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Bot · Ranked Solo/DuoMatchup guidePatch 16.20.1

Samira vs Annie

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

SamiraVSAnnie

Matchup guide

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Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneBot

Choose two champions from the list.

Role fit

BotSamira

Samira has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.

Primary role
Historical referenceRecommendation review pending

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

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

Ranked Solo/Duo · Bot

Evidence-supported Samira Bot

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

The Collector

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Gluttonous Greaves

1,000 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Infinity Edge

3,500 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Lord Dominik's Regards

3,300 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Guardian Angel

3,200 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Late sustain

Bloodthirster

3,400 gold

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemThe Collector
  2. BootsGluttonous Greaves
  3. CoreInfinity Edge
  4. Mortal Reminder
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemThe Collector
  2. BootsGluttonous Greaves
  3. CoreInfinity Edge
  4. Wit's End
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemThe Collector
  2. BootsGluttonous Greaves
  3. CoreInfinity Edge
  4. Mortal Reminder
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemThe Collector
  2. BootsGluttonous Greaves
  3. CoreInfinity Edge
  4. Wit's End
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Runes and summoner spells

Runes and summoner spellsSamiraBot

This short-range carry page builds through a committed fight rather than uninterrupted ranged attacks. Barrier protects the entry and return-damage window.

Ranked Solo/Duo
Primary tree

Precision

ConquerorTriumphLegend: BloodlineLast Stand
Secondary tree

Resolve

Bone PlatingRevitalize
Summoner spells
FlashBarrier
Coordinate the Support

Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.

Cleanse is specific

Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.

Matchup notes

What changes when Annie is opposite you?

Pre-game kit comparison
Strategic interaction

Threaten a committed fight

A mobile all-in pattern can challenge a fragile spell caster when key control is unavailable.

Mid game

The clearest window is around first completed items, roams and isolated targets before every fight becomes fully grouped.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Against Annie

  • Annie's summoned bear, Tibbers, burns opposing units around himself. Try to keep your distance from him after he's been summoned.
  • Summoner Smite can be used to help take down Tibbers.
  • Keep an eye out for a white, swirling power around Annie. It means she's ready to unleash her stun.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Mortal Reminder

Mortal Reminder combines armour penetration with anti-heal.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Samira

  1. P
    Daredevil Impulse

    Samira 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.

  2. Q
    Flair

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

    Cooldown (s) 6/5/4/3/2 · Cost 30 · Listed range (units) 950
  3. W
    Blade Whirl

    Samira slashes around her, damaging enemies and destroying enemy missiles.

    Cooldown (s) 30/28/26/24/22 · Cost 60 · Listed range (units) 325
  4. E
    Wild Rush

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

    Cooldown (s) 20/18/16/14/12 · Cost 40 · Listed range (units) 600
  5. R
    Inferno Trigger

    Samira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her.

    Cooldown (s) 5 · Listed range (units) 600

Annie

  1. P
    Pyromania

    After casting 4 spells, Annie's next offensive spell will stun the target. Annie begins the game and respawns with Pyromania available.

  2. Q
    Disintegrate

    Annie hurls a Mana infused fireball, dealing damage and refunding the Mana cost if it destroys the target.

    Cooldown (s) 4 · Cost 60/65/70/75/80 · Listed range (units) 625
  3. W
    Incinerate

    Annie casts a blazing cone of fire, dealing damage to all enemies in the area.

    Cooldown (s) 7 · Cost 70/75/80/85/90 · Listed range (units) 600
  4. E
    Molten Shield

    Grants Annie or an ally a shield, a burst of Move Speed, and damages enemies who strike her with attacks or spells.

    Cooldown (s) 10 · Cost 60/65/70/75/80 · Listed range (units) 800
  5. R
    Summon: Tibbers

    Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.

    Cooldown (s) 130/115/100 · Cost 100 · Listed range (units) 600

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

Prioritise farm, spacing and coordination with Support

1
Lane

Match the opposing carry's income and trade when both lane partners can participate.

2
Map play

Finish the wave before rotating unless the fight is immediate and clearly reachable.

3
Fights

Stand behind allied control and build damage on reachable targets before stepping toward the back line.

Pings, movement and objectives

Samira Bot map plan

Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.

Ahead

Carry the lead into the next safe fight

Ping
Use Target on the reachable opponent, Danger when Support or Jungle is too far away, and On My Way after the wave is secured.
Farm or rotate
Finish the wave, recall on the item timing and rotate with protection. Do not cross river alone to save a few seconds.
Objective
Attack from the safe side of the objective and keep damaging the nearest reachable threat. Preserving the shutdown matters more than chasing.
Even

Build the item timing and move together

Ping
Use Target to align with Support, Enemy Missing when either Bot opponent leaves and Danger if an engage begins outside your safe range.
Farm or rotate
Rotate after the wave or when the objective fight is immediate and reachable. Communicate if staying for the wave is the safer call.
Objective
Enter behind vision and allied control. Keep a route away from the enemy engage before starting sustained damage.
Behind

Shorten exposure and recover guaranteed gold

Ping
Use Retreat before Support or Jungle forces a fight you cannot damage, and Enemy Missing as soon as the winning Bot lane leaves.
Farm or rotate
Avoid being first into river. Move with Support after the safe wave, or trade an unsafe objective for protected farm.
Objective
Stand beside peel and attack whoever enters safe range. Do not cross enemy control to reach the opposing carry.
Objective setup

Four calls, in order

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

  1. 1
    Secure the wave

    Finish safe farm and communicate the recall or move before the objective setup begins.

  2. 2
    Enter protected

    Walk with Support or another ally and choose the side where enemy engage cannot reach you first.

  3. 3
    Set attack space

    Keep an exit route and identify the nearest target you can damage without crossing enemy control.

  4. 4
    Stay alive

    Continue useful damage without chasing away from the objective or donating a shutdown.

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.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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