Main
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Traits
Current



Throw a paint bomb at the largest group of enemies within 5 (
) hexes, dealing 260/390/1500 (
) magic damage to enemies within 1 hex and 80/120/600 (
) magic damage to the nearest 4 enemies.
Current



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



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


Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 240/360/1500 (
) magic damage to enemies within 1 hex of the center and 100/150/750 (
) magic damage to enemies further away. If only one unit is hit, deal 100% more.
When to Play
AP Item Opener
Quality Over Quantity
Strategy
Tips & Tricks
- Emblem is quite good as it makes it easier to play Garen which can provide powerful trait mods for your team. Biggest benefit of taking emblem, however, is the potential of hitting +2 and being able to play 10 Street Demon.
Openers
Bruiser Techie





Strong Conditions
Items


Augments






Item Priority

Spear of Shojin

Guardbreaker
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.