Samira
SAMIRASkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 6.5 | 5 | 3.5 | 2 |
| Cost | 30 | |||
| Base Damage | 15 | 20 | 25 | 30 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 22 | 20 | 18 | 16 |
| Cost | 60 | |||
| Base Damage | 20 | 40 | 60 | 80 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 20 | 17 | 14 | 11 |
| Cost | 40 | |||
| Attack Speed | 25% | 30% | 35% | 40% |
| Base Damage | 45 | 60 | 75 | 90 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 6 | ||
| Base Damage | 20 | 40 | 60 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+A← A49.7%7.0%8.8%
- Master+A← A49.6%7.1%8.5%
- ChallengerA← A49.5%7.8%6.8%
- LegendaryA← A50.0%9.1%6.0%
Tencent official (CN server) / ADC / 2026-11-07
Tier stays A at every rank, with only a 0.5 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 55.3%
- 51.9%
- 50.9%
- 53.5%
- 53.2%
- 48.9%
- 53.4%
- 52.6%
- 56.8%
- 52.7%
- 63.7%
- 51.0%
- 47.9%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 49.5%
- 48.0%
- 46.8%
- 50.3%
- 47.8%
- 47.8%
- 46.4%
- 51.8%
- 49.1%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 45.8%
- 45.7%
- 49.5%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 55.2%
- 52.0%
- 51.1%
- 53.5%
- 53.0%
- 47.6%
- 56.8%
- 53.9%
- 50.4%
- 52.6%
- 63.3%
- 50.4%
- 52.6%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 49.3%
- 49.6%
- 48.4%
- 46.7%
- 50.5%
- 48.0%
- 46.7%
- 51.6%
- 47.2%
- 49.2%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 46.2%
- 46.1%
- 49.0%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 56.0%
- 53.4%
- 52.6%
- 51.8%
- 53.8%
- 57.3%
- 48.7%
- 51.0%
- 54.9%
- 65.0%
- 45.5%
- 59.8%
- 57.8%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 50.9%
- 48.9%
- 48.6%
- 53.7%
- 50.0%
- 48.0%
- 52.2%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 44.3%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 58.5%
- 55.1%
- 56.7%
- 46.9%
- 61.0%
- 57.7%
- 60.5%
- 68.8%
- 42.9%
- 58.1%
- 50.8%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 50.0%
- 52.9%
- 56.9%
- 49.1%
- 51.1%
- 46.2%
- 53.0%
- 49.3%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 51.3%
- 48.2%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds4 builds
- Streamer / proCore itemsKeystone, spells
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3dNerfCombat power Lv15 12,891 → 12,736 (-1.2%)
Flair
- Attack Damage ratio: 125% → 115%
Inferno Trigger
- Attack Damage ratio: 50% → 45%
7.3aBuffCombat power Lv15 12,242 → 12,891 (+5.3%)
Base Stats
- Health per level:128 → 136
- Armor per level:5 → 5.5
- Magic Resistance per level:1.4 → 2
Daredevil Impulse
- Minimum Attack Damage ratio for melee damage: 3.5% - 10.5% (Based on level) → 5.8% - 17% (Based on level)
- Maximum Attack Damage ratio for melee damage: 7% - 21% (Based on level) → 11.6% - 34% (Based on level)
Flair
- Attack Damage ratio: 110% → 125%
Inferno Trigger
- Attack Damage ratio per shot: 40% → 50%
7.3Changed
Base Stats
- Base Attack Damage: 62 → 60
- Attack Speed Ratio: 0.658
- Base Attack Speed: 0.658
- Base Bonus Attack Speed: 0.14
- Attack Speed per Level: 0.03
- Attack Damage per Level: 4 → 3.5
Daredevil Impulse
- Movement Speed bonus per Style grade: 4% → 3% / 3.25% / 3.5% / 3.75% / 4% (based on level)
Flair
- Damage: 15 / 20 / 25 / 30 + 100 / 115 / 130 / 145% Attack Damage → 15 / 20 / 25 / 30 + 110% Attack Damage
- Critical Damage: current Critical Damage - 50% → 150% - 165% (based on Critical Damage)
- New: Flair’s Damage can not trigger Life Steal.
Blade Whirl
- Bonus Attack Damage ratio: 80% → 50%
Wild Rush
- Attack Speed: 35% / 40% / 45% / 50% → 25% / 30% / 35% / 40%
Inferno Trigger
- Cooldown: 8 / 8 / 8 → 6 / 6 / 6
- Mana cost: 60 / 30 / 0 → 0 / 0 / 0
- Damage: 5 / 20 / 35 + 60% Attack Damage → 20 / 40 / 60 + 40% Attack Damage
- New: Inferno Trigger’s Damage can now trigger 66.7% Life Steal.
Analysis
Nothing equippedCombat Power at Lv15 is 12,736 (#18 of 142, #1 of 26 Marksman). Up from #91 at Lv1: it grows with levels.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,764 | 5,897 | 5,544 | 91 |
| 2 | 6,106 | 6,459 | 5,924 | 107 |
| 3 | 6,446 | 6,934 | 6,418 | 116 |
| 4 | 6,779 | 7,485 | 6,880 | 126 |
| 5 | 9,221 | 7,899 | 7,352 | 11 |
| 6 | 9,435 | 8,244 | 7,648 | 12 |
| 7 | 9,618 | 8,552 | 7,938 | 16 |
| 8 | 9,802 | 8,948 | 8,262 | 27 |
| 9 | 10,816 | 9,378 | 8,635 | 12 |
| 10 | 11,036 | 9,716 | 8,922 | 13 |
| 11 | 11,228 | 10,018 | 9,168 | 17 |
| 12 | 11,586 | 10,461 | 9,551 | 22 |
| 13 | 12,296 | 10,786 | 9,864 | 15 |
| 14 | 12,523 | 11,138 | 10,153 | 16 |
| 15 | 12,736 | 11,462 | 10,439 | 18 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Move speed (style midpoint, 3 grades)820G
- Magic damage (melee hits, missing-health midpoint)143G
- Crowd control (knock-up extension)202G
Combat only: 50%Survival factorMove speed % as flatContinuous values at midpointChampion medianAt most once per 8sDamage valued like healingConditional bonus: 50%1 attack per secondOne fight per 90sFight length: 10 sOne takedown per 90s- Physical damage766G
Combat only: 50%At most once per 8sSkill ranks from level- Physical damage395G
Combat only: 50%Skill ranks from level- Magic damage323G
- +25-40% attack speed182G
Combat only: 50%Skill ranks from level- Physical damage (10 shots total)5,381G
Combat only: 50%At most once per 8sSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Continuous values at midpoint
Values that vary continuously with the target's or your own state (damage rising with the target's missing health or with charge time, attack speed rising with your missing health, etc.) are taken at the midpoint of min and max, the same idea as assuming 50% missing health.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
1 attack per second
Effects on every Nth attack (every 3rd attack, etc.) assume 1 attack per second and are turned into seconds (every 3rd attack = once per 3 seconds). The 8-second floor for attack-triggered effects still applies.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
| Lv 15 | Samira | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,534 | 1,832 | 2,422 | 2,732 |
| Armor | 112 | 34 | 104 | 127 |
| Magic Resist | 58 | 45 | 60 | 80 |
| Attack | 109 | 50 | 109.5 | 147 |
| Attack Speed | 1.026 | 0.735 | 0.951 | 1.252 |
| Move Speed | 340 | 335 | 350 | 360 |
| HP regen | 17 | 14 | 19 | 29 |
| MP | 1,031 | 802 | 1,080 | 1,390 |
| MP regen | 22 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




