[Champion] Nami - Page 4
Forum Index > LoL Strategy |
Slusher
United States19143 Posts
| ||
ticklishmusic
United States15977 Posts
im not going to lie, this little fishy is beginning to grow on me. i basically rush ss and then build ad on her and it works hilariously. | ||
sylverfyre
United States8298 Posts
AD Nami? Sounds pretty goofy but there are worse. | ||
ticklishmusic
United States15977 Posts
| ||
Slusher
United States19143 Posts
| ||
Sermokala
United States13906 Posts
I shall call her tidecaller. | ||
Cheap0
United States540 Posts
Also, I think AP Nami is completely terrible. You might think she'd make a decent roamer, but she waveclears worse than almost any other mid champ in the game. Mid-lane pretty much everyone can out-push her because if you use your Q to waveclear you immediately become very vulnerable. Also, if you max Q for waveclear, you're 100% dependent on it to deal any damage at all in lane. It makes your primary damage source pretty unreliable, AND its .65 AP ratio is pretty bad considering how hard the skill is to hit. Maxing W (or at least putting some points into it early) is a little better since it gives you a good harassment tool and more reliable and damage and sustain. You just get pushed into the tower by everything though, since you can't hit minions with W. Maxing E could work against some champions, but it makes your movements really predictable and a lot of champions can take advantage of that to deal more damage to you than you do to them. It also helps you farm. Gotta land 3 autos just to take advantage of a combined .6 AP ratio. This might be the best option, but it's still pretty lackluster. To cap it all off, AP Nami's scaling with gold is mediocre compared to most mids. There really isn't any reason to give her a lane's farm. AD Nami, on the other hand, can function decently as an AD carry since she has fair range, a decent autoattack animation, and good utility and self-peeling. If I find myself in a situation where I'm getting a lane's farm (say a teammate dc'd), then I'm going AD instead of AP. I figure that if your early game in a solo lane is going to suck, might as well select the option that gives you good scaling instead of crap scaling. Anyway, this is my experience with solo lane Nami. I've experimented with it a bit, and it always feels terrible. | ||
Cheap0
United States540 Posts
Quinn vaults off enemy carry, pretty much guarantees aqua prison hits with the slow. Follows up with blind after prison ends for even more abuse. Great chasing with Tidecaller's, and Quinn's execution to finish them off is the icing on the cake. You pretty much don't lose trades with this lane. Also, it helps that it's a really powerful lane against Draven and MF, both champions who typically dominate their lane. | ||
Slusher
United States19143 Posts
and as good as Draven/Vayne/MF/Twitch (5 = strongly recommended in all match ups) just confirming that was your intention I don't do half points on principal, for the same reason I don't like 10 point scales. | ||
Sufficiency
Canada23833 Posts
AD Nami sounds kind of stupid though. There is nothing out that to justify playing her as AD beside her 550 range. Also her attack speed growth isn't that great. | ||
Dark_Chill
Canada3353 Posts
On May 09 2013 19:45 Sufficiency wrote: Like scarra once said on stream, Riot spent a lot of effort to make sure AP Nami is not viable. AD Nami sounds kind of stupid though. There is nothing out that to justify playing her as AD beside her 550 range. Also her attack speed growth isn't that great. Well, an auto attack steroid which slows the target and deals a bit more damage, a ms boost and a ton of cc don't make her a true ADC, but she can do well enough as an unconventional one. She survives a lot better than many other ADs, and her laning isn't exactly completely terrible. Her lack of mobility in the form of dashes or blinks makes her dangerous late game, but she still adds all the stuff that support Nami would add to the fight. Now that I think about it, if you had another damage source maybe top or jungle, AD Nami might actually work as a high utility AD carry. Just based off of theory, might be cool if someone actually tested it. | ||
HAL9OOO
United States176 Posts
I max R>E>W/Q. I run AD marks, Armor yellows, MR blues and Lifesteal Quints. I run 19/0/11 - with these masteries you start out with 9 percent lifesteal, start with a d-blade and you have good sustain early game. Your basic harass is to self cast your e, which procs your passive letting you gap close just a little bit to start slowing the enemy. Once you have slowed the enemy your q is a lot easier to land, letting you get free damage off. The magic dmg on nami's e actually lets you do quite a bit of damage to enemies. Once you hit 6, your cc combined with your supports usually nets in a kill. Nami + Sona is pretty ridiculous in damage and cc. For items I have been mostly getting blade for the extra burst on the active + the fact that nami doesnt have ad scaling, but rushing BT or IE and zeal also works. Plus you can spam /l which adds to lane dominance through psychological warfare. | ||
sylverfyre
United States8298 Posts
On May 18 2013 03:23 HAL9OOO wrote: Plus you can spam /l which adds to lane dominance through psychological warfare. Support Lulu + AD Nami? | ||
SagaZ
France3460 Posts
But if you are playing soloqueue and your ad carry doesn't want to go on them (understandable, I don't play agro as adc in soloqueue either) you don't have alot to do exept maybe auto harrass... Q is very hard to hit to engage, if i wiff it they have a free card to zergrush my adc, if I E myself for an easy Q, unless the opponent is bad and the Q hits 2 persons, there's not alot i can do to keep the agression, all my shit is down, adc gonna get raped if he goes in too hard... What i feel is she is very good at defense, but that's not something you look for too much in soloqueue | ||
Aldrovandi
United States211 Posts
| ||
Slusher
United States19143 Posts
| ||
Veloh15
United States161 Posts
| ||
Aldrovandi
United States211 Posts
| ||
Sandster
United States4054 Posts
You need a lot of synergy to use E on your adc to set up an engage. Maxing E first is by far the safest to play solo queue, or with an adc you don't have amazing chemistry with. Use E on yourself, and your zoning power is almost unmatched by any support in the game, because landing an auto with high rank E slow is almost guarantee Q, which your adc can follow up on. Any adc with high damage (Draven, MF, Twitch, Vayne) or their own cc (Varus, Ashe) will crush trades and usually blow summoners or get a kill. At 6+, E>Q>R combo is devastating. Nami's passive + E slow is also great for chasing or kiting. Many TLers like to max Q, because the lower cd (14s->10s at rank5) often lets you use it twice or more in fights. It also has the highest damage increase, can hit multiple targets, and mana cost remains at 60, so you won't run into mana problems. It's the strongest ability to max first for team fights. Of course, it's only viable if you're adept at landing Q with only a minor slow on the target. Maxing W is usually the least effective strategy, as the mana is insane (130 at rank5, meaning you are oom after using ult and about 3 spell rotations at level 9), and maxing either Q/E lets you trade much more effectively. Having to max heal first implies you are getting thoroughly pounded on in lane, but because it's so expensive you can't even sustain for long. Namis that are constantly oom are probably maxing W first and healing reactively instead of using E/Q to zone/trade. | ||
sylverfyre
United States8298 Posts
Also, I prefer E>R>Q as the laning all-in, as opposed to E>Q>R. It's basically guaranteed to land the Q after doing R, and the other way around may be a little tricky. | ||
| ||