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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Samira

the Desert Rose

MarksmanAssassin

League of LegendsPatch 26.16BotRanked Solo/DuoEmerald+NA37,913 gamesSample data

Role snapshot (Bot)

BTier
46.9%
Win Rate
7.4%
Pick Rate
10.7%
Ban Rate

37,913

Games

High

Confidence

Matchup map (Bot) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

17,440 games

47.3%Win Rate

FlashIgnite

Reliable build

12,511 games

46.0%Win Rate

FlashTeleport

High observed win rate

4,550 games

49.4%Win Rate

FlashExhaust

Runes

Primary: Precision

  • Press the Attack
  • Absorb Life
  • Legend: Haste
  • Cut Down

Secondary: Resolve

  • Font of Life
  • Second Wind

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • 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.

    Passive — never cast

  • Flair

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

    Cost 30 ManaCooldown 6/5/4/3/2sRange 950

  • Blade Whirl

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

    Cost 60 ManaCooldown 30/28/26/24/22sRange 325

  • 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.

    Cost 40 ManaCooldown 20/18/16/14/12sRange 600

  • Inferno Trigger

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

    Cost 0 ManaCooldown 5sRange 600

Scaling — level 1–18

SamiraBot average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Samira

  • Close the gap earlyit wins at range and at three items — neither before ten minutes

  • Deny the resetit wants a kill to come back out; a warded exit removes it

  • Punish the cooldownSamira is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 6/10, so a practised player gets more out of it than the average

ARAM performance

S+
53.5%
Win Rate
0.3%
8.6%
Pick Rate
2.5%
1.3%
Ban Rate
1.4%
Damage dealt
109.4%
Damage taken
100.9%
Healing
108.8%
Shielding
91.3%
Ability Haste
+8

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+0.5
  2. 26.14Sample win rate across this patch+0.1
  3. 26.11Sample win rate across this patch+0.8
  4. 26.08Sample win rate across this patch+0.2
  5. 26.05Sample win rate across this patch+1.0

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.