Samira Build Guide by QueerJunk
Comprehensive Samira Guide (ADC, Bruiser, Jungle, & SuppBy QueerJunk | Updated on September 25, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Personal Preference
+10% Attack Speed
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard
Threats & Synergies
Your W can cancel his R & his Q, make him almost useless. Easily 1shot if within E range.
Your W nullifys the damagef from her R, & cancels her Q. You can easily 1 shot her and reset to get the rest of her team.
The highest statistical counter. His E makes it difficult to dash around, and if he CC's you, you're going to get 1shot. AVOID THE RAGE CAGE!
You can cancel his Q & his Ult. Making his game insanely frustrating.
If she hits you, you are dead, no questions asked. You can W her E, but be careful.
His boxes are seriously annoying and can mess with your resets and ults. Makes it difficult to dash around aimlessly one shotting without consequences.
Shrooms make it difficult to dash around, & his blind if timed properly can destroy you. Easily 1shot without blind however.
You can W her Ult & Her Q and cry as she rages.
You can W her Q. Feelbadman Her sheild is lame
She is more mobile then you and can 1shot you while you are blind if she knows what shes doing. We have a 41% winrate against Quinn.
Can stop your dash. Is generally to tanky to 1shot. Contains Hard CC to destroy you or just knock you out of the fight with her ult, when you ult.
Too slippery to 1shot, insane late game scaling which makes it difficult to close out the game. Can outplay you.
Difficult to 1shot, Can block part of your ult damage. Tons of CC to lock you down and kill you.
Any Tank with CC is scary, and nauts ult is unavoidable. Good luck.
Both of you have bonus interactions against champions who have been CC. Swain also provides that CC with his E.
Has 2 knock-ups for your passive, and also increases the duration of CC which includes your passive. You need A frontline and Ornn needs damage, a dream team.
Her Q is a knockup for your passive, and she is a top tier support who can do their job excellently.
Her Ult is a knockup. Provides decent utility & sustain.
So much CC, burst, & a frontline? Yes please!
Her W is CC for your passive.
One of the few supports who can keep up with Samira when she is resetting! Tons of knock-ups for your passive! A dream team!
You both reset off kills, and you do not need to secure the killing blow with your E to land the reset. The kill lane of all kill lanes. Has CC for your passive.
Tons of mobility that allows him to dash around with you, and his ult knocks-up for your passive.
Worst Winrate when paired with Samira statistically. Has plenty of knockups and mobility which seems ideal. But Samira goes all in, & once yone escapes the fight with his E, you're all alone!
No Knockups. Terrible statistics when paired with Samira. Plenty of GPs go full damage which leaves u with no strong engage which is strongly preferred.
No Knockups. Sits behind while you dive in making you easier to focus. Terrible stats when paired with Samira
Tanks for you. Tons of CC for your passive. Everything you want in a support.
Tanks with CC are your best friend. So long as they go in first!
Has CC for your passive and strong roaming, but wont be able to keep up with you in teamfights. Sits in the back and focuses on the team. A good bard is good with any comp, but they don't have stellar synergy.
Tons of CC for your passive, & Tanks for you? Yes please!
Champion Build Guide
- This is your all-in tool, without it it will be difficult to stack your ult and survive in combat.
- Should be used offensively for damage & stacks, as well as defensively,
You need to auto attack before and after landing a spell in order to properly stack your passive quickly.
AA + + AA
+ AA + + AA
+ AA + + AA + + AA = Ult
AA + + AA + + AA + = Ult
While the previous combos will be how you stack your Reckless Impulse consistently, Samira truly shines when using her combining her combos together, you also want to weave in your + AA combo on every reset to stack as quickly as possible. For Example: + AA + + AA + = Ult
Dark Harvest is much easier to consistently proc then conquerer. Provide significant burst when stacked.
Taste of Blood Provides lots of passive healing which synergizes with . A great choice when forgoing
Ravenous Hunter Even more healing, however this requires you to execute enemy champions. Stack it as early as possible to get the most healing. A must have when taking
Grasp of the Undying Essential for the "bruiser' build. Grants significant bonus health but must be stacked intentionally. Don't forget!
Overgrowth Only taken with for even more bonus health!
Relentless Hunter An alternative to if you feel you don't need the extra healing.
Conqueror Provides great healing & bonus damage that synergizes with Samira's kit. However I feel like it is difficult to stack, and doesn't really provide great healing until late game. I personally prefer & but this her current "meta" choice, so experiment for yourself!
Triumph A perfect choice on Samira! Synergizes perfectly with her resets giving you just enough health to cast another
Legend: Bloodline Did someone say passive healing? Provides extra sustain.
Phase Rush Grants Extra MS and synergizes naturally with your combo!
Manaflow Band Solves any mana issues for you spammers out their.
Celerity Synergizes excellently with , can be swapped for if you intend on stacking CDR.
Gathering Storm provides the most damage late game, but can be swapped for if you want more early game damage, or if you intend to roam frequently.
|Often your second item after your first major damage item. Provides stronger sustain then at the cost of damage. Offers less damage then your other options for strong defensive utility that can help you survive those clutch plays.|
|Provides the Crit and MS you need and has a bonus shield to boot! Synergizes insanely well with to help make your Inferno Rush a guaranteed kill.|
|Dying too much? Have too much leftover gold? A great choice that provides strong defence & offence. Not worth rushing but can be incorporated into almost any build late game.|
|Getting bursted by AP? Is not enough MR? Maw has got you covered! More damage and an anti AP shield which will help you stay alive to get more kills.|
Vision is an essential part of carrying in the late game. By securing vision you make it easy for assassins to catch unsuspecting pray, you avoid confrontations where you are outnumbered, and you give you team vision of bushes so enemies cant use them to hide. So I created this image to help illustrate the idea that where you should be warding independent on what state your game is in. Warding as a carry is much easier then as a support since their is literally a maximum numbers of wards you can place per game. Keep your trinket on cooldown at all times & drop red wards frequently and you should be good.
"Standard Wards" should be taken when the lane is even.
"Defensive Wards" should be taken when you are behind, and
"Aggressive Wards" should be taken when you are pushing their base or turrets.
Make sure your upgrade your warding trinket to blue at level 9. Any spot designated for a yellow ward can be used as a control ward, and you should be making this decision based on how often and where your allies are warding. When warding you want to be trying to think ahead, and predict where teamfights will be breaking out. Securing vision before a baron or dragon can have a massive impact on the outcome of the skirmish. You want to try and ward as you are roaming/already running through the enemy jungle, try to be as efficient as possible!
|Control Ward's are incredibly important, and you should always be picking up 1 to 2 with your leftover gold each back. Use them as mini objectives to start skirmishes, to secure permanent vision of a key area such as baron or dragon, or to generate extreme lane pressure. You should be using your red wards frequently, and aggressively, don't just let them sit in your inventory! Constantly check your ward count by hovering over it to see if you need to drop another one! Drop them in areas where you know the enemy has warded to secure vision and clear the ward simultaneously.|
+ To get those clutch engages!
|Grants access to even more damage that will help with your all-ins. The problem is that when played properly Samira does enough damage without needing . Essential against comps with tons of sustain like or But seems unnecessary once you can 1shot.|
|A great choice in the bot-lane! Makes your all-ins against enemy ADC's devastating, and has more late game utility then A strong defensive choice and essential against comps with mutliple auto attack based champions such as and|
|You usually take Heal when you are going ADC. Grants bonus MS and extra sustain to your lane partner. A strong choice when in the duo lane with less all-in potential then but strong utility & sustain.|
|Literally required when going jungle. You can build into either blue or red smite based on preference. A required summoner spell for jungling, that must be mastered in order to be utilized properly.|
|Very strong against comps with heavy CC such as or . Broken when necessary and useless otherwise.|
I Stream Daily On Twitch
My YouTube Channel
My Senna Guide
My Nami Guide
My Lulu Guide