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Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Throw a fireball at the current target that deals 185/280/1200 (
) magic damage and 3 (
) mini-fireballs split between the target and 2 nearby enemies that deal 40/60/240 (
) magic damage each.
Every 4 casts, instead, summon Tibbers (
) next to the current target, dealing 270/405/1215 (
) magic damage to enemies within 1 hex.

Every 4 casts, instead, summon Tibbers (

Current

Alt Build 1



Alt Build 2



Passive: When units die, absorb their soul and heal 88/158/3564 (
) Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 240/360/20000 (
) magic damage to adjacent enemies and 120/180/20000 (
) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
Shred: Reduce Magic Resist
Active: Jump to the largest clump of enemies within 2 hexes, dealing 240/360/20000 (
Shred: Reduce Magic Resist
Current



Best-in-Slot



Gain 380/480/1824 (
) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1500 (
) magic damage to enemies hit. The third pop Chills enemies for 3 seconds.
Chill: Reduce Attack Speed by 20%
Chill: Reduce Attack Speed by 20%
Current



Alt Build 1



Dash towards the target and fire a volley of 25 (
) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 4 and deals 54/81/2025 (
) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1350/2025/50625 (
)).
When the volley ends, dash back to safety while dealing 300/450/6750 (
) physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 25%/25%/100% (
) Omnivamp.

When the volley ends, dash back to safety while dealing 300/450/6750 (
For the duration of the Ability, Samira is Unstoppable and has 25%/25%/100% (
Current



Best-in-Slot



Passive: Gain 3 (
) Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 105/155/240 (
) magic damage to the current target and 55/85/125 (
) to the other, marking both of them. If they’re already marked, deal 200% damage.

Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 105/155/240 (
When to Play
AP Item Opener
Emblem
Lots of Gold
Many Items
Perfect Items
Strategy
Tips & Tricks
- Since this comp uses mixed damage types with Annie and Samira, augments such as Piercing Lotus and items like Obsidian Cleaver are even higher in value for this comp.
Strong Conditions
Items







Augments



Item Priority

Blue Buff

Spatula
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.