#ornn build
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etho-slabbers · 11 months ago
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I've done it for lifesteal so I think I should do it for hermitcraft... sooo,, what I think every hermit would choose in infinite realms and (maybe) why.
warning, infinite realms spoilers lie ahead.
(any names or terms I use will be explained under cut/in a reply to this post)
Bdubs- classer 100% he would choose either a gardener based class, along the lines of Ender Ornn's one or he's a builder,,, (actually he could also be a formations master, which is cultivation but he might be that too.) His secondary is definitely skills though, no doubt, he probably advances them like Zenker does.
Cub- He would be a cultivator with a secondary focus as classer 'cause he wants the perks from it. Probably on a path based around speed and empowering himself.
Doc- he's a mainly a skill user with a secondary of cultivation. He's on a destructive path, like Ryun or Tali's main paths, his second path is formations, like Eratemus.
Etho- pure skills user, like zenker. Actually, quite like zenker, but he probably did it abit faster. He spent ages building his skills up and locking in parts of himself. He is most likely an explorer.
False- classer, with a sword based class. (I don't watch false sorry </3)
Gem- cultivator, like Anrosh but kinda better, she got her own inspiration. Uses class as secondary, finds it more useful. Main weapon is a sword. Uses a formation based secondary path.
gonna make this a multi-part thing, I wanna keep rereading the book >:3.
EXPLANATIONS. (some haven't come up yet it's just so I can just link this post to all of these & add any extras here too.)
classers get perks every 5(?) levels and get 6 stat points each time, 3 are allocated to their primary and secondary attributes and the other 3 are free. They get a class evolution every 60 levels (I think) and get a class defining perk 30 levels after that. Classes are based on achievements and influence from inside.
Cultivators advance through realms, starting at early mortal and finishing at peak eternal. Each realm has three stages, early, mid and peak. They require inspiration to advance through realms, inspiration can be shared but doing so cripples the cultivator to never be able to change techniques or gain their own inspiration again. Paths influence from outside.
Skills require understanding to advance, to advance a skill you must understand how it works and you must understand yourself. To make a tier 6 skill, you must lock in part of yourself, that part can't change.
Formations- essence arranged by a cultivator to do something, such as working as a TV or to send signals from place to place. They can do basically anything.
Focus madness- having focuses too close in tiers of power, pushing and pulling. Makes the holder insane, driven to do only what the core concepts of their, class/path and twists the wording of locked skills.
Essence- what everything in the infinite realm is made of literally, from the ground to the concept of space itself. It is also used as currency. Cultivators can pull it into their core, they can also pull only certain ones in based on their qi aspect.
Aspect- what taints a cultivator's qi.
Qi- power source of a cultivator.
Ranker- someone who comes from an iteration, their wasn't always part of the framework.
Framework- what gives the ability for classes, paths and skills to even exist.
Sect- a primarily cultivator faction.
Sect head- leader/owner of a sect.
Sect leader- helps the sect head run the sect.
Runes- like really simple formations, requires a part of your soul to be infused to work.
Twin aspects of true death- Formerly the aspect of true death itself. Also formerly held by Ryun and Melody. Currently held by Ryun and Selia.
Ender Ornn- Ender Ornn Dagada. Classer. Olriginally found by Kayra Ornn, with his garden. I think he was a ranker. Originally focus mad. Died to Ra' azel.
Zenker- Zenker Brokentail, a full skill user. Reached the peak of skills. Died to Hastur.
Ryun- Ryun Nacht Wol. Cultivator. 7th iteration ranker. Killed everyone on a planet besides Zacharia Gardener. One half of the twin aspects of true death (Reaper). Sect head of the Twilight Melody Sect. Alive.
Tali- Antalien Far Sola Wol. Cultivator. Ruler of the empty skys. Formerly crippled cultivator and slave, for about 500 years. Freed by Ryun. Alive??, captured by Ra'azel.
Anrosh- Anrosh Kesh Wol. Cultivator. Sect leader of the Twilight Melody Sect. Second in command. Raised by Ryun, after she asked, to protect the sect better. Alive.
Melody- Classer. Former Scythe of true death. Ryun's former partner. Killed by governor on earth. (unsure of last name)
Selia- Selia Ha Jhan-Ekoa. Cultivator. Current Scythe of true death. Alive.
Kayra Ornn- Kayra Ornn Dagada. Classer. 3rd iteration ranker. Formerly of House Ornn in the 3rd empire. currently of the Dagada family in the Twilight Melody Sect. Alive.
Ra' azel- Yeti of a old framework attempt. Otherwise known as the Runesmith. Freed by Zacharia Gardener. Absolute menace (/hj)
Hastur- 11th dome leader. Based on lovecraftian horror.
Zacharia Gardener- Classer. 7th iteration ranker. Formerly the No.1 Ryun Nacht hater. Oldest chosen in the infinite realm. Got stuck in a mind-palace for 5000 years and can't remember most before it. Alive.
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fxggotclown · 23 days ago
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league ask game - 15, 24, 33! if someone has already asked you one of these questions, jump to the next number on the list!
hope you feel better soon <3
15 - "what's your favorite league-related fanfiction? if you can't pick, feel free to answer with multiple!"
for some reason i find no shame in reading fanfiction but the idea of sharing what exactly i read is terrifying . but for this ask game i will get over myself. i havent actually read all that much fanfiction for league . im not very invested in the skin lines or shipping any of the champions so what i have read has been pretty much all specifically related to viktor bc he is the league champion of all time for me. project N: unexpected results is . very good. the rom-com where you kill your father is really something "Dickhead , intellectualism will swallow you whole, love, Sonic" has been in my thoughts since i first read it.
i am skipping to 25 - "what region do you think has the best world building?"
i think currently they are all quite good and saying the blessed/shadow isles is cheating bc its been given way more attention than the others . so my answer is the freljord. those demigods really did . . build ... the world.......... i am struggling to articulate what i enjoy so much abt the way the demigods are written . lissandra . super awesome character, i really like how ornn fits into her story and ALSO NUNU AND WILLUMP. great stuff. song of nunu is a really good game. aurora and the VN they made for her release were great for the world building as well . i could go on but this isnt very coherent.
i am skipping to 34 - "any characters you associate with someone? ie a mutual, specific artist, irl person... anything like that."
my friend winter fucking loves xayah !!!!! ezrealducouteau is The ezreal artist. also i am happy to say that to several ppl i am the yuumi guy.
i am normal now probably thank u for the thought :)
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chaotick-musings · 9 months ago
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🌙 - What’s their sleep schedule like? (Camille)
💓 - What are some signs they’ve fallen for someone? How do they show their affection? (Viego)
🤡 - What’s something dumb they’re embarrassed about? (Ornn)
👪 - What’s their relationship with their parents like? (Kayle)
💝 - What gestures do they really appreciate? How do you get on their good side? (Kindred)
🐾 - Do they have any pets? (Sett)
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One for each, so nobody feels left out!
Misc. Ask Meme
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🌙 - What’s their sleep schedule like? (Camille)
"The hextech in my heart allows me to remain awake for almost 20 hours a day without the need to sleep and without my senses being dulled. However, I always thought it important a lady gets at least 8 hours of sleep a day."
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💓 - What are some signs they’ve fallen for someone? How do they show their affection? (Viego)
"When I first fell for my Isolde...it was as if my world suddenly was bright and colorful for the first time. Music was more vibrant, Food tasted better...I showered her with gifts...but my Isolde only cared for kind actions, not mere presents. She always said those were better, and so I strived to be better..."
"...The universe rewarded me so..." He opens his arms.
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🤡 - What’s something dumb they’re embarrassed about? (Ornn)
He mumbles something about not taking bets from trolls, or making sure you build your home to be fire proof. At least that's probably what he said, he seemed to be mumbling REALLY hard.
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👪 - What’s their relationship with their parents like? (Kayle)
"My mother is the most important person in the world for me, I strive to be like her, and I follow in her footsteps as best as I can..." She doesn't mention that she hasn't seen her mother in forever. And as for her father? She can feel the love she had for him...but can't remember his voice.
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💝 - What gestures do they really appreciate? How do you get on their good side? (Kindred)
"We are not gods, nor anything of the like. We cannot be swayed nor bought, and we will come for everyone eventually. However..."
"We like when the mortals write our tales! It was so BORING at first, when noone but us knew of our hunts! Now everyone knows!"
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🐾 - Do they have any pets? (Sett)
"Oh so many. My Wife's Furyhorn Goldie, she likes to sit on my face every morning, and her winged protector. As for me...well I got some Tigers when she left. What, don't judge me, I was depressed my wife left"
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dire-straits-fn8ic · 11 months ago
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I just love Legends of Runeterra so much, specifically I love that the way they divide up the regions and let you have 2 regions per deck gives a ton of space for mixing and matching of various tools and gameplay archetypes.
Love that I can find a strategy I like (dragons, Scargrounds, Legion Marauders) and make decks combining it with different champions and regions to make a variety of decks with similar gameplay goals that get accomplished in entirely different ways.
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My latest obsession being Legion Marauders and Headmistress Telsi, focused on attacking with Legion Marauders who buff themselves and each other.
Which then led to an Ornn + Legion Marauders deck where the Marauders level Ornn and then Telsi makes Ornn's level 2 significantly more powerful.
And a Quinn + Legion Marauders deck with the goal of using Valor to pull threats away from the Marauders so they could grow unimpeded
And a Shyvana + Headmistress Telsi deck (same regions as the Quinn Marauders) which focuses on using Telsi synergy to make level 2 Shyvana into a big threat who can knock off threats and heal up (she prints her token spell twice with a Telsi on the board). Telsi also synergizes well with the Dragon who can summon attacking Dragons.
And then back to Freljord with LeBlanc + Ashe deck still focused around Telsi and the Marauders, where Ashe can prevent the biggest board threat from toppling the Marauders and LeBlanc can duplicate any of Telsi, Ashe, or Legion Marauders in order to overwhelm the enemy board
And now to Piltover/Zaun with the same LeBlanc + Telsi + Legion Marauders gameplay, this time adding Janna and some Duplication cards and Burn cards and Called Shot. Gives me a flexible gameplan of being able to create extra Legion Marauders, a bunch of Wildlife and extra draw and Chemtech Drake, can combine Telsi with Chirean Sumpworkers to ping the enemy board and nexus repeatedly, and lots of ways to create extra units and Wildfires at reduced cost.
It's the same Legion Marauders / Headmistress Telsi gameplan no matter what I do, but each different build gives me extra tools to either protect the Marauders or adapt my gameplan to do something different if the Marauders aren't cutting it.
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ahmed-fawzy-1 · 7 months ago
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[Top 3] TFT Best Ornn Builds That Are Powerful Set 11
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little-lanterns · 1 year ago
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oh yea I just realized it, both voli and anivia is freljord ramp champion except voli has cards that can actually support him and also a finisher (clash of giants aka rng FTR) that only playable in that deck. both of them also uses skill that can clear board except voli also gives overwhelm to the entire board to make sure the game is finished.
anivia literally got rotated so her brother can enter the game and brings back freljord's glory of THE ramping region, goddamnit
not really complaining because I fucking love freljord, it was the first deck I build when lor was just released. but the deck is so slow it was hard to play. so getting freljord deck that is playable and still has its region identity actually feels great. still I wish I can play voli and anivia together because I want my freljord sibling augh. poor ornn get left out at the party lmao
"oh man I can't wait to play anivia and volibear together they will be great pair-"
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viego-build · 4 years ago
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How to build on the Top Lane Like an LEC Pro
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The top lane comes with a gruelling 1v1 where only the most powerful comes out on the top. Though many want to check their mettle playing with this function, it's a harsh and hard one to make sure. 1 single mistake could break or make the lane, and also continuous jungler disturbance makes these small errors all the more easy to create.
Between G2 Esports' Martin "Wunder" Hansen, Fnatic's Gabriël "Bwipo" Rau, Rogue's Andrei "Odoamne" Pascu, and many others, the LEC has an abundance of top lane talent, and watching them on the stage can teach us some invaluable lessons and show us the best Aatrox build. 
Aatrox Build as a LEC pro
The top lane is a surprisingly diverse role, with champion picks ranging all the way from Karma build to Aatrox build being viable, so long as you wish to play them. In general, however, you can categorise the top laners into one of two types: tanks and carries.
Tanks are the more reliable sort of toplaner. Whether you fall behind, win hard, or just go even, you'll always be an asset to your team as long as you can scale and bulk up. The top three picks at Worlds across all regions were of the tanky sort -- Ornn, Renekton build, and Volibear. In the late game, tanks are usually in charge of initiating team fights, soaking up damage and peeling for their mid and botlaners.
Carries like Aatrox build or Camille build may be less common in professional play, but they are arguably considered more fun by the average player. Rather than sit and wait until late game, top lane carries will win lane at any cost and snowball their way into the mid game. Their late game role is to either wreak havoc in team fights, often by taking out prime targets on the enemy team, or to split-push lanes.
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Early Game
The top lane early game may just be the least forgiving of all the lanes. Any small error, such as wasting a Summoner Spell, missing a cannon minion, or forgetting to ward, can be exploited by a good player. This one mistake will inevitably snowball into a lost lane if you don't get any help. In order to win lane, you have to understand your champion's win conditions, the matchup you're playing, and the enemy Aatrox playstyle.
Manipulating the Wave
Aside from warding, another thing that will protect you from ganks is proper minion wave control. Think of top lane as consisting of three zones. The safe zone is near your turret -- here you can farm without fear of ganks, in most cases. In the middle of the lane -- the part that connects to the river -- you are in more danger, but still relatively safe. Being in this zone or near your turret means that your jungler has a relatively easy way to gank for you.
The deadliest spot is near the enemy turret. Here the enemy jungler has many ways to get to you, and you have a long way to trek if you need to escape. Moreover, it'd be nigh impossible for your jungler to successfully pull off a gank, unless they are willing to tower dive with you.
The most important terms that relate to minion wave control are freezing, shoving and slow-pushing.
Freezing involves attempting to "suspend" the minion wave in a particular location. Usually you will want to freeze the wave near your turret, which is both the safest zone for you to be in and the most dangerous one for your enemy. Freezing by your turret means your enemy is vulnerable to ganks, as they will be forced to walk into your safe zone if they don't want to miss out on priceless gold and experience.
Freezing can be difficult to accomplish, but it's highly rewarding. You freeze the wave by last-hitting minions, matching the damage that the enemy does to your minions, but making sure you always have one minion less than the enemy. If you ever have more minions than the enemy, the lane will instead push towards the enemy turret ever so slowly.
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Shoving means killing the enemy minion wave as quickly as possible, therefore "pushing" your minions towards the enemy turret. Shoving is useful after the enemy toplaner has died or recalled. Your minions will die to the enemy turret before they can return, and that means that they will lose out on gold and experience. You should also shove the wave before you yourself recall, so as to avoid coming back to the lane with the enemy minions at your turret.
Shoving the wave is very simple. You simply need to attack the minions as quickly as possible, utilising both basic attacks and abilities.
Slow-pushing refers to two things. By default, you should always be slow-pushing, which means only last-hitting the minions, rather than attacking them at random. If you're always pushing, you will always be in the enemy safe zone, and therefore unsafe.
The second variety of slow-pushing is also called crashing, and it involves building up a large minion wave by killing all of the enemy minions besides melee minions. Since melee minions are tanky, they will occupy your wave for a long time. Eventually, another of your minion waves will join the first wave, and so on until you end up with a huge minion wave. This big wave will then"crash" on the enemy turret, forcing the enemy crew to respond. This can be a very helpful method for the late match, because it will either result in some favourable 4v5 team struggle, or it is going to wind up getting you that turret outright.
Aatrox build in mid and late game
Outside of Teleport plays along with a potential skirmish near top lane, so you won't be joining your staff until mid game starts. At that stage, you may have won, lost, or gone during the laning stage. If you won, you need to find it easy to keep to jumpstart your guide in staff fights.
Your part in the group struggles is greatly champion-dependent. As Aatrox build, then you are going to want to attempt and engage the conflicts or peel to your own team, whereas a transport ought to find key targets and attempt to kill them. Carries can also forgo team battling completely and split-push instead.
If you misplaced the laning stage, you might find it rather hard to rejoin the match, however there are ways to deal with. In the event that you were playing with a tank, then you may discover that you're still able to stay helpful to your group in staff fights by leading with usefulness. If you can not make yourself useful, simply try to catch up in farm and also prevent dying until you're doing.
If you are playing a winner who is a fantastic split-pusher, then you can look at doing this rather than engaging in each team struggle. Split-pushing involves moving into a side lane and draining waves to create pressure. By always pushing into the turret, you compel the enemy group to respond in some manner.
Normally they'll be made to send a participant your way to cope with you personally, but if you are a powerful dueller such as Jax, and you are ahead, they may want to send two or even longer to manage you. Though this sounds like it is bad news for you, this means your staff will get a significant advantage if they opt to team combat, push another lane, or even catch an objective.
Whether you need to split-push or group battle is dependent upon the particular match, the winners being played, along with the overall direction the sport has gone. By way of instance, when playing champions with amazing tide clear such as Aatrox build or Ryze, it is going to be significantly more challenging to stress a side lane.
Another problem in League of Legends might be that your staff can't acquire a 4v4 if they are quite behind. In case you skipping out to a staff struggle means your staff will automatically shed, as you are very ahead or they are really behind, then it is far better to steer clear of split-pushing and stick with the staff.
Particular winners are far better at split-pushing compared to others. A powerful, portable dueller with quick wave clear is your ideal option. This sort of winner can take care of the 1v1, push fast, and escape if need be.
With these suggestions, you ought to be equipped to have the very best lane than previously. We'll see you around the Summoner's Rift.
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infinite-xerath · 4 years ago
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You know, I do kinda like that Riot has embraced the idea of the Ascended can basically turn into kaiju.))
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pyrrhashnikos · 5 years ago
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Day 5, Build.
I ended up doing a crossover design. Originally I started thinking about League of Legends (with a player's "build" on a champion), but then randomly also thought of Bismuth from Steven Universe, a Gem with a crafting and construction role. Eventually this melded with the blacksmithing champion Ornn in League, so I drew a Bismuth Ornn skin concept.
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halcyon-fox · 6 years ago
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INTeresting game.
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ohnoitstbskyen · 2 years ago
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Hey Skyen, is there one skin idea you think should exist but doesn't?
for instance, I think Lux should have a Chainbreaker skin of her having joined Sylas.
Train Conductor Ornn.
Ornn in an old-timey train conductor's hat and with the apron and uniform and his hammer is a coal shovel and he has the whistle, and when he uses his ult it calls a steam train instead of the goat.
And his recall is him quickly building and then playing with an elaborate miniature train set.
Ornn would absolutely be a model train guy and literally nobody can tell me any differently. He would have like a thousand square foot basement with the most amazingly complex and lifelike diorama you have ever seen in your life, and dozens and dozens of fully painted and liveried custom trains representing various eras and models of trains, and they'd all have a schedule that they run at and he'd have a big central control panel where he can run all the lights and signals.
And if you ever go there he'd be like "you can look but don't touch anything!" but twenty minutes later he'd be carefully instructing you on how to run the controls on one of his locomotives so he can properly test his passing loop system and try some more complex trains schedules.
Ornn is a model train guy, he just 110% absolutely is. The moment someone from Piltover shows him a mechanical toy it is absolutely fucking over, nobody in the Freljord will see him ever again.
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shorthammertime · 7 years ago
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BEHOLD! My version of the new Runes for Poppy (and Ornn).
Why Aftershock instead of Electrocute? Because Aftershock is way easier to proc for both Poppy and Ornn and Aftershock has a much shorter cooldown.
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This is an even more aggressive version of the build, but I noticed having a lot of mana problems without the Manaflow Band rune, so that’s why I suggest the top version.
If you’re better at managing mana, then this second build will do some sweet damage.
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tigerkirby215 · 3 years ago
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5e Renata Glasc, the Chem-Baroness build (League of Legends)
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(Artwork by Jeremy "Jermu” Anninos. Made for Riot Games.)
Judging by how horny people got for Renata (including myself) I sorta have to get a build out for her. I’ve yet to play her (at time of writing she’s still 7800 Blue Essence and ain’t no one got the BE for dat) but I’ve played a bit with her and all I can say is: damn Zilean ult as a regular ability is dumb. Like I legit dove 5 people as Ornn the other game and Renata kept me alive through all of it lmaooo dumbfuck champ I swear. But between Renata and Rell I love the edgy supports wooo!
GOALS
That's an order! - Is it better to be feared or loved? In either case motivation is good on the battlefield.
I used to have rivals; now I have business partners - Motivating your enemies to work for you is also a potent option!
Move; now! - Renata also has shields and CC like any good support, but really this build is just an excuse for me to pop out the Enchantment spells.
RACE
So here’s the thing: Renata is human but I’m rather starved for ASIs and there aren’t many feats I want for this build. Seeing as Renata is canonically mixed-race why not mix the races and go for a Half-Elf? Just a regular Half-Elf with +2 to Charisma, and a +1 to both Wisdom and Dexterity. You have Fey Ancestry for a bit of resistance to your own chemicals, Skill Versatility for proficiency with Medicine (yeah duh) and Perception (which is always good to have but feel free to pick whatever you want.) And one Language of your choice, which you can pick as you fancy.
ABILITY SCORES
15; WISDOM - Wisdom is tied to medicine. It’s also tied to manipulating people, and figuring out if people are trying to lie to you.
14; CHARISMA - If Twitter has taught me anything: Renata has Charisma.
13; DEXTERITY - Repeat after me: something something Medium Armor.
12; CONSTITUTION - Health is nice, but you know: feel free to sacrifice health for roleplay stats.
10; INTELLIGENCE - It’s not that Renata isn’t a genius; we just need everything else more.
8; STRENGTH - It’s on your lackies to do the heavy lifting.
BACKGROUND
When participating in the deaths of many salesmen the Guild Artisan background makes it easy to live. You get proficiency with Insight, and I’m going to suggest replacing your Persuasion proficiency with Deception for reasons that will become apparent later. You also get proficiency with an Artisan’s Tool of your choice (go for Alchemist’s Supplies because Poisoner’s Tools aren’t an Artisan’s Tool I guess) and a language of your choice, which you can pick as you fancy.
Renata Glasc has prime Guild Membership. The name Renata Glasc has plenty of sway in both Piltover and Zaun, allowing for charity for your allies and protection from the Enforcers if you pay your charity as well. You might even find some lackies willing to work for you.
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(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer because while Renata doesn’t have magic she does have good Constitution saves. Probably. Also for proficiency with Arcana (because why not) and Intimidation.
Sorcerers get to pick their subclass at level 1 and if you want to bring some order to the streets then the Clockwork Soul is a good place to start. If someone makes a roll with either Advantage or Disadvantage you can Restore Balance to make them roll straight, making sure no one is denied a fair opportunity.
But of course the main reason to play a Sorcerer is the Spellcasting. You learn 4 cantrips from the Sorcerer list: to weaken your foes for your allies to strike them grab Mind Sliver, to give your allies directions from afar take the Message cantrip to do so (relatively) secretly, to use your robot hand to safely grab things from afar take Mage Hand, and finally to unsafely grab people up close take Shocking Grasp.
You also learn two leveled spells, but being a Clockwork Soul you additionally get Clockwork Magic which gives you Transmutation and Abjuration spells from Sorcerer, Warlock, or Wizard! I’d suggest taking Shield (which is always useful) and Feather Fall (which is also always useful) as there isn’t much else I want from 1st level. As for your regular Sorcerer spells Sleep is useful when dealing with VIPs, and Disguise Self can be nice in a pinch to look your best.
LEVEL 2 - CLERIC 1
We should get a little better at giving orders, and also grab that medium armor so we don’t get shot. And who better to give orders than the Order Domain Cleric? Your Voice of Authority allows your allies to use their reaction to attack when you buff them with your spells, letting them work overtime to get rid of unwanted visitors. You also get free Persuasion proficiency! Which is why we didn’t take it from out background. And of course Clerics get Spellcasting too! You get three cantrips from the Cleric list like Guidance to help the living, Spare the Dying to help the dead, and Thaumaturgy to scare both of them with a powerful voice!
Additionally you can prepare a number of spells equal to your Wisdom modifier plus your Cleric level: Cure Wounds and Healing Word are rather mandatory for a support but beyond that? Bless is very good to help everyone succeed, and... I dunno. Detect Magic is always good to have. And finally your Domain Spells include Command and Heroism, depending on if you want to be charitable or forceful. 
LEVEL 3 - CLERIC 2
Second level Clerics get Channel Divinity: every Cleric gets Turn Undead to make undead flee from you, but Order domain Clerics can command an audience with Order’s Demand. Each creature of your choice that can see or hear you within 30 feet must succeed a Wisdom saving throw or be charmed by you until the end of your next turn, or until they take damage. You can also cause them to drop what they are holding if they fail the saving throw.
You also get Harness Divine Power, letting you use your Channel Divinity to recover a spell slot of a level equal to half your Proficiency Bonus (rounded up) once per Long Rest. Speaking of spells you can also prepare another spell like Sanctuary, in case you or your friends don’t want to fight back.
LEVEL 4 - SORCERER 2
Second level Sorcerers get a Font of Magic for 2 Sorcery Points which you can currently only use to make another 1st level spell slot. But you can technically turn your 2nd level slots into 1st level slots too?
Speaking of spells and slots you can learn another spell but we’re going to wait for...
LEVEL 5 - SORCERER 3
Third level Sorcerers can innovate with two Metamagic options: I’m going to suggest Heightened Spell to make sure your foes breath in the fumes, and Twinned Spell which can allow for some great loyalty rewards with your Cleric spells.
Additionally you now get 2nd level Sorcerer spells which means 2nd level Clockwork Magic! Thing is that you’ll get both Aid and Lesser Restoration as Cleric spells (later down the line) so I’d suggest Arcane Lock and Knock instead: perfect spells to either keep your own privacy or violate someone else’s. You can also grab Tasha’s Mind Whip for some offensive mild alternation, and Misty Step; for Flash. You may want to replace Sleep by this point with something like Suggestion, is my suggestion.
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(Artwork by @lordmegi on Twitter.)
LEVEL 6 - SORCERER 4
4th level Sorcerers finally get their first Ability Score Improvement and seeing as we’re mostly focusing on Sorcerer right now +2 to Charisma seems like the best choice.
Speaking of spells Wither and Bloom is pretty much the textbook Chemtech spell from Strixhaven. But feel free to take other spells instead: Nathair’s Mischief is fun if you like chaos. Oh and you get another cantrip: I suggest Chill Touch for some Grevious Wounds.
LEVEL 7 - SORCERER 5
5th level Sorcerers get Magical Guidance if they offer loyalty to Tasha, the baroness of the Feywild. Regardless you can spend 1 Sorcery point to reroll a failed Ability Check.
More importantly however you get 3rd level spells which means you can finally get Haste as a Clockwork Spell for your Bailout, which definitely isn’t Shimmer! But other than that I’d actually suggest Counterspell for some more protection for your teammates, and Enemies Abound which is the best recreation of your ultimate.
LEVEL 8 - SORCERER 6
So how about that Loyalty Program? 6th level Clockwork Soul Sorcerers don’t have to be lawful to use Bastion of Law. But you can spend an action and up to 5 Sorcery points to give an ally within 30 feet (or yourself) a shield. Every Sorcery point turns into a d8 that they can use when they take damage to reduce it. This ward lasts until you take a Short or Long rest, or until you shield someone else. And you can prepare another spell like Stinking Cloud to keep your enemies at bay with noxious sump fumes.
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(Concept art by Riot Krimblejack.)
LEVEL 9 - CLERIC 3
Hey remember when we had Cleric levels? 3rd level Clerics can prepare 2nd level spells like Aid, which has really nice synergy with your Voice of Authority as well as your now 5th level spell slots. I’d also suggest replacing Sanctuary with Spiritual Weapon to let your drone do some shooting for you.
You also get Hold Person and Zone of Truth as Domain Spells, which are always handy for a proper handshake.
LEVEL 10 - CLERIC 4
4th level of Cleric means another Ability Score Improvement! Seeing as we’re now in Cleric land more Wisdom would be appreciated. That of course means more spells like Blindness / Deafness, but there isn’t much else I want at 2nd level so just grab Toll the Dead for another cantrip that targets Wisdom this time! Is two Necrotic damage cantrips too much? Is two Renata Glasc products too much?
LEVEL 11 - CLERIC 5
If 5th level Clerics use their Turn Undead Channel Divinity they can Destroy Undead of CR 1/2 or lower. Why are you fighting CR 1/2 undead at level 11? Who knows.
But you can also cast more spells like Incite Greed to give to the needy, and Aura of Vitality which is a bit overpowered (especially since technically it activates your Voice of Authority every turn? Ask your DM about that) but Tasha gave it to you so you may as well use it. And to top it off you get Mass Healing Word and Slow as Domain Spells, allowing you to spread either helpful or harmful fumes depending on your mood.
LEVEL 12 - CLERIC 6
6th level Order Domain Clerics become the Embodiment of the Law of Zaun. If you cast an Enchantment spell of 1st level or higher you can do so as a Bonus Action (instead of an action) a number of times equal to your Wisdom modifier, and you regaining those uses at the end of a Long Rest.
You probably noticed all the Enchantment spells I was picking up as a Sorcerer? Well this is why! Suggestion, Tasha’s Mind Whip, Enemies Abound, Bless, Command, Heroism, Hold Person, Zone of Truth (I guess), and Incite Greed: these are all the spells you (currently) have which you can cast as a Bonus Action if necessary! Remember that rules as written you can only cast two leveled spells in a turn, meaning that your main action will probably be spent firing a cantrip. But also remember that abilities like Bastion of Law and your main two Channel Divinity options take a main action, so this can be a good way to give out shields while still keeping your foes in check.
Well that was a really long paragraph for one of my favorite Cleric subclasses. What else is there? Well you get a second use of Channel Divinity. Oh and you can probably grab Revivify for your friends to cash in their Bailout. As long as they’re paying the diamonds! And speaking of spells: if your Channel Divinity isn’t doing it for you Harness Divine Power can now be used twice per Long Rest!
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(Concept art by Riot Krimblejack.)
LEVEL 13 - CLERIC 7
7th level Cleric; 4th level spells. Death Ward is honestly probably a better recreation of your W than Revivify. Additionally you get Compulsion and Locate Creature as Domain Spells: good for manipulating people and finding those who are avoiding their duties. 
LEVEL 14 - CLERIC 8
8th level Clerics get a variety of boons. First of all: an Ability Score Improvement to max out your Wisdom. Secondly you would get Divine Strike but unless you insist on using a pistol I’d suggest taking Blessed Strikes from Tasha’s Cauldron of Everything, which (rules as written) lets you add a d8 of Radiant damage to any of your cantrips, including your Sorcerer ones! Talk to your DM obviously but I don’t think a d8 of Radiant damage is going to break anything by total level 14.
Finally your Destroy Undead now affects undead of CR 1 or lower (because you’ll be fighting CR 1 Undead by total level 14) and you can prepare two more spells. Man it sure would suck if I ignored the Cleric spellcasting because there’s spells I want at 5th level instead.
LEVEL 15 - SORCERER 7
Quickly ignoring 5th level Cleric spells to grab 4th level Sorcerer spells! Summon Construct is actually not a terrible spell from the Clockwork Magic list but I’m going to recommend replacing Freedom of Movement with good ol’ Polymorph. Does it make sense for Renata? No, but it’s also Polymorph.
You can also grab Confusion for a big AoE cloud of enchantment magic, and I’d perhaps suggest replacing some of your lower leveled spells: Tasha's Mind Whip and Wither and Bloom could easily be replaced by anything from Charm Monster to Dominate Beast to Greater Invisibility to Raulothim's Psychic Lance to Sickening Radiance to Vitriolic Sphere. Hell even good ol’ Wall of Fire works in a pinch but I won’t tell you what to take: spells available are long and the spells you know is short.
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(Artwork by Forrest Imel & West Studios. Made for Riot Games.)
LEVEL 16 - CLERIC 9
Going to just leave Sorcerer at an awkward 7 as we (finally) get 5th level Cleric spells! For a start that means Commune and Dominate Person are available as Domain Spells, one of which fits far better than the other. But you can also prepare spells like Contagion (if you can get in melee range), Scrying (for wards), and Raise Dead as necessary. But I mean, you can probably keep Raise Dead off your main list and grab something like Banishment instead really. There is a 10 day grace period after all.
LEVEL 17 - CLERIC 10
10th level Clerics have a 1/10 chance for calls to Janna to actually work, granting you Divine Intervention once per day if you are lucky. You can only use this ability once per Long Rest but you can just straight up call god? If it succeeds it can’t be used for 7 days, however.
Oh and you can prepare another spell, and grab another cantrip! For your cantrip it’s probably about time to take Sacred Flame. As for leveled spells we’re (again) going to wait for...
LEVEL 18 - CLERIC 11
Hey remember Destroy Undead? It now affects Undead of CR 2 or higher! I mean, I don’t know what CR 2 Undead will pose a threat to you at level 18 but...
At least you can now cast spells like Word of Recall to, well, recall back to base. And you can finally control the Sunbeam to control the world (assuming you have Tasha’s obviously.)
LEVEL 19 - CLERIC 12
12th level Clerics get one last Ability Score Improvement and... yeah: max out your Charisma so your Sorcerer spells have a bit of potency. You can also prepare another spell like Heroes' Feast, because the rich need to eat too sometimes. (But don’t feel bad about swapping off Heroes’ Feast if you don’t need it.)
LEVEL 20 - CLERIC 13
The final level gives us 7th level Cleric spells, and there’s plenty of good ones to choose from! Fire Storm, Regenerate, Resurrection... I’m not going to tell you what to prepare because Clerics can swap out their spells at will during a Long Rest, meaning that you can pick what you think is the most practical by level 20.
FINAL BUILD
PROS
Get the job done - You have 9th level spells and known spells that go all the way up to 7th. Regardless of if you’re doing the dirty work yourself or outsourcing it with your Voice of Authority you have enough tools to solve any problem.
There's a reason I call the shots - Being a Half-Elf has its perks: you’re proficient with most Wisdom and Charisma checks (and also Arcana), making you the woman to ask when someone needs something done.
I will not die before Piltover falls! - Medium Armor and Constitution saving throw proficiency makes you sturdier than most. Heck you could even grab a Shield if you want. Being able to shrug off most arrows should keep you healthy, as long as you don’t walk into range of any Fireballs.
CONS
Blood is a big expense; luckily, I'm rich - Low constitution and several d6 Sorcerer levels leaves your healthbar lacking. Aid can only carry you so far from being one-shot by Power Word Kill.
I mean, it's one health potion. What could it cost? Ten thousand gold? - You only have 7 levels in Sorcerer which means a max of 7 Sorcery points. With both our Sorcery options being very expensive and Bastion of Law also munching through your Sorcery points you’ll be running high and dry often. Hopefully you can get a Bloodwell Vial!
You'll come around to my side with the right incentive - Much like Fear-based builds Charm-based builds have a big Achilles' Heel in the form of enemies who are immune to charms. Hopefully your DM isn’t an ass who’ll deny your entire build, and you do at least have some spells that work outside of charming your foes, but be wary around elves is all I can recommend.
But only a dead woman works alone. Friends are easy to make when you can offer them the world, and all they need is to give you everything they have. Truly a steal of a deal. So go out there and give back everything that was given to you! Let all know the generosity of Renata Glasc!
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(Artwork by @ColdWintersNit on Twitter.)
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ceardxi-blog · 7 years ago
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Tag Dump (in no particular order)
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prodigal-ezreal · 4 years ago
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“That’s all they were; stories.“
“Ah, but all stories have something of truth in them! Or not, that’s why I go and check.” Ezreal says enthusiastically, the cold of the air cracking his skin as he pulls on it with his smile. He focuses on tending the fire before them, still keeping the stranger on his peripheral vision. Impromptu camping with other travelers was nothing new for him, even less when a snow storm begins to roll through the valley and he finds that the refuge he picked was already occupied. Well, where one fits, two do, so he wasted no time on saying hi to the stranger and offering his dry wood and magic to light a campfire. Nothing like staving off death to build a friendship, although the other didn’t seem as bothered by the cold as he did. A wandering local, perhaps.
“Myths and legends say a lot about a people, wether they notice or not. Sure, nothing says the heroes of old truly did all those amazing things, but it doesn’t hurt to go and see it for yourself, you know? Besides, stranger stuff has happened. Who says I am not to find some of Old Ornn’s artifacts frozen beneath the snow?”
@draklorn
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gravityboom · 7 years ago
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Ornn, the Fire Below the Mountain | Champion Trailer - League of Legends
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