Samira Reroll
Primary
Tier
C
Required

Econ

Econ

Combat
Formula
Example
Main ▾
Main
5 Space Groove
7 Space Groove
Two Tanky
Lvl8
1
Lvl8
1
Lvl8
1
Traits
Traits
1
Eradicator
1
1
Redeemer
1
3
Sniper
2 > 3 > 4
3
Space Groove
1 > 3 > 5 > 7 > 10
3
Stargazer
3 > 5 > 7 > 8 > 9 > 10
2
Bastion
2 > 4 > 6
2
Vanguard
2 > 4 > 6
1
Dark Star
2 > 4 > 6 > 9
1
1
3
3
3
2
2
1
Comp Variations
Flex
Nasus
Jhin
Lvl8
5 Space Groove
Lvl8
7 Space Groove
Lvl8
Two Tanky
Tips & Tricks
- Samira does not want Infinity Edge. Build her with other Sword items, but try to avoid Infinity Edge. Can build LW on Samira, but eventually want to move it to Xayah or Jhin late-game.
- Samira's passive hits units that get knocked up to get her into The Groove which synergizes with Nunu and Rhaast.
- The best reroll board has not been solved yet. While in theory the Rhaast + Stargazers board makes the most sense, the Space Groove variations are worth considering too.
Strong Conditions
+4 Tier Conditions C → S+
+3 Tier Conditions C → S
+2 Tier Conditions C → A
+1 Tier Conditions C → B
Economy Strategy
3-Cost Reroll
- Level to 4 if strong.
- Level to 5, unless on 3 loss streak.
- Level to 6, unless it places you below 30g.
- Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
- Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
- Build up to 50g, slow roll to 50g until 5-1.
- If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
- Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
- If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.
P
SamiraS
XayahS
Nunu & WillumpSpace Groove
Sniper
Samira
3
N/A HP
Default
▼
Flex +2
Flex +2
Best-in-Slot
▼
Flex +1
Flex +3
Stargazer
Sniper
Xayah
4
N/A HP
Default
▼
Flex +5
Best-in-Slot
Alt Build 1
Alt Build 2
Stargazer
Vanguard
Nunu & Willump
4
N/A HP
Default
▼
Flex +1
Flex +4
Flex +2
Best-in-Slot
Patch Changes
NERF
Base AD40/60/90/12035/53/79/105
NERF
Armor4540
NERF
Magic Resist4540
default Ability
Previous
Patch 17.3
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 226/339/509/867 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 196/294/441/753 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
hero Ability
Previous
Patch 17.3
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 286/488/860/1303 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 180/270/405/385 (
) physical damage.
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 258/437/769/1172 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 200/300/480/820 (
) physical damage.
default Ability
Previous
Patch 17.3
Passive: Attacks deal 30/45/100/170 (
) bonus magic damage and an additional 70/105/190/325 (
) stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
Active: Gain 150% Attack Speed for 3 attacks.
Active: Gain 150% Attack Speed for 3 attacks.
Passive: Attacks deal 30/45/100/170 (
) bonus magic damage and an additional 65/95/170/300 (
) stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
Active: Gain 150% Attack Speed for 3 attacks.
Active: Gain 150% Attack Speed for 3 attacks.
default Ability
Previous
Patch 17.3
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
default Ability
Previous
Patch 17.3
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/25/35/45 (
) and gaining 400/470/550/630 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/20/25/30 (
) and gaining 400/450/500/600 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
hero Ability
Previous
Patch 17.3
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 155/230/375/640 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 155/230/375/640 (
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 170/250/450/765 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 170/250/450/765 (
default Ability
Previous
Patch 17.3
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 100/150/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 100/150/500 (
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 125/200/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 125/200/500 (
default Ability
Previous
Patch 17.3
Passive: Whenever an enemy is knocked up, shoot them, dealing 65/95/155 (
) physical damage and entering The Groove for 3 seconds.
Active: Unleash a volley of bullets at the target, dealing 360/540/860 (
) physical damage and knocking up for 1.25 seconds.
Active: Unleash a volley of bullets at the target, dealing 360/540/860 (
Passive: Whenever an enemy is knocked up, shoot them, dealing 65/95/155 (
) physical damage and entering The Groove for 3 seconds.
Active: Unleash a volley of bullets at the target, dealing 375/560/900 (
) physical damage and knocking up for 1.25 seconds.
Active: Unleash a volley of bullets at the target, dealing 375/560/900 (
default Ability
Previous
Patch 17.3
Toss a disco bubble at the target that deals 410/615/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
Toss a disco bubble at the target that deals 440/660/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
BUFF
Max Mana155145
default Ability
Previous
Patch 17.3
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each. Xayah's current target takes 10/15/200 (
) additional physical damage per feather.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
Previous
Patch 17.3
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
NERF
Base AD40/60/90/12035/53/79/105
NERF
Armor4540
NERF
Magic Resist4540
default Ability
Patch 17.3
PBE
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 226/339/509/867 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
Gain 420/480/620/760 (
) Shield for 4 seconds. Bash the current target, dealing 196/294/441/753 (
) magic damage and stunning them for 1.75/1.75/2/2.25 seconds.
hero Ability
Patch 17.3
PBE
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 286/488/860/1303 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 180/270/405/385 (
) physical damage.
Gain 200/240/280/320 (
) Shield for 2 seconds, then dash up to 3 hexes to strike the most enemies in a line, prioritizing Tanks. The first enemy hit takes 258/437/769/1172 (
) physical damage and is stunned for 1/1.25/1.5/1.75 seconds. Additional targets take 200/300/480/820 (
) physical damage.
default Ability
Patch 17.3
PBE
Passive: Attacks deal 30/45/100/170 (
) bonus magic damage and an additional 70/105/190/325 (
) stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
Active: Gain 150% Attack Speed for 3 attacks.
Active: Gain 150% Attack Speed for 3 attacks.
Passive: Attacks deal 30/45/100/170 (
) bonus magic damage and an additional 65/95/170/300 (
) stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
Active: Gain 150% Attack Speed for 3 attacks.
Active: Gain 150% Attack Speed for 3 attacks.
default Ability
Patch 17.3
PBE
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
default Ability
Patch 17.3
PBE
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/25/35/45 (
) and gaining 400/470/550/630 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/20/25/30 (
) and gaining 400/450/500/600 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
hero Ability
Patch 17.3
PBE
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 155/230/375/640 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 155/230/375/640 (
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 170/250/450/765 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 170/250/450/765 (
default Ability
Patch 17.3
PBE
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 100/150/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 100/150/500 (
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 125/200/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 125/200/500 (
default Ability
Patch 17.3
PBE
Passive: Whenever an enemy is knocked up, shoot them, dealing 65/95/155 (
) physical damage and entering The Groove for 3 seconds.
Active: Unleash a volley of bullets at the target, dealing 360/540/860 (
) physical damage and knocking up for 1.25 seconds.
Active: Unleash a volley of bullets at the target, dealing 360/540/860 (
Passive: Whenever an enemy is knocked up, shoot them, dealing 65/95/155 (
) physical damage and entering The Groove for 3 seconds.
Active: Unleash a volley of bullets at the target, dealing 375/560/900 (
) physical damage and knocking up for 1.25 seconds.
Active: Unleash a volley of bullets at the target, dealing 375/560/900 (
default Ability
Patch 17.3
PBE
Toss a disco bubble at the target that deals 410/615/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
Toss a disco bubble at the target that deals 440/660/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
BUFF
Max Mana155145
default Ability
Patch 17.3
PBE
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each. Xayah's current target takes 10/15/200 (
) additional physical damage per feather.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
Patch 17.3
PBE
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
17.3▾
17.3
17.2b
17.2
17.1b
17.1
16.8
Flex +6
Flex +5
B → C
Flex +5
Flex +6
Board added (Variation: Two Tanky)
Added
Tip changed from The best reroll board has not been solved yet. While in theory the Rhaast + Stargazers board makes the most sense, current balance suggests that the 5 Space Groove board could potentially be better. With Blitzcrank, you can consider 7 Space Groove → The best reroll board has not been solved yet. While in theory the Rhaast + Stargazers board makes the most sense, the Space Groove variations are worth considering too.
Formula
Example
Formula
Flex +1
Flex
Flex
Example
like others have said, you will be fighting for 4-5 place. this placement depends on your early game and lobby tempo, i got a clutch 3rd because two players were contesting stargazer reroll
you will hit 4-5 even with a samira early. unfortunately feather damage
Okay comp to hit top 4-5 but nothing more even when fully capped out. Can be good when played with a very strong and early lead. With Two tanky at least
I got an easy 1st with an early deadlier blades into sword overflow. Also i used early brawler 4 with timebreaker to get early rolls and levels. held units i needed and transitioned at 7 to this board for an easy win.
Really bad to play from behind, if theres other Samira forcers, Nami players, Kaisa Ornn rerollers youre 8th, two tanky Ornn is good but Samira is overrated(rather have trait bots/higher quality over 2 Samiras)
I think its trash;D
why is infinity edge bad on samira
she does very little damage, she needs all the AD and stats overall she can, better than ability crit
Can vouch what Shinji said, the two tanky ver of this comp doesn’t doa nything beyond halfway through stage 3 (except if you have some insane combat augment perhaps)
PLEASE DON’T TRY THIS AT HOME 4-2 SAMIRA 3 7TH
hello, why is IE considered bad for samira?
hi gm i came across a two tanky samira with two ornn and two maokai which made to level 9 and smashed my vex fast 9 comp with well upgraded graves fiona (all of my 5 costs are 2) please check this kind of variation if possible thx
EDIT: Fixed.
I know the Two Tanky differential looks weird where it’s effectively saying drop Rhaast + Jhin for nothing (code wasn’t setup to handle duplicate champions). Will work on a fix eventually, but focused on updating other stuff for now. Will update this comment if I fix it.