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Samira
the Desert Rose

Samira

Passive · Daredevil Impulse

Samira gains Style stacks from varied combos; higher Style boosts her damage and movement speed.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage8
  • Durability5
  • Magic3
  • Difficulty6
  • Mobility8
  • CC3
Counters by laneEach lane has counters + tips
Top

How to play as Samira

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Samira

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Samira

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Samira

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Samira

Mid: shove wave fast and roam to side lanes.

How to beat Samira

Mid: watch for roams and save Flash for the next gank.

ADC
Primary

How to play as Samira

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Samira

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Samira

Support: keep vision + peel for ADC, build Locket of the Iron Solari + Knight's Vow.

How to beat Samira

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

Daredevil Impulse

Passive

Innate: Samira's basic attack against an immobilized target will have an uncancellable windup and instead shoot a flurry of 6 strikes in 0.5 seconds. If the target is a monster or is airborne, the attack also airborne for 0.5 seconds. Samira will dash into her attack range of the target if they are nearby, though not through terrain.

The flurry will basic attack reset Samira's basic attack timer, is affected by critical strike modifiers, applies on-hit effects only once, and cannot occur on the same target more than once every few seconds.

Innate: Samira's basic attacks against targets in 200 range use her blade, becoming projectile. Blade attacks post-hit, Blade Whirl, Wild Rush, and the slash and explosives of Flair deal 6 to 20 for 15% (+ 3.5 to 10.5 for 15% AD) bonus magic damage, increased by 0 to 100 by 10%.

Numbers (latest)
Bonus movement speed of each stack
3.5%

Flair

Q

Active: Samira fires a shot in the target direction that deals physical damage to the first enemy hit.

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

If Flair is cast during Wild Rush, Samira will instead deploy explosives in her wake that detonate upon the end of the dash, dealing the same damage to enemies hit.

Numbers (latest)
Bonus Attack Damage
80/95/110/125%
Base damage
15/20/25/30
Attack Damage
90/105/120/135%
Damage
15/20/25/30 + 90/105/120/135% Attack Damage
Cooldown6.5 to 2 4Range950 / 400

Blade Whirl

W

Active: Samira fluorishes her blade once, then again after 0.75 seconds, each dealing physical damage to nearby enemies. During this time she will destroy hostile non-turret projectile within the area.

Samira cannot attack nor cast Flair during Blade Whirl. Casting Inferno Trigger will end Blade Whirl early.

Numbers (latest)
Cooldown
26/23.5/21/18.5s
Cooldown22 to 16 4

Wild Rush

E

Active: Samira dash in the direction of the target enemy or enemy turret, dealing magic damage to enemies she passes through. She also gains bonus attack speed for 3 seconds.

Wild Rush can be recast mid-dash to cast Flair.

Scoring a champion takedown within 3 seconds of damaging them will reset Wild Rush's cooldown.

Numbers (latest)
Attack speed gained
35%/40%/45%/50%
Cooldown20 to 11 4Range650 / 800 / -150

Inferno Trigger

Ultimate

Active: Samira unleashes a torrent of shots for 2.23 seconds, reducing her movement speed by 30% and rapidly shooting at nearby enemies over 2 seconds at sporadic times in 0.2-second intervals each, dealing physical damage with each shot, reduced to 25% against minions. Each shot can critically strike.

A nearby sight enemy is required to cast this ability, and targets do not have to be visible to be shot at. Daredevil Impulse stacks are consumed at the end of the effect.

Numbers (latest)
Mana consumption
60/30/0
Attack Damage
55%
Movement Speed reduction
30%
Damage of per shot
5/20/35 + 60% Attack Damage
Damage
5/15/25 + 50% Attack Damage
Balance history7 patches
6.1d3 changes
  • Daredevil Impulse · Movement speed increased per level-up: 3.5%4%
  • Flair · Damage bonus: 90/105/120/135% Attack Damage100/115/130/145% Attack Damage
  • Wild Rush · Attack speed gained: 25%/30%/35%/40%35%/40%/45%/50%
5.2a2 changes
  • Blade Whirl · Cooldown: 26/23.5/21/18.5s22/20/18/16s
  • Inferno Trigger · Damage of each shot: 5/15/25 + 50% Attack Damage5/20/35 + 50% Attack Damage
5.1a3 changes
  • Base Stats · Base Attack Damage: 6462
  • FLAIR · Damage: 20/25/30/35 + 95/110/125/140% Attack Damage15/20/25/30 + 90/105/120/135% Attack Damage
  • INFERNO TRIGGER · Damage: 5/20/35 + 60% Attack Damage5/15/25 + 50% Attack Damage
5.0b2 changes
  • INFERNO TRIGGER · Movement Speed reduction: 40%30%
  • INFERNO TRIGGER · Damage of per shot: 5/15/25 + 55% Attack Damage5/20/35 + 60% Attack Damage
4.4d3 changes
  • Base Stats · Armor per Level: 3.94.5
  • Base Stats · Magic Resistance per Level: 0.81
  • FLAIR · Damage: 15/20/25/30 + 90/105/120/135% Attack Damage20/25/30/35 + 95/110/125/140% Attack Damage
4.3c5 changes
  • DAREDEVIL IMPULSE · Bonus movement speed of each stack: 2.5%3.5%
  • FLAIR · Base damage: 10/15/20/2515/20/25/30
  • FLAIR · Attack Damage: 80/95/110/125%90/105/120/135%
  • INFERNO TRIGGER · Mana consumption: 100/50/060/30/0
  • INFERNO TRIGGER · Attack Damage: 50%55%
4.3a2 changes
  • FLAIR · Bonus Attack Damage: 75/90/105/120%80/95/110/125%
  • BLADE WHIRL · Cooldown: 30/27/24/21s26/23.5/21/18.5s