VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Naafiri Mid · Normal Draft

Naafiri has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.

Established roleStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Mid

Evidence-supported Naafiri Mid

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Established role
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Voltaic Cyclosword

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Gluttonous Greaves

1,000 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Axiom Arc

2,750 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Serylda's Grudge

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Death's Dance

3,300 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Pick safety

Edge of Night

3,000 gold

Completes the six-item inventory with health and a spell shield before a risky physical-damage engage.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemVoltaic Cyclosword
  2. BootsGluttonous Greaves
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleDeath's Dance
  6. Pick safetyEdge of Night
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemVoltaic Cyclosword
  2. BootsGluttonous Greaves
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Pick safetyEdge of Night

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemVoltaic Cyclosword
  2. BootsGluttonous Greaves
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleDeath's Dance
  6. Pick safetyEdge of Night
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemVoltaic Cyclosword
  2. BootsGluttonous Greaves
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Pick safetyEdge of Night

Runes and summoner spells

Runes and summoner spellsNaafiriMid

Create one clean burst window after managing the Mid wave instead of forcing every cooldown into the lane.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceScorch
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Kit reference

Naafiri abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

We Are More

What it doesNaafiri spawns packmates that attack the targets of her attacks and abilities.

Practical readWe Are More is the always-on rule shaping Naafiri's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Darkin Daggers

What it doesNaafiri hurls up to two daggers, each inflicting bleed, or each inflicting bonus damage if the target is already bleeding. Packmates leap to attack the first champion or monster hit by this skill.

Practical readDarkin Daggers contributes movement or repositioning and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown9/8.5/8/7.5/7 secCost50/60/70/80/90Listed range900 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

The Call of the Pack

What it doesNaafiri becomes Untargetable and empowers her pack, spawning additional packmates and gaining increased Move Speed and Attack Damage.

Practical readThe Call of the Pack contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown26/24/22/20/18 secCost60Listed range400 units
E
E ability

Eviscerate

What it doesNaafiri dashes and damages enemies in an area around her, recalling her packmates and fully healing them.

Practical readEviscerate contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown11/10/9/8/7 secCost40Listed range450 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Hounds' Pursuit

What it doesNaafiri and her packmates dash at a champion, dealing damage. Naafiri reveals nearby enemies if she scores a takedown and can recast this Ability once. The second cast grants a shield.

Practical readHounds' Pursuit contributes movement or repositioning and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown110/95/80 secCost100Listed range900 units
Recast

This button has a follow-up cast. The first activation and recast have different jobs, timing or safety checks.

Vision

This ability supplies sight or reveals its target. That information effect can matter even when damage is not the main reason to cast it.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Naafiri Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Naafiri into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

Prepare a matchupChampion overviewBrowse champions