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Samira · ADC

Samira Abilities and Combos

Abilities & combosData-drivenMediumPatch 16.19.1
348Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide goes through Samira's kit ability by ability. The kit brings crowd control (knock-up) with Daredevil Impulse and mobility with Daredevil Impulse. Its ultimate is Inferno Trigger.

Strengths

  • High physical damage: Riot rates it 8/10 in attack.
  • Crowd control: Daredevil Impulse applies a knock-up to set up kills.
  • Mobility: Daredevil Impulse lets you reposition, engage or escape.

Weaknesses

  • Needs protection from the team in fights.
  • Predictable if you always play it the same way: adapt your build to the enemy team.

Builds

Standard build

BalancedRecommended
Open build

When to use it

The default path: Stormrazor, Yun Tal Wildarrows and Blade of The Ruined King give the attack damage, critical strike and attack speed this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. Bottom (ADC)Main100% of matches

Starting items

Doran's BladeHealth Potion

Core items

  1. 1Stormrazor
  2. 2Yun Tal Wildarrows
  3. 3Blade of The Ruined King

Boots

Berserker's Greaves

Situational

Death's DanceAgainst heavy physical damage.Mercurial ScimitarAgainst heavy magic damage.Guardian AngelAgainst burst and assassins.Mortal ReminderCuts the enemy's healing.

Runes

Primary· Precision

PrecisionDominationSorceryInspirationResolve
Press the AttackLethal TempoFleet FootworkConqueror
Absorb LifeTriumphPresence of Mind
Legend: AlacrityLegend: HasteLegend: Bloodline
Coup de GraceCut DownLast Stand

Secondary· Inspiration

DominationSorceryInspirationResolve
Hextech FlashtraptionMagical FootwearCash Back
Triple TonicTime Warp TonicBiscuit Delivery
Cosmic InsightApproach VelocityJack Of All Trades

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Heal

Abilities

  • Daredevil ImpulsePassiveSamira builds a combo by hitting attacks or abilities unique from the previous hit. Samira's attacks in melee range deal additional magic damage. Samira's attacks against enemies affected by Immobilizing effects will dash her to her attack range. If the enemy is Knocked Up , she also keeps them Knocked Up briefly.Passive — applies a knock-up and moves you. It works on its own: play around it.
  • QFlair6/5/4/3/2s30 mpSamira fires a shot or swings her sword, dealing damage. If cast during Wild Rush, strike all enemies in her path upon completion.
    Cooldown
    6·5·4·3·2
    Cost
    30
    Range
    950
    Basic ability — hits an area. Part of your regular rotation.
  • WBlade Whirl30/28/26/24/22s60 mpSamira slashes around her, damaging enemies and destroying enemy missiles.
    Cooldown
    30·28·26·24·22
    Cost
    60
    Range
    325
    Basic ability. Part of your regular rotation.
  • EWild Rush20/18/16/14/12s40 mpSamira dashes through an enemy (including structures), slashing enemies she passes through and gaining Attack Speed. Killing an enemy champion refreshes this ability's cooldown.
    Cooldown
    20·18·16·14·12
    Cost
    40
    Range
    600
    Basic ability — moves you. Keep it to escape unless the kill is certain.
  • RInferno TriggerUltimate5sSamira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her.
    Cooldown
    5
    Range
    600
    Ultimate — hits an area. Plan your fights around its cooldown.

Strategy

1The kit

The kit brings crowd control (knock-up) with Daredevil Impulse and mobility with Daredevil Impulse.

  • Daredevil Impulse — Passive — applies a knock-up and moves you. It works on its own: play around it.
  • [Q] Flair — Basic ability — hits an area. Part of your regular rotation.
  • [W] Blade Whirl — Basic ability. Part of your regular rotation.
  • [E] Wild Rush — Basic ability — moves you. Keep it to escape unless the kill is certain.
  • [R] Inferno Trigger — Ultimate — hits an area. Plan your fights around its cooldown.

2Skill order

Put a point in Inferno Trigger at levels 6, 11 and 16. Between the basic abilities, max first the one that does most for your lane — usually your main damage or wave clear — and keep the utility one for last.

3Combos

A simple sequence that follows from the kit: open with Daredevil Impulse, follow with Flair and Blade Whirl and finish with Inferno Trigger. The disable first means everything after it lands.

4Using your ultimate

Inferno Trigger is the ability the enemy plays around. Use it where it changes the fight, and remember its cooldown: after using it, you're a smaller threat for a while.

Tips

  • Land Daredevil Impulse first: every ability after it is easier to hit.
  • Keep Daredevil Impulse out of your combo unless the kill is certain.
  • Watch Inferno Trigger's cooldown: fights you take without it are much harder.
  • Practise the combo in a practice game before using it in ranked.

Changelog

  1. Guide created for patch 16.19.1.

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