VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Samira Jungle · Normal Draft

Samira is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Unestablished routeStandard Summoner's Rift preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Unreviewed route

No reviewed Samira Jungle build

Samira is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.

Champion guide Bot

Runes and summoner spells

Runes and summoner spellsSamiraJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Kit reference

Samira abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Daredevil Impulse

What it doesSamira builds a combo by hitting attacks or abilities unique from the previous hit. Samira's attacks in melee range deal additional magic damage. Samira's attacks against enemies affected by Immobilizing effects will dash her to her attack range. If the enemy is Knocked Up, she also keeps them Knocked Up briefly.

Practical readDaredevil Impulse is an automatic part of the kit involving movement or repositioning and damage. Track when its condition is active instead of treating every fight the same way.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

Q
Q ability

Flair

What it doesSamira fires a shot or swings her sword, dealing damage. If cast during Wild Rush, strike all enemies in her path upon completion.

Practical readFlair is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown6/5/4/3/2 secCost30Listed range950 units
W
W ability

Blade Whirl

What it doesSamira slashes around her, damaging enemies and destroying enemy missiles.

Practical readBlade Whirl is part of Samira's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown30/28/26/24/22 secCost60Listed range325 units
E
E ability

Wild Rush

What it doesSamira dashes through an enemy (including structures), slashing enemies she passes through and gaining Attack Speed. Killing an enemy champion refreshes this ability's cooldown.

Practical readWild Rush contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown20/18/16/14/12 secCost40Listed range600 units
Reset condition

Meeting the listed condition refreshes or reduces downtime. Missing that condition changes the next available cast.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Inferno Trigger

What it doesSamira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her.

Practical readInferno Trigger is part of Samira's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown5 secListed range600 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Samira Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Samira into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

Prepare a matchupChampion overviewBrowse champions