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Champion Build Guide
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After years of experience and 2 million points later, I have found three new broken sir mechanics that even OTPs don't know about. These are the one auto combo from the thumb, an exploit that allows you to auto attack inside your ultimate and the secret to carrying your bad damage. Okay, maybe not the last one. This guide will go extremely in depth for the channel mechanics. I have also put the timestamps on your screen. Starting with the abilities, passive travel time is almost instant. Dust distance scales with levels. So in late game you don't want to misposition by clicking CC the enemy and going into match and can be used as a not reset as you can see here it can be done on different targets but also on the same target if you time it correctly with the CC on Q mele cast also hits behind Samira and there is a bug with passive where the Q goes on cooldown if you perfectly time it with the passive dash it's not been fixed yet the mele cast hitbox is less than 90° and as you can see it also hits behind her. Now W is two instances of damage. One when you press it and one after oh 75 seconds. So you can get two stacks uh for the passive. You can do this with any ability not attacks. With auto and Q it's easier. You have two targets one on top of you and one further away at max range. So the timing is easier but can also be done with one. The W to stacks the classic in the combo. while holding your DPS tool is EQ because that's the only way to cast your Q in your R. But the moment you press, you lose your passive movement speed the moment you cast it. And it's not really an AI ability because the bullets travel to the enemies inside the circle. As you can see, the last stick happens when the enem is outside the circle, which means the bullet started traveling to him. This can be used when chasing multiple enemies, especially in late game where your full build and you know the last stick is going to execute them with collector. You can keep chasing the next target even earlier combos. There is EQ plus but it's not very useful. I rarely use it almost never. Uh to get uh both uh E and Q damage on both targets need to start the AQ from very close to the first target because the Q it's derailing the it doesn't happen at the same time. You can also delay it by holding your Q until the E is almost done casting. Next, there is QE, but it's very inconsistent. As you can see here, Q happens in the middle and here happens at the end of it. So, I don't really use it except for wave clear. Now, the slow guard combo you can do at any range. This is very useful, very practical. I use it almost every single game. You can use this when you have a lot of space, a lot of time. There are no skill shots. You don't need to hit or position for this combo. EQ auto W auto after level 9 and before two items where your B scales. You can also do this combo where you get S. But uh because Q is off cool down after level 9, it's only 2 seconds. You use this for max DPS. So it goes on cool down. Now the normal pass combo auto WQ auto. The only thing with this is that you almost always want to reposition after casting W so your EQ can hit more enemies or get more distance. It's good to build as a habit because it's useful in most cases. Now the flash combo with flash. You can start by getting one stack either from auto or Q and then you flash W EU auto like normal. This catches people off guard and you can also engage yourself with this. can be done on different targets like starting enemies team front line and then plasma back line. Now the combo where you start with two stacks with the Q or the Q and then W at maxi range. You don't have to hit the first instance of W. This gives you more space and it's easier to engage. Now thumbnail is not trick as you can see. There's a new combo I have found myself. Uh there is I haven't seen anywhere and you can get sank by only using one rotation and one attack. You need targets far away from each other. The combo is uh auto W E Q but delay the Q. It doesn't work if you don't delay the Q. Like I mentioned before, this happens because the Q doesn't happen at the same instance as E. But it's like a trailing effect. So you can actually delay the Q. And if you press Q when your E is about to end or you're at the furthest point of the E, you can get your Q to hit the second target at the different timing. So you can get one extra stack so you won't need another attack. As you can see here, it doesn't work uh when they are two stacked because the trailing Q doesn't have time to separate and give another stack. Now, an exploit I also found I this also isn't any word. I haven't seen anyone post this. Uh you can auto attack inside your ult, which is insane for late game DPS and burst. Uh the combo is E or EQ. You always are spamming it anyway. And then you spam auto attack while you need. As you can see, you can exactly get B. From testing, I have found the timing is way harder if you do it re immediately. It's really hard to get the auto up, but if you would use movement input and then E, it's way easier. You can also auto targets either melee range or even further away. Now, some notes for the combos. You want to treat your attack as an ability, which means because you don't have a lot of attack speed even though you are playing an ADC because there's a lot of damage. It's pretty much a second Q or your Q is a second auto and you want to always put it on cool down. For example, in a team fight, you have where you get E resets. You always want to auto attack before EQ so you can maximize your burst DPS. In team fights, it is almost always a passive stack because you always will be pressing or either Q, your W. So you can always expect a passive stack pressing E. Your flash is very valuable, especially late in the because it helps you to engage by yourself and reposition your and dodge abilities. Obviously in early fights you can prioritize abilities and not casting R immediately because without your items it doesn't do a lot of damage early scales very well but early it's not as much of a DPS. So you almost always want in early fights to put every ability on coold down before ulting which means you can hold your R even after you get all the stacks keep fighting with your abilities and then ult when everything is on cooldown. If you go in with EQ and your enemy flashes it or uses a blink or dash and you don't hit it, almost always want to disengage immediately because don't deal your main burst which is from a Q. And you also don't get two stacks and two of your abilities go on cool down which means you can get your off. You also want when doing a combo always spam your R even before getting all the stacks. So the moment you hit all your abilities you can cast it immediately and not lose any DPS. This is also true for your E reset. When you're in a fight and when you see that someone is close to dying, start spamming E to the next target. So you can get it off as soon as you get the reset. But be careful with E resets because if you don't want to E just for the dash, you want to use your reset for DPS and P, you need to also wait for your Q cooldown before EQ in ult. Because of the trailing effect on me, you can start pressing E when your Q is at about 0.5 seconds cool down and you will get it off. Now, not for lane is very low range, so you can get easily poked and guided out range. You also have no stain in your kit. Most of the time you have engage support, so no stain there either. You want to give W their CC or their burst abilities. Sometimes it's better to eat the C and use your W to survive their damage. For instance, a Kaisa Leona lane, you can eat Leona C and when Kasa tries to follow up with QW, you can use your W for that, you can win the 2v2. Samir, I think, is one of the best 1 v one ADCs, especially after level six, cuz you always have W and one full rotation, you can outdamage any ADC at level six. So if you are 1 v one in lane and you are even or ahead main ADC always try to get a solo kill especially if you have less advantage you can guarantee your engage and you can avoid getting spaced. Use this almost every game. Just let the wave push to me plus slow combo and my higher damage always wins the fight. But don't get baited by this because if they also have w and barrier and you don't have barrier for example and you are even you can lose the 1 v one. But most cases, you can win, especially if you W correctly and block their most important ability. It's also hard to initiate alone in 2v2, 3v3 situations. You can really engage yourself. You will get burst down and CC. That's why you need the jungling support to engage. Now, not for team fights. You must avoid CC. In any case, uh late in the game where enemy champions deal a lot of damage and interrupt any any slow event and mean that the fight is over for you. You can't play late anymore. My tip for you is to go in as late as possible. I can't tell you how many times I have lost team fight because I went in too early. I forgot about one of their C and they hit me and I die and we just lose the whole fight. A good rule of thumb is to play off first reset. When you see that you can get your first reset, then it's very easy to all stack your R. So you can go in late game at three or even two items. If you're ahead and snowballing, your is insane DPS, especially on squishy champions. If your team has to engage, you can use your the flash combo. It is very risky and it requires very good positioning to pull it off and actually kill their backline on your own. You want to use W on either a big CC w like Nami or Braum even or use it uh to get stacks for combo when you go in. Now I made some tier lists. I put them from hardest counter to easest matchup. You can pause and see them by yourself, but I think it's very self-explanatory. An ADC that start checks you or guides you is very hard to play against. But ADCs with no mobility scaling ADCs are easier to play against. Now for support counters, again, same thing. If they can CC you and it's undable or outrange you, it's very hard. So any engage or disengage. The hardest ones are disengage. I would say disengage supports and engage supports are mostly playable if you play it correctly. Poke supports or enchanters. You can stomp early and the game is now for your support. You always want engage support ideally. Just keep in mind when you don't get engage support on your team, you always want to play it slower because you won't have one person to go in immediately. You want to play it even slower. Go in maybe even after the second kill in a team fight. Go in as late as possible or wait for them to come into you if you have a disengage support. So if you don't have engage support on your team, just keep in mind you need to be way more pacy. And obviously scaling supports are the worst with Sam. Ideally wants to snowball or play mid game. Now some quick notes on season 16 you used to ras blood thirstster last season it helped you function by yourself in the mid game but with the new changes in the crit changes you it's mandatory to rit now so the normal build is obviously collector infinity then I like to build also a third crit item either silbo ldr or mortal reminder I think mortal reminder is very underrated decision because it's cheaper than LDR and you don't lose any stats But you don't lose the passive. So if you don't have any tanks, I like to build a more reminder. What's also nice about this season is that you have endless hunger as an option instead of blood thirst when they have CC. The 20% tenacity is really nice for slows, silences, CCs. Now for runes, I like to run this page. I think castback is very broken, especially with the new ADC quest. It synergizes very well. Then some uh summary spell chase for your flash helps uh with the combos and team in fights. And I also change the light HP to scaling HP cuz it's I think this season it's harder to actually snowball. You don't really want to force that early in the game before you get your one item spike. And now I just leave you with some interactions. Mostly W abilities you can block but also some interactions. And at the end there is three ally interactions.





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