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How to play 사미라
사미라 is a 3-cost 우주 그루브 and 저격수 champion that usually plays as a backline damage dealer. It needs safe damage uptime, and the unit gets much better when your frontline buys enough time. 사미라 appears in Two Tanky Takeover and Airborne Samira lines, so keep copies when those boards are open.
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When to play 사미라
Consider playing around 사미라 when you find a two-star copy in Stage 3 and your components already fit the unit. For items, 무한의 대검 and 타격대의 철퇴 are strong signals that 사미라 can become a real carry. For team direction, it fits naturally when you are already moving toward Two Tanky Takeover and Airborne Samira. If it stays one-star, the traits do not activate, or the items point elsewhere, treat it as a transition unit instead of forcing the line.
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Why these items work
무한의 대검, 타격대의 철퇴 and 쇼진의 창 are recommended. 무한의 대검 increases physical burst through stronger critical strikes, 타격대의 철퇴 matches the unit's combat pattern and 쇼진의 창 speeds up repeated casts. The point of the setup is to give it enough uptime to convert its damage pattern into round wins.
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Item alternatives
When the perfect setup is not available, use 죽음의 검, 최후의 속삭임, 거인 학살자 and 푸른 파수꾼 as substitutes. For damage substitutes, match the damage type and cast tempo instead of forcing random stats. If 사미라 is only a trait slot, one useful item is enough and the premium items should go to your real carry or main tank.
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Early, mid, and late game
Early: hold useful components, but do not force the line before copies appear. Mid game: two-star 사미라 is the main power window for Stage 3 and Stage 4. Late game: either commit to a three-star angle or use it as a trait anchor while higher-cost units take over the items.
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Positioning tips
Place 사미라 in a back corner or one hex in from the corner against hooks and dives. Scout the enemy carry side and put frontline directly ahead of it. It needs time to start casting, so avoid letting it get deleted immediately.