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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 (
Current



Passive: Attacks deal 90/135/314 (
) bonus magic damage. At 35/35/90% Health, gain 700/1260/12960 (
) Shield decaying over 8 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana.
Active: Briefly gain 60/60/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
) magic damage to the target and 15%/25%/200% (
) of the target’s max Health as magic damage to all enemies hit.
Active: Briefly gain 60/60/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing 200/300/13370 (
When to Play
AP Item Opener
Cypher 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.
- 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.
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.