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NAMI BUILD GUIDE: Afraid to get your feet wet? by CupcakeMolester

by CupcakeMolester (last updated over a year ago)

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9
Greater Mark of Armor( +8.19 armor)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
0
9
21
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Surging Tides
QAqua Prison
WEbb and Flow
ETidecaller's Blessing
RTidal Wave
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Surging Tides
QAqua Prison
WEbb and Flow
ETidecaller's Blessing
RTidal Wave

Champion Matchups

Introduction

Nami is a long cooldown offensive support. Nami is very strong as a support with her massive amount of boost to allied champions and her big amount of crowd control to enemies, which also makes her a great champion to have in a team, even without a lot of farm. Shes on the aggresive side on support which means that you'd want to put her in a lane with a strong AD-carry to make have a chance of getting kills much like Leona, however Nami does also have a heal to help defend her AD-carry.

Overall Nami is a strong and solid pick and she has a lot of good future in League Of Legends. Her long range CC (ultimate) and low CC stun (Q) will bring a lot to team fights. This plus having being able to add a slow to your allies with additional damage (E), which will make her very strong with any mobile AD-carry in the bottom lane.

Pros:

  • High amount of crowd control.
  • Long duration of crowd control.
  • Long range crowd control.
  • Heal.
  • Increased damage and "free Phage" for AD-carries.
  • Increased movement speed.

Cons:

  • Crowd control projectiles moves really slow.
  • Slow auto-attack animation.
  • Long cooldown on abilties.
  • High mana cost.

In this guide will I be going through the following sections:

1. Masteries
2. Runes
3. Summoner Spells
4. Skills
5. Skill Order
6. Item Builds
7. Warding
8. Early Game
9. Mid Game
10. Late Game and Team fights
11. Last words

Also as english isn't my mother language is there going to be a few mistakes here and there but I hope you're able to live with it.

Masteries

Masteries are 21 into utility and 9 into defense. The reason for taking 21 points into utility is that it offers supports a lot of different advantages in the game. Cooldown reduction, increase gold, additional start gold and much more. Nine points into defense because it helps you survive the poke and fight during the laning phase, but will also help you later in the game as you won't be able to buy much items (as supports don't farm).

[http://i50.tinypic.com/152g4ut.png]

Explanation:
Defense:

Durability: Increased health per level will help you survive the laning phase, but also give you some additional health for late game.

Hardiness: Most of the damage from enemies in bot lane comes from physical damage which armor reduces. Good for laning phase.

Resistance: Some of the carries in bot lane has some kind of magic damage with their support. Having magic resist help you survive.

Veteran's Scars: 30 more health from level one is a huge boost on your survivability. Its a free health quint and will help you survive the laning phase.

Utility:

Summoner's Insight: Reduced cooldown on Flash will help you in the game overall as you'll have it up more often to play defensive and offensive.

Meditation: Nami has high mana cost therefore increased mana regen is a good stat on her as you won't run out of mana with this mastery if you don't spam too much.

Mastermind: Reduced cooldown on both flash and exhaust? Sign me in! More offensive and defensive plays.

Artificer: Reduced cooldown on items help you as you'll be having a lot of items to support your team therefore having them up faster is better.

Greed: You're a support and you don't get any income other than gold regen. This mastery will grant you a lot of gold over the duration of a game.

Biscuiteer: A free health and mana potion in one item to start with helps you as you'll have more money for other important items such as wards. You'll also have more sustain during the laning phase.

Wealth: Increased start gold allows you to buy additional items which is good as you won't be getting a lot of gold during the game.

Explorer: A free ward? I'm in! You'll save gold because you won't have to buy as many wards.

Pickpocket: Oh I love this mastery. Gold everytime you attack an enemy. Sit in the brush in bot lane and poke with auto attack once in a while to gain gold helps a lot and this mastery will get you rich in no time.

Intelligence: Cooldown reduction to all abilties means more support to your carry as you'll have your abilties up faster to defend him and help him offensive.

Nimble: Increased movement speed helps you escape and chase enemies. This also helps so you don't need boots as much as you would without.

Heal

If you choose to take heal as your summoner spell would I recommend you to change the mastery in defense called resistance to the mastery called Summoner's Resolve as it increases the amount of health your heal ability is healing.

Runes

For Nami I use two different setup of rune page, they are however very similiar and the only difference is going from flat magic resistance on glyphs to magic resistance per level. The reason for this is some AD-carry not doing so much magic damage, because of this you want to have more magic resistance to survive late game rather than having it for early game when they don't do a lot of magic damage.

The main reason for using defensive runes is that you won't be able to buy any items to help you survive some of these early fights and late team fights. Therefore having some additional defense helps you out a lot from every point of the game.

Flat magic resistance:
[http://i50.tinypic.com/e1dfmb.png]

Scaling magic resistance:
[http://i46.tinypic.com/zv3gwp.png]

Explanation:
Mark: Greater Mark of Armor
For marks I use armor. The main reason for taking armor is because it reduces the amount of damage you take from physical abilties and auto attacks. AD-carries on bot lanes often auto attacks and therefore do you want to have some nice additional armor to survive the fights. Also the enemy support often auto attack in order to gain additional gold and harass you, here armor also come in handy.

Seal: Greater Seal of Armor
As said above armor gives some nice defense against the typical bot laners.

Glyph: Greater Glyph of magic resistance/scaling magic resistance
Most bot laners also have some kind of abilties that deal a lot of magic damage (eg. Ezreals Essence Flux) so you want to have some additional resistance against that. Most supports abilties also deal magic damage, so having magic resistance will help you survive during the laning phase and hold on for late game.

For scaling, some of the AD-carries and supports don't have much magic damage therefore is it better to have the scaling magic resistance for a stronger late game rather than having a lot of early magic resistance for a phase where there isn't much magic damage. An example of this is Ashe, only her ultimate deals magic damage.

Quintessence: Greater Quintessence of Gold
You're a support, you need to have some kind of gold income as you're not killing minions in order to get money. Having Gold quints will grant you a lot of gold over the duration of a game and it will save you a lot of money for items as these quints pretty much pay for your wards during the whole game.

Summoner Spells



Explanation:
Exhaust is good on Nami (and supports in general) for many reason. The main reason being able to "remove" another champions damage from the fight for a couple of seconds and slowing them. This will help you survive in much situations as it pretty much "removes" them. In the laning phase when you're fighting you able to stop most of the enemies AD-carrys damage by using it on him (before he fires every ability off! Before is important as it reduces damage). Exhaust will also be very useful late game when an enemy assassin, mage, tank or whatever is jumping on your AD-carry then being able to remove his damage will let your AD-carry survive the fight and be able to escape the enemy.

Flash is my second Summoner Spell. Flash is the strongest Summoner Spell in League of legends as it can be used both offensive and defensive. Flash is pretty much a "get-out-of-jail" card as your able to flash over any wall on the map and therefore survive most of the enemies comming to you trying to kill you. You can also choose to use Flash to help you land abilties as you instantly can get closer, or flashing closer to an ally to heal him in the last second leaving him to survive the fight. Flash is a must have.

Alternative Summoner Spells:
There are other Summoner Spells for people not a fan of using Exhaust. Exhaust is really for aggression during the laning phase and for the late game, however it does also have some good alternative which can be used just as good, just in a different way of the game. These are Clairvoyance and Heal.


Clairvoyance is a good alternative to Exhaust as it has a lot of good other uses that Exhaust doesn't. Exhaust mostly helps during the fights in the bottom lane and in the team fight where Clairvoyance is an all around ability that gives a lot of map control during the whole game. You and your carry won't be as strong during the laning phase as if you had exhaust but you and your team will have a lot more map control.


Heal is another good alternative to Exhaust. Heal can be used to bait enemies, for example diving you at tower where you then have heal ready and can turn around and kill your enemy. Heal is also a good defensive spell as gives a lot of health back to your allies.

Skills

Passive: Surging Tides

Explanation:
This is acatully a pretty strong passive. Additional movement speed every time you cast an ability on someone for one second. This will help you and your team mates in a lot of different situations. Using an ability on your tank hes initialting help him a lot to catch up, or if someones chasing your AD-carry giving them additional movement speed will also help them get away.

Q: Aqua Prison

Explanation:
This ability is a skillshot nuke that flies really slow but when it successfully hits, it stuns for a very long duration. A good idea when trying to land this ability is to use it from a blind spot (brush or something) so enemies aren't prepared for it. Landing it is much easier when your allies have already used some form of crowd control on the enemies. In late game team fights this ability can be used to save your AD-carry as you can stop anyone that jumps on your AD-carry for over one second. The cooldown of this ability is quite big so make sure you don't use it badly as it can cost a fight. I max this last as the only difference in ranks are the damage and cooldown.

W: Ebb and Flow

Explanation:
This is both a damage ability and a heal ability at once. Its an ability that can bounce up to three times in a radius between enemies and allies, however its a bit hard to get used to and takes some practice to master perfectly. Keep it mind that if you use this on an ally does it have a chance to heal another ally as well as it will bounce back on the 3rd hit, this won't happen if you choose to cast this ability on an enemy. I choose to max this second after E as E offers more damage and utility to your AD-carry.

E: Tidecaller's Blessing

Explanation:
This ability empoweres the ally you're casting it on with a huge amount of additional magic damage and slow on the next three hits. I max this first as having 85 plus damage (as magic damage) and 35% slow on the next three auto attacks help a lot when fighting at bottom lane, not only will it give you a damage advantage but it will also slow your enemy so its impossible to escape if you're winning.

R: Tidal Wave

Explanation:
Nami ultimate, the Tidal Wave. It sends out a slow massive wave that knocks up enemies quickly and then slows them afterwards, not only that it also gives a good amount of damage to them. This ability is really strong in the early laning phase as it's another CC to your high amount of CC from E and Q. Its also ridiculously strong during the team fights as its really wide and easily can hit all five enemies. I take a point into this every time its possible for the additional damage, slow and reduced cooldown.

Skill Order

>>>
______________________________________________

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

Explanation:
I take a point into my ultimate whenever possible as its damage and slow increases by a lot. The cooldown of it also reduces every time you take a point into it, so take her ultimate whenever possible. The next ability I choose to max is her E. Namis E gives a lot of utility to your AD-carry as it gives a lot of additional damage and a slow for three hits, which easily can lead to a snowball especially with mobile AD-carries such as Ezreal. I max her W third as it gives more health to my allies and healing is your job as healing and defending your allies is your job as a support. I max Q last as you only want the ability because of its stun duration so keep one rank in this ability till there's nothing else to take.

Item Builds

Starting items:


You always want to run these items as starting items for Nami. Faerie charm gives some good mana regen sustain for the early laning phase and can be upgraded to the first item you're going to be heading towards in your core build (Philosophers Stone). The main reason for taking faerie first is to reduce how much you have to pay for your first gold per 10 item as it's important to get them as early as possible in order to gain gold for the whole game. Three wards is needed to ward up your lane and to make sure you aren't getting ganked from the jungler. Most times you only need to place 2 at once so you're able to for example use your 3rd to help middle lane by placing it at 1:25 close to the wrath camp. Health potions are for the sustain during the laning phase, you need something to get your health back when you get attacked on.

Core build:


These items are the core items for Nami. Philosophers Stone gives a great amount of health regen and mana regen to help you sustain and poke during the laning phase. More importantly does it gold regen which is the most important stat for a support as you don't get any gold income from creeps or elsewhere. Boots of Speed is a must have at this point as you'll need the mobility in order to follow up with your team mates and escape from your enemies when they are chasing you. Sight Stone allow you to almost never have to buy any wards as it will give you two wards to use and they'll reset every time you walk back to base. It also adds some nice additional health to help you survive during the laning phase and later in the game when team fights are comming.

On every trip back do you want to get at least 1-2 additional ward in your back as Sight Stone only are able to place 2 wards at once.

After core build:
Its a bit more difficult to say what you should buy after your core build as it totally depends on how the game is progressing. So what I'ma do is giving you an idea of what the different items does and when they are good to take. This should give you a good idea of what to take in your game situation exactly.


You always want to have one oracle on your team. You need to have an oracle in order to clear wards in different locations and to make sure your enemies doesn't have vision over important objects such as Dragon and Baron, but also for the "surprise" as they have to walk around blind. I'd recommend you to get an oracle after your core build if your jungler haven't gotten one yet.


Its good to get Kages if your ahead and you therefore can build this item before the team fights are starting. You may also get it if your laning phase is really long and theres no upcomming team fight within the next few minuttes. The reason for this is because Kages give additional gold regen which is really good, but it will however increase the time it take before you build any done items that has an effect on the team as the other items I have listed under "Late game".


This items is a really strong support item. It gives you nice amount of cooldown reducton so you're able to dish out abilties more often and help your team even more, but it also has a strong active which allow your team to catch on enemies and intiate on them probably, either that or escape to safety as your running faster. Shurelyas also has a high amount of health regen and mana regen to help you keep up in health and mana for spamming abilties. I'd recommend getting this item if none else from your team is having it and your team doesn't have a lot of strong intiates.


Aiges gives a good amount of defensive stats for you and your whole team. Armor, Magic resistance and health are all three good stats for both you, your AD carry and your whole team. I'd recommend getting this item if your team is a bit squishy and needs some additional survivability. If another person has this picked up would I recommend you to pick another.


The are three reasons to why this item is a storng item for a support. First off does it build off a gold item in your core build which makes it a lot cheaper to afford for you. Second it keeps the gold regen as you'll lose by upgrading any other gold regen items such as Philo stone. Third does it give you some additional defense for your AD-carry as you can give him an AOE slow around him, eiter that or you can put it onto your intiater so he can slow enemies aswell. It also adds some nice additional ability power to help you deal more damage, but thats just a bonus.


Being able to place two wards on the map just isn't enough for a support later in the game and you'll need to either upgrade your Sight Stone to this item or buy a ton of wards, so you'll able to have control over the whole map. I'd recommend you to buy this item if your able to purchase it and already have one of kind of item to help your team. It will save you a lot of money over time.


These are the boots I'd recommend you to use. Having additional cooldown reduction means you'll have your abilties up faster and you'll be able to dish out more abilties which is all you have. Namis abilties does also a long cooldown compared to other champions, but thats just another reason to why these boots fits her perfectly. For upgraded boots would I recommend you to take the once with reduced cooldown on Flash as 25% is too much to not take.

Warding

Warding is one of the most important thing in the game espically for a Support. Warding correctly may seem easy but its not always as easy as just placing them randomly. The wards your placing needs to be placed correctly and in important locations where you can spot enemies trying to come down and kill you, either that or trying to get global objects such as Dragon or Baron Nashor. Warding changes as its difference from champion to champion where your supposed to ward to stop them from ganking your lane, but I'll try to give you an idea of a couple of good positions in the bottom lane and two other important locations.

Brush ward
This ward allows you to to see if incomming jungle ganks are comming from the lane (if the enemy jungler tries to sneak into the brush). It also helps you if your fighting the enemies as they'll try to talk into the brush for safety from auto attacks.
[http://i45.tinypic.com/25ozbjq.png]

Tribrush ward
This ward helps you to see the enemy jungler if they are comming to try to get gank you and your AD-carry. Placing it in the brush is important as if you place it closer to the lane you won't be able to react fast enough to go back. You also won't be able to see if they are standing in the brush.
[http://i49.tinypic.com/6gvokm.png]

Dragon ward
A vision ward goes here. You and your team needs to take control of the dragon so your able to clear the enemies ward and possible be able to take it without your enemies knowing off of it. It also makes it a lot more scary to walk from bot lane to middle lane as they don't have any vision of the area. Dragon also gives a good amount of gold to each player on the killers team.
[http://i46.tinypic.com/35heq1z.png]

Baron ward
Having a ward at baron is really important during late mid game and late game. Baron is what your going to be fighting for during this phase of the game as it gives a lot of global gold and a buff that gives a lot of good stat to every single member of your team. It also allow you to do a "sneak" baron as the enemies won't see you doing it, if you succesfully destroy their ward with your vision ward.
[http://i45.tinypic.com/5btjzc.png]

Early Game

Warding during Early Game
There are three important locations you have to ward in, to make sure you aren't getting ganked. One of them however is only if your enemy is pushing to your tower. This place is the brush as the enemy jungler often can sneak into the first brush when your lane is pushed and when it push back will he be able to gank you, so make sure that if they are about to push and your worried that their jungle might come to ward in their first brush. Other locations junglers are able to come from are from the dragon (mid lane) and from the tribrush.

Junglers
Junglers are really strong, espically at the early stages in the game as they'll level way quicker than the once laning which is even further with bot lane as two people are sharing experience. You need to make sure that you can get back to safety if the enemies jungler are comming from any of the ways you should have warded (as I mentioned just above). Also if your jungler comes do you need to make sure that you follow up with your huge amount of CC from Q. Also using E on your carry is important as he'll be able to slow your enemies which makes it a lot easier for your jungler to catch up to the enemies in the lane.

Fighting during laning phase
Before you start fighting at your enemy in the bottom lane do you need to "read" your enemy. If for example your playing against a Nunu and he have just used his Iceball on your ally, then its time to go onto them as its on a very long cooldown and you'll come out ahead as you have your spells ready where as Nunu doesn't. Its also important to keep track of your enemies summoner spells. For example if the enemy AD-carry have used flash are you having a more easy time killing him as you know when its going to be back up. Same goes for Exhaust, Ignite, Heal and whatever they are having. Time it so you know your stronger as you have your summoner spells up. Its important that you take control over the brushes in the lane as your able to dish out and in while harassing with auto attack once in a while to get ahead from very early, but also to gain additional gold from auto attacking. It also helps your jungler as he can sneak into the lane.

Following your AD-carry
Most supports doesn't follow his AD-carry and thats really bad as it puts both of you in a bad situation. Whenever your AD-carry is recalling to go back do you have to follow otherwise you'll be dived at turret and the enemies will get ahead. Also make sure to look at the map and tell your AD-carry if you've seen anything comming as he often is focusing on last-hitting the creeps and harassing the enemy.

Mid Game

Warding during Mid Game
You still want to ward at the same places as during the early game, however you also want to ward places that the enemies often walk around at (different from game to game). During mid game is it important that you have dragon warded as mid game often is the phase of the game where you walk around in small groups and fight for dragon.

Dragon
Dragon is a extremely important factor during the mid game. Dragon gives a lot of global gold to your whole team and is worth more than three kills. You need to make sure that you always have a vision ward close to dragon as you'll be able to see if the enemies are having any wards (in that case kill it) if they don't then tell your team and you have the posibility to "sneak" close to dragon and kill it without the enemies knowing it. If you and your team mates want to do dragon do you need to make sure that either one of the enemy team are dead or on low HP (so they have to recall) as you'll need to make sure that you can survive killing dragon and that the enemies just doesn't come down and kill you afterwards.

Towers
Towers are another important factor during the mid game. You want to group up with your team and push towers down as they give a good amount of global gold to your whole team. They also give the enemies less vision of the map and they'll need more ward to keep the same amount of vision. If for example your middle lane has ganked your lane and you either have gotten a kill or have gotten them to come back you should be pushing the tower as it gives a lot of additional global gold. After getting your tower can you roam to the other lanes and help them destroy towers aswell.

Late Game and Team fights

Warding during Late Game
Warding during the late game mostly focuses on having control over Baron and the area around. Make sure that one from your team still has an oracle up (either you or anyone else) to clear the enemies wards in the baron area and take control over it. You also want to ward the area around baron to help your team make sure they can see enemies comming and won't get ganked.

Baron
As I mentioned above do you want to make sure you and your team have control over the baron area which means having wards around the baren area and in the baron pit while have their wards cleared so they don't have any vision off of it. Baron gives a huge amount of gold and a very strong buff for the team that kills it, that is why its so important to have control over it. If you and your team want to do baron do you need to make sure that either the enemy team doesn't know it, or if one from the enemy team is dead so they can't fight you (4v5).

Team fight
A support has one goal during the team fight. That goal is to keep your carries alive for as long as possible, even for the cost of your own life. Playing as as support do you need to understand that your carry will go too deep, he'll not position the best way possible and he'll need you to survive people jumping on him. Now that is said, Nami has a lot of great abilties to help her carry get rid of the enemy assassin/bruiser/whatevers jumping onto him. Both Namis ultimate and Q works as defense for your AD-carry, so whenever you see anyone attacking your carry quickly use it on them so your carrys able to stand and auto attack them down. You also want to keep E on him as much as possible, as it allow him to slow an enemy thats attacking him while moving backwards, which makes it a lot more easy to kite as he'll have a great amount of slow and increased movement speed for one second.
Your position during the team fight should be behind both of the carries, so if they gets attacked your still able to use abilties without anyone being on your aswell. Also you standing safe allows you to concenrate more on defending your carries rather than fokusing on your own life.

Last words

Thanks for reading my guide. I hope you had a joe reading it and hopefully learned something new. Now theres only one thing left to say; Go out and carry some AD-carry players and win a lot of games! And remember, an AD-carry is only as good as his support.

Also thanks to Kanova for the help on the guide. Es #1.

Comments

July 31, 2013 - 07:20 PM #1

@Ary carys in today's meta I generally rush sighstone, but is difficult to do at higher elos. in normal I try to stay in lane until I have 950 gold(usually about lvl 6) and then go back and pick it up as my first item.



This guide is going to need an update because RIP Runic Bulwark

February 19, 2013 - 10:19 PM #2

I have a question: at what point do you buy Sightstone? Proximately, at what time (minute)?

December 11, 2012 - 03:58 AM #3

@Ozball: Exhaust reduces enemy attack damage by 70%, Spell and item damage by 35%, and slows their movement speed by 40%. with summoner's wrath thrown in, it reduces their armor and magic resistance as well. Either way, summoner heal is NOT even close to being on Exhaust's level. The ability to cripple your target is much more valuable then just a small heal, which summoner heal now provides.

December 10, 2012 - 08:04 PM #4

+1 and good guide, but add Mikael's Crucible please: it's very strong on Nami, probably even better than SoTI, since you usually don't need more initiation power (R + E on your team initiator + Q is quite enough).

December 9, 2012 - 12:58 AM #5

@Ozball Exhaust is usually for crippling assassins, divers or burst casters. 30% is a hell of a lot of reduced damage especially if you rely on burst to kill an enemy.

December 8, 2012 - 10:32 PM #6

Summoner's Resolve actually increases max your health by 5 per level I believe (ref:LoL Wiki) making heal more viable. Also I've found that Exhaust doesn't work as well on champions that cast more than auto attack for most of their damage as it only reduces their damage by 30% and the attack speed debuff doesn't really hurt them as much. So I guess AD carries like Corki and Ez? Not saying it's worthless, but it's probably about on par with Heal for those types of match ups.

December 8, 2012 - 08:26 PM #7

To be honest, I think maxing W is stronger than maxing E in certain situations where you're against bullies like Caitlyn or Ezreal if you have an ADC like Vayne or Sivir. Considering Vayne/Sivir range and those like theirs, it is much more difficult for them to make use of Nami's E, however powerful it is, considering the +MS lasts only 1.25 seconds. That being said, if you have a very aggressive ADC (i.e. Corki, Ezreal, etc), it is a judgement call, as the + damage and slow on Nami's E is extremely powerful, but you have to be aware of possible counter engagements and ganks where Nami's W would be a better choice (i.e. vs Leona, Taric, Ali, Sona post-6 etc). IMO, max W vs max E is completely based on match up and your ADC. It comes from experience as you cannot exactly tell from the beginning which to max first.

December 8, 2012 - 06:14 PM #8

nami si ad champion

December 8, 2012 - 02:30 PM #9

Her mana costs are high, but you can build Chalice, which was kinda weak for support at S2, but now you can build into a QSS + Heal for your Carry, and you won't suffer for mana anymore, with the active and your heal from W you can heal for over 700Hp.



About her skill order, most of times i'll want to max W, as it'll really help you to win lane and reach late game and teamfights, where she really shines, however, with carries who can safely autoattack like Caitlyn or against weak lanes, maxing E is a very good option.



A strong support overall, i'm not sure if strong enough to compete with Sona or zyra , it's still too early to know, but her skillset's pretty decent and very viable on the new meta with heals, slows, autoatt buffs, stun, knock ups, speed buffs...

December 8, 2012 - 02:25 PM #10

I would do heal first and 8 points in attack mastery for the cdr but ok.

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