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Patch 26.18bot

Samira Bot Build & Guide — Patch 26.18

Samira

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Marksman / Assassin
Patch
26.18

Core Abilities

Daredevil Impulse
Hitting a different ability or auto each time stacks her Style grade from E to S. Melee-range autos add bonus magic damage, and an auto on a CC'd enemy dashes her into range.
Flair
Flair
Ranged shot, but during Wild Rush it becomes a sword swing that hits everyone she dashed through. Mainly used as the combo's bonus damage tick.
Blade Whirl
Blade Whirl
Short spin that damages around her and destroys enemy projectiles for the duration. Her only defensive tool and the answer to skillshot poke.
Wild Rush
Wild Rush
Dash through an enemy that gains Attack Speed afterwards. Cooldown resets on champion takedown — chain it across kills to keep diving.
Inferno Trigger
Inferno Trigger
Locked behind S-grade Style. Channels a stream of shots on every enemy around her. Requires staying within 600 units of a target the whole channel.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

QEAAQR

Core Items

Immortal Shieldbow
Berserker's Greaves
Infinity Edge
Bloodthirster
Lord Dominik's Regards

Situational Items

Mortal Reminder
Mortal Reminder
vs heavy healing comps (Soraka support, Yuumi, Aatrox top) — applies Grievous Wounds and cuts enemy healing by 40% for 3 seconds
Maw of Malmortius
Maw of Malmortius
vs heavy AP burst (Syndra + Veigar double-mage comp) — shield triggers under 30% HP and adds Magic Resist
Guardian Angel
Guardian Angel
vs assassin dive (Zed, Talon, Rengar) — revive lets you finish your R channel after taking the burst
Edge of Night
Edge of Night
vs single-target lockdown CC (Morgana Q, Lux Q, Ashe R) — spell shield blocks the first hard CC that would cancel your R channel

Runes

Primary · Precision
Lethal Tempo
KeystoneLethal Tempo
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Coup de Grace
Coup de Grace
Secondary · Domination
Taste of Blood
Taste of Blood
Treasure Hunter
Treasure Hunter
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision primary: Lethal Tempo gives the stacked attack speed Samira needs to keep landing autos through her R channel — where most of her damage lands. Triumph heals on takedown, Alacrity adds more attack speed, Coup de Grace bonus on sub-40% HP.

Why secondary

Domination secondary: Taste of Blood drips a small heal back on her short trades in lane, and Treasure Hunter rewards her snowball identity with extra gold per unique takedown.

When to switch secondary

If the enemy team has reliable AOE CC (Leona R, Amumu R, Maokai R), swap Domination to Resolve with Second Wind (regen after taking damage) and Overgrowth (bonus max health as minions die near you). You absorb the engage long enough to find your W.

Win Condition

Stack Style to S-grade in lane, then unleash Inferno Trigger inside a CC chain from your support. Snowball every all-in within the first 8 minutes — every kill resets Wild Rush, letting you chain dives across the map.

Weakness

Channeling R can be interrupted by any hard CC, and Blade Whirl is your only defensive cooldown. Long-range poke and disengage erase you before you can stack S-grade or land a dash.

Overview

Samira is a melee-range marksman who builds her kit around stacking her Daredevil Impulse (P) Style grade by mixing different abilities and autos in a fluid combo. Every distinct hit takes her up one letter — E to D to C to B to A to S — and only at S-grade does Inferno Trigger (R) unlock. Her R is a channeled storm of shots that strikes every enemy within 600 units of her, but it needs her to stay in melee range for the full duration. She has the bonus auto damage of a marksman in close range and the dash-reset pattern of an assassin: Wild Rush (E) resets its cooldown on every champion takedown, so a fed Samira can chain dashes across a whole teamfight.

The game plan is brutal and direct: stack Style off your support's CC in lane, force the level-6 all-in (a full-commitment fight where you go for the kill with no fallback), then snowball (an early advantage that compounds: kill leads to more gold leads to more items leads to more kills) every skirmish before the enemy ADC scales. Skill expression sits in two places — using Blade Whirl (W) at the right second to eat a key projectile, and timing Wild Rush (E) so it pops Style stacks instead of being burned as a panic escape.

Recommended Build

Starting items: Doran's Blade Doran's Blade + 1 Health Potion. Doran's Blade is the standard marksman starter: small Attack Damage (AD) boost, a bit of HP, and lifesteal (you heal for a percentage of the damage you deal with auto-attacks). Samira needs the lifesteal especially: she trades inside melee range where every hit she takes is full damage, and Doran's heals back the chip from a short trade (a brief exchange of hits, not a commit to all-in).

Core items (in order):

  1. Immortal Shieldbow Immortal Shieldbow — first item. Samira lives inside melee range during her R channel, so any first-item that ignores defense (like a pure crit choice) gets her one-shot before she finishes the cast. Shieldbow gives attack damage, crit chance, and a Lifeline passive that shields you when damage would drop you below 30% HP. That shield is what keeps your R alive long enough to deliver damage.
  2. Berserker's Greaves Berserker's Greaves — attack speed boots (more autos per second). Samira's R is "attack-speed-driven": faster autos mean more bullets per second of the channel, and the stacked attack speed from Lethal Tempo plus boots brings the channel close to a non-stop chain of crits.
  3. Infinity Edge Infinity Edge — crit damage multiplier. Infinity Edge adds 30% critical strike damage on top of the base 200%, taking every crit to 230%. Inside a Wild Rush dash, a crit auto-attack and a crit Flair tick at this point can chunk a squishy target's full HP bar (champions with low defenses like ADCs and mages).
  4. Bloodthirster Bloodthirster — lifesteal plus a shield from full HP. Samira's R puts her on top of the enemy carry for its full 2 seconds — without sustain she dies before the ten shots finish.
  5. Lord Dominik's Regards Lord Dominik's Regards — last-slot armor penetration: a flat 35% that does not scale, plus Giant Slayer, up to 15% bonus damage based on the target's bonus Health. Once the enemy team has 2 tanks or beefy carries, you need armor pen to do damage at all.

Situational swaps:

  • Mortal Reminder Mortal Reminder — same slot as Lord Dominik's, take this version when the enemy team has heavy healing (Soraka, Yuumi, Aatrox, Vladimir): applies Grievous Wounds, which cuts enemy healing and health regeneration by 40% for 3 seconds. Samira's burst is wasted on heal-stack comps without this.
  • Maw of Malmortius Maw of Malmortius — late slot vs heavy AP burst comps (Syndra + Veigar). The shield triggers when magic damage would take you below 30% HP and absorbs it. Useful when your R channel is the only window where you take 1000+ AP damage in one second.
  • Guardian Angel Guardian Angel — final-slot vs assassin dive (Zed, Talon, Rengar). The revive gives you 4 seconds to finish a half-channeled R or just to walk back to your team, and the 45 armor softens the physical damage of the dive.
  • Edge of Night Edge of Night — replace Bloodthirster vs single-target lockdown CC (Morgana Q binding, Lux Q root, Ashe R stun). The spell shield blocks the next enemy ability — which is exactly the CC that would cancel your R channel mid-cast.

Skill order: Max Q first (raw damage on Flair, the tick you chain into every combo), E second (lower cooldown on Wild Rush, more dash resets), W last (utility — the duration and projectile-block don't scale much per rank, one point at level 3 is enough). Take R at levels 6, 11, 16.

Runes: Primary tree Precision (built around stacked auto-attacks): Lethal Tempo as keystone (massive bonus attack speed after stacking it on champion hits — the engine of her R), then Triumph (heal and bonus gold on takedowns), Legend: Alacrity (more attack speed per stacked takedown), Coup de Grace (extra damage to low-HP targets). Secondary tree Domination with Taste of Blood (small heal-back on short trades — helps her stay in lane between recalls) and Treasure Hunter (extra gold per unique takedown — fits the snowball identity).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Samira beats

  • Hyper-scaling marksman with weak early

    Bio-Arcane Barrage (W) needs attack speed items to ramp and Kog'Maw has no dash to answer a gap-close. Wild Rush (E) closes the gap before his range matters, and Blade Whirl (W) eats Caustic Spittle (Q) and Void Ooze (E) on the way in.

    Kog Maw
  • Immobile marksman without a dash

    Switcheroo! (Q) toggles between fishbones and minigun but Jinx has no dash and Flame Chompers! (E) is a slow-arming AOE root. Wild Rush (E) closes onto her through the wave and its cooldown resets on takedown, so every CC chain fuels a chained dash.

    Jinx
  • Enchanter support without burst defence

    Astral Infusion (W) costs her own HP per heal and Equinox (E) is a delayed silence-root zone. Samira's Flair (Q) into Wild Rush (E) burst out-paces the heal throughput, and Inferno Trigger (R) drops Soraka before Wish (R) global heal can save the ADC.

    Soraka
  • Untargetable enchanter support

    You and Me! (W) attaches her to the ADC but the moment Wild Rush (E) lands inside Samira's threat range Yuumi has to detach. With Yuumi off the carry, Daredevil Impulse builds Style and Inferno Trigger (R) drops both before Final Chapter (R) roots.

    Yuumi

Champions that beat Samira

  • Lockdown engage support that cancels R

    Solar Flare (R) is a delayed AOE stun that interrupts the Inferno Trigger (R) channel, and Zenith Blade (E) plus Shield of Daybreak (Q) chain a point-and-click stun lockdown. Blade Whirl (W) destroys projectiles but does nothing against Leona's targeted CC.

    Leona
  • Pick support with binding and shield

    Dark Binding (Q) is a 1250-range root that interrupts Wild Rush (E) mid-dash and Black Shield (E) on the enemy ADC absorbs the CC Samira's support sets up. Soul Shackles (R) chains a second stun if she walks up to channel Inferno Trigger (R).

    Morgana
  • Ranged ADC with global lockdown

    Enchanted Crystal Arrow (R) is a global stun that ends the Inferno Trigger (R) channel from across the map, and Volley (W) plus Frost Shot slow chain Samira out of Wild Rush (E) range. Ranger's Focus (Q) burst chunks her before Blade Whirl is up.

    Ashe

Key matchups

  • Caitlyn: Hardest lane on the board. Her 650 attack range out-pokes (chips your HP from outside your own range) Samira's 500 every trade, and her Yordle Snap Traps zone the spots where Samira wants to land Wild Rush. Don't step up unless Caitlyn is animation-locked on a last-hit, and never dash onto a trap to chase Style stacks.
  • Aphelios: Free lane pre-6. Aphelios has no escape and his short-range weapons (Severum and Crescendum) hand you the range advantage. Push level 2 hard (force the wave to crash on his side first), engage with E onto him while his weapon stock is on a main-hand with no dash, and burn his Flash before minute 5.
  • Jhin: He out-pokes pre-6 (his ranged damage chips your HP from far away in early levels) but loses to all-in on his 4th-shot reload. Track his shot counter; engage at "0/4" or right after he wastes a shot on a minion. His Curtain Call R snipes you from across the map — keep an eye on whether he's level 6 and don't recall on a straight line if he is.
  • Draven: Mirror-aggressive lane. Draven has 550 attack range and stacked Spinning Axes hit harder than your auto-attacks pre-6, but he has no dash and no projectile destruction. Save W for his loaded Q auto, then E onto him after he's burned a catch. Once you have R, you out-DPS him at melee range — the channel does more damage than two Q-stacked autos.
  • Kai'Sa: Even matchup with sharp timings. Pre-Evolved E, she can't dash on top of you and her Plasma stacks take time to build; this is your window to E-Q burst her. Once she completes her first item and her R Killer Instinct comes online, the matchup flips — she dashes onto you from outside your R range and ends the channel before it pays off.

Power spikes & win conditions

  • Level 2: With one point in E for Wild Rush and one in Q for Flair, Samira has a real all-in for the first time. The E-AA-Q-AA combo stacks Style from E to A in one rotation, and if your support has any CC at all (Leona Q, Nautilus Q, Pyke Q) you hit S-grade for the level-3 trade.
  • Level 6: First Inferno Trigger unlocks. The channel does massive AOE damage (Area Of Effect — damage on a zone, not a single target) across ten shots in 2 seconds, but it needs S-grade Style to cast. The level-6 all-in is one of the strongest in the game when your support has reliable CC — the R deletes both bot lane targets in one channel.
  • Immortal Shieldbow Immortal Shieldbow completion (~ minute 11-13): First-item spike (a clear power jump tied to a level or item milestone). The Lifeline passive triggers when damage would drop you under 30% HP and shields the next burst — that shield is the window that lets your R finish casting instead of dying mid-channel. Force a fight at this timing.
  • 3-item spike (Shieldbow + Berserker's + Infinity Edge around minute 22-25): Samira's burst (the damage you put out in a 1-2 second window) inside an R channel becomes the highest of any marksman in the game. Play around objectives (Dragon, Baron, Rift Herald — neutral targets that grant team buffs or map pressure) at this point and look for picks (eliminating an isolated enemy outside the teamfight) — every kill resets your Wild Rush cooldown, chaining you into the next dive.

Common mistakes

  • Casting R out of S-grade by panic. Inferno Trigger only fires at S-grade. Drill the combo: E into a champ → Q on the dash → AA on landing → another AA. That's S and your R is up.
  • Using Wild Rush as an escape. E goes through an enemy, not back to your team. If you E to escape, you dash into the enemy front line (tank/bruiser at the front) and die. Your escape is W plus Flash.
  • Ignoring Blade Whirl projectile destruction. W destroys every enemy projectile in its area for the duration, not just one. Use it to block the full Lux Q + E + R, an Ezreal Q + ult, or a Caitlyn 90 Caliber Net + AA volley.
  • Channeling R inside CC range. Any hard CC (a CC that locks your character out of moving and casting — stuns, roots, knockups, suppression) cancels the channel. Wait for your support to peel (protect you from the engage) first or for the CC to be on cooldown.
  • Forgetting that E resets on takedown. Wild Rush refunds its cooldown on a kill or assist. In a teamfight chain it onto the next target right away — new Samira players treat E as a 12-second cooldown and miss half their dives.

Advanced tip

Practice the W-into-R sequence in side lane skirmishes: cast Blade Whirl at the exact moment the enemy initiator throws their key projectile (Morgana Q, Ezreal Q, Lux E), then immediately start the Inferno Trigger channel. Because W destroys projectiles for its full duration, the engagement window opens with you already locked into the cast. This single combo is what lets a Samira channel a full R against a teamfight that should have CC'd her — by the time W ends, your team's frontliners have walked up to soak the rest of the CC for you.

Past patches

No previous versions available.

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