Main
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Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Throw a fireball at the current target that deals 230/345/1200 (
) magic damage and 3 (
) mini-fireballs split between the target and 2 nearby enemies that deal 45/68/300 (
) 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



Best-in-Slot



Alt Build 1



Passive: Gain 3 (
) Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 100/150/235 (
) magic damage to the current target and 60/90/140 (
) to the other, marking both of them. If they’re already marked, deal 190% damage.

Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 100/150/235 (
Current



Best-in-Slot



Gain 380/480/1824 (
) Shield for 4 seconds and create an expanding zone that pops three times, each dealing 80/120/1800 (
) 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 22 (
) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals 63/94/2363 (
) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1386/2079/51975 (
)).
When the volley ends, dash back to safety while dealing 350/525/7875 (
) physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 12%/12%/100% (
) Omnivamp.

When the volley ends, dash back to safety while dealing 350/525/7875 (
For the duration of the Ability, Samira is Unstoppable and has 12%/12%/100% (
When to Play
Artifacts
Emblem
AP Item Opener
Many 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.
- Ideally can play Cypher in early game to farm resources. This kills two birds with one-stone: Lose streaking increases the probability of hitting good Annie items and provides you additional gold, which this comp wants a lot of.
- 5 A.M.P is back to being broken and the default version for playing Annie in 14.3
- Zac + Ziggs is flexible in the 5 AMP version. Can play Sylas + Leona, can play Garen, can play Viego, etc.
Openers
Cypher





Bruiser Techie





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.
When you hit 8 and stabilize, do you stay on 8 to hit Yuumi 3*?
Is there a case where you would stay 7 to get better Yuumi 3* odds?
I am at level 8, with Strategist mod from Garen on Annie. Would it be better to add in 4th Strategist at 9, for more durability on frontline, or a random GOx for more Amp on Ampnnie? I’ve checked, Even first tree of GOx does give more AMP despite Strat mod
I’d just play the Strategist or Zac. Viego isn’t the best right now and Strategist is a team-wide buff.
if it’s viable maybe add a drop down for Naafiri/Yuumi reroll?
Loosely covered here already: https://tftflow.com/composition/set14/naafiri-reroll