← New analysis
Samira
the Desert Rose
VS
Top
FAVORED · 1.78
Ziggs
Est.: AP damage

🔴 Live In-Game Update

Once the game starts, mark how the enemy is actually building; situational item advice recalculates instantly. For a text-free, big-icon view during the match: 🎮 Game Mode

Items the enemy bought

🗡 Core Item Build — for Samira, against the Ziggs matchup (patch 16.14.1)

Game style: 🛡 Full Tank ⚖ Balanced ⚔ Full Damage (default for Samira: ⚖ balanced)
1
Umbral Glaive
2800 gold
DPS 118 → 222
Advantage 0.77 → 1.46
Efficiency ≥%119
2
Berserker's Greaves
1100 gold
DPS 222 → 239
Advantage 1.3 → 1.4
Efficiency ≥%106
3
Bastionbreaker
3200 gold
DPS 239 → 394
Advantage 1.03 → 1.69
Efficiency ≥%103
4
Axiom Arc
2750 gold
DPS 394 → 610
Advantage 1.26 → 1.95
Efficiency ≥%124
5
Hubris
2800 gold
DPS 610 → 862
Advantage 1.57 → 2.22
Efficiency ≥%104
6
Hexoptics C44
2800 gold
DPS 862 → 1174
Advantage 1.82 → 2.47
Efficiency ≥%100

🛡 Situational Items vs the Enemy

Maw of Malmortius 3100 gold
Ziggs deals magic damage; magic resist reduces magic damage by the formula. Your survival time 10.2s → 12.4s (duel advantage 4.06 → 6.08).
Berserker's Greaves BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (4.06 → 4.39, survival 10.2s → 10.2s).

🎯 Skill Order — computed from DPS gain per rank (reference: 30 AP / 117 AD)

Level-up priority: Q > W > E (R always at 6 / 11 / 16)

1
Q
2
W
3
Q
4
E
5
Q
6
R
7
W
8
W
9
W
10
W
11
R
12
Q
13
Q
14
E
15
E
16
R
17
E
18
E
Q — Flair
DPS gain per rank: 24.4 / 5.9 / 8.8 / 1.2 / 1.2 (total 41.5)
W — Blade Whirl
DPS gain per rank: 3.7 / 1.3 / 1.5 / 1.8 / 2.1 (total 10.4)
E — Wild Rush
DPS gain per rank: 3.1 / 0.9 / 1.1 / 1.4 / 1.9 (total 8.4)
R — Inferno Trigger
DPS gain per rank: 80.2 / 20.0 / 20.0 (total 120.2)

📐 Mathematical Proof

All advice is derived from the duel simulation below. Both sides are assumed to have spent equal gold for their level according to their own profile.

LevelGoldYour DPSEnemy DPSYour EHPEnemy EHP Kill (s)Die (s)Advantage
64000 224133 15231647 7.411.5 1.56
119000 349155 26282936 8.416.9 2.01
1614500 509177 38854396 8.621.9 2.54

THE MODEL'S FORMULAS AND ASSUMPTIONS

  • Stat growth: stat(L) = base + growth×(L-1)×(0.7025 + 0.0175×(L-1)) — Riot's official formula.
  • Damage multiplier: 100 / (100 + resistance). Penetration stats are subtracted before resistance.
  • DPS = auto-attack DPS (AD × attack speed × crit multiplier) + ability rotation DPS (base damage + ratio×stat ÷ cooldown) — ability data is read from the current patch.
  • Duel advantage = your time-to-die ÷ your time-to-kill the enemy. Above 1: you win the duel.
  • Enemy model: the enemy spends gold equal to yours on stats fitting their own profile (fair duel). Healing counts as +22% effective HP; Grievous Wounds cuts it by 60%.
  • Item efficiency = stat value ÷ price. Stat values are derived from the table on the right (this patch's basic items); since passive effects aren't included, efficiency is a lower bound.
  • Range (kite) factor: a melee champion can apply 75% of its DPS to a ranged enemy.
  • Item selection target: score = min(die, 1.25×kill) ÷ kill + 0.6×(10 ÷ kill). That is: first survive enough to win the duel; defense beyond that is waste, gains come from kill speed.
  • Ratio matching: attack items must include the stat your ability ratios depend on (an AP champion isn't offered a pure AD/crit item); defensive items are open to everyone, their value set by the duel.
  • Ability numbers (base damage + ratios, rank by rank) come from the community source Meraki Analytics; Riot doesn't publish these in official data, so this source is used. If unavailable, a generic rotation is assumed (150 base + 0.55×AP + 0.4×AD, 8s cooldown).
  • If the enemy's real items are marked, the model uses those items' exact stats instead of a generic gold spread.
  • The RUNE PAGE is chosen entirely by math: the keystone is picked from the archetype pool by duel score (with a small priority to the meta standard); minor runes by a 'duel effect + utility' score per row, and the secondary tree is the one whose best two minor runes sum highest. Rune values are derived from Riot's descriptions; utilities invisible in a duel (ult cooldown/mana) are scored separately.
  • GAME STYLE (dengeli): 'tank' rewards absolute survival time (defense/EHP items rise), 'damage' rewards kill speed, 'balanced' both. Tank champions default to 'tank'; changeable at the top. Defense type is chosen by the enemy's damage (armor vs AD, magic resist vs AP).
  • Item passives are partly modeled: max-HP burn (Liandry, Blackfire), damage amplification (Riftmaker, Shadowflame), on-hit magic (Nashor). So items with strong passives are ranked by real effect, not just flat stats. Some items' numbers are template-hidden in Riot's data (like Nashor, Demonic), so that part may be missing.
  • TEAM MODE: in a live game, item score is computed weighted against the whole enemy team, not one enemy — the lane opponent 40%, the other 4 enemies share the remaining 60% equally. Each enemy is modeled with their real items; the armor/magic-resist decision is set by the team's damage split.

STAT GOLD VALUES (derived from this patch)

StatGoldSource Item
Ability Haste50.0 Glowing Mote
1% Crit Chance40.0 Cloak of Agility
1% Life Steal37.5 default
Lethality35.0 Serrated Dirk (residual)
Attack Damage32.5 B. F. Sword
1% Attack Speed25.0 Dagger
Armor20.0 Cloth Armor
Magic Resist18.9 Negatron Cloak
Ability Power18.5 Needlessly Large Rod
Move Speed12.0 Boots
Health2.6 Giant's Belt
Mana1.0 Sapphire Crystal

✨ Rune Page

Precision (Primary)

Press the Attack
Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions.
Triumph
Legend: Haste
Coup de Grace

Sorcery (Secondary)

Gathering Storm
Absolute Focus

Stat Shards

Attack Speed
Adaptive Force
Health

The keystone Press the Attack was chosen from the archetype pool by duel score; minor runes by effect + utility score.

⚡ Summoner Spells

In the top lane Teleport recovers lost waves and creates plays for the bot lane.
Barrier: Ziggs has burst damage; you can negate their whole combo with Barrier.