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Runes: Personal Preference
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Barrier
Flash
Items
Threats & Synergies
Veigar
The highest statistical counter. His E makes it difficult to dash around, and if he CC's you, you're going to get 1shot. AVOID THE RAGE CAGE!
Swain
Both of you have bonus interactions against champions who have been CC. Swain also provides that CC with his E.
Swain
Both of you have bonus interactions against champions who have been CC. Swain also provides that CC with his E.
Champion Build Guide
- This is your all-in tool, without it it will be difficult to stack your ult and survive in combat.
- Should be used offensively for damage & stacks, as well as defensively,
You need to auto attack before and after landing a spell in order to properly stack your passive quickly.
Base Combos
AA + + AA
+ AA + + AA
+ AA + + AA + + AA = Ult
AA + + AA + + AA + = Ult
While the previous combos will be how you stack your Reckless Impulse consistently, Samira truly shines when using her combining her combos together, you also want to weave in your + AA combo on every reset to stack as quickly as possible. For Example: + AA + + AA + = Ult
Dark Harvest is much easier to consistently proc then conquerer. Provide significant burst when stacked. Taste of Blood Provides lots of passive healing which synergizes with . A great choice when forgoing Ravenous Hunter Even more healing, however this requires you to execute enemy champions. Stack it as early as possible to get the most healing. A must have when taking Grasp of the Undying Essential for the "bruiser' build. Grants significant bonus health but must be stacked intentionally. Don't forget! Overgrowth Only taken with for even more bonus health! Relentless Hunter An alternative to if you feel you don't need the extra healing. Conqueror Provides great healing & bonus damage that synergizes with Samira's kit. However I feel like it is difficult to stack, and doesn't really provide great healing until late game. I personally prefer & but this her current "meta" choice, so experiment for yourself! Triumph A perfect choice on Samira! Synergizes perfectly with her resets giving you just enough health to cast another Legend: Bloodline Did someone say passive healing? Provides extra sustain. Phase Rush Grants Extra MS and synergizes naturally with your combo! Manaflow Band Solves any mana issues for you spammers out their. Celerity Synergizes excellently with , can be swapped for if you intend on stacking CDR. Gathering Storm provides the most damage late game, but can be swapped for if you want more early game damage, or if you intend to roam frequently. |
Provides the Crit and MS you need and has a bonus shield to boot! Synergizes insanely well with to help make your Inferno Rush a guaranteed kill. |
Dying too much? Have too much leftover gold? A great choice that provides strong defence & offence. Not worth rushing but can be incorporated into almost any build late game. |
Getting bursted by AP? Is not enough MR? Maw has got you covered! More damage and an anti AP shield which will help you stay alive to get more kills. |
Vision is an essential part of carrying in the late game. By securing vision you make it easy for assassins to catch unsuspecting pray, you avoid confrontations where you are outnumbered, and you give you team vision of bushes so enemies cant use them to hide. So I created this image to help illustrate the idea that where you should be warding independent on what state your game is in. Warding as a carry is much easier then as a support since their is literally a maximum numbers of wards you can place per game. Keep your trinket on cooldown at all times & drop red wards frequently and you should be good.
"Standard Wards" should be taken when the lane is even.
"Defensive Wards" should be taken when you are behind, and
"Aggressive Wards" should be taken when you are pushing their base or turrets.
Make sure your upgrade your warding trinket to blue at level 9. Any spot designated for a yellow ward can be used as a control ward, and you should be making this decision based on how often and where your allies are warding. When warding you want to be trying to think ahead, and predict where teamfights will be breaking out. Securing vision before a baron or dragon can have a massive impact on the outcome of the skirmish. You want to try and ward as you are roaming/already running through the enemy jungle, try to be as efficient as possible!
Control Ward's are incredibly important, and you should always be picking up 1 to 2 with your leftover gold each back. Use them as mini objectives to start skirmishes, to secure permanent vision of a key area such as baron or dragon, or to generate extreme lane pressure. You should be using your red wards frequently, and aggressively, don't just let them sit in your inventory! Constantly check your ward count by hovering over it to see if you need to drop another one! Drop them in areas where you know the enemy has warded to secure vision and clear the ward simultaneously. |
+ To get those clutch engages!
Literally required when going jungle. You can build into either blue or red smite based on preference. A required summoner spell for jungling, that must be mastered in order to be utilized properly. |
Very strong against comps with heavy CC such as or . Broken when necessary and useless otherwise. |
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