Main
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Traits
Current



Best-in-Slot



Alt Build 1



Throw a paint bomb at the largest group of enemies within 5 (
) hexes, dealing 250/375/1500 (
) magic damage to enemies within 1 hex and 100/150/600 (
) magic damage to the nearest 4 enemies.
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



Passive: Attacks deal 100/150/999 (
) bonus magic damage, and 50% in a one hex radius. At 50/50/90% Health, trigger ‘Phase 2’, then enrage for the rest of the fight, gaining 125% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 33%.
Phase 2: Gain 900/1620/11664 (
) Shield for 4 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing 300/450/13370 (
) magic damage to the target and 150/225/1337 (
) magic damage to all other enemies hit.
Phase 2: Gain 900/1620/11664 (
Current



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% (
Current


Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing 250/375/1500 (
) magic damage to enemies within 1 hex of the center and 130/200/900 (
) magic damage to enemies further away. If only one unit is hit, deal 100% more.
When to Play
Cypher Opener
AP Item Opener
Strategy
Tips & Tricks
- After the buffs in 14.3, it’s almost always correct to play 7 Street Demon instead of 5 Street Demon with higher quality units.
Openers
Bruiser Techie





Bastion Techie





Cypher





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.
Adaptive Helm is a suitable replacement for Shojin
Is it ever worth rolling at 7 as its highly contested at the moment?
absolutely not
Works really well with cypher lose streak opener to reach 8 faster + get some good stuff from cypher cashout. That way even if you are contested, you’re stronger than your opponents.
why street demon on ziggs and not kobuko?
because u hit ziggs way earlier and after that just on who you have items for
i know it sounds insane but innervating locket on samira is actually pretty good xd
The most contested comp this patch. I only commit to this line if I have the augments and only one person contesting it. If there are 2 or more people contesting, better look for another comp to play.
Leblanc 2 with shojin and GW seems to stabilize this a lot early
^^ Golemify is an auto click here boys, don’t sleep on it if you get it.