Lane

In Support, Nami wins 41.7% of the 12 games played against Rell on this patch. Neither side has a clear edge in this matchup.

Most played lane for this pair: Support. Only 12 games on this patch, so these numbers can still move.

Who wins

Nami 41.7% Adjusted: 47.0% Own average: 48.6% Difference: -1.6
-0.7 Matchup edge Games: 12
Rell 58.3% Adjusted: 51.7% Own average: 49.8% Difference: +2.0

Laning phase

Every number below is shown from Nami's side: positive means Nami is ahead.

Nami Games
Gold difference at the end +131 12
CS difference at the end -2.5 12
Solo kill difference +0.08 12
Turret plate difference +2.00 12
Level lead +0.50 12
Average game length (minutes) 28.8 12

Nami build

Full Nami build

Builds are not measured per opponent yet: this is what Nami builds on patch 26.18 against every opponent.

Runes

47.4% 352
49.4% 160
61.5% 13

Summoner Spells

49.8% 462
44.8% 67

Items

Ionian Boots of LucidityIonian Boots of Lucidity 900 +10 Ability Haste+45 Move Speed Ionian InsightGain 10 Summoner Spell Haste.48.7% 470
Dream MakerDream Maker 400 +200 Health+75% Base Health Regen+75% Base Mana Regen+9 Gold per 10s Dream MakerHealing or Shielding another ally blows Dream Bubbles to them for 3 seconds. Their next Attack deals bonus magic damage On-Hit and the next damage they take is reduced.Active (4 charges)Places an Invisible Stealth Ward that grants vision.47.5% 373
Echoes of HeliaEchoes of Helia 2200 +35 Ability Power+200 Health+20 Ability Haste+125% Base Mana Regen Soul SiphonGain 30% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes allSoul Charges to restore Health.49.7% 344
Moonstone RenewerMoonstone Renewer 2200 +25 Ability Power+200 Health+20 Ability Haste+125% Base Mana Regen Starlit GraceHealing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.52.0% 246
Staff of Flowing WaterStaff of Flowing Water 2250 +35 Ability Power+10% Heal and Shield Power+125% Base Mana Regen+10 Ability Haste RapidsHealing or Shielding an ally grants you both 40 Ability Power and 15 Ability Haste for 6 seconds.53.1% 143
Ardent CenserArdent Censer 2200 +45 Ability Power+10% Heal and Shield Power+125% Base Mana Regen+4% Move Speed SanctifyHealing or Shielding an ally enhances you both for 6 seconds, granting 25% Attack Speed and 20 magic damage On-Hit.58.4% 137

Skill Order

Q Aqua Prison Aqua Prison Q Cost60 Cooldown12/11/10/9/8 Range875 Sends a bubble to a target area, dealing damage and stunning all enemies on impact. W Ebb and Flow Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. E Tidecaller's Blessing Tidecaller's Blessing E Cost55/60/65/70/75 Cooldown11 Range800 Empowers an allied champion for a short duration. The ally's basic attacks and spells deal bonus magic damage and slow the target. R Tidal Wave Tidal Wave R Cost100 Cooldown120/110/100 Range2550 Summons a massive Tidal Wave that knocks up, slows, and damages enemies. Allies hit gain double the effect of Surging Tides.

Max priority

Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. Tidecaller's Blessing E Tidecaller's Blessing E Cost55/60/65/70/75 Cooldown11 Range800 Empowers an allied champion for a short duration. The ally's basic attacks and spells deal bonus magic damage and slow the target. Aqua Prison Q Aqua Prison Q Cost60 Cooldown12/11/10/9/8 Range875 Sends a bubble to a target area, dealing damage and stunning all enemies on impact. 94.7% 55.6% 18

First 5 points

Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. Tidecaller's Blessing E Tidecaller's Blessing E Cost55/60/65/70/75 Cooldown11 Range800 Empowers an allied champion for a short duration. The ally's basic attacks and spells deal bonus magic damage and slow the target. Aqua Prison Q Aqua Prison Q Cost60 Cooldown12/11/10/9/8 Range875 Sends a bubble to a target area, dealing damage and stunning all enemies on impact. Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. 67.6% 44.0% 25
Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. Aqua Prison Q Aqua Prison Q Cost60 Cooldown12/11/10/9/8 Range875 Sends a bubble to a target area, dealing damage and stunning all enemies on impact. Tidecaller's Blessing E Tidecaller's Blessing E Cost55/60/65/70/75 Cooldown11 Range800 Empowers an allied champion for a short duration. The ally's basic attacks and spells deal bonus magic damage and slow the target. Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. Ebb and Flow W Ebb and Flow W Cost70/75/80/85/90 Cooldown10 Range725 Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies. 27.0% 40.0% 10

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.