
Samira
Samira gains Style stacks from varied combos; higher Style boosts her damage and movement speed.
Base stats
Level 1 → level 15 (Wild Rift cap) · Range: 525- Health6302422 @15+128 per level
- Mana3451031 @15+49 per level
- Attack damage62118 @15+4 per level
- Attack speed0.811.18 @15+3.20% per level
- Armor35105 @15+5 per level
- Magic resistance3049.6 @15+1.4 per level
- Movement speed340no growth
- Health regen7.517.0 @15+0.7 per level
- Damage8
- Durability5
- Magic3
- Difficulty6
- Mobility8
- CC3
Counters by lane
Each lane has counters + tipsADCPrimary · beats 5 · loses to 6
TopOff-lane · beats 6 · loses to 6
MidOff-lane · beats 6 · loses to 6
Recommended build
Boots → three core items in order, then situational picks. WildPick's own data, revised every patch.ADCCrit marksman
Items that answer Samira
Grouped by why they work — hover or tap an item for its statsCut the healing
Samira heals or shields — Grievous Wounds removes most of that sustain.
Survive the burst
Samira kills in one rotation — a shield, stasis or revive turns that rotation into a trade.
Armor against physical damage
Samira deals mostly physical damage — armor scales your effective health against every hit.
Punish basic attacks
Samira wins with sustained basic attacks — reflect damage and attack-speed slows shut that down.
Lock down the mobility
Samira escapes with dashes — slows and grounding effects keep them in range.
Abilities
Official descriptions + the latest numbers from patch notesDaredevil Impulse
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%.
- Bonus movement speed of each stack
- 3.5%
Flair
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.
- 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
Blade Whirl
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.
- Cooldown
- 26/23.5/21/18.5s
Wild Rush
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.
- Attack speed gained
- 35%/40%/45%/50%
Inferno Trigger
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.
- 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 history
7 patches- 6.1d3 changesDaredevil Impulse
- Movement speed increased per level-up3.5%4%
Flair- Damage bonus90/105/120/135% Attack Damage100/115/130/145% Attack Damage
Wild Rush- Attack speed gained25%/30%/35%/40%35%/40%/45%/50%
- 5.2a2 changesBlade Whirl
- Cooldown26/23.5/21/18.5s22/20/18/16s
Inferno Trigger- Damage of each shot5/15/25 + 50% Attack Damage5/20/35 + 50% Attack Damage
- 5.1a3 changesBase Stats
- Base Attack Damage6462
FLAIR- Damage20/25/30/35 + 95/110/125/140% Attack Damage15/20/25/30 + 90/105/120/135% Attack Damage
INFERNO TRIGGER- Damage5/20/35 + 60% Attack Damage5/15/25 + 50% Attack Damage
- 5.0b2 changesINFERNO TRIGGER
- Movement Speed reduction40%30%
- Damage of per shot5/15/25 + 55% Attack Damage5/20/35 + 60% Attack Damage
- 4.4d3 changesBase Stats
- Armor per Level3.94.5
- Magic Resistance per Level0.81
FLAIR- Damage15/20/25/30 + 90/105/120/135% Attack Damage20/25/30/35 + 95/110/125/140% Attack Damage
- 4.3c5 changesDAREDEVIL IMPULSE
- Bonus movement speed of each stack2.5%3.5%
FLAIR- Base damage10/15/20/2515/20/25/30
- Attack Damage80/95/110/125%90/105/120/135%
INFERNO TRIGGER- Mana consumption100/50/060/30/0
- Attack Damage50%55%
- 4.3a2 changesFLAIR
- Bonus Attack Damage75/90/105/120%80/95/110/125%
BLADE WHIRL- Cooldown30/27/24/21s26/23.5/21/18.5s






























































