Nami Wild Rift champion guide - Support

Support · Wild Rift Guide

Nami Support

Nami Support Guide

Updated for Patch 7.3E
S Tier

Nami Support Wild Rift overview and best build snapshot

How to play

  • Trade while healing your teammate Your 2nd ability bounces between allies and enemies, healing allies and damaging enemies. Cast it when both are close enough for the bounce to reach.

  • Slow enemies before aiming your bubble Use your 3rd ability to give an ally slowing attacks, or slow enemies with your ultimate. Then aim your 1st ability to trap them in a bubble.

  • Keep your team safe as fights start Your ultimate sends a wave that knocks up and slows enemies. Use it to stop their approach or help your team start a fight.

Guide author

Bubble

Hi, I'm Bubble, also known as "CatchThisBubble" and I am a Nami OTP on the NA server. I've consistently been able to reach sovereign and legend every season by one tricking Nami. I peaked at rank 1 on the NA server during season 14, reached rank 1 in Legendary Ranked, and I've been rank 1 Nami every season for the past couple years.

Strengths

  • A landed bubble turns the lane into a kill, making her one of the most aggressive all-in enablers among enchanters.
  • Her stream and heal flip between offense and peel instantly, protecting a diving carry and a fleeing one alike.
  • Tidal Wave (Ult) can start or stop a fight with a 0.5-second knockup followed by a 2-to-4-second slow that scales with travel distance.

Weaknesses

  • No dash and very fragile; Surging Tides (Passive) helps her reposition, but it does not save her from a clean hook or flank.
  • Aqua Prison (1st) is delayed and dodgeable, so missing it removes her strongest single-target setup until its long cooldown returns.
  • Mana-hungry early, so careless poke leaves her empty right when the fight she wanted arrives.
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Nami Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Nami Support, including items, runes, summoner spells, and skill order.

STARTING ITEM

Spectral Sickle

This item works well for Nami, as she is great at poking and harassing the enemies in lane. For harder matchups where you are forced to play much safer in lane, I recommend taking Relic Shield for the extra health and easier activation of the item.

BOOTS

Crimson Lucidity

Most games, you will want to rush Boots of Lucidity and upgrade them into Crimson Lucidity. This gives Nami a large power spike for the lane phase, as the cooldown reduction allows her to buff her allies and poke more, and the mana regeneration gives her great sustain in lane. It also reduces summoner spell cooldowns, which is very helpful for enchanters who need to use them to survive.

CORE BUILD

Black Mist Scythe

The Spectral Sickle upgrade. It gives ability power and ability haste, both of which are important stats for Nami, and her poke finishes the quest quickly.

Echoes of Helia

I build Helia as my first main item after boots in most games because it fits Nami's aggressive poke playstyle in lane. Her champion damage stores Soul Fragments, which healing or shielding another ally converts into extra healing. Ebb and Flow (2nd) naturally combines both parts, and her damage in teamfights keeps Helia useful beyond lane. Harmonic Echo can take this slot instead.

Ardent Censer

I build Ardent second after Echoes of Helia in most games, before Imperial Mandate. Healing or shielding an ally grants attack speed and on-hit damage, so it is especially strong with a hypercarry ADC or several teammates who rely on basic attacks.

Imperial Mandate

Build after Echoes of Helia and Ardent Censer in the default order. Aqua Prison (1st) and Tidal Wave (Ult) apply the mark, increasing damage taken by 7% for 4 seconds. The item grants conditional haste to crowd-control abilities, helping Nami set up another catch.

Staff of Flowing Waters

Staff is a great general item to have that gives ability haste and ability power to you and an ally whenever you heal / shield them. Since it synergizes so well with AP champions, consider building it earlier if you have multiple AP caster champions on your team.

SITUATIONAL ITEMS

Harmonic Echo

Swap this in for Echoes of Helia when you want extra ally protection without needing to damage enemy champions first. Ebb and Flow (2nd) can spread 30% of healing or 35% of shielding to another nearby ally. If nobody else qualifies, the original target receives the extra protection.

Relic Shield

Build this into hard matchups. Against engage tanks and hook supports you are forced to play much safer in lane, so I start Relic Shield over Spectral Sickle for the extra health and the easier activation from behind your minions.

Shurelya's Battlesong

Shurelya's is great for boosting the tempo of your team. It can be used for chasing, running away, or just in teamfights to give your team more engage and sidestepping capabilities. I like pairing this item with champions who rely on movespeed for their combat, like Jinx, Jhin, and Hecarim.

Oceanid's Trident

If you are against multiple champions that rely on high shielding to survive, Trident will make it easier for your team to take them down. If your teammates are getting anti-shield, you won't need to.

Morellonomicon

Against champions with high healing, buy the Oblivion Orb component early in the game, but only upgrade to Morello once you have finished all your other items.

Mikael's Blessing

Mikael's is crucial to buy when enemies rely on specific crowd control abilities to lockdown your team. You can also use it to cleanse your carry of a debuff or status effect. When it is needed, I will usually buy Mikael's second or third.

Banshee's Veil

Veil is a super powerful item that blocks the next enemy ability outright. Nami has no dash and no escape, so buy it when the enemy has a hook or a point and click stun that would end your fight before it starts.

Locket of the Iron Solari

Locket provides a shield to all nearby allies, so it is most valuable when against high AOE damage or teamfight focused games.

Knight's Vow

When you have a single carry that you really need to protect at all costs, Knight's Vow can be bought to help funnel your carry to make them even stronger. This is even more useful against AD teams because of the armor it provides.

RUNES

KEYSTONE

Aery

Nami's best keystone is Aery. Aery provides extra poke against enemies in lane and shielding for your allies. It is very consistent and is the default keystone for Nami.

PRIMARY

Font of Life

Ebb and Flow (2nd) can damage an enemy and bounce into an allied heal; Font of Life adds another heal for Nami and her lowest-health nearby ally on that same trading pattern.

Bone Plating

Bone Plating reduces the next three hits when an engage support reaches Nami, buying time to cast Ebb and Flow (2nd), land Aqua Prison (1st), and move away with her passive speed.

Revitalize

Revitalize amplifies Ebb and Flow's (2nd) healing and the shields Aery adds to Nami's allied casts, so both halves of her poke-and-sustain pattern scale from one rune.

SECONDARY

Manaflow Band

Ebb and Flow (2nd) is powerful but mana-hungry because Nami wants to cast it every trade. Manaflow Band increases the pool that keeps her bounce healing and poke available through lane.

SITUATIONAL RUNES

Ice Overlord

Against enemy comps with high mobility or high diving potential, Ice Overlord can get a lot of value. The AOE slow and damage reduction offers control against mobile champions and in chaotic teamfights, and makes it easier to CC chain with Nami's bubble. Take this over Aery.

Transcendence

Ability Haste gives Nami more Ebb and Flow (2nd) and Aqua Prison (1st) opportunities between engages. It does not shorten Redemption or Mikael's active cooldowns.

Scorch

Take this over Manaflow Band when winning lane matters more than mana insurance. An enemy-targeted Ebb and Flow (2nd) triggers Scorch before bouncing back to heal Nami or her carry.

Legend: Haste

Take this over Manaflow Band in lanes where mana is manageable and repeated protection is the priority. More frequent Ebb and Flow (2nd) and Aqua Prison (1st) casts help Nami sustain another trade and interrupt the next enemy approach.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Nami has no dash, so Flash is her only reliable escape.

Heal

Heal

The default safe choice. Take Heal to protect Nami and her carry from burst.

SITUATIONAL SPELLS

Ignite

Ignite

Take this over Heal for early kill pressure or against enemies with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    Q Ability
    1st Ability
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Nami Support Wild Rift matchups and counters

Wild Rift matchup guide for Nami Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.

Nami Support Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Nami Support, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Nami is a lane bully with strong poke, sustain, and crowd control. Use Ebb and Flow (2nd) when the enemy carry walks up to farm. The stream can bounce twice after its first target, but it must alternate between unaffected enemies and allies and cannot hit the same champion twice, so stand close enough to your carry to create a full three-hit chain. Once the enemy duo is worn down, Tidecaller's Blessing (3rd) into Aqua Prison (1st) gives your carry a clean all-in. At level 5, Tidal Wave (Ult) can start the engage or cut off the retreat. After the usual boots rush, build Echoes of Helia and Ardent Censer as your first two main purchases in most games, then Imperial Mandate. Helia rewards safe lane poke by turning your damage into extra ally healing, and Nami's teamfight damage keeps it valuable later. Harmonic Echo is an alternative in the same slot when you want healing that does not depend on landing damage first. Aqua Prison (1st) suspends enemies for 1.5 seconds even at level 1 and grants Surging Tides (Passive) movement speed to allies near its landing area. Holding it can deny an engage without casting, while missing it leaves Nami without her strongest control for 12 seconds. Use Tidecaller's Blessing (3rd) to slow a target before the bubble, or save Aqua Prison (1st) for peel when an aggressive support or jungler commits to your carry. Aggressive trading often pushes the wave, which leaves you open to the enemy jungler and mid laner. Watch the minimap, track which side the jungler showed on, and ward the river before you walk forward. If you do not know where the jungler is, keep Aqua Prison (1st) available and stop contesting the far side of the wave. Look for roams only after your duo crashes the wave or your carry recalls. Check whether the enemy mid laner is extended, help your jungler contest river, and return before your carry is exposed to a long two-versus-one lane. When the first objectives approach at six minutes, establish river vision early instead of arriving after the enemy support has already claimed the entrances.

Mid / Late Game

Levels 9+
During the mid game, move with the teammate who can safely convert your buffs into damage rather than following one lane by habit. If your Dragon lane carry is ahead, protect their farm and keep them connected to objective fights. If another teammate is the win condition, use the space between waves to link up with them and your jungler. Ward river entrances, sweep the routes your team wants to use, and never walk into dark jungle alone just to place deeper vision. Set up vision before objectives spawn and hold the choke with Aqua Prison (1st) rather than face-checking it. Herald is usually the stronger first conversion when the map is even, while dragon becomes more valuable when your composition is built to win repeated five-versus-five fights and pursue soul. Nami can support either call: Tidal Wave (Ult) controls a narrow pit entrance, and Ebb and Flow (2nd) keeps your frontline healthy through the standoff. Late game, stay one step behind the ally the enemy must kill. Tidecaller's Blessing (3rd) belongs on the teammate who can keep attacking, while Ebb and Flow (2nd) should begin on the side that produces the useful bounce rather than automatically starting as a heal. Save Aqua Prison (1st) for a predictable target, such as a diver finishing a dash or an enemy slowed by Tidal Wave (Ult). Your utility remains strong, but your margin for error shrinks, so rotate with teammates and vision instead of taking shortcuts through fog.

Teamfights

5v5 Combat
Position behind your frontline but close enough for Ebb and Flow (2nd) to complete a useful chain. Against heavy engage, send Tidal Wave (Ult) through your own team so it interrupts the dive and gives allies Surging Tides (Passive) movement speed. When your team has the cleaner initiation, cast it down a choke and follow the knockup with Aqua Prison (1st) while enemies are slowed. Keep Tidecaller's Blessing (3rd) on the ally who can use all three empowered attacks, watch both flanks, and reposition before an assassin reaches casting range.
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