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Counter Guide

How to Beat Nami

Matchup Guide · Evergreen · 3 Counter Picks

Nami wins bot lane by making every exchange slightly better than it should have been, forty times in a row, and nobody ever loses to a moment they can point at.

She is the least dramatic problem in the bot lane and one of the most persistent. There is no burst to survive and no engage to dodge. There is a steady stream of small advantages: a bit of healing, a bit of speed, a bit of extra damage on the next attack, and a bubble that occasionally turns all of it into a kill. What she does not have is any way to survive being the target, or any answer to a lane that stops trading and starts diving. That gap is enormous and most people never walk into it.

Matchup Snapshot Nami, the Tidecaller
Where You Meet Her Bot lane, as support
Damage Type Magic, and less of it than the healing suggests
Why She Is Frustrating Every trade you win gets healed back
Mobility None, and no escape either
Biggest Threat Aqua Prison [Q]
Hardest Counter Braum champion portraitBraum
What a Counter Needs
  • Grievous Wounds, because the healing is the champion
  • A way to punish a support with no escape of any kind
  • Enough early aggression to make the lane a fight rather than a poke war
Patch 26.18 Matchup Data

Who Beats Nami on Patch 26.18

Best Picks Into Nami

  • Braum champion iconBraum1,782 games51.8%
  • Leona champion iconLeona3,500 games51.5%
  • Vel'Koz champion iconVel'Koz1,535 games51.0%

Picks Nami Beats

  • Bard champion iconBard1,456 games46.2%
  • Xerath champion iconXerath1,560 games46.3%
  • Neeko champion iconNeeko819 games46.6%
  • Tahm Kench champion iconTahm Kench1,338 games46.6%

Win rates are for the champion listed, playing support against Nami. They come from Nerfplz's own ranked solo queue games on Patch 26.18, Silver and above, 81,736 Nami games in all. Only matchups that show up in at least 1% of those games are listed.

Nami Overview

Strengths: What Makes Her Dangerous

  • The healing never stops. It is small, it is constant, and it wins the trades nobody remembers taking. Poking her lane down is a project that never finishes.
  • One landed bubble is a kill. Aqua Prison [Q] is slow and dodgeable right up until the moment your carry is standing still to attack something.
  • She makes an ordinary marksman scary. The extra damage on the next attack arrives at exactly the moment a trade was about to be even.
  • Her ultimate reaches across a fight. Tidal Wave [R] is a long range engage or disengage that she can throw from behind everyone else.
  • She hands out speed at the right moments. It arrives on the person who is either escaping or chasing, and it decides which of those was going to happen.

Weaknesses: Where You Get In

  • She cannot survive being touched. There is no escape, no shield and no way to make distance. She is one of the softest targets in the game and she has to stand in range to do anything.
  • Grievous Wounds ends her lane. The sustain that makes poking pointless is bought off with one cheap component, and it is almost never bought early.
  • The bubble is her only defense. Once it is used she has nothing at all for a long stretch, and everyone in the lane knows exactly how long.
  • She is slow to help her own jungler. Her setup is a slow projectile and a long cooldown, so a gank that depends on her landing something is a gank that often produces nothing.
  • She cannot contest a dive. Nothing in the kit punishes two people walking under a tower, which makes her one of the easiest lanes in the game to end early.

Countering Nami

Based on the strengths and weaknesses above, beating Nami comes down to champions who can accomplish at least one of the following:

  • Buy Grievous Wounds in the support slot, early. Not the fourth item, not after the third failed all in. It is the cheapest thing on this page and it decides the lane.
  • Dive rather than poke. Poking is the fight she is built to win. Walking at her is the fight she has no tools for at all.
  • Move while your carry is attacking. The bubble almost never lands on someone who is moving. It lands on someone who committed to a last hit.
  • Punish the cooldown, not the cast. Her one defensive tool has a long cooldown, and the window after she uses it is where every kill in this matchup lives.

If you're already locked into the matchup without any of those tools, these strategies still work:

Playing a Bad Nami Matchup

Push the wave and take the tower. Her lane wins slowly, so a lane that ends quickly never gets to be her lane.

Force the fight when her bubble is down. That is a real, repeatable window and most people wait for a better one that does not come.

Keep your jungler informed rather than asking for a gank. A lane with no escape is worth visiting, but only when the one ability that stops it is on cooldown.

Best Nami Counters

Three ways to beat a support who wins on accumulation: blank the setup, punish the fact she cannot leave, or win the range war outright. One counter each.

Braum champion icon

Braum Blanks The Setup

Aqua Prison [Q] is a projectile, and Unbreakable [E] destroys every projectile that hits it from the direction Braum is facing. The one ability the whole matchup runs through can end on his shield instead of on his marksman.

Stand Behind Me [W] puts him between an ally and the nearest enemy champion, which is exactly where that shield needs to be. After that the lane comes down to damage, and damage isn't the fight she wanted.

Leona champion icon

Leona Punishes The Immobility

She has no dash and no blink. Zenith Blade [E] carries Leona onto the last champion it hits and roots them, Shield of Daybreak [Q] stuns right after, and the healing that wins a long lane never gets a long lane to work in.

One landed engage is the trade. Eclipse [W] gives Leona armor, magic resist and flat damage reduction while she sits on top of her, so there's no cheap way to punish her for being there.

Vel'Koz champion icon

Vel'Koz Wins The Range War

Aqua Prison [Q] reaches 850 units. Plasma Fission [Q] and Void Rift [W] both reach 1100, so Vel'Koz gets to hit her from a spot her best ability can't touch.

Every third ability hit adds true damage through Organic Deconstruction [Passive] as well. Slow accumulation is what the enemy lane was counting on, and he out-accumulates it.

Itemizing Against Nami

The first two are the matchup and the last two are ordinary insurance:

Oblivion OrbExecutioner's CallingMercury's TreadsControl Ward

Oblivion Orb and Executioner's Calling are the same purchase for the two halves of the roster, and buying one of them in the first fifteen minutes is the difference between a lane you can win and a lane that heals faster than you can hurt it. Mercury's Treads shortens the bubble, and the bubble is the only thing in the matchup that turns a bad moment into a death. Control Ward is here for the duller reason: the dive that beats this lane only works if you know the enemy jungler is somewhere else.

More bot lane counter guides