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Nami
By spellsy
This build guide for Nami is written by Spellsy. He is a member of the competitive gaming community and avidly play League of Legends. I am a member of AbosluteLegends.NA, where we placed 2nd at IEM Singapore. In addition, my Ladder Rank topped off at high 2500s. I focus on playing support, my most played champions are LULU, Janna, all supports.
+0.055 mana regen / 5 sec. per level (+0.99 at champion level 18)
Greater Glyph of Scaling Mana Regenerationx9
Masteries
Points Available:30 / 30
Summoner Spell
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Skill Order
Aqua Prison
Aqua Prison
Sends a bubble towards a targeted area, dealing 75/130/185/240/295 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Cost
60 Mana
Range
875
Cooldown
14/13/12/11/10 Seconds
Aqua Prison
Sends a bubble towards a targeted area, dealing 75 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Aqua Prison
Sends a bubble towards a targeted area, dealing 130 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Aqua Prison
Sends a bubble towards a targeted area, dealing 185 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Aqua Prison
Sends a bubble towards a targeted area, dealing 240 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Aqua Prison
Sends a bubble towards a targeted area, dealing 295 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Ebb and Flow
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 65/95/125/155/185 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 70/110/150/190/230 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Cost
70/85/100/115/130 Mana
Range
0
Cooldown
9/9/9/9/9 Seconds
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 65 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 70 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 95 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 110 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 125 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 150 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 155 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 190 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 185 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 230 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
Tidecaller's Blessing
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 25/40/55/70/85 (+0.2*AP) bonus magic damage and slow the target by 15/20/25/30/35% for 1 second.
Cost
55/60/65/70/75 Mana
Range
0
Cooldown
11/11/11/11/11 Seconds
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 25 (+0.2*AP) bonus magic damage and slow the target by 15% for 1 second.
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 40 (+0.2*AP) bonus magic damage and slow the target by 20% for 1 second.
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 55 (+0.2*AP) bonus magic damage and slow the target by 25% for 1 second.
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 70 (+0.2*AP) bonus magic damage and slow the target by 30% for 1 second.
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 85 (+0.2*AP) bonus magic damage and slow the target by 35% for 1 second.
Tidal Wave
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 50/60/70%, dealing 150/250/350 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
Cost
100/100/100 Mana
Range
2550
Cooldown
120/110/100 Seconds
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 50%, dealing 150 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 60%, dealing 250 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 70%, dealing 350 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
Q
Aqua Prison
Sends a bubble towards a targeted area, dealing 75 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
W
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 65 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 70 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
E
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 25 (+0.2*AP) bonus magic damage and slow the target by 15% for 1 second.
W
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 95 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 110 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
W
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 125 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 150 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
R
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 50%, dealing 150 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
W
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 155 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 190 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
E
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 40 (+0.2*AP) bonus magic damage and slow the target by 20% for 1 second.
W
Ebb and Flow
Unleashes a stream of water that bounces back and forth between allies and enemies.
On Ally Hit: Heals 185 (+0.3*AP) health and will bounce to a nearby enemy champion.
On Enemy Hit: Deals 230 (+0.5*AP) magic damage and bounces to a nearby allied champion.
Bounces to each target only once, and hits up to 3 targets. The damage and healing value is reduced by 15% each bounce.
E
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 55 (+0.2*AP) bonus magic damage and slow the target by 25% for 1 second.
R
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 60%, dealing 250 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
E
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 70 (+0.2*AP) bonus magic damage and slow the target by 30% for 1 second.
E
Tidecaller's Blessing
Empowers an allied champion for 6 seconds or 3 basic attacks. The ally's basic attacks deal 85 (+0.2*AP) bonus magic damage and slow the target by 35% for 1 second.
Q
Aqua Prison
Sends a bubble towards a targeted area, dealing 130 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Q
Aqua Prison
Sends a bubble towards a targeted area, dealing 185 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
R
Tidal Wave
Summons a Tidal Wave from Nami's position.
The Tidal Wave knocks up enemies and slows them by 70%, dealing 350 (+0.7*AP) magic damage. The duration of the slow increases based on how far the Tidal Wave has traveled, with a minimum duration of 2 seconds and a maximum of 4 seconds.
Q
Aqua Prison
Sends a bubble towards a targeted area, dealing 240 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
Q
Aqua Prison
Sends a bubble towards a targeted area, dealing 295 (+0.65*AP) magic damage to enemies, and stunning them for 1.5 seconds.
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18
Items
Starting Items
Sight Ward
x3
Health Potion
Vision Ward
x2
Full Game Build
Philosopher's Stone
Sightstone
Kage's Lucky Pick
Boots of Speed
Kage's Last Breath
Ruby Sightstone
Ionian Boots of Lucidity
Shurelya's Reverie
Mikael's Crucible
Locket of the Iron Solari
Enchantment: Homeguard
Pros and Cons
Pros
Very high CC, both in lane and in teamfights
Pretty good damage for a support
Flexible laner allowing her to pair with almost anyone, you can max W for sustain/trading, Q for engages, or E for AA traders
Has a big ass wave
Great for following up or disengaging teamfights.
Cons
She is very hard and also has a decent learning curve
Is very squishy.
Has pretty high cooldowns for a support.
Is not as good at "protecting the carry" in teamfights as all of her spells are more AoE focused.
Since she is squishy and has high cooldowns she is very punishing. If you miss one Q you can get easily harassed or killed.
She requires a good AD carry to use her to full optimization in lane.
Nami is a pretty niche support bot lane. While she can do decent with just about any adc, her best synergy is Draven. When you max E first and combine that with Dravens spinning axe, Draven's damage becomes too much for almost any lane comp to handle. Also the slow from E helps him stick to targets. At level 2 you will have Q and E which is enough to get an easy first kill.
Really love this guide. But I usually max my q first rather than e but that's just cuz of the way I play. Zone out enemy adc as much as possible while my adc farms as much as possible. Been playing Nami since she came out and this is what worked best for me.
After playing a few games, I don't feel like i make a difference on the team when I play Nami. Her passive isn't very noticeable. Nami's Aqua Prison is nice but hard to use, and I find it rarely has the opportunity to hit more than one target. Her Ebb and Flow damage and healing is pretty low in my opinion and costs too much mana for what its worth (unless it bounces.) Also, Tidal Wave is slow and easy to dodge.
In other words, I don't really see a reason to play this champion over something else. Maybe the reason to play Nami is for flexibility alone?
He is mayxin Aqua Prison last, not sure what you're talkin about, if you're wondering why he's taking it at level 1, it's because cc brings you a lot more than a little heal, look at morgana taking q first
actually i think he changed it. i looked at this guide upon release and he had aqua prison maxed first, citing the cooldown reduction as the primary reason for maxing it.
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Posted 4/17/2013 11:28:16 PMwhy take summoners resolve if u dont have barrior smite heal or cleanse
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Posted 4/3/2013 1:51:01 PMNami is a pretty niche support bot lane. While she can do decent with just about any adc, her best synergy is Draven. When you max E first and combine that with Dravens spinning axe, Draven's damage becomes too much for almost any lane comp to handle. Also the slow from E helps him stick to targets. At level 2 you will have Q and E which is enough to get an easy first kill.
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Posted 1/6/2013 2:39:40 PMFor those genuinely interested in becoming TRUE NAMI MASTERS ---- Check out these HIGH ELO NAMI plays 1:00-2:00
http://www.twitch.tv/spellsy/b/343803387
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Posted 1/5/2013 11:29:55 PMAlso it's good that you take 4 points in Sorcery and a point in Summoner's Resolve instead of Summoner's Wrath for your Exhaust / Flash.
Loving the guides! Keep em coming aL Spellsy!
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Posted 1/5/2013 11:24:30 PMNow I can go 2-11 15% winrate Nami just like aL Spellsy! Yeah!
http://www.lolking.net/summoner/na/225590#ranked-stats <--- Spellsy Lolking CHECK OUT THAT NAMI!!
800 Elo Heaven here I come
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Posted 12/23/2012 3:13:46 AMReally love this guide. But I usually max my q first rather than e but that's just cuz of the way I play. Zone out enemy adc as much as possible while my adc farms as much as possible. Been playing Nami since she came out and this is what worked best for me.
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Posted 12/20/2012 8:05:21 PMAfter playing a few games, I don't feel like i make a difference on the team when I play Nami. Her passive isn't very noticeable. Nami's Aqua Prison is nice but hard to use, and I find it rarely has the opportunity to hit more than one target. Her Ebb and Flow damage and healing is pretty low in my opinion and costs too much mana for what its worth (unless it bounces.) Also, Tidal Wave is slow and easy to dodge.
In other words, I don't really see a reason to play this champion over something else. Maybe the reason to play Nami is for flexibility alone?
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Posted 12/14/2012 1:20:36 AMDelete Notes: SPAM
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Posted 12/14/2012 1:20:20 AMDelete Notes: SPAM
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Posted 12/14/2012 12:47:32 AMDelete Notes: SPAM
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Posted 12/13/2012 2:52:56 PMJust played Nami with Nautilus and Orianna. The amount of CC is ridiculous in teamfight :P
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Posted 12/11/2012 12:03:49 PMWell. I have build her with this build and u right, she requires a good carry.
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Posted 12/8/2012 7:37:35 PMWhy you first max Aqua Prison ?
Isn't Ebb and Flow or Tidecaller's Blessing more important ?
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Posted 12/9/2012 10:34:06 AMHe is mayxin Aqua Prison last, not sure what you're talkin about, if you're wondering why he's taking it at level 1, it's because cc brings you a lot more than a little heal, look at morgana taking q first
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Posted 12/9/2012 8:59:10 PMactually i think he changed it. i looked at this guide upon release and he had aqua prison maxed first, citing the cooldown reduction as the primary reason for maxing it.