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Samira Build Guide by IKeepItTaco

ADC master

[11.4] IKeepItTaco's GrandMaster Samira guide - Season 11

By IKeepItTaco | Updated on February 18, 2021
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Presence of Mind
Legend: Bloodline
Coup de Grace

Taste of Blood
Ravenous Hunter

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
Meta Summoner Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


LeagueSpy Logo
ADC Role
Ranked # in
ADC Role
Win 49%
Get More Stats

Champion Build Guide

[11.4] IKeepItTaco's GrandMaster Samira guide - Season 11

By IKeepItTaco
Table of Contents

I'm I Keep It Taco, a Grand Master Jhin player
(peaked 450 LP) and streamer.

I'm also known as Jordanian Sniper, Lejhind, or Jhin Marston on other accounts. I dislike traditional auto-attack only carries and enjoy playing champions that mix auto-attacks with spell combos like Jhin, Aphelios, Senna, Yasuo, Ezreal and now Samira!
Naturally, seeing as to how Samira is a very combo-relient champion with mixing in abilities and auto-attacks you can probably guess that I enjoy playing her a lot and writing this guide using what I've learned with her so far.

Samira is yet another champion branching out from the typical “right-click only” theme that used to be the core for ADCs. If I had to summarize her playstyle and kit, she is the creation if you were to combine Katarina with Yasuo and turn them into an ADC champion.

Disclaimer: Samira is a new champion and this guide is by no means perfect. On release, I plan to continue playing her and will update the guide (builds mostly) whenever I learn more and improve.
Primary Precision
Keystone Option

Press the Attack

Lethal Tempo

Fleet Footwork
Conqueror: Samira is a combo master and you'll be using your abilities a lot alongside your auto-attacks. You get 2 stacks per ability that damages an enemy. Auto-attacks will give you 1 stack. Small note: Samira's ultimate fully stacks Conqueror.

(Optional) Fleet Footwork: This rune will give you nice mobility in lane and will help in difficult match-ups as well as giving a little bit of sustain. If you're playing against a heavy poke lane or CC lane and worried it'll be hard to dodge abilities then having fleet to get movement speed on demand to dodge abilities early can make the lane bearable and allow you to scale up until you can eventually fight back!
Rune Tier 1 Option


Presence of Mind
Presence of Mind: Because you'll be going for combos and fighting with your abilities a lot having extra mana from Presence of Mind early will be helpful. You'll be building Essence Reaver later on in the game, but until then the mana from Presence of Mind will help you out a ton. Also, if you end up getting a successful kill or double kill in lane then the extra mana will allow you to hard shove to reset the lane if you're almost out of mana!

(Optional) Triumph: If you want to go a more aggressive route then you'll want to go Triumph. You won't have the early mana to help you, but Triumph will help you throughout the game when you get kill resets and getting close to death on multiple occasions. Think of Katarina regarding this rune.
Rune Tier 2 Option

Legend: Alacrity

Legend: Tenacity
Legend: Bloodline
Legend: Bloodline: Bloodline is important on Samira because you won't benefit that much from attack speed since your kit is not focused on it. Bloodline will keep you healthy and healing throughout the fights and your Q and Ultimate will apply lifesteal.
Rune Tier 3 Option

Coup De grace

Cut Down
Last Sstand
Last Stand: Instead of the typical Coup de Grace/ Cut Down. We'll be taking Last Stand. It'll give you 5-11% extra damage when you reach below 60% hp all the way to a maximum when you reach to 30% hp. She'll be going hard in fights and soaking up damage, but at the same time healing from many different resources. You'll be playing with fire at all times so last stand synergizes well with Samira's playstyle.
Secondary Sorcery
Secondary Option

Nullifying Orb

Manaflow Band
Nimbus Cloak


Absolute Focus



Gathering Storm
Nimbus Cloak: Grants you 15%-35% movement speed for 2.5 seconds after using a summoner spell. This means whenever you're in trouble or caught in a bad spot. Popping Flash or Heal will instantly get you out of most sticky situations! Nimbus Cloak will aid you in making plays as well as survivability.

Celerity: You get a lot of movement speed from your passive so a rune like celerity will amplify that even more. All movement speed bonuses are 7% more effective on you and you gain 1% movement speed. It gives 3 MS at level. If you get your full passive then it gives you a total of 9 MS. Once you get your items out, you'll give you upwards of 20 MS. With the pre-season coming up and more mobility being added in terms of % MS. I see Celerity being even stronger on Samira.
10% Attack Speed
9 Adaptive Force
6 Armor
It will be mandatory. It is self-explanatory. It is valuable as a tool to make plays, chase down, kite away, escape, ruin a gank, etc....
This is the rune I've been taking a majority of the time for ADC. They buffed it by increasing it from 2.5 > 3 seconds. The biggest reason why we take it on ADCs is because of the fact that almost everything in the game this season will one shot you. So, having Exhaust and helping you 1v1, kite, escape, or even kill the enemy assassins/bruisers/etc is invaluable.
This is a rare summoner spell which you'll take if there's CC in the botlane that cannot be avoided with just side-stepping. Good examples would be Leona, Cassiopeia, Veigar, Ashe (because of R), etc...
If the enemy lacks burst ( Exhaust) and don't have very threatening CC then you can opt for Heal which will benefit you more than the other two.
Skill Order
> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Daredevil Impulse
INNATE - STYLE: Damaging basic attacks and abilities against at least one enemy champion different from the previous damaging hit made against them grants Samira a Style stack for 6 seconds, up to 6 stacks, refreshing on damaging attacks and abilities against enemy champions. The stack count is represented by the grades E, D, C, B, A, S to the left of her health bar for Samira herself, and a stack counter underneath the bar that is visible to all units.

Samira gains 0% − 21% (based on Style grade) bonus movement speed.

INNATE: Samira's basic attacks against targets in 200 range use her blade, becoming Projectile non-projectile. Basic attacks on-hit within this range and Blade Whirl, Wild Rush, and the slash and explosives of Flair deal 2 − 19 (based on level) (+ 10% bonus AD) bonus magic damage, increased by 0% − 100% (based on target's missing health).

Additionally, Samira's basic attacks against immobilized enemies deal the attack's damage over 6 rapid attacks and knock up the target for 0.5 seconds. This causes her basic attack timer to reset and the attack to become unstoppable. If the target is not within attack range, Samira will dash into it from a certain distance and then attack. This effect cannot occur on the same target more than once every 10 seconds.

The empowered attack can critically strike. On-hit effects are only applied once.

ACTIVE: Samira fires a shot in the target direction, dealing physical damage to the first enemy it hits.

If a targetable enemy is in front of Samira, she will slash with her blade instead, dealing the same damage to all enemies hit in a cone.

Casting Flair during Wild Rush will cause Samira to deploy explosives along her path which detonate upon the end of the dash, dealing the same damage to enemies within the covered distance. This can be done while performing Blade Whirl and Inferno Trigger.

Both the shot and slash can critically strike for (25% + 25% IE) bonus physical damage and apply life steal at full effectiveness.
Blade Whirl
ACTIVE: Samira slashes around herself twice over 1.25 seconds, the first slash occurring immediately and the second being performed 0.25 seconds before the duration ends, each one dealing physical damage to nearby enemies.

Samira destroys all hostile non-turret projectiles that enter or are in her vicinity during this time.

Samira cannot attack nor cast Flair during Blade Whirl. Casting Inferno Trigger will end Blade Whirl early without performing the second slash.
Wild Rush
ACTIVE: Samira dashes in the direction of the target allied or enemy unit and slashes all enemies in her path, dealing magic damage and gaining bonus attack speed for 3 seconds.

Takedowns on enemy champions reset Wild Rush's cooldown.
Inferno Trigger
ACTIVE: Samira unleashes a torrent of shots from her weapons, rapidly shooting at all nearby enemies every 0.2 seconds over 2 seconds, slowing herself by 25% and dealing physical damage with each shot, reduced by 75% against minions.

Each shot can critically strike for (100% + 25% IE) bonus physical damage and applies life steal at full effectiveness.

Inferno Trigger cannot be cast unless the Style cost is satisfied, and will reset the grade back to 0 stacks when the effect ends.

Samira cannot attack nor cast Flair or Blade Whirl during Inferno Trigger, but she is still able to move. Inferno Trigger will end prematurely by all forms of interrupting crowd control.
Starting Items
The starting items for ADCs these days are pretty set-in stone. You'll be going Doran's blade for the most part and in some cases Doran's shield. It is important to understand that Samira is a 500 range ADC and the only other champions that share this are Lucian and Sivir. So, there will be lanes where you'll get abused hard in terms of range + poke and will want to opt for Doran's shield!
Doran's blade + 1 Potion
Doran's Blade is pretty standard on most botlaners these days and that includes Samira! It provides a good balance of AD, health, and lifesteal to help in trading, fighting, and all-ing.
Doran's Shield + 1 Potion
Considering you're 500 range and will run into match-ups that will be hard for you to fight back or stay alive in. Take Doran's Shield when they have a heavy poke lane and you want to be able to farm and scale up for level 6 so you can fight back and take control of the lane.
Core Build
There's a build I've been using and was actually recommended by a playtester @Blizz_lol . It focuses on enabling the Samira playstyle which is all about fighting, combos, and staying alive. It is also Crit focused because of the fact that your ultimate and Q can Crit. First, you'll get Infinity Edge for it's raw crit and AD damage. It'll increase your critical strike damage by 25% and this applies to your R and Q as well. Next, you'll be going for Death's Dance, it gives you 15% heal of all damage dealt, 10% damage bleed, 30 armor + mr, 10% CDR, and 50 AD. The best way to summarize the use of it is that it'll allow you to heal 24/7 when you're fighting as well as give you much needed defense considering how aggressive you'll be in these teamfights. Third, you'll be building Essence Reaver first because of the mana regen in order to avoid having any mana problems ever combined with the 20% CDR which means you'll be able to use your abilities more often which is important because your ultimate gets activated by your “Style” through your passive. To get “S” grade as quickly as possibly you want to combo your abilities back to back alongside auto-attacks and Essence Reaver helps with this. Lastly, to get to the ideal 75% crit chance we'll be picking up Phantom Dancer as it'll give you more survivability and mobility through it's shielding as well as bonus movement speed when attacking an enemy champion. After this you'll want to look into a situational item. *Note: If you need more situational items then skip Phantom Dancer and stay at 50% Crit.
Situational Items
Mercurial Scimitar
Lifesteal item which provides an active to remove CC and a speeds you up by 50% for 1 second.
Guardian Angel
Considering you're going to want to be aggressive and because of your ultimate and playstyle you'll often be the focus of the enemy so if you feel you need extra insurance go for it. Guardian Angel can prove useful in the mid-late game teamfight if it's becoming overwhelming to survive certain champions.
Last Whisper
For when the enemy has a significant amount of armor (usually once it reaches 150+ on multiple enemies). Consider upgrading it to whichever final form will help you the most. Mortal Reminder for anti-healing and Lord Dominik's Regards for more armor shredding.
Black Cleaver
This item is more on the defensive + offensive item for mid-late game. It's a mixture of Armor pen, AD, CDR, and health. All of these stats are useful to a champion like [[Samira]]. This isn't an item you'll be building super often as it takes time to apply the stacks, BUT if you have a team comp of mostly AD champions or ALL AD champions then Black Cleaver will be applied fully to everyone when you use your ultimate! So, if you manage to get a really good ultimate with Black Cleaver then it can massively boost the amount of damage from all AD sources.
Maw of Malmortius
Provides AD, MR, and CDR with a magic shield and lifeline passive that gives you additional AD as well as spell vamp + lifesteal if you get low.
Boots of Swiftness
If you want an extra 10 ms and reduce the effectiveness of slows so you're a little bit less immobile!
Berserker's Greaves
Gives you +35% attack speed so this is the boot you want to go when you want "more damage".
Mercury's Treads
MR boots so if the enemy has a lot of magic damage in lane or in the team comp then this is the choice to make
Ninja Tabi
Gives armor and reduces 12% damage from incoming auto attacks. Very efficient against full AD teams.
Laning Phase
The laning phase is pretty simple with Samira as the difficult part about the champion will be knowing when to go in, out, and what kind of combo you'll want to use in the given situation. For laning always keep in mind of your range as well as your passive. Your 500 range means you'll get out-ranged and poked by a lot of match-ups, however, if you build up style you can use the extra movement speed to trade better and sneak in auto-attacks while they won't be able to hit you back and will have a harder time landing spells because you have higher movement speed.

Use your Q to poke or to build up style when you decide to weave in auto-attacks for a trade. Your W will be used offensively and defensively. Think of it like a yasuo windwall, you can save it for vital moments when you think you'll get engaged on or you can use it when you decide to go in and fight them whether it's just a trade or a fully committed fight.
Remember that the W will proc twice so if you want to build up style fast then you can W > E > W (2nd proc) in one quick combo onto the enemy to get 3 grades fast. Your E can be used in multiple ways in lane. You can use it on allies, any kind of minion, jungle camps, and enemy champions. The movement is similar to a yasuo E. While dashing with E you can press Q and the Q will follow along the path! You can dash onto an ally or minion to escape or dodge a skillshot. You can jump on an enemy minion that the enemy champion is hugging. Get creative with it and remember if you get a champion kill the E will reset!

Lastly, once you get your ultimate, make sure all of your abilities are off-cooldown before committing to a fight as it is the best way to get your grades up as fast as possible. You need 6 stacks of your passive/combo to unlock your ultimate so a simple combo to try out would be Q > Auto > Q > W > E > W then you're in close range of your enemy and can use your ultimate to finish them off!
Teamfighting + Mid-Late Game
For teamfighting I'll be focusing less on combos because that'll depend on what your current cooldowns are and you'll figure out through pure experience and getting the hang of Samira. However, the part I do need to focus on teaching you all is when to go in and out of the teamfights because you'll be dancing in these teamfights quite a lot. Keep track of your style rating at all times so you know when you'll have your ultimate ready to use in the fight. As you get closer to unlocking your ultimate you'll want to get deeper into the action to let it rip. Your ultimate can easily be cancelled so the best way to avoid that from happening is to keep tracking of the cooldowns of the CC on the enemy team and their positioning so you can use your ultimate when their CC is on cooldown or not in a spot where it'll hit you. You can also use your E while you're ulting so you can dodge last second abilities with it AND when you use your E you can also use Q for extra damage on top of it all! Once your ultimate is used up then your grade gets reset back to “E” so you'll have to repeat the process again and since you're at “E” it means you'll want to be on the outer edge of the fight/kiting backwards and build up the “S” grade before going deep into the middle of the fights again.

When you're in the Mid-Late game the general factor to keep in mind is that you don't want to be alone, not always anyway. Do the typical ADC job of sticking with a teammate or two and farming up then playing for objectives. Having your team nearby will make it easier and more reliable to get off your combos for grades and overall be in a position to get a good fight. Samira is an ADC that can be alone often enough from my experience given the mobility of her passive as well as general kit, but it's not ideal compared to the opportunities you can take when you're with your team. Remember: APES TOGETHER STRONG!
KEEP IN MIND: For all combos and regarding your passive in-general. To build up your "grade" and gain movement speed per "grade" as well as reaching "S" for your ultimate. You cannot use the same ability or auto attack more than once. You must constantly use a fresh attack after each one. However, using the same attack will refresh your timer, but will not add a new "grade"
The first combo (blizz combo) to get a fast ultimate is
Auto > Q > Auto > E > Auto > W --> R
This one gets a bit tricky because you’ll be trying to use the 2nd proc from your W to count towards your grade.
Auto > Q > W > E > W (2nd proc) > Auto --> R.
If you pay close attention the C skips straight to an A because of how fast the E and W (2nd proc) happen.
One thing to keep in mind is how Samira’s E works. Samira’s E will always use the full distance. So, if you use it in melee range on an enemy it’ll shoot you right past them which could be a good thing or a bad thing depending on the situation. If you use it from far then most of the time the E will bring you right on top of them instead of flying away/past them. The same applies to when you’re trying to do W>E>W for combos.
Using the same knowledge that we now know of Samira’s E, you can use it on jungle camps when you hug them in melee range to slingshot yourself onto the other side which could be useful to chase down your enemies or make technical retreats!
And here’s an example of how you can use jungle dashing to net a kill
First off, special mention and thanks again to @Blizz_lol for helping me out with any insight I wasn't 100% sure when it came to Samira. I've been enjoying the new iterations of ADC and I'm happy they're moving away from the old right-click only ADC formula. I feel it brings more freshness to the game as well as giving us more expressive ways to display our skill. I'll be playing her for sure into ranked alongside Jhin and looking forward to her coming out onto the live servers. The pre-season is around the corner so I'll be back again to update the item builds when the time comes! Thanks for reading and until next time!

Special thanks to Hopper for banners and coding.
League of Legends Build Guide Author IKeepItTaco
IKeepItTaco Samira Guide

League of Legends Champions:

Teamfight Tactics Guide
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