VS

Leona

Hard

Probably the hardest matchup for you. Her leonasolarbarrier.png absorbs all your damage and she is deadly if she runs 14.png. Getting hit by her leonasolarflare.png is also a dead sentence for you. 

VS

Lulu

Medium

Very fun matchup. Her long trades are better than yours and that's why you should be focusing on only AA>namiw.png>AA until your namiw.png cooldown comes back. 

VS

Morgana

Easy

This might seem like a hard matchup but it's very easy if you know how to play around her darkbindingmissile.png. Don't use your namiq.png if she has her blackshield.png up to block it. 

VS

Rakan

Easy

Her laning phase is very bad and he is very predictable with his rakanw.png. You can also deny his jump with a quick namir.png

VS

Sona

Medium

Her kit is very similar to yours so this matchup will probably be decided by the marksman ability to impact the game. 

VS

Soraka

Medium

Her sorakaq.png sustain makes your poke irrelevant to her. This matchup will be deciced by the jungler's presence and your namiq.png landing ability. 

VS

Tahm Kench

Easy

He can't eat you with his tahmkenchw.png thanks to your namipassive.png movement speed. You can easily poke him for days.  

VS

Taric

Easy

Similar as playing vs 223.png. His tarice.png can be easily dodged by your namipassive.png and he is pretty easy to get hit by your namiq.png

VS

Thresh

Medium

Skill matchup that will turn in your favor if you know how to dance around his threshq.png

VS

Vel'Koz

Easy

His poke isn't sufficient enough to poke you out of lane and he is a very juicy target for your namiq.png. You can also stop his velkozr.png with your namir.png

VS

Zyra

Medium

She is a bit more scarier than 161.png but unless she manages to oneshot you, the lane should be yours. 

Synergies with Marksmen Back to Top

BEST BOTLANE PARTNERS 


119.png  51.png  29.png  222.png  18.png  67.png


119.png Bully champions like him pair extremely well with 267.png. You will need to watch out for ganks but this is one of the most bullying matchups you can possibly get. Try to play as aggresive as possible and let him cash the kills with his dravenpassive.png to snowball the game out of control. If he gets rolling the game will probably be over before 20 minutes.  


51.png is currently a ver strong champion and works wonderful with peel champions with good early game such as 267.png. Try to namie.png whenever she autoattacks an enemy champion when her caitlynpassive.png is up.  


29.png Disguntigly good combo. 267.png 29.png is almost as good as 117.png 29.png and that has to speak of itself. His laning phase isn't one of the best but you can keep him healthy enough to get him farmed and rekt late game teamfights. Buffing him with your namie.png when he is twitchhideinshadows.png is also a good way to get some kills during the mid game.  


222.png She has a pretty long range thanks to her jinxq.png and your namie.png slow will secure her more kills during teamfights if she manages to get jinxpassive.png with a first kill. Your namiq.png should also guarantee her a free jinxr.png if she doesn't mess up.


18.png One of the best marksman of the current meta for a good reason. You can keep him healthy enough with your namiw.png and you have great killing potential during the first stages of the game if you manage to push the wave faster than your enemies. Late game should also be yours if you can keep her away from incoming burst damage. 


67.png I really dislike playing with her but you provide her a lot of sustain and your movement speed bonus namipassive.png combined with your namie.png slow and her vaynepassive.png should be lethal when chasing down enemies. 


oñee.jpg

Pros and cons Back to Top

PROS 

  • Solid early game champion thanks to her high poke and sustain.
  • Good peeling potential with your healing namiw.png and crowd control abilities namiq.png namir.png
  • Great teamfight potential. 
  • Greatly benefits from a lot of the current meta items 3107.png 3504.png and 3190.png.
  • Passive allows you and your teammates to escape from difficult situations namipassive.png and roam faster around the map.  
  • Your namiw.png sustain allows you to maintain longer sieges. 
  • Excellent disengeage and engaging tools with your namir.png


CONS

  • Squishy and helpless if you get caught. 
  • A bit ineffective if your marksman falls behind. 
  • Not the best when playing against full teamfight compositions.
  • Hard to properly master the champion
  • Vulnerable to ganks 
  • Missing your namiq.png is extremely punishing and will lose you a lot of early game trades. 


fanart_nami_naiade_by_ocey2405-d9i3ki4.j

Roaming as support Back to Top

Roaming as support is one of the basics of the role alongside properly setting up vision, controlling your lane, initiating and peeling for your teammates. Many times players tend to avoid supporting because they don't think the role has enough impact to carry games. Luckily for us our role involves much more than warding and peeling for the carries. Thinking before acting, knowing your team weaknesses and strenghts and playing around objectives will be crucial to recognize the best timings to roam around the map. 


TTT.jpg

WHAT'S ROAMING?

I will briefly explain what roaming means as a clarifying for those who are still confused about it's significance. Roaming implies leaving your ordinary lane to support other lanes by deep warding on contesting enemy vision or by ganking your solo laners. Your ULTIMATE GOAL is to have a better position to contest OBJECTIVES or to take turretto OPEN THE MAP for your team.



WHY DO I ROAM? 

Knowing why do you roam is critical to your success. Catching enemies off guard could start a SNOWBALL effect that could easily get out of hand if they do not react on time to it. Getting kills on other lanes or forcing summoners is always great but that's not your only job while roaming. One of the principal points of roaming is VISION DENIAL. Denying enemy vision is really important to make enemies play more passively and to plan future ganks. Aside from that, KNOWLEDGE is also imperative. You need to leave wards on the enemy side of the jungle to know their jungler intentions and play correctly around it. Lastly, you can always help you solo laners to SHOVE THE WAVE before they go back to fountain or FREEZE it, giving them a gold and experience advantage over it's lane opponent. 

7983d6c663c6c8b9a70989e591fff928d2b75018


WHEN DO I ROAM?

Many players fail to recognize when to gank and it's indispensable to properly contribute positively to your team. You can ONLY ROAM if:  
  • You SHOVE YOUR WAVE. After shoving the wave you got a few seconds before enemy botlane pushes the minion wave back to your turret. You can use that time to deep ward the enemy jungle, gank midlane or clean enemy vision. 
  • YOUR MARKSMAN CAN STAY ALIVE ON A 2VS1 SITUATION. If you are losing, lane supports tend to roam but this can sometimes fire you back. If the enemy botlane is already ahead of you and they can deny your marksman farm and get an inner turret on top of that, you will play with a non-factor marksman for the rest of the game. Keep in mind that marksmen like 51.png or 81.png can safely stay alone in lane but do not leave a flashles 96.png 29.png or 202.png by it's own or they will be free flesh for your enemies. 
  • AFTER THE ENEMY BOTLANE GOES BACK TO FOUNTAIN you can take advantage of the situation and seek for a surprise gank. 
  • AFTER A SUCCESSFUL BOTLANE KILL you can place vision on the enemy side of the jungle or gank a lane if you are still healthy enough to not die while doing so. 
  • WHEN YOU GO BACK TO FOUNTAIN you can always look for ganking one of your solo laners. Top lane is usually a good option since they don't expect the support to roam that far away from their lane. However, get mobility 3117.png boots online if you roam to the other side of the map.  
  Support-by-Paulikaiser-2-HD-Wallpaper-Fa


ROAMING TIPS 

  • Be aware of the enemy jungler positioning.
  • Try to coordinate a gank with your jungler's help.
  • Leave proper vision set up in botlane.
  • Tell your marksman your intentions before roaming.
  • Avoid crossing paths that your enemy has already warded. 
  • Early game is a good moment to gank mid lane but once laning phase is over, playing around objectives and the top-mid area is normally better than staying around bot lane. 



BEST SUPPORT CHAMPIONS TO ROAM


Roaming will always be an option for any support champion but some of them really outshine at this particular job. There are two pivotal factors you need to take into account to evaluate how good a champion at roaming and those ones are MOBILITY and CC LOCKUPS. For mobility we are looking for mobility 3117.png boots and abilities such as 432.png barde.png37.png sonae.png or 43.png karmasolkimshield.png that could get as to our destination faster than usual. For CC's we need multiple crowd control abilities with long range that are as reliable and strong as 53.png rocketgrab.png25.png darkbindingmissile.png412.png threshq.png or 432.png bardr.png. Taking all these factors into account, the following supports are the best champions to roam with: 

S TIER 

432.png 412.png 25.png 12.png


A+ TIER 

89.png 53.png 143.png 90.png


A TIER 

201.png 43.png 117.png 267.png


B TIER  

44.png 26.png 497.png 


C TIER 

223.png 16.png 40.png 37.png


Some of the listed champions are only good after they got their ultimate 37.png sonar.png90.png malzaharr.png or 
497.png rakanr.png and that's why they are listed on a tier below. Keep in mind that this tier is based in my personal opinion on the matter so do not jump into conclusions. 


qqmor.jpg


 

Warding spots Back to Top

dot-pattern.png This is a very generic view about how to properly ward. Every game is different and you should recognize and ward accordingly to it. Warding the most important but also the most underrated thing in League of Legends. Warding is a team oriented work but as a support, you play a major role on your teams vision. I will now show common ward places depending on the game situation. dot-pattern.png


I didn't add wards around drake/baron but you have to move your vision to this part of the map when one of them is a contested pick for both teams. REMEMBER THAT WARDING HIGHLY DEPENDS ON YOUR TEAM AND ENEMY TEAM POSITION ON THE MAP, DO NOT WASTE TIME WARDING LESS VALUABLE SPOTS.


 green.png points mean STEALTH WARDS. PINK.png points mean VISION WARDS. If green.png and PINK.png are in the same location means that both type of wards could be placed there.


WARDING BOT LANE (RED SIDE)

It's important to point out that you should always trinket lane bushes to gain lane dominance over your opponent. You can also pink ward your own lane bush if your jungler is planning a lane gank. When warding lane bushes, try to ward the closest point to the enemy turret (so your top can have a good TP spot if a fight breaks out).

Apart from that, if you are playing on blue side always try to take out the enemy red fruit (cone) that spawns on the enemy jungle (to prevent easy ganking paths).   


redsidebot.PNG


WARDING BOT LANE (BLUE SIDE) 


bluesidebotlane.PNG


BARON SET UP (RED SIDE) 

Baron set up wards are one of the most undervalued things of the game. To help you understand where you should ward before taking this objetive check both maps. Having no vision over your enemy jungle is giving them the chance to 50/50 smite and to potentially throw the game. When warding the pit it's CRUCIAL to PINK WARD just on the left side of the baron face (as shown in the image bellow). By doing so, your pink ward will disable the enemy wards put it from behind the pit. 

baron setupred.PNG


BARON SET UP (BLUE SIDE)

baronsetupblue.PNG



DEEP WARDING ENEMY BLUE SIDE JUNGLE (BLUE SIDE)

Before deep warding enemy jungler it's INDISPENSABLE to take two things into consideration: 

1) Having vision on the enemy jungler
2) Knowing which part of the map you control. If you are winning bot lane entering your enemy jungler in a solo mission should be a lot safer than normal. 

Understanding when you can enter their jungle unspotted is what separates a lot of players from grinding ELO. As soon as you got vision of their jungler on the opposite side of the map, it's time to move and place vision to gain control over the bot side of the Rift. Ideally, working with your jungler to place vision on the enemy side of the map is what you want to do in these situations. Having said which, it often doesn't work (especially in soloQ). Lastly, you have to know your champion limits. If you try to ward the enemy jungle (after being spotted) with mobile champions like 432.png 497.png it's a lot safer than with 44.png or 12.png, so make sure you have an escape before entering your enemy part of the map. 

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DEEP WARDING ENEMY RED SIDE JUNGLE (BLUE SIDE)

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WARDING WHEN YOU ARE BEHIND (BLUE SIDE)

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WARDING WHEN THE GAME IS EVEN (BLUE SIDE)

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WARDING WHEN YOU ARE AHEAD (BLUE SIDE)

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Who am I? Back to Top


I am N3 AsiO and I have been a support main since the end of S2.  I am currently Diamond I in EUW SoloQ and I really like playing peeling champions such as 117.png or 267.png. I highly reccomend you learning this champion to adapt to higher skill support champions such as 497.png or 412.png. Standard meta items such as 3107.png 3190.png 3504.png are good on her and even though she hasn't receive too much competitive attention, she works really well in soloQ and FlexQ queues. 

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I will frequently keep updating this guide so don't worry about the new changes! English is not my mother tongue, please excuse any errors on my part. Don't forget to leave a like or post a comment if you have any doubts about my Surfing the waves! guide. 


You can also check my other support guides:    





You can also check my S4 support montage and a mini edit one of my friends did in the following links: S4SupportMontagePlays and S6MiniEdit

Follow me on Twitter if you want Twitter
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