Patch 16.9support

Nami Support Build & Guide — Patch 16.9

Nami

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Enchanter / Poke
Patch
16.9

Core Abilities

Surging Tides
When Nami's spells hit an allied champion, that ally gains a short burst of bonus Move Speed. Stacks with R.
Aqua Prison
Aqua Prison
Targeted skillshot bubble with a small delay. Stuns and damages enemies in the impact area. Long cooldown — use as setup, not poke.
Ebb and Flow
Ebb and Flow
A stream of water that bounces up to three times between allies (heal) and enemies (damage). Each unit hit only once.
Tidecaller's Blessing
Tidecaller's Blessing
Buff an ally's next 3 attacks or spells: each hit slows the target and adds bonus magic damage. Combo this with the AD carry's basic attacks for poke.
Tidal Wave
Tidal Wave
A long, wide wave that knocks up, slows, and damages enemies it passes through. Allies hit gain double the Surging Tides Move Speed buff.

Skill Order

1
E
2
W
3
Q
4
E
5
E
6
R
7
E
8
W
9
E
10
W
11
R
12
W
13
W
14
Q
15
Q
16
R
17
Q
18
Q

Primary Combo

EAAQWR

Core Items

World Atlas
Ionian Boots of Lucidity
Moonstone Renewer
Ardent Censer
Mikael's Blessing

Situational Items

Bloodsong
Bloodsong
when your bot lane plays for poke and roams (Caitlyn, Ezreal) — Bloodsong rewards spell hits with extra burst on aggressive games
Staff of Flowing Water
Staff of Flowing Water
into AP carries who scale with Ability Haste (Hwei, AP Ezreal) — your heal procs the buff, giving them bonus Ability Power
Redemption
Redemption
when your team needs more group healing in long fights or when you contest objectives like Drake and Baron
Locket of the Iron Solari
Locket of the Iron Solari
vs heavy AOE burst (area-of-effect damage like Yone R, Kennen R) — instant team-wide shield that saves the back line

Runes

Primary · Sorcery
Summon Aery
KeystoneSummon Aery
Manaflow Band
Manaflow Band
Absolute Focus
Absolute Focus
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Ability HasteAdaptive ForceHealth Scaling
Offense · Flex · Defense

Win Condition

Out-poke the lane with E plus AD carry auto-attacks, land a single Q to convert HP lead into a kill, and use R as a multi-target engage or a save when the enemy commits.

Weakness

Q is a slow, high-cooldown skillshot: if you miss it the lane has no hard CC for 12 seconds. With no dash and a fragile body, hook supports and assassins delete you on sight.

Overview

Nami is an enchanter (a healer-buffer support — heals and shields allies, buffs their damage) with a strong poke pattern in lane (poke = chipping enemy HP from range without committing to a full fight). Her Surging Tides passive gives Move Speed to any ally hit by her spells, Aqua Prison (Q) is a single-target stun bubble (the only hard CC — crowd control, an effect that disables the target — in the kit), Ebb and Flow (W) is a bouncing heal-and-damage stream, Tidecaller's Blessing (E) empowers an ally's next 3 basic attacks or spells with bonus damage and a slow, and Tidal Wave (R) is a long, wide knock-up wave used as engage, follow-up, or disengage (an ability that breaks an enemy engage attempt — when they jump in, you knock them back).

Her game plan is simple: trade in lane with E on the AD carry (the bot-lane marksman who scales with items) auto-attacks, hold Q for a confirmed setup, sustain through poke with W, and look for a 2v2 kill when the enemy AD carry burns Flash. After level 6, every wave that the enemy bot lane pushes too far becomes an R-into-Q-into-W combo. Late game, she scales as a peel (protecting your carry from whoever attacks them) and poke hybrid: never engage first (start the fight), always answer the enemy's commit with R.

Recommended Build

Starting items: World Atlas World Atlas (the support starter that quests into more gold income) plus 2 Health Potions. Skip damage starters: Nami scales off team utility, not solo kills.

Core items (in order):

  1. World Atlas World Atlas — completes into Bounty of Worlds, then upgrades into a support legendary later. Auto-stacks gold and ward charges every time you damage or assist.
  2. Ionian Boots of Lucidity Ionian Boots of Lucidity — Ability Haste (cooldown reduction) lets you spam E and W on shorter cooldowns; default boots for enchanters.
  3. Moonstone Renewer Moonstone Renewer — heal-and-shield-on-spell-cast passive that ramps up in extended fights. Pairs perfectly with W bouncing between allies.
  4. Ardent Censer Ardent Censer — empowers any ally you heal or shield with bonus on-hit damage and Attack Speed. Best support item next to a basic-attack-heavy AD carry like Caitlyn or Jhin.
  5. Mikael's Blessing Mikael's Blessing — cleanses (removes) hard CC off an ally. Mandatory if the enemy has a single-target stun, charm, or hook on your carry.

Situational items:

  • Bloodsong Bloodsong — alternative final upgrade of World Atlas when you play for poke and pickoffs (eliminating an isolated enemy outside a teamfight). Adds burst damage on spell hits, replacing Bounty of Worlds in aggressive games.
  • Staff of Flowing Water Staff of Flowing Water — into AP carries who scale with Ability Haste (Hwei, AP Ezreal). Your heal procs (triggers) the buff, giving them bonus Ability Power for the next attacks.
  • Redemption Redemption — when fights drag on (Drake, Baron, long teamfights). Big delayed area-of-effect heal you can drop from across the map.
  • Locket of the Iron Solari Locket of the Iron Solari — vs heavy AOE burst (high damage concentrated in 1-2 seconds, like Yone R or Kennen R). Active gives an instant team-wide shield.

Boots: Ionian Boots of Lucidity Ionian Boots of Lucidity is the default. Plated Steelcaps replace them into a heavy basic-attack comp (Master Yi, Tristana); Mercury's Treads if the enemy team has 3+ hard-CC threats aimed at you.

Skill order: Max E first (the buff duration and bonus damage scale per level — your main poke and trade tool), W second (more bounces and bigger heal), Q last (cooldown only drops slightly, the value is in landing it). Take R at levels 6, 11, 16. Start E at level 1 to win the first auto-attack trade with the AD carry.

Runes: Primary Sorcery with Summon Aery (sticks small damage and shield value to your spells — perfect for Nami's constant E poke), Manaflow Band (mana sustain so you can cast every cooldown), Absolute Focus (bonus AP while above 70% HP, easy on Nami because you stay back-line), Scorch (extra burn damage on the first spell every 10 seconds, for level-1-6 poke). Secondary Inspiration with Biscuit Delivery (free mana and HP biscuits for the first 6 minutes) and Cosmic Insight (more Ability Haste and shorter Summoner Spell cooldowns). Stat shards: Ability Haste, Adaptive Force, Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Pick into

  • Long-range AD carries with strong basic attacks

    E plus Surging Tides plus Ardent Censer turn an immobile marksman into a poke machine: every empowered auto deals bonus damage and slows, letting them stay in lane longer than the enemy.

    JhinCaitlynAsheVarus
  • Pure sustain enchanters without hard CC

    Their lane is heal-only. A single landed Q stun bypasses the heal entirely and snowballs the trade. Your poke also out-damages their slow regen.

    SorakaYuumiMilio
  • Stationary artillery mages

    They poke from a fixed line and have no dash. Ebb and Flow heals through their poke while Q catches them when they step up to clear the wave.

    XerathZiggs

Counterpicks

  • Hook supports with long range

    Nami has no dash and a fragile body: a hook landed before level 6 deletes her or the AD carry before R is online. Their hook range out-distances her Q windup.

    BlitzcrankThreshPyke
  • Hard-engage tank supports

    They jump on top of Nami before she can finish casting Q (the bubble has a 0.5s delay). Once stunned, no R, no peel, no escape — she dies in the chain CC.

    LeonaRellNautilus
  • Enchanters with hard CC peel

    Lulu's W polymorph and Renata's W berserk cancel Nami's R mid-cast and lock her down through the heal. Both also out-trade her in level-2 all-ins thanks to point-and-click utility.

    LuluRenata Glasc

Key matchups

  • Caitlyn / Jhin (allied): Best partners. Use E on their basic attacks and they out-poke any opposing bot lane. Hold Q for the moment they trap or 4th-shot — guaranteed stun setup.
  • Blitzcrank / Thresh (enemy): Hook supports. Stand behind minions whenever you cross the river. The hook lands once and you or the AD carry are dead — you have no dash to escape. Build Mikael's Blessing Mikael's Blessing earlier than usual.
  • Leona / Nautilus (enemy): Hard-engage tanks. Save Q as a defensive stun — when they engage on the AD carry, bubble the engager mid-jump to interrupt their follow-up. Never burn Q for poke into these matchups.
  • Soraka (enemy): Sustain mirror. You out-trade her with E plus auto-attacks. Force a level-2 all-in (full commitment to a kill, no disengage option): E the AD carry, W during the trade, Q when she steps up to heal — all three land together.
  • Lulu (enemy): Hardest enchanter matchup. Her W polymorph cancels your R mid-cast and her E shield negates your poke. Play for level 6: R-into-Q combo from fog of war (the unwarded brush near the bot lane river) bypasses her peel timing.

Power spikes & win conditions

  • Level 2: With E at 1 and W at 2, you can shield-poke one short trade (a brief exchange of damage in lane, not a full all-in). Throw E on the AD carry as they walk up to last-hit (kill a minion for gold), then W through them to chain the poke.
  • Level 6: First Tidal Wave unlocks. Any 2v2 the enemy starts is now winnable — they engage, you R through them, Q lands on the slowed target, W finishes. Hard-flip the wave for objectives after the kill.
  • Moonstone Renewer + Ardent Censer (~ minute 14-18): Team-fight spike. Your AD carry's effective HP roughly doubles when you heal-spam through a fight, and every empowered auto adds extra on-hit damage from the censer.
  • Three legendaries online (~ minute 25): With Mikael's Blessing Mikael's Blessing added, you cleanse the one CC ability that would otherwise delete your carry. From here, every objective fight is a 5v4 if the enemy commits hard CC.

Common mistakes

  • Throwing Q for poke. Aqua Prison has a 12-second cooldown at rank 1 and a slow projectile speed. Missed Q means no hard CC for the next trade or jungler gank. Always hold Q as a setup tool: after a slow lands or after you flash in.
  • Casting E on yourself in lane. Tidecaller's Blessing technically targets you too, but Nami's auto-attacks deal almost no damage. Default to E on the AD carry; only self-buff if your carry is recalled and you need to clear a wave alone.
  • Standing in front to land R. Nami has no dash and 525 HP at level 1. Cast R from second-line, behind the AD carry, aimed through your team — you do not need to be in the front to angle it.
  • Wasting W on full-HP allies. Ebb and Flow heals based on bounce target need: a bounce on an ally at 100% HP returns less to the next one. Save W for after a poke trade, not before.
  • Engaging first. Nami is a counter-engage and follow-up support, not a pick comp piece. If you R-flash in solo, your team rotates in 2 seconds late and you die mid-channel without follow-up.

Advanced tip

Practice the R-Q combo across walls. Cast Tidal Wave (R) so it travels through a wall (it passes terrain), and as the wave knocks up the target on the other side, immediately cast Aqua Prison (Q) on the same spot. The knock-up adds 0.5 seconds of guaranteed hit time, and your Q lands during it — the enemy cannot dodge a stun on top of a knock-up. This single combo turns Nami into a one-button pickoff (eliminating an isolated enemy) on any squishy (low-defense champion like an AD carry or mage) caught alone in fog of war near Drake or Baron pit. Cost: your R for 100+ seconds, so only commit when the kill is locked in.

Past patches

No previous versions available.

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