Just to let you all know right now, Nami is probably one of my favorite support characters. some people say that she's a good mid for summoner's rift, but I prefer support there. She's also fun to use in twisted treeline. Anyway she's an AP caster, pretty squishy at first. her abilities require a bit of a description so bare with me.
Nami's passive is called Surging Tides. Whenever one of Nami's abilities effects an ally champion, they gain a speed boost for a short duration of time. This is helpful for chasing down enemies, especially combined with her E ability (we'll get to that a bit later).
Her Q ability is called Aqua Prison, and is probably one of the biggest troll attacks for someone who can skillshot (or is just really good at guessing). She shoots a ball of water at a targeted spot, which surrounds any enemies inside the target circle and then lifts them up into the air. This has pretty much the same effect as knocking an enemy into the air or stunning them. The enemies that are hit by aqua prison also take magic damage. This is really her only ability that is good for farming minions, but you have to be careful about how you use it. REMEMBER THIS: Nami's Q takes up a lot of mana and has quite a long cooldown time, starting at 15 seconds (although leveling it up reduces cooldown slightly). 15 seconds might not feel like a long time, but it could mean the difference between life and death.
Nami's W ability is Ebb and Flow. This is one of my favorite abilities from her, as it can be used offensively while still healing you or your allies. Ebb and Flow can be cast on either an enemy or an ally (or yourself). She shoots a wave of water through the air to whoever you cast it on. It heals allies and deals damage to enemies. The wave then bounces from an enemy to an ally if they are in range, or from an ally to an enemy if they are in range, having the same effects. It then bounces again a final time to a different enemy or ally. The point to remember is that if it is cast first on an ally, it will end on an ally, and the opposite for enemies. One technique that I've found useful is if an enemy is hiding at a turret and an ally is near the turret, you cast Ebb and Flow on the ally to heal them, and it then bounces to the enemy without the danger of getting hit by the turret after doing so. The turret also does not target your ally from doing this. Surging tides also effects this ability, giving you and your allies a speed boost.
Her E ability is called Tidecaller's Blessing. She can cast this on herself and her allies. This ability gives their basic attacks bonus magic damage for 5 seconds or 3 basic attacks and slow the enemy for 1 second. As I was saying before, this, along with surging tides, will allow an ally to chase down any enemy to finish them off.
Nami's ultimate, Tidal Wave, is a lot like Lux's ultimate. Nami spins her staff over her head and summons a huge tidal wave, taking up most of the width of a lane. It can go over walls and just about anything else. It travels for quite a distance, and then returns into the ground. Any enemy that is hit by it, including minions, are knocked into the air (just like aqua prison), take magic damage and are slowed 2-4 seconds.
A successful combination of all of Nami's abilities can completely destroy team fights. to begin with, if the enemies are tightly packed together, a well placed aqua prison can hit multiple enemies at once. This can hold them in place for a cast of tidal wave (or tidal wave can keep them in place to get them with aqua prison). anyway as the battle continues on, ebb and flow can deal damage to up to 2 enemies while healing an ally, or heal 2 allies and do some damage on the way. As the battle dwindles down, tidecaller's blessing can be used to mop up any enemies left with extra damage and slowing.
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