Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Samira

the Desert Rose

Samira be a ranged damage dealer who needs seaworthy spacing and time to keep attacking. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

BottomsideArrr, mostly physical damageArrr, ranged attacks
Arrr, usual roleBottomside
ClassArrr, marksman · Assassin
DifficultyArrr, medium · 6/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 500 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Samira does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Can maintain ranged damage when positioning and target access remain seaworthy.
  • Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Loses reliable output when forced astern, controlled or reached afore creating distance.
  • Arrr, a failed commitment can leave no clean exit and little value until cooldowns return.
Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Samira in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Arrr, threaten a reachable priority target

A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Samira?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.

Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.
Arrr, repeated attacksDisplacementArrr, possible critical strikes
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cRITICAL STRIKES

Arrr, critical strikes

Randuin's Omen

Critical-strike reduction can matter after a real critical loadout appears.

Champion identity alone does nay prove that critical strikes will be purchased.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Samira fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopsideUnestablished course

Old chart, matey. Recommendations await inspection. Samira be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Samira be normally played Bot and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidshipsUnestablished course

Old chart, matey. Recommendations await inspection. Samira be normally played Bot and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Samira be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, kit reference

Samira tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Daredevil Impulse

Arrr, what it doesEnglishSamira 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.

Q
Q trick

Flair

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

Wait fer reload (s)6/5/4/3/2Cost30Charted reach (units)950
W
W trick

Blade Whirl

Arrr, what it doesEnglishSamira slashes around her, damaging enemies and destroying enemy missiles.

Wait fer reload (s)30/28/26/24/22Cost60Charted reach (units)325
E
E trick

Wild Rush

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

Wait fer reload (s)20/18/16/14/12Cost40Charted reach (units)600
R
Ultimate

Inferno Trigger

Arrr, what it doesEnglishSamira unleashes a torrent of shots from her weapons, wildly shooting all enemies surrounding her.

Wait fer reload (s)5Charted reach (units)600

Arrr, levels 1–18

Samira · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1630 Health, arr349 Mana, arr
Arrr, level 3789 Health, arr405 Mana, arr
Arrr, level 61,057 Health, arr499 Mana, arr
Arrr, level 111,578 Health, arr682 Mana, arr
Arrr, level 162,193 Health, arr899 Mana, arr
Arrr, level 182,466 Health, arr995 Mana, arr

Wait fer reload (s) Data Dragon 16.20.1

Q
Basic trickFlair

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 16Arrr, rank 25Arrr, rank 34Arrr, rank 43Arrr, rank 52
W
Basic trickBlade Whirl

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 130Arrr, rank 228Arrr, rank 326Arrr, rank 424Arrr, rank 522
E
Basic trickWild Rush

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 120Arrr, rank 218Arrr, rank 316Arrr, rank 414Arrr, rank 512
R
UltimateInferno Trigger

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, all ranks5
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1630349 Mana, arrPick th' first aboard basic trick
2708376 Mana, arrStow another basic trick or rank
3789405 Mana, arrStow another basic trick or rank
4875435 Mana, arrSpend one trick point
5964466 Mana, arrSpend one trick point
61,057499 Mana, arrFirst aboard ultimate rank normally available
71,153533 Mana, arrSpend one trick point
81,254568 Mana, arrSpend one trick point
91,358605 Mana, arrSpend one trick point
101,466643 Mana, arrSpend one trick point
111,578682 Mana, arrArrr, second ultimate rank normally available
121,693723 Mana, arrSpend one trick point
131,813765 Mana, arrSpend one trick point
141,936808 Mana, arrSpend one trick point
152,063853 Mana, arrSpend one trick point
162,193899 Mana, arrArrr, final ultimate rank normally available
172,328946 Mana, arrSpend one trick point
182,466995 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Samira buildsArrr, prepare a matchupArrr, browse champions