When Nami's abilities hit allied champions they gain 40 / 45 / 50 movement speed for 1.5 seconds.
Tips :
It is a very interesting passive, especially for the support. Every time that you buff an ally he will benefit from a speed boost.
It's an excellent way to chase a target who is trying to escape or, on the other hand, save an ally from a tricky situation.
Nami sends a bubble into the air towards a targeted area. When it lands, it deals magic damage to all enemies in the area of impact and stuns them for 1.25 seconds.
Tips :
This ability is really very interesting with Nami. It is an "air stun". It would seem that this can be reduced by resistance.
The stun lasts 1.25 seconds, which is quite good and enough to destroy your opponents, especially if you use your other abilities as you can apply your other controls.
However the ability is not so easy to place and the speed of the animation is quite slow. You must make an extra effort to try and anticipate the moves of your opponent so that you can place the ability skillfully.
The range is quite big but not huge, it stays pretty average. The area of effect itself is big enough to cover several enemy champions without any problem so you can hit them with a decent control!
Aqua Prison only deals damage on impact so it cannot be interrupted.
Cooldown : 16 / 14.5 / 13 / 11.5 / 10 secondes
Cost : 60 mana
Magic damage : 75 / 130 / 185 / 240 / 295 (+65% AP)
Nami unleashes a stream of water that bounces between allied and enemy champions. This ability can only bounce to each target once and hits up to 3 targets. The damage or healing value is reduced by 15% with each bounce.
On ally hits, Ebb and Flow heals the target and bounces towards a nearby enemy champion. On enemy hits, the torrent deals magic damage and bounces towards a nearby allied champion.
Tips :
An ability that will ensure you have huge sustain in the lane! It works in two ways.
You can use it directly on your allies or on yourself to heal yourself. You should know, however, that you can only heal one person this way. If an opponent comes into the zone the moment you cast the spell, it will bounce, dealing him magic damage, and can bounce onto another enemy.
You can also use it in a different way. In this way you will touch a single enemy target and the spell will heal several allies in the AoE when it bounces off.
In the lane you can use it to harass your opponents while having good sustain since the bounces will heal you as well as your AD carry if it's nearby. But be careful not to use it too much because the ability is quite manavorous.
In teamfights the ability is also interesting if you use it on a melee ally because he will be able to resist a bit more and deal damage with the bounces.
Ebb and Flow can only be used on champions and doesn't work on neutral units or sbires.
Cooldown: 9
Cost: 70 / 85 / 100 / 115 / 130 mana
Heal: 65 / 95 / 125 / 155 / 185 (+30% AP)
Magic Damage: 70 / 110 / 150 / 190 / 230 (+50% AP)
Empowers an allied champion for 5 seconds or until they have attacked 3 times. During this time, their basic attacks deal bonus magic damage and slow the target hit for 1 second.
Tips :
An excellent buff for the lane phase! It will boost your AD carry, lettin him deal additional magic damage as well as a slow.
This ability will prove itself to be very interesting to engage a fight or simply to harass your opponent. It works on auto attacks or abilities that apply "on hit" effects, like Gangplank's Parrrley.
It doesn't work on the towers or structures however, unless you a new Riot update decides otherwise.
You can also use it on yourself to harass more insistantly on the botlane and slow your opponent.
Cooldown: 11
Cost: 55 / 60 / 65 / 70 / 75 mana
On-hit Magic Damage: 25 / 40 / 55 / 70 / 85 (+20% AP)
Slow: 15 / 20 / 25 / 30 / 35%
Summons a tidal wave outward from Nami's position. The tidal wave briefly knocks over enemies that it comes into contact with, slows them and deals magic damage. The slow duration increases based on how far the tidal wave has traveled, with a minimum duration of 2 seconds and a maximum duration of 4 seconds.
Tips :
An ultimate that is simply monstrous and devastating! The range of Tidal Wave and can hit a lot of targets in its path, especially in a teamfight.
In the lane phase, it will be quite difficult for your opponents to avoid this ultimate. It is quite big and if it is well placed they will not have too many options.
It is a very good way of engaging in a teamfight, however the animation of the wave is a bit slow. It is best to try a sneaky ulti from a bush, for example, to surprise your opponents.
Tidal Wave applies a bump (that is not affected by resistance) as well as a slow once the target is on the ground. The more distance covered, the stronger the slow will be. So it is a very good way to escape and slow a situation that could go badly for you.
Cooldown: 140 / 120 / 100
Cost: 100 / 150 / 200 mana
Magic Damage: 150 / 250 / 350 (+70% AP)
Slow: 50 / 60 / 70%
Pros
Holds the lane very well thanks to her heal/harass
Nami has some good controls with her Q and her ultimate
A very good buff for her AD carry that and deals additionaly magic damage as well as a slow
A really huge ultimate that your enemies will have difficulty dodging, especially in the lane phase
Cons
Nami is not very easy to take up
Her Q is quite a slow skillshot so it requires a little forethought
Quite squishy
She has no escape apart from her controls that could be used to save her life