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NAMI BUILD GUIDE: Nami as a Support-Type Champion by MDS

by MDS (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 Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
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
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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

Contents

1.0.....Foreword

2.0.....Acknoledgements

3.0.....Guide Version

4.0.....Introduction

5.0.....Support-Type Champions

6.0.....Nami's Basic Statistics

7.0.....Masteries

8.0.....Runes

9.0.....Summoner Spells

10.0.....Skills

11.0.....Skill Order

12.0.....Item Build

13.0.....Early Game
13.1.....Initial Minutes
13.2.....Laning Phase

14.0.....Mid-Game
14.1.....First Half of Mid-Game
14.2.....Second Half of Mid-Game

15.0.....Late Game

16.0.....Team Fights
16.1.....Team Fights At Baron Nashor and Dragon Areas
16.2.....Team Fights Under Turrets of the Opposing Team

17.0.....The Opposing Support-Type Champion
17.1.....Soraka (the Starchild)

18.0.....Conclusion

19.0.....References

1.0 Foreword

Dear Summoners, this guide is dedicated to all of those who fancies supporting others in the Fields of Justice. The role of support-players plays an important part in a team. By improving your skills and tactics, you may become the turning-point of a game. This guide had mostly been written in the format of prose as well as bullet points to summarise, in order to aid quick skimming. The game is about to begin…good luck and enjoy!

2.0 Acknowledgements

Thank you fellow buddy Summoners Turk, RMonkey, and JSky for your tips, patience, and superb games!

Special thanks to the staff of solomid.net for the approval of this guide and suggestions for improvement.

3.0 Guide Version

This guide will be constantly updated. Please remember to return and check it out!

Coming soon... Chapter 17: Sona...

24/2/2013 The Opposing Support-Type Champion chapter (17) updated: Soraka.

14/2/2013 Information updated according to the official Patch 3.02 Notes.

10/2/2013 Re-arranged chapters to a specific format. Major updates to Early Game, Mid-Game, Late Game, and Team Fights chapters.

9/2/2013 Major updates to Summoner Spells, Skills, and Item Build chapters. Minor amendments to other chapters.

8/2/2013 Major updates to most chapters and the addition of extra chapters.

6/2/2013 Guide first created.

4.0 Introduction

League of Legends
League of Legends is an online game which promotes good team-working, communication, tactical thinking, and swift hand-eye-co-ordination skills. In a 5vs5 Summoner's Rift game, the goal is to battle with the opposing team and destroy their Nexus. Consequently, various roles emerged within a team. These include, broadly, attack-damage carries (ADCs), ability-power carries (APCs), tanks, junglers, and last but not least, supports.


Nami
Nami is a relatively new (release date: 7/12/12) support-type Champion. She is equipped with a variety of skills including a small speed buff passive, healing, offensive magic-damage, and some for crowd control (cc). As a result, she is a fun Champion to learn and support with.

5.0 Support-Type Champions

As its name suggests, the role of support-type Champions is to aid your team in achieving objective throughout a game. These objectives include:
1. Supporting your team during fights, in terms of protecting them from damage, helping them to escape from the opposing Champions, aiding them to chase down opposing Champions, and dealing damage or cc effects on the opposing team.

2. Ensuring good map vision by the use of wards.

3. Keeping an eye constantly on the mini map to alert your team regarding ganks and the positions of the opposing Champions.

There are many different playing styles for support-type Champions, in which you will develop your own balance and preferred style as you explore the game. This guide will divide these styles in to two main types, namely, aggressive and defensive.

Defensive
Defensive type playing style awaits for opportunities whilst quietly helping your team. The main priority is to protect your team from being 'harassed' by the opposing team, and to aid your team in achieving objectives. 'Harassing' Champions of the opposing team is usually of lesser importance.

Aggressive
Aggressive type playing style frequently 'harass' opposing Champions by means of dealing damage and spamming skills. This frequently involves roaming in and out of bushes and going close to the opposing Champions, which also means higher risks of being counter-damaged.

Which is the preferred or stronger of the two?
It depends heavily on your own playing style as well as the nature of the Champions' skills. In addition, the playing style of the opposing team may also affect how defensively or aggressively you choose to play. Sometimes adopting a defensive playing style will allow you to stay calm and fully utilise opportunities to counter the opposing team. On the other hand, being fully aggressive may allow your team to dominate a certain lane, thus being beneficial later in the game.

6.0 Nami's Basic Statistics

Damage........48 (+3.1 / per level)
Health........365 (+74 / per level)
Mana..........305 (+43 / per level)
Move Speed....340
Armour........9 (+4 / per level)
Spell Block...30 (+0 / per level)
Health Regen..4.5 (+0.55 / per level)
Mana Regen....6.9 (+0.6 / per level) [1]

As seen from above, Nami is a relatively squishy Champion with low basic health and armour when compared to other tankier support-type Champions. This will have to be compensated with the appropriate Masteries, Runes, and your playing style. Please refer to the chapters below for further information.

7.0 Masteries

Support-type Champions usually opt for Offense(0) = Defense(9) = Utility(21). A generic suggestion has been displayed above. The following are specific Masteries recommended for the different playing styles:


Defensive
Referring to the generic suggestion above, should you prefer playing more defensively, you may opt out of the Pickpocket Mastery (as you will not be auto-attacking much to earn the extra gold) and allocate some points to the Wanderer or Awareness Masteries instead to boost-up your movement speed or experienced gained. This will allow you to dodge more attacks from the opposing team and position yourself better whilst supporting your team. An increase in experience gained may also put you in a slight advantage over the opposing support-type Champion.


Aggressive
As for aggressive playing style, you should preserve the Pickpocket Mastery, as you will be auto-attacking frequently, which will allow you to earn more gold. In addition, you may actually think of opting out some of the Masteries in the Utility tree and allocate more points to the Defense tree. This will allow you to become slightly tankies and withstand the counter attacks which the opposing team will be dealing. For example, you may opt out of the Intelligence and Nimble Masteries, and in turn, allocate points to Masteries such as Perseverance, Resistance, and Juggernaut.

For more adventurous Summoners, some may even wish to allocate a few critical points to the Masteries of the Offense tree. For examples, Masteries Fury or Sorcery and Deadliness. This aims to increase the base physical damage of the Champion, thereby making auto-attacks more effective. It is important to understand that, although this option is available, it is usually less popular (unless good communication and tactics have already been discussed within your team), since you will have to compromise points from either the Defence or Utility tree, which are invaluable in most cases. Moreover, as you advance to the later game phases, having slightly higher basic physical damage as a support-type Champion may be insignificant.


NB However, as you develop your own unique playing style, you may find other Mastery combinations also suitable. You are strongly encouraged to experiment the different varieties in the Fields of Justice!

8.0 Runes

Defensive
The suggested runes had been shown in the beginning of the guide.

Marks
Flat Armour: useful especially during the laning phase. Will prevent too much damage done by the enemy ADC. This also helps Nami to boost-up her basic armour stats.

Seals
Flat Armour: as above.

Glyphs
Scaling Magic Resistance: useful especially against Champions with heavy magic damage. Moreover, during the laning phase, should you face opposing support-type Champions who spam magic-damage, having these glyphs would definitely help with sustaining in lane.

Flat Mana Regeneration: these glyphs may also be considered due to Nami's mana-draining skills.

Quintessences
Greater Quintessence of Gold: is pretty much the standard for support-type Champions due to not being able to gain much gold from minions and monsters.


Aggressive
Marks
Flat Attack Damage: useful especially during the laning phase for aggressive type playing style. This will cause much hassle to the opposing ADC during the laning phase, thereby decreasing their chance of sustaining in lane.

Seals
Flat Armour: again, as Nami's basic armour stats is not very impressive, having some armour will definitely be of benefit.

Glyphs
Flat Mana Regeneration: being aggressive usually involves spamming more skills, mana will be an issue for Nami. These glyphs will slightly ease the problem.

Scaling Magic Resistance: useful especially against Champions with heavy magic damage. Moreover, during the laning phase, should you face opposing support-type Champions who spam magic-damage, having these glyphs would definitely help with sustaining in lane.

Quintessences
Greater Quintessence of Gold: again, it is pretty much the standard for support-type Champions.

NB As mentioned earlier, there are many possibilities for building your Rune page. The above are only recommendations which support-type Champions usually adapt to. You may, as you gain more experience, find yourself mixing and matching different glyphs (eg. half with Flat Magic Regeneration and half with Scaling Magic Resistance Runes) to suit your needs. Similarly, should you frequently dodge attacks, you may use less Flat Armour Runes and replacing them with more offensive-type Runes.

9.0 Summoner Spells

The following are only some suggestions as to what Summoner Spells to choose for Nami. However, ultimately, personal preference is the key here, and you will eventually find the two Summoner Spells which you are most comfortable with.

+//


Flash
"Teleports your Champion to target nearby location under your mouse cursor." [2]

The choice of this Summoner Spell is quite self-explanatory. It is used mostly for escaping from the chasing opposing Champions. By being readily able to escape, you are less likely to be blamed for being a 'feeder' (which will obviously increase the gold gained by the opposing team, putting them at an advantage). Flash, may sometimes also be used for chasing down opposing Champions and occasionally for better positioning yourself for the use of skills.

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." [2]

Exhaust is a decent Summoner Spell used by many support-type Champions to de-buff opposing Champions. This is especially useful when, for example, the ADC of your team is fighting against the opposing ADC one-to-one. In addition, it may be used on opposing Champions to decrease their ability to chase-up your team.

Heal
"Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs." [2]

Heal has again become a rather popular Summoner Spell for support-type Champions due to the good healing amount for the entire team. Along with the Summoner's Resolve Mastery (passively increases Health by 5 per level), would make you a tankier Champion.

Clarity
"Restores 40% your champion's maximum mana. Also restores allies for 40% of their maximum mana." [2]

Unfortunately Nami's skills are quite mana-consuming. You may find Clarity useful if you like to spam spells frequently. Although this Summoner Spell is less popular then other Summoner Spells.


Other possible choices:
Clairvoyance
This Summoner Spell could be described as "you either love it or hate it". Its usefulness solely depends on you and your team. For example, some teams with clear tactics and communication would prefer the support-type Champion to hold this Summoner Spell and will demand the support-type Champion when and where to use it. You are strongly advised to communicate with your team before choosing this Summoner Spell.

Ignite
Again, choosing this Summoner Spell requires good communication with your team. Sometimes some ADCs prefer to hold Exhaust whilst asking the support-type Champion to hold Ignite. If co-ordinated well, this is totally viable.


The remaining Summoner Spells are less recommended for support-type Champions.

10.0 Skills

Passive: Surging Tides
"When Nami's abilities hit allied champions they gain 30 movement speed for 1.5 seconds."[1]

Never underestimate this passive small speed buff. It may save your team or yourself from the chasing opposing Champion. On the contrary, it could aid your team chasing opposing Champions. You can also utilise this passive to return to your lane slightly quicker.


Aqua Prison [Q]
"Active: Nami sends a bubble into the air towards a targeted area. When it lands, it deals magic damage to all enemies in the area of impact and stuns them for 1.25 seconds."[1]

Cost: 60mana
Cool down: 14|13|12|11|10seconds
Range: 875
Magic damage: 75|130|185|240|295 (+65% AP) [3]

This is Nami's main skill for initiating fights. Due to its rewarding effects, it comes with a price which requires loads of practise, skill, and precision for successful use. Unfortunately, this skill has a rather slow speed of action, which makes it relatively easy to dodge. When lucky, you may be able to cramp two units into the bubble.

Tip: Predict where the opposing Champion is heading and aim the skill slightly anterior to the opposing Champion's position to secure the stun.

Tip2: Sometimes when the opposing Champion is static (eg. auto-attacking minions), you may try aiming just behind the opposing Champion. This may, in some rare occasions, cause the opposing Champion to panic and run backwards into your Aqua Prison!


Ebb and Flow [W]
"Active: Nami unleashes a stream of water that bounces between allied and enemy champions. This ability can only bounce to each target once and hits up to 3 targets. The damage or healing value is reduced by 15% with each bounce.

On ally hits, Ebb and Flow heals the target and bounces towards a nearby enemy champion. On enemy hits, the torrent deals magic damage and bounces towards a nearby allied champion."[1]

Cost: 70|85|100|115|130mana
Cool down: 9seconds
Range: 725
Magic Damage: 70|110|150|190|230 (+50% AP)
Heal: 65|95|125|155|185 (+30% AP) [3]

This is Nami's main sustain and poking skill. The healing with Ebb and Flow is quite decent and provides good sustain for your team during the laning phase. By level 3 to 4, one heal is roughly equivalent to a Health Potion. Should you require more heals, use the skill on an ally Champion first, it will then bounce to an opposing Champion to deal magic-damage and back to another ally Champion eg. yourself, for a second heal. Do the reverse should you want more offensive power and dealing damage to multiple opposing Champions.

Tip: when 'harassing' an opposing Champion with this skill, do not be afraid to use it face-to-face at the opposing Champion. Even if you are counter-attacked by the opposing Champion, the returning heal from your skill would have covered most of, if not all, the damage dealt by the opposing Champion. Be aware that although this skill is good for 'harassing', it is not recommended for initiating fights, as you would put yourself into great danger by advancing too close to the opposing team.


Tidecaller's Blessing [E]
"Active: Empowers an allied champion for 5 seconds or until they have attacked 3 times. During this time, their basic attacks deal bonus magic damage and slow the target hit for 1 second."[1]

Cost: 55|60|65|70|74mana
Cool down: 11seconds
Range: 800
Magic Damage (per hit): 25|40|55|70|85 (+20% AP)
Slow effect: 15|20|25|30|35% [3]

This skill provides a good buff for an ally Champion i.e. the slow effect and extra magic damage at a relatively acceptable mana cost. It may also be used to 'harass' opposing Champions, depending on your playing style.

Tip: you could use it on yourself to slow an opposing Champion in situations where, for example, your team's ADC is low in health and being chased by an opposing Champion. You will be surprised how many lives you could potentially save!


Tidal Wave [R]
"Active: Summons a tidal wave outward from Nami's position. The tidal wave briefly knocks up enemies that it comes into contact with, slows them and deals magic damage. The slow duration increases based on how far the tidal wave has travelled, with a minimum duration of 2 seconds and a maximum duration of 4 seconds."[1]

Cost: 100|150|200mana
Cool down: 140|120|100seconds
Range: 2550 [3]

This is a good cc skill with knock-up and slow effect. It could be used for initiating fights, interrupting fights, and aiding ally Champions to escape from dangerous situations. When used during full-blown (i.e. 5vs5) team fights, it will ensure that all opposing Champions are affected. However, similar to [Q] Aqua Prison, it has a rather slow speed of action, making it relatively easy to dodge.

Tip: use this skill at an angle to make it less predictable.

11.0 Skill Order

As with almost all Champions, max the ultimate skill, [R] Tidal Wave, first.


Then, it is pretty much down to personal preference as to which other skill to max next.


Many Summoners prefer maxing [W] Ebb and Flow first for its sustain and poking power. This is especially favourable during the laning phase. This is viable to both defensive and aggressive playing styles.


Some Summoners prefer maxing [E] Tidecaller's Blessing first for buffing the ADC - the extra slow effect and magic damage. If you usually play aggressively, you may consider maxing [E] Tidecaller's Blessing first as well, since you can use it on yourself whilst auto-attacking opposing Champions. You will be able to deal additional magic-damage.


As mana management may prove to be a problem with Nami, especially with the aggressive playing style, you may decide to level-up [W] Ebb and Flow to level 3, as it provides a decent heal, magic-damage, and drains less mana; then level-up [E] Tidecaller's Blessing to level 2 or 3, before levelling-up the remaining [W] Ebb and Flow to level 5.


Depending on your playing style, allocate one point to [Q] Aqua Prison within the first three Champion levels and max it towards the final Champion levels.

12.0 Item Build

Initially:
+
Option 1:
++
Basic support-type Champion starting kit with mana regeneration, map vision, and sustain.

Option 2:
++
To lessen mana burden, however, this is compromised with less wards and the Health Potion. As Nami has a healing skill, you may find omitting the Health Potion suitable.

Option3:
faerie-charm+sight-ward2+health-potion2+vision-ward
You may fancy a vision ward to counter-ward the opposing jungle/bushes early in game. This may be important should you adopt an aggressive playing style, as you may spend a considerable amount of time camping in bushes for opportunities to attack, which means you will have to secure the bush and clear wards placed by the opposing team.

Core:
++
These suggested core items (basic low-tier items) are essentially the 'bread and butter' for any support-type Champions.

Philosopher's Stone provides good health and mana regeneration, and most importantly, the gold.

Sight Stone is vital for a support-type Champion to provide the team with adequate map vision. In addition to saving you gold (75gold per Ward) in the long-run, it also provides some extra health for better survivability.

Boots of Speed will allow you to roam quicker when warding. You will need it anyway to keep up with your team (or away from the opposing team)!


Mid-Game options:
+++//


Ruby Sight Stone should be upgraded from Sight Stone so that you are able to place an extra ward on the map. You will also enjoy some extra health.

Ionian Boots of Lucidity grants good cool down reduction, allowing you to spam more skills. Other boots such as Mercury's Threads or Ninja Tabi may be considered if the opposing team is producing high damage output.

Chalice of Harmony is a good item for Nami, as it really helps with spamming more skills along with providing some magic resist. It is also relatively affordable (880gold) for support-type Champions.

Emblem of Valor is a good steppingstone towards the final Aegis of the Legion, especially when no other ally Champion is building it. It provides some armour and an aura of health regeneration for your team.

Kinglegem is another option as it provides health (making you a tankier Champion) and cool down reduction. It also contributes to two good potential upgrades: Shurelya's Reverie and Locket of the Iron Solari.


Further upgrades:
////
This is actually a very personal and situational choice.

In some cases, you may wish to rush Shurelya's Reverie for the good stats provided, in particular the active speed boost, in the expense of the gold-per-ten seconds passive of the Philosopher's Stone. For example, your team is particularly having to rely on your speed boost to chase down opposing Champions.

Other cases, you may want to build Aegis of the Legion first (or even Runic Bulwark if the enemy team has a lot of magic damage) for the favourable defensive stats and aura for your team before building Shurelya's Reverie. This allows your team to better survive during team fights. Moreover, the gold-per-ten seconds passive of the Philosopher's Stone will be able to help you fund this!

Mikael's Crucible is a new item which builds from Chalice of Harmony. It is a decent upgrade, especially if the enemy team has many cc skills. Its active removes cc effect from an ally Champion and also provides a slight heal. However, note that the active's cool down is rather long of 180seconds.

Regarding Locket of the Iron Solari, it has become increasingly popular to build this item due to the defensive stats, cool down reduction, and the active shield potentially for your entire team. However, bear in mind that you would have to be quite close to the Champions of your team in order for the active shield to take effect on them. This may put you at considerable risk of being targeted in the middle of team fights.

Alacrity enhancement for the boots allows better chasing, escaping, and warding potential. However, if you find yourself having to use Flash a lot for whatever reason, the Distortion enhancement may be desirable. Other enhancements are usually less recommended.


Other item options:
=>/
It is important to re-emphasise that item building is very personal and situational, especially with the introduction of many new items. This is actually quite fun, as it increases the variety of different builds and options, rather than having a fixed formula for certain type of Champions.

Kage's Lucky Pick: not only providing gold and ability power, it could be built into other items which may be considered by support-type Champions, i.e. Shard of True Ice and Twin Shadows. You may wish to consider this item if you play rather aggressively as you will deal slightly higher magic-damage via your skills.

Shard of True Ice being a higher-tier item still allows you to enjoy the gold-per-ten seconds passive, which may be fancied by some Summoners. In addition, its active is useful when chasing Enemy Champions.

Twin Shadows may be an option for Nami to increase her scouting potential. It also provides good stats of increased movement speed, ability power, and magic resistance.


Which items to get first during my first return? When to go back home for shopping? What to get next?
These may be some instant burning questions going through your mind at the moment. The answers to all of the questions are: it is heavily dependent on the circumstances of the specific game. Hence, it will be different every game.

It is possible to come up with formulas of gold and time calculations (eg. at xxx amount of gold and at xxx minutes, press the 'B' key and go back to do some shopping; buy this and that, return to lane and etc. etc.). However, this will make your game boring, routine-like, and inflexible. In reality, you have to utilise different opportunities during a game to go back for shopping. Sometimes, you may have tonnes of gold for shopping but you just cannot leave your lane, as the opposing team constantly attacks your lane. On the other hand, sometimes there are opportunities to go back (eg. the opposing team just went back to their base) but you do not have enough gold to purchase a complete item. In these circumstance you could either purchase a component of an item or, as a support-type Champion, buying wards for map vision will never go wrong!

During your first return to base, you should aim to purchase the recommended core items. Philosopher's Stone is a popular choice to complete first due to the passive gold and regenerations effects. The general consensus is to get gold-per-ten seconds items as soon as possible, but this is not a must. On the contrary, you may feel that a single Faerie Charm provides you with enough mana regeneration at present and instead go for the Sight Stone or Boots of Speed.

How many wards to get? What about vision wards? What about Oracle's Elixir (Oracles)?
You will never have enough wards. Similarly, nobody should/will ever comment on someone buying too many wards.

Vision wards should be used when the opposing team are warding the map just as good as your team. This helps to control important map areas such as Baron Nashor and Dragon. They are however more expensive, so use them wisely.

Oracles are trickier… some Summoners feel that they should always be bought by support-type Champions (“as they deal with wards”). This is not entirely true. Firstly, despite warding for map vision being one of the major objectives of a support-type Champion, all Summoners of your team should be buying at least one green ward every now and then. This will greatly decrease your gold burden (being poor already!): if the remaining four Champions each bough one green ward (75gold) it will save you 300gold in total! Secondly, with the gold burden, an oracle might just be too expensive for a support-type Champion to acquire, even during mid-game. Thirdly, Nami being a squishy Champion, is quite dangerous when holing an Oracle. You will be easily slayed by the opposing team. Communicate with your team, your friendly tanky jungler or any other Champion with extra gold may be willing to do the investment!

13.0 Early Game

13.1 Initial Minutes
This is the period of few minutes right in the beginning of the game. Should your team decide to invade the opposing jungle, make sure you follow your team, since your skills are very powerful at level 1. If invading, [Q] Aqua Prisonshould be leveled-up first for the initiating potential. When following your team, try positioning yourself just behind the tankier Champion who is in the lead. This will firstly prevent you being caught by any damage produced by the opposing team; and secondly, allow you to place tactical wards ahead of your team (for example, in the bush adjacent to the 'blue' or 'red' camps) for map vision and quick initiation by other team members. Communication is crucial, as you do not want any unexpected counter-attacks or counter-invasions (i.e. if your team is invading the opposing 'blue' camp, the opposing team invades your team's 'red' camp, vice versa).

On the other hand, your team should also be on guard at all times, as the opposing team may also attempt to invade your jungle. To prevent unpleasant surprises, you should communicate with your team and guard the main entrances to the jungle of your side. If starting on the Blue side, the main entrances to guard your team's 'blue' and 'red' camps are the areas opposite Baron Nashor and adjacent to Dragon respectively. This will be the reverse should your team start on the Purple side. As a support-type Champion, you should always follow your lane partner (usually the ADC) to avoid being caught individually by the opposing team (likely indicates instant death, due to being rather squishy). Sometimes you may even decide to place a ward (such as the 1 minute Explorer's Ward) to guard entrances to the jungle of your team's side.


13.2 Laning Phase
This is the period where you accompanying your team's ADC (in most cases) in the bottom lane (usually). Your team's ADC will be aiming to farm-up for gold. Thus, it is then your role to help the ADC by means of:
1. Protecting the ADC from being 'harassed' by the opposing team.
  • Warding the bushes to prevent the opposing Champions hiding in them.
  • Counter-attacking the opposing Champion who tries to 'harass' your team's ADC.
  • 'Harassing' the opposing Champions to prevent them from 'harassing' first.

2. Depending on your playing style, to 'harass' the opposing ADC so that the ADC cannot obtain as much farm as your team's ADC.
  • By decreasing the farm of the opposing team's ADC, your team will be in greater advantage in terms of having better items (thereby higher damage output). This will also increase your team's chance of winning fights within your lane.
  • Should you choose to play aggressively, you should be using [W] Ebb and Flow frequently on the opposing ADC (ideally), rather than the support-type Champion (especially if the opposing support-type Champion has good skills for sustain or being the tankier-types).

3. Ensuring good vision of the map and keeping a close eye on the mini map for unexpected ganks.
  • This should be one of your main objectives throughout the entire games.
  • Your team's ADC, as mentioned, will be very focused to last-hit minions. Hence, it is your duty to warn them from ganks and other unfavourable situations.

4. Initiate fights with [Q] Aqua Prison when opportunities arise.
  • An example would be your team's jungler approaching your lane. You should communicate before running-up to the opposing team.
  • Before ganks, you should also alert your team's jungler whether the opposing team has been warding specific areas in the river area. Those wards should either be eradicated first, or your team's jungle should try avoiding them before ganking.


Warding tips: the bottom bushes should be warded especially when opposing Champions frequently hide in them. When your lane is pushed, the river area should also be warded to prevent unexpected ganks by the enemy team.


NB For more detailed warding tips, please refer to other articles available on solomid.net.

14.0 Mid-Game

There is no consensus as to from what minute this period commences. However, it generally signifies the latter period of the laning phase or when any of the first row of turrets are destroyed, indicating the roaming of Champions of that respective lane.


14.1 First Half of Mid-Game
As mentioned above, this signifies the latter part of the laning phase. Champions will generally be prepared to roam more frequently and aid other lanes to gank. For instance, once your team's Champion in the top lane successfully pushes the top lane (not necessarily destroying the opposing top turret yet), your team's top Champion may decide to roam to the mid lane for ganks. Similarly, your team's Champion in the mid lane may roam to your lane for ganks. These opportunities should be utilised as they will allow your team to potentially gain huge advantage over the opposing team. An example would be your team's Champion in the mid lane roams to your lane for a ganks and your team successfully cause the opposing bottom lane Champions to retreat, your team could then immediately take-down the Dragon for global gold.


14.2 Second Half of Mid-Game
This indicates when one or more first rows of turrets have been destroyed and the Champions of the respective lane start to roam freely around the map. Your objective at this point in game will be:
1. To always follow your team, especially the ADC. This will firstly allow you being able to aid your team in fights, and secondly prevent yourself from being caught individually by opposing Champions.
  • If the turret of your opposing lane have been destroyed (i.e. your team dominated the bottom lane), good news, you should follow your team's ADC and help to gank, thus to dominate, other lanes.
  • However, if the opposing team dominated the bottom lane, apart from following your team's ADC to gank other lanes, you should also prompt and follow your team's ADC to clear minion waves whenever possible (to increase your team's ADC's gold, and experience for yourself).

2. Warding for map vision when it is safe.
  • Again, one of your main objectives throughout the game. However, as the game progress, each ward placed down on map becomes more significant. This is due to the increase in significance of each subsequent team fights or ganks (for example, the respawning time for a Champion will be increased, indicating more time for other Champions to roam around the map and achieving objectives).

3. Again, to keep an eye on the mini map.
  • Similar to the reason stated above, each team fight will be more significant.


Warding tips: Baron Nashor and the Dragon areas should always be warded at this point of the game. This will enable your team to prevent the opposing team from being able to take either of the monsters. Other opportunistic areas on the map, such as the Wraiths, 'blue', and 'red' camps may also be warded.

15.0 Late Game

Again, there is no specific time definition. However, it usually indicates that all lanes are starting to roam freely around the map. Team fights and ganks should be expected frequently. Your objective as a support-type Champion is as follows:
1. Again, remember to stay with your team, always.
  • It is now even more crucial to always stay with your team. You will not be forgiven for being slain by the opposing team should you roam around individually. This will potentially cause fate-changing disadvantages to your team. When your team is down to a four-man team, it instantly creates tonnes of opportunities for the opposing team. The opposing team could A) push lanes and take-down further turrets or even inhibitors; B) take-down Baron Nashor or Dragon; C) steal the 'blue' and 'red' camps of your jungle.

2. Warding for map vision when it is safe.
  • This is of paramount importance at this time of the game. Your team could locate the roaming opposing Champion, stop the opposing team from taking-down Baron Nashor or Dragon, and stop the escaping opposing Champion from running back to their base.

3. Keeping an eye on the mini map to locate the positions of the opposing Champions, especially if the opposing team decided to roam individually (ganking opportunities).
  • This is as important as the objective above.

4. Oracles are quite important at this stage, as the opposing team may have warded extensively around the map as well! You should communicate with your team regarding whom to purchase an Oracle.

5. Aid your team in achieving objectives such as taking Baron Nashor, Dragon, turrets, or inhibitors.


15.1 Defending
Apart from invasion, aggression, and 'harassment', defending should form part of your team's game tactics. So when to defend? This could be adopted when your team is temporarily being more disadvantaged than the opposing team. For example, an inhibitor has been taken down by the opposing team. It is sometimes wise to defend at your team's base until the inhibitor has been respawned before resuming aggressive play. This will prevent that particular lane being pushed further by Super Minions, which means your team would have to constantly clear-up the base whilst concerning about achieving other objectives. Multi-tasking when your team's base is under pressure is not a good idea.

Another circumstance for adopting to defense mode is when the opposing team has the buff of Baron Nashor. Unless being in good advantage (such as catching one of the opposing Champions on their own), it is unwise to engage in team fights, since the buff from Baron Nashor will definitely put the opposing team in the lead. Your team could quite being defensive once the buff from Baron Nashor expires.


Warding tips: as with mid-game. In addition, warding the enemy jungle is quite useful and important.

16.0 Team Fights

Team fights could happen any time throughout the game. With good tactics and communication with your team, these could be seen as opportunities to gain gold and other advantages over the opposing team.

During team fights, your objective is mainly to prolong the survival of your team's Champions, especially Champions with high damage output, namely the ADC and APC. This should be achieved by staying behind your team in order to support your team safely - healing your team with [W] Ebb and Flow, spamming cc skills like [E] Tidecaller’s Blessing and [R] Tidal Wave, and stunning the opposing ADC (perhaps multiple champions if they are cramped together) with [Q] Aqua Prison.


16.1 Team Fights At Baron Nashor and Dragon Areas
Team fights around the above named areas are not uncommon. These usually happen when one team is attempting to take-down either of the monsters and the opposing team cuts in for a team fight. In these circumstances, the team attempting to take-down the monster is usually at a slight disadvantage due to having to withstand the damage done by the monster as well as the opposing team.

Should your team tries to take-down either of the monsters, make sure that the vicinity near the area is clear of wards placed by the opposing team. This could be achieved by using an Oracle or by placing Vision Wards near the area. Once the area is clear, it is recommended that extra wards should be placed in the bushes near the area to prevent opposing Champions from hiding in them or even trying to steal the monster kill from your team. In the process of taking-down the Dragon, your team may decide to 'pull' (or lead) the Dragon out of the semi-circular area into the river itself. The advantage of doing this is to allow more room for your team to defend or escape from the opposing team, should the opposing team decide to initiate a fight. If your entire team was confined to the semi-circular area, it would be difficult to escape, unless Flash is available to escape over the terrain. Unfortunately, Baron Nashor cannot be 'pulled' out of its area, thus your team must be alert whilst attempting to take-down the monster.


16.2 Team Fights Under Turrets of the Opposing Team
Sometimes it is inevitable to fight under the turrets of the opposing team. The aim of such acts should be to take-down the opposing Champion whilst allowing Champions of your team to survive. Never try initiating the attack yourself, as the turret will take you down in no time. The tankier Champion should first initiate, while you standing back using [W] Ebb and Flow to heal the Champion being attacked by the turret. You should use the skill as early as possible in order to maximise the chance of producing another heal after the cool down of the skill. For planned attacks under opposing turrets, try to announce to your team whether your Heal Summoner Spell is ready or not, in order for your team to have a better idea of when to retreat. In cases where the opposing turret is low in health, the turret itself may be taken-down first before the opposing Champion.

17.0 The Opposing Support-Type Champion

Apart from your own skills, tactics, communication and team work, knowing your opponents is also one of the major elements towards the road to winning a game. This chapter aims to recommend specific tips and tactics regarding playing styles when facing against different support-type Champions during a game. It is important to understand that the variable to this chapter is the greatest as you simply cannot predict the playing style of your random opponent, thus discussion will be based on the most commonly seen playing styles adopted by the various support-type Champions. Different tactics should be applied according to each specific game.

17.1 Soraka (the Starchild)
When you hear Soraka, the next 'S' word which should come into mind is 'sustain'. Soraka's skills enables decent (more than Nami) healing amounts to Champions. She can also replenish good amounts of mana for her team's Champions at no cost. As a result, when facing against Soraka, the opposing lane would be almost 'invulnerable'. No matter how long you glare at the health and mana bars of the opposing ADC, it will still remain nearly full!

Soraka's Common Playing Style
The opposing Soraka might attempt to 'harass' your team's ADC or yourself by using [E] Infuse to silence and deal magic damage followed by an auto-attack with or without an additional [Q] Starcall. She will then run back into the bush (usually) and await skill cool down. If your team's ADC manages to counter-attack her, she will simply heal herself with [W] Astral Blessing. The result is usually more damage done to your team as compared to the opposing team (if played well).

Defending Against Soraka
The key is to secure (or gain vision) of the bush where Soraka is hiding in. This will allow your team to suddenly and randomly fire skills to Soraka and prevent her from running out to 'harass'. It will also allow enough time for your team to dodge away from Soraka when she attempts to run towards your team. You should also 'harass' the opposing ADC with the aim of preventing the opposing ADC to last-hit minions rather than dealing optimal damage, as this will usually fail due to the aforementioned reasons. Moreover, Soraka's passive Consecration increases the magic resistance of her team by 16, making the damage from Nami's skills such as [W] Ebb and Flow less significant. Don't be afraid if the opposing team is pushing or appearing to be strong in lane, as this is actually your team's opportunity. Communicate with your team's jungler (or even the Champion of mid lane) to indicate ganking opportunities. Soraka's weakness is the lack of good escaping or cc skills, thus if ganked successfully, this will usually result in at least one opposing Champion being taken-down.


Updates coming soon...

18.0 Conclusion

Nami has a variety of skills including decent cc effects.

She is a difficult Champion to master.

With practise and experimentation, she will definitely be a strong and satisfying Champion to support with.

The beauty of this game is the massive possible combinations and originality in building your own Champion. Construct your own builds as you gain experience and advance away from generic builds! You are the best instructor for yourself.

Thank you for your precious time reading this guide. Hope you have enjoyed it and found it inspirational. Improvements, suggestions, and discussions are welcome.

19.0 References

[1] http://na.leagueoflegends.com/champions/267/nami_the_tidecaller
[2] http://leagueoflegends.wikia.com/wiki/Summoner_spell
[3] http://leagueoflegends.wikia.com/wiki/Nami

Comments

February 10, 2013 - 01:10 AM #1

You're missing the following chapters:

Skill order

early game

mid game

late game

Team fights

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