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Samira
技能[]
- Notes
- The empowered attack can trigger on immobilizes for both ally and enemy sources.
- Self-applied or allied-applied immobilizes from the enemy will count for the empowered attack to trigger.*
- Those applied by the neutral team (e.g. initial knock back) can be targeted.
- Samira cannot use the empowered attack if the target is displacement immune but she may still attack normally. She can use it even if the target is immune to crowd control.
- The stun portion of the knock up will be resisted by but not its displacement.*
- The knock up will be resisted by but will not count as an immobilizing effect for the ability.*
- It cannot trigger against enemies knocked airborne by a triggered by anyone.*
- The application of the knock up can occur on any of the missiles of the empowered attack if it had not already occurred on the first missile.
- The on-target cooldown will apply even if the empowered attack is parried.
- The empowered attack rolls critical strike for each shot of the flurry.
- The bonus magic damage dealt with the blade is default damage. The empowered attack is first 1 instance of basic damage and then 5 instances of default damage.
- The bonus damage does not apply to structures.
- The empowered attack triggers Shock once.
- The empowered attack is unaffected by attack speed modifiers.
- bonus magic damage, since it is on-hit of specifically the melee attack casts. Phantom Hit and bolts will not apply the
- Attacks with the gun and blade do not count as different attacks for stacking Style.
- Basic attacks using the blade are still classified as ranged.
- The melee attack's range condition is unaffected by attack range modifiers (e.g. ).
- Blade range is calculated edge-to-edge just like basic attack ranges are, hence both Samira gaining bonus size or her target increases the total distance at which Samira can attack them with the blade.
- Since the knock up requires an exterior source to immobilize the enemy, will be swapped with for Samira at the start of the game.
- Abilities blocked by spell shields will still grant Samira Style stacks.
- Notes
- Applies spell damage on the shot and area damage on the slash and explosives.
- Life steal will always benefit from the damage dealt at 100% effectiveness and does not take into account of the ability's spell effects, whereas on the other hand for effects such as and do, and they will modify the File:Heal power.png healing accordingly.
- The slash and explosives roll their critical strike against each target individually.
- The shot and the slash do not count as different abilities for stacking .
- The explosives do not benefit from life steal.
- Samira's next attack after using Flair will occasionally come out faster.*
- Samira can use during Flair's cast time.
- Flair will fire or slash from wherever Samira is at the end of the cast time.
- Samira will always slash in her facing direction, and she will turn to face the target direction only once at the start of the cast time.
- Flair can be buffered 0.5 seconds before it comes off cooldown.
- Flair deals 0 / 6.25 / 12.5 / 18.75 / 25 (+ 125% AD) physical damage when it critically strikes, increased to 0 / 7.5 / 15 / 22.5 / 30 (+ 150% AD) with .
- Only the shot will be destroyed by projectile-intercepting effects.
- The explosive placement is illustrated in
- The VFX always covers the the full dash's distance even if is interrupted mid-dash.
regardless of whether Flair is available.
- Notes
- Blade Whirl's area of effect is fixed around Samira.
- Blade Whirl can be buffered 0.5 seconds before it comes off cooldown.
- Both slashes count as the same ability for stacking .
- Spell shield will block the damage from one slash.
- Entering stasis (e.g. using ) will also end Blade Whirl early without performing the second slash.
- Samira can ignore the lockout for * and basic attacks if she uses and queues up and/or a basic attack at the start of it.
- Notes
- Wild Rush can be buffered 0.5 seconds before it comes off cooldown.
- will be buffered to cast at the end of the dash if was cast during the dash.
- Casting Flash during Wild Rush will interrupt the dash but deal damage to nearby enemies at the location.
- If was cast during this time, an explosive will also be placed at that location.
- Notes
- Samira's facing direction does not change during Inferno Trigger.
- Inferno Trigger's area of effect is fixed around Samira.
- Spell shield will block the damage of one shot.
- Inferno Trigger will not end if there are no enemies that remain in range.
- Inferno Trigger can be buffered 0.5 seconds before it becomes unsealed or off cooldown.
- The shots roll critical strike against each target individually.
- A shot that critically strikes will deal 0 / 20 / 40 (+ 100% AD) physical damage to non-minions, increased to 0 / 22.5 / 45 (+ 112.5% AD) with .
- With 100% critical strike chance, Inferno Trigger will deal 0 / 200 / 400 (+ 1000% AD) total physical damage per non-minion, increased to 0 / 225 / 450 (+ 1125% AD) with .
- The bottom of the player's screen will have a fiery visual effect while Samira is at S rank and Inferno Trigger has at least one rank.
- Notes
- The spell does not deal damage nor grant the enemy champion hit 1 if Samira currently has 0 .
- This spell does not count as an ability activation for the purposes of on-cast effects such as Spellblade, charging , and stacking .
- The damage dealt will appear as a cosmetic critical strike.
- Samira cannot cast
- She can cast Flash or during the Taunt.*
, , or basic attack during the Taunt, unless she interrupts the emote first.
- If Samira's facing direction changed before the coin is fired (e.g. by casting , see above), she will still turn back towards the direction she was initially facing towards and fire the coin thataway.
- If cast at a champion corpse, the damage will not be applied (since the target is already dead) and therefore also not grant a stack of 1 . , but they will still recieve the
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