The other day I wasn’t too successful with my placement games in League, so I decided to play more ranked two days ago as well as yesterday. We finished on two losses last time and ended up with four losses and three wins this time around with only two more games to go. My current placement ranked is Silver 2, which is alright. If I get two more wins I’ll gain another 76 LP, bringing me rather close to Silver 1 or potentially even the gold promos.
Anyways, in the first game, we played an MF+Zyra bot lane against an AP Twitch Support and a Crit-Jhin. Our team was mostly owning the enemy lanes. Our Ornn in the top lane went 3/2/10 by the end of the game, completely shutting down the 1/11/4 Darius until the very end of the game. With the feed from Top Lane, Diana got rather strong and ended up with a score of 13/13/5 by the end of the game, dealing the second most damage on our team. Our Ekko did alright. He got one out of five dragons and ganked a fair amount in mid and top lane, ending with a score of 7/10/9… Problem was the enemy bot lane, though. Jhin didn’t really do too much until the late game and my MF was rather strong, dealing the highest damage in the game… The problem we had, however, was the enemy Twitch. Twitch Support shouldn’t really be a thing but thanks to a lot of buffs to his AP scalings and thanks to some AP items working really well on him, it is a thing. The Twitch had the second highest damage in the game and while I was poking from afar using my plants and poking him down and everything, he just ended up getting a lot of kills onto me. Once I picked up my Liandry’s, I was able to deal decent damage and even kill two targets, but most of the time I was wondering if I had gone colourblind since my screen was constantly grey.
With 15 deaths and the second-lowest amount of gold in the game, I wasn’t too proud of this game… but we still managed to win somehow. My biggest concern here was that there is little to no counterplay to Twitch. He doesn’t get revealed until he attacks you. He just one-shots you… and then he goes invisible again. His Damage-Over-Time effects deal true damage but thanks to Night Harvester they also deal an additional 125 (+15% Ability Power) magic damage, per tick. Night Harvester also works on Auto-Attacks, which is why Nashor’s is so good… and generally, this build is no fun at all, which is why I started banning Twitch until that build gets nerfed again.
In the next game, I played Vel’Koz together with my Tristana against a Maokai + Kai’Sa lane. Our biggest problem was that Nidalee would hang around bot lane and chase us down relentlessly. Her spears were really accurate and it’s just rare to see a Nidalee, let alone a good one, in your games, so I underestimated the damage most of the times that she’s able to deal with no items. Later on, her spears would nearly one-shot you and it was just an annoying match overall. Our Brand wasn’t doing too good while our Volibear didn’t deal a whole lot either in the game. Meanwhile, the enemy Maokai would constantly get poked down by me in the lane, only to get rescued by a Kai’Sa-Heal or a Shen-Ult. They eventually ended up grouping rendering our fed Kha’Zix useless in most scenarios… and we ended up losing a game that felt like an even game even when it really was not. It was more of a Jungle vs. Jungle game and eventually, Kai’Sa popped off, too, when they started grouping, leading to our defeat.
Nothing to do about that loss. Was just a bummer. Go next, I guess.
In the next game, we played as Lux + Vayne against MF + Seraphine. Since I didn’t expect any early kills, I opted in for a Guardian build with Imperial Mandate. I then built the Zhonya’s to protect me a fair few times against the enemy Yasuo, Garen or MF. Eventually, I picked up an Oblivion Orb before buying my Watchful Wardstone. With a score of 3/7/23, I felt as if I didn’t do too badly. Sure, I could have died less but in the end, we lost the game because of other reasons, really, and the enemy team just ended up farming us in our base, so those deaths weren’t really my problem…
The biggest issue in this game was that I did basically no damage at all. It at least felt underwhelming even though I did more than Zac, Seraphine and Elise and nearly as much as Malzahar. My bindings were good and with a 42 vs. 48 kills game, it was actually quite close. Sadly our Malzahar was not doing too good, struggling quite hard against Yasuo, and while our Gragas ruined the Garen in top lane early on, Garen eventually was just unstoppable with this Bruiser-build of his that allowed him to tank for ages while cashing out damage like an assassin. In the end, MF actually also got a bunch of kills but she didn’t really pose a threat, in my opinion. I think if I had opted in for Luden’s Tempest instead of Imperial Mandate, I might have been able to actually one-shot her among the other squishies. It was just unlucky that Seraphine landed some really good ultimates on us, giving them the win. This was especially frustrating as we lost while having a 4k gold lead at one point of the game.
The next game we played was a Xerath + Draven lane against a Vel’Koz + Varus lane. This was a bit more of a stomp, to be honest, with Diana scoring 23 kills and with Shaco popping off with his 16 kills. Our Draven wasn’t doing too good, so I ended up roaming a bunch and securing kills in mid lane. Eventually, we ended the game with 55 kills and 38 deaths, as a team.
This game, we actually nearly threw the game as they kept winning team fights while grouping while we didn’t go for picks when our comp is all about picking off enemies. Our Diana said that they have no late game and that we’re winning this for sure, but it was getting rather close, despite us having a rather big lead. Luckily, we ended soon after that. Despite having the lowest gold in our team (I often didn’t get assists for kills that I assisted at), I actually dealt decent damage. In the actual damage graphs, it doesn’t really show it but my ultimate shots were able to chunk away quite well at the enemies, securing us a bunch of kills… so I’m quite proud of that.
Alas, in the last game, I had to first-pick so I decided to go for Leona. I’m not too confident on her but since our team didn’t hover anything, I had to go with something with CC and Tank capabilities. We faced off against Alistar and Vayne, which isn’t the scariest matchup, especially as I can E to the Vayne to stun her and Samira can just E to her and juggle her up for two stacks of her passive. I kinda fucked up by not buying items at the beginning of the game, giving them a free level 2 with no engage from us but we then just killed them a whole bunch and were snowballing out of control. Our Syndra wasn’t too good at the game but our Top+Jungle were just godlike. Poppy played 11 games of Poppy this season with a 100% win rate. Volibear also had a high win rate in a similar amount of games. They ended up doing their job and we snowballed in bot lane and the enemy Ryze wasn’t too scary. We won the game quite easily, despite the hickups with coming to lane with no items, etc.
Here and there I tried pushing the lane and ended up stealing a cannon minion from Syndra. Syndra then would ping “?” on me, then flash on the spot and recall. I decided to apologise for it… but then it happened another time and they just stood still for a minute or two, potentially raging IRL. I’ll have to be careful about stuff like that in the future. Apart from that, I enjoyed using this build with the Solari into Zeke’s. My next item would have been Abyssal Mask. Honestly, I’m not sure if Zeke’s is really that worth it but I’ll have to check the damage on that again next time. Abyssal Mask would have given me the MR against Gragas and Ryze that I really needed on top of amplifying the damage my teammates did by 10% whenever I cc’d enemies.
Oh well, that brings us to the end of those play sessions. I’ll just have to continue banning Twitch and playing the champs I’m good at while being careful about my positioning. Playing CC was alright that game… but as you can see I had only about 9k gold at the end of the game and tank items are expensive. Playing tank isn’t that rewarding, in my opinion.
Looking forward to reaching gold somewhat soon and potentially climbing up higher. Hope you liked this update.
Season 11 has started! So I played three games from my placement series but one of them was a remake so that doesn’t count really. Alas, here’s an update:
In the first game, we had a promising comp. My duo mate’s Jhin got picked by the enemy so he went Miss Fortune instead. Since we already had a lot of AP damage in our team and since the enemy team had three melee-champions, I decided to pick Senna to keep them at bay with Glacial and my W and to poke them from afar. The enemy team was rather beefy with both Tahm Kench and Swain but they were mainly AD, so I had high hopes for this one, especially as the Jhin picked Magic Resist runes against a double AD bot lane… alas, I started poking him out of lane but Swain apparently didn’t connect yet so we got a remake, sadly. While I would have loved to play that game, I’m also kind of glad that we didn’t since our top laner was auto-filled.
The next game went horrible. My duo mate and I were playing Jhin and Vel’Koz which is great since the enemy team didn’t have too much range and since Jhin is super strong right now. My Vel’koz is not too shabby either, so I had high hopes for this game in champ select… if it weren’t for our teammates. Our Top Laner and our Jungler were premade, too, and played Teemo and Vi. Teemo lost early against the Irelia, so that wasn’t good… Irelia quickly snowballed and became close to unstoppable. Vi is a great pick in the jungle since you can gank rather early with your Q and since your ultimate as Vi is incredible in team fights. The problem was that Vi just didn’t gank at all, resulting in us having a hard time in bot lane with Orianna roaming a lot and Kayn ganking way too much. This would be no problem if it weren#t for this annoying Draven+Lulu lane that we had to face. Draven can snowball really hard if you don’t shut him down early. We missed opportunities to get kills on him and eventually he kept one-shotting me and Jhin. At the same time, Draven would use his flash and heal all the time but we’d still get no jungle attention from Vi… I mean, nobody really did get any ganks from Vi.
Alas, the enemy Kayn was three levels above our Vi, got all the dragons but one, and was super strong, too. Our Gragas mid went full damage but didn’t really have an impact. Our Bot Lane was super behind. The Vi went full damage as well, despite being behind, and since Orianna, Irelia, Draven and Kayn would constantly roam and kill us in our own jungle, I amassed a lot of deaths. This game was horrible. We were not able to do anything while our top laner and our jungle were constantly flaming us. It was not fun at all, especially since Draven would also go invisible after every kill. The biggest problems were Irelia, Kayn and Orianna, though… so it was too much to handle, and alas, I lost my first game.
The third game that I played yesterday was a Nami+Lucian game. We had a Malphite Top against an Akali that got super fed. Our Yi got some early kills… Yasuo refused to play an AP champion, so I was basically the only AP champion in our team, especially with Malphite going full tank. We got some good kills early so things were looking good. I was sure that we’d be able to stop the Akali later on in team fights with our Malphite’s and my ultimate ability. Sadly, though, Ezreal ended up getting a bunch of kills and… Lux kept one-shotting me with one Q+Auto.
Welcome to the League of Oneshots where Yasuo is able to flame you even when he’s 2/8 with barely any kill participation and where Lux one-shots you harder than Akali – who btw was always there to clean up as well.
In the end, I had to mute everyone but since Lux and Akali were so fed I couldn’t ward anything. Yasuo and Yi kept dying right when Drakes were about to spawn. Meanwhile, Lucian was falling off, Ezreal got a bunch more kills in our base before they ended up finishing. It wasn’t fun at all.
So, that was my last game of the day. I was a bit frustrated with the quality of the games. The placement games so far ended up placing me in Silver III… which is fine. I can climb out of that. If I win some of the next games, I’ll place higher though, so I’m going to try to focus more on my positioning in the next ones.
Again, most of this post sounds like I’m blaming my team or whatever but I know that I played like garbage, myself. Sure, my team’s decisions at times weren’t optimal but in the end, what counts is that I play better, or else I won’t be able to reach platinum.
Goals for the next games:
Get some good bans in. Samira is less of a problem compared to all the assassins in the game.
Watch my positioning. I need to die a lot less, especially with my current champ pool!
Mute everyone. I just gotta do it. Everything that has to be communicated can be communicated via pings. I don’t need the chat for anything but the “gl hf” I type at the beginning and the “gg wp” at the end of the game.
Focus. The longer games continue and the more frustrating they are, the more I lose focus. These past two games were lost at minute fifteen but we could have had good team fights to turn the game around, potentially.
Stay positive. Again, just do it. “Oh, we’ve got a Yasuo who’s never played the Champion before? I’m sure he’s smurfing. Oh, he died five times already? He’s not gonna be worth any more gold!” I gotta stay positive and focus on the goal of the game: Winning. I only gotta get upset at my own mistakes, as always.
I did the latter part quite well in those games but I eventually lost focus, especially when teammates started flaming… I should have just muted them.
So, uh, in case I wanna keep my post-streak up, I’ll post more on this in the near future! Hope you enjoyed this post. Did you start playing ranked yet? The grind tends to be rough at the beginning and at the end of the season but I’m sure I’ll get some good games soon!
Another year, another season. League of Legend’s Preseason 11 has started quite a while ago, and with 2021 being around the corner, I thought I’d take the time to write a post on it.
Just like other seasons, there has been a major change in the Rift this time around to keep the game fresh and innovative: The Item Rework!
Alas, this season brought a whole new shop system and the introduction of Mythic items that basically are supposed to be super overpowered but you can only buy one Mythic item. On top of that, they have Mythic passives that add bonus stats to all other Legendary (aka completed) items, including boots! These new Mythic items, as well as a bunch of new other items, replace about a third of the old items that got removed. Meanwhile, the last third of the items have been reworks. Generally, I feel like a lot of the items are quite strong but not too strong. There are some items that still need to get touched but I’ll talk about that later.
Before we talk about my issues with the new season, I wanted to talk about what I’m looking forward to, my champ pool, builds I’ve enjoyed, and what I’m glad about.
As a Support player, I made it to Gold last season and this Pre-Season, so I want to reach that goal again in the next season and potentially even climb past it to Platinum+ if I’m good enough. Riot changed the ranked system in a way that is going to make climbing easier, so I’m happy about that. From now on, there is no promotional series (aka “win two out of three games” to be promoted) between the ranks of one division. Instead, you have to reach 100 LP to climb from, say, Gold IV to Gold III. Once you’re at 100 LP in Gold I, you need to win three out of five games to be able to get to Platinum IV, which is a great change! On top of that, being at 99 LP is less frustrating now as a win translates into, say, +16 LP in the next rank if you gain 17 LP after your win. This is a welcome change that I’ve been asking for, for quite a while now actually. There was nothing more frustrating in League than winning a game only to gain 1 LP and to then get inters, feeders and AFKs in your promotional series only to reach the next step in your climb.
I’ve been playing a bit of ADC this season and have been enjoying a plethora of champions in that role. Alas, I’m going to go with ADC for my second role and I’ll most likely play (in this order) Jhin, Caitlyn, Ashe, and Varus. Otherwise, I obviously would also manage to trade roles or potentially pick something else to fit my team’s needs. On Jhin, I’ve been enjoying the crit builds a lot with Krakenslayer/Galeforce into Rapidfire Cannon into Infinity Edge/Bloodthirster. With Krakenslayer your third shot basically deals as much damage as your fourth shot, which is a pretty big deal. Meanwhile, you’re super fast with Galeforce and also gain a dash to get out of some peculiar situations, which is quite fun. Most of the time, though, I play a lethality build with Eclipse into Collector on Jhin, running Dark Harvest, and basically one-shotting everyone. The Collector is incredibly broken as it basically executes enemy champions at 5% of their health, which sounds like nothing… but if a Champion had about 5000 HP, they’d get executed at 250 HP, which is surreal… and a lot of fun.
But my main role is obviously Support. I’m a sucker for mage supporters and enchanters and I used to play a lot of Nautilus and Braum in the past… but tank supporters feel incredibly weak. Unless you get super ahead, you can’t get tanky enough and you can’t really set up kills either. Tank items are constantly getting nerfed when it comes to their tankiness (the part that you need) when it’s actually the damage that should get nerfed (the part that a Tank/Tank Support doesn’t need). At the same time, Tank items are extremely overpriced and you end up in this weird spot where you need kills as a supporter to make the dream possible. I wanted to try out Tahm Kench again and some other champions that I used to main, like Taric, but I’ve put it off since everything else feels a lot stronger and better in my humble opinion.
And I don’t mind that. I don’t mind that tank supporters feel weak in a tank meta. I don’t mind not having to dodge a thousand hooks in the bot lane. I really don’t. Obviously, people still play tank supporters and statistics say that Leona, Thresh and other champs are really strong at the moment… but I just personally don’t like the feel of tanks, at the moment, and alas, I go for mages and enchanters instead.
This brings us to my current favourite mages to play in the Support lane: Xerath, Zyra, Vel’Koz, Brand, Neeko, and Morgana.
Xerath and Vel’Koz are incredible at poking down enemies from afar, setting up kills or securing them when your ADC isn’t close enough yet. Both of these champions scale well into the late game but don’t need many items to burst people down. Xerath has a lot of burst damage, a slow and a stun in his kit as well as a semi-global ult and a lot of sustain through his passive. I tend to go for Luden’s Tempest into Event Horizon on him, although Liandry’s into Demonic Embrace also can work quite well on him against tanky teams. Luden’s Tempest gives you some movement speed on every proc and adds a lot of burst-damage to your abilities when you hit enemies. Meanwhile, Event Horizon adds an increase in damage on abilities that hit enemies at more than 750 range or that immobilize them. Xerath’s Q is already 750 range long when tapped, as far as I know, so this is a great item on him as well. Vel’Koz has a knock-up on his E as well as plenty of tools in his kit to zone enemies, secure objectives and kills as well as a lot of true damage to melt enemies away, which is just lovely. I tend to go for the same items on him as on Xerath. On these two champions, I tend to run Comet, Manaflowband, Transcendence/Absolute Focus and Scorch… and then I go for Cosmic insight+Cookies in the second tree or I opt-in for Presence of Mind and Coup de Grace for some extra damage.
All the other supports I mentioned have also great poke and some degree of utility to them. Zyra is incredibly nice to pick when you have an Ezreal for your ADC. Ezreal scales well into the late game and usually buys Tear for his first item, so picking up lane-dominant supports like Zyra can help him scale away without problems or maybe even pick up an early kill or two to snowball. Zyra is also great against Melee comps that are fairly tanky, as you most likely will buy Liandry’s+Demonic Embrace into Morello. The double burn procs on all of your plants which makes you great for taking Baron Nashor or for team fights. Brand already has a DoT on his passive, so obviously, you want to capitalize on that by building double burn, hence resulting in a triple burn. Brand also has a Stun in his Q when applied on a burning target as well as percentage-health damage in his passive (and if I remember correctly, the other part of your passive with hitting three abilities on one target actually does true damage!). Hence, Brand doesn’t need many items to really shine and he’s also great to take objectives or to team fight with.
And well, Neeko,… is… interesting. She never has been weak but people don’t really play her as a Support anymore. I usually go Luden’s or Protobelt on her. You can also build Night Harvester on her or go for the double burn if you want to. There are a lot of different options for her and you can easily catch people off-guard with the clones, her damage, her utility and her epic ultimates in team fights, which makes her a great pocket-pick.
As you can see these are all mages… but sometimes you just have too much magic damage on your team already, so I have two picks for that case to balance out the damage more: Ashe and Senna.
On the one hand, Senna has been one of my favourite champions to play last season. She has great scaling, great poke and a heal (that scales with Attack Damage), as well as some decent CC on her W in form of a long-range AoE root. Her E ability lets you camouflage your teammates to get away or to engage on people in a better way while her ultimate does decent damage and even shields allies at a global range! My favourite build on her is Eclipse into the Collector. I usually run either Grasp of the Undying or Glacial Augment on her, based on what I play against. The items generally are the same as Jhin’s as you’re basically doing the same thing as him… but in a less artsy way.
Ashe, on the other hand, is a fantastic pocket pick of mine that I haven’t seen too many people play as a Support yet. Essentially you run comet to poke enemies down with your W and you stack up Focus on enemies to then burst them down with your Q. Your E provides vision for your team while your W makes it easier to hit the comet. On top of that, your ultimate is a great engage/disengage tool at a global range, although I suck at landing those. As for builds, I tend to go for Imperial Mandate into Manamune into Ravenous Hydra. This build is all about your W which does more damage thanks to Imperial Mandate and Muramana (the upgraded Manamune) and which basically also amplifies your allies’ damage by a considerable amount as well. All of the items in this build have a lot of ability haste, resulting in you basically being able to spam your W while not running out of mana. Muramana also applies on-hit damage to all of your attacks and spells. Ravenous Hydra heals you and also applies some AoE damage to your volley and auto-attacks. Overall, it’s a fun build to try out into some team comps or when your team is lacking in the physical damage or CC department.
Speaking of ability haste: Cooldown Reduction has been changed. Before the change 10% cooldown reduction would allow about 11% more casts and getting more cooldown reduction would result in even more casts of abilities, which was great. Getting 40% cooldown reduction was basically what you’d want most of the time as it scales exponentially. The new system, however, is all about ability haste which stacks linearly, just like most other stats in the game. There is no cap on how much Ability Haste you can have, meaning that it’s possible to even reach 50% or 60% CDR with the new system, although you’d have to opt-in for very specific items to do exactly that, resulting in potentially losing some power as you’re not going for more damage but more tasks. This new system is actually also quite cool as it means that getting less is better compared to before.
The last category of champions that I’m playing this season is about enchanters! I mainly tried out Nami in the preseason as well as a few others and overall, everyone felt quite neat to play. Nami, Bard, Janna, Soraka, Lulu, Sona, Seraphine, and Rakan are great champions to pick up (and yes, I count Bard and Rakan as Enchanters) especially with all the new items. Before the item rework, you’d go the exact same items on every enchanter in every game for your first three: Ardent Censer, Athene’s Unholy Grail, and Redemption. There wasn’t much variety from game to game and while I miss Athene’s Unholy Grail a ton… I’m kind of happy about the new changes. Generally, I go for Imperial Mandate on Nami followed by Ardent Censer or Staff of Flowing Water.
Imperial Mandate causes immobilizing abilities to mark enemies and deal extra damage – and allies can proc the mark to deal even more damage on top of that. Nami’s Q, E and R work great with this item. Ardent Censer is still a great item but sometimes I have to opt-in for the Staff of Flowing Water as it’s basically made for Nami… I mean, what item would be more befitting of Nami who’s already wielding the Tidecaller’s Staff? The Staff of Flowing Water grants you and your allies Ability Power and Movement Speed whenever you affect them with your abilities. The bonus MS paired with your passive works great to rescue allies in bad positions while the ability power works quite well with a lot of champions… although it’s mostly for yourself. When I play with a Kog’Maw, Lucian, Varus, Senna, or Kai’Sa this is a great pick-up as it enables them, even more, to get away, kite better, get closer, or add damage to the abilities that scale with AP in their kit. Ardent Censer, however, gives you and your ally on-hit damage and attack speed, which is also great. It just depends on the champions.
Now, this is a great change for Enchanters: You basically have your Mythic Item, your Support Item, Boots, an Enchanter Item, and potentially another… but what do you do with your last slot? Generally, you’d get more pink wards but you can only place down one at most on the map and you can only carry two at the same time. Buying an additional item results in no more pink wards for your team, which sucks. Alas, you’ll get… hear me out… the best item that was introduced this season… the Vigilant Wardstone.
For a price of only 1100 gold, you get an item that grants you the ability to store three pink wards at the same time in your inventory. Once you placed down 20 Stealth Wards (#easy #supportlyfe), it transforms into the next level of the item which basically grants you some bonus stats… and then you can also invest another 1300 gold into it to get even more bonus stats. The end result is an item that stores pink wards (that you still have to buy) but it also grants you bonus movement speed and ability haste (GREAT for enchanters!) and… it also increases the cap for stealth and pink wards placed. You can now place down a maximum of four stealth wards and two pink wards (instead of three/one) with this item.
Vision = Power
On top of that, you also have other options that you can go for as far as items go… Zeke’s procs now whenever you CC enemies, so it’s a viable option to use on champions like Nami as it doesn’t require a short ult cooldown to work efficiently anymore. Meanwhile, Moonstone Renewer is a great item for times when you need to heal a lot instead of dealing a lot of damage. Instead of amplifying your damage with Imperial Mandate, you instead opt-in for amplifying your heals, which is great on Soraka, for instance. Also, you don’t have to buy a completed Morellonomicon to have Grievous Wounds as a Mage but can instead just build the Oblivion Orb for considerably less gold. And that’s lovely. On so many levels.
Now, earlier I talked about issues with items that I have and… well,… The Collector is just unhealthy for the game. Being able to execute people like that is a bullshit mechanic to have in a game as it makes champions like Jhin, Senna, Draven and even Veigar incredibly strong with little to no counterplay. Again, 5% of your maximum health is a huge amount of health still… If they tuned it down to 2.5% or maybe just 1%, it would be considerably less strong to the point where it was useless… Alas, I’d say that the item should receive a nerf to its stats and/or its price. Being able to build this as your second item every damn game on some champions and get away with just having two items is bullshit and super unhealthy. It not only makes it easier to get kills but also rewards you a bonus of 25 gold every time you take down an enemy, which eventually pays for your next item, making you even stronger. It’s a snowball item like the Sword of the Occult, which is unhealthy for the game.
At the same time, healing is too strong in the game even though it was supposed to go down. Tanks are also too strong. It’s not the problem that you can’t kill them easily… after all, that’s their purpose: They’re tanks! The problem is that they’re dealing a ton of damage to enemies around them. Sunfire and some of the other Immolate-Mythic-Tank-Items are way too overtuned, in my opinion, with their damage increasing based on your other tank-stats such as your health. Being tanky is good but dealing scaling damage is not so good for the health of the game. Now, I haven’t played League in two weeks so maybe there’s been another patch. Alas, I’ll hold off on this rant for until I’m home again, this Sunday. I may write about this again in the new year.
I hope you enjoyed this looooooooooooooooooong post. I wouldn’t have thought that this would turn into a post that is nearly as long as my Moonlighter review… Oh well. Personally speaking, I really enjoy writing about topics like these here with my strategies or thoughts on a meta. As mentioned before, I don’t like being forced to play tanks or whatever in a season. I play what I enjoy and this season… I can do that. I can play enchanters and mages, poke and cc, I can do all kinds of things and still have fun with the game while climbing. I’m looking forward to Season 11. And I’m looking forward to potentially writing about these topics as well throughout the season.
How about you? What champions are you going to play? What are your thoughts on any of these changes and my pool? Let me know!
Alas, here’s the first prompt by Belghast: “If you could change anything about one of your core fandoms, what would it be?” – and I’m already confused. My issue with this one is that I don’t think I’m part of really any fandom… at least I’m no active member of any bigger communities of fans of a genre, game, show, band, etc. But I’ll do my best to answer this prompt!
I guess that I’m a relatively big fan of Anime and Manga. I do read my fair share and watch quite a bunch right now. The only problem with the fandom I have, though, is the weebs. And I’m not trying to be inappropriate but usually, there is a “too far” for everything:
Chocolate can be sweet but it can also be “too bitter”. You can drink a bunch of beers but you can also take it “too far” and get alcohol poisoning.
With the anime fandom, it’s the same.
According to Proxer.me (my streaming service of choice for ages now), I’ve watched a total of 5134 Anime episodes so far, not counting in episodes watch on other sites. As far as Manga chapters go, the number is at 811, not counting in chapters, manhwa, webtoons, light novels, etc. read on other sites.
But I know people with bigger and smaller numbers that are way too extreme in regards to the fandom. I’m talking about people that don’t just watch anime… I’m talking about people that breathe anime. -> Weebs or weaboos.
And well, the thing I’d change about them is just the fact that I don’t want them to call me an “otaku” or a “fellow weeb” because that’s insulting. That’s it. I have no problem with them being the way they are. I have no problem with them loving what they do. I just don’t like it when some of them try to convince others that those other people are also “otakus” (which is an insult if I remember correctly, to begin with).
As far as other fandoms go, I used to be part of the Dr Who fandom and a few communities but then the constant discussions about “the best Doctor” and the diehard fans that don’t like a female doctor got on my nerves. Christopher Eccleston (or the Ninth Doctor) is probably my favourite but I’d never go as far as to go that he’s “the best doctor” since there is no universal truth like that. Matt Smith? David Tennant? Peter Capaldi? All great doctors! Loved them! I would not want to convince others, however, that these people are “the best” over others.
Uh, other fandoms… I’m a support main in League of Legends and since I love playing the role, I’d consider that a fandom of sorts, I guess? Anyways, I’d change the Janna Mains. I fucking hate them. It’s not about their champs… it’s also not about ALL of them… it’s just about the toxic ones because Janna Mains are the most fucking obnoxious and toxic support players in League. Janna is a champion that doesn’t require too much skill and that is really well at disengaging enemies and enabling their ADC. While I like playing her every now and then, I don’t usually do it nowadays, as she’s still missing a bunch of things that I like with other enchanters. She’s also just a champion played by toxic people that I don’t want to get associated with. Same goes for Nami Mains that build Rylai’s Crystal Scepter. Don’t. Fucking. Do. That. For reals. Your Q is a knock-up, your E is a slow already and your ultimate is a knock-up as well. You don’t really need the slow, especially as slows don’t stack in League.
But in the end, I’m just complaining about extremes here. I feel like every fandom and every community has certain “Stans” and “extreme fans” that just take things too far or trolls and idiots that just act in bad faith, as everwake pointed out as well. I feel like there is always one shitty person for every ten good people, period. Not just in fandoms. Of course, there are also people that just try to diehard defend their own object of interest while degrading, as Bel noted, and I’d include those parts of these fandoms in the “shitty person” analogy as well.
I don’t think that you can change people that easily but I feel like people shouldn’t just look at the negative side of these fandoms but also the positive side with all the creators, cosplayers, artists, writers, bloggers, authors, theorists, analysts, etc. that provide us all with a bunch of awesome things.
But I don’t really consider myself a part of any fandom… I mean, of course, I’m a fan of a bunch of things but I don’t usually interact with too many “likeminded” people apart from the Blaugustans or people in different discord and twitch communities. And regarding the “Blaugust Fandom”, I don’t really know what I’d change if at all. 🙂
So that was my take on the first prompt. You can find “the original post” here, made by Bel. Tomorrow’s prompt is being presented by Dragonray from Azerothian Life who (from what I could tell) is a blogger who is mostly writing about their adventures in World of Warcraft. Bel also talked highly of them, so I’m looking forward to browsing some more on that blog, despite not actually playing WoW. 🙂
This post is part of the Blaugust 2020 event. Wanna know more about it? Then check out my post on it or Bel’s post where he also linked everyone who’s participating! Be sure to check out the others as well!
League of Legends turned 10! And although the event has already ended and although you cannot receive any more rewards, I’ll continue my series of posts, showcasing my favourite supports from each year. Seven years ago on December 4th 2012, Nami, The Tidecaller, was introduced into the Summoner’s Rift. She’s a vastayan Enchanter from the tribe of the Marai, who’s able to control the tides to protect her allies and punish her enemies.
I already talked about Nami in an early Stray Sheep but I haven’t talked about her Lore yet, so if you want to, you may as well look that post up but this post is only about Nami while that other post just mentioned her on a side note.
In the seas to the west of Mount Targon dwells a tribe of Vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life.
At the center of their village, the Marai placed a glowing rock known as a moonstone, which is said to be infused with the celestial magic of the heavens. Its haunting, ethereal light protects the Marai from the creatures that crawl from the abyss.
Every hundred years, the moonstone begins to dim which is why the Marai choose their fiercest warrior to retrieve a pearl from the rift and exchange it for another moonstone from a luminous wanderer from Targon’s peak.
The Marai were only able to send out one warrior, though, as the creatures of the Rift feast on their energy and would grow stronger if they’d send out whole armies to the rift. While whole armies would get wiped out immediately, a single warrior equipped with the legendary Tidecaller’s Staff, capable of controlling the tides, would be able to possibly elude the dangers long enough to return with the pearl safely.
Nami always wanted to be a Tidecaller but since she’s quite impulsive and young, she didn’t pass the trial, which lead to a different warrior, called Rasho being chosen as the Tidecaller instead of her.
Rasho dove into the depths of the abyss. A week passed, then another. An entire month the Marai waited for their Tidecaller’s return, but there was no sign of Rasho. No Tidecaller had ever failed to return.
Since someone had to return with the pearl, Nami ventured into the Rift on her own, returning after several days with the pearl, the fallen Tidecaller’s staff, and a look of quiet horror in her eyes.
Though furious at her impertinence, the village elders nonetheless admired Nami’s bravery and officially designated her Tidecaller. Nami ascended to the surface and rode the tide to shore to meet the landwalker.
The landwalker, however, was nowhere to be found. Nami instead found an elderly woman whose grandparents saw the last moonstone exchange. She explained that there was no moonstone as the Aspect of the Moon who’s the only one to conjure a moonstone has fled Mount Targon.
Nami was unwilling to accept this. She vowed to find the Aspect and retrieve the moonstone. The lives of her people depended on it.
Using the power of the mystical Tidecaller staff to summon a perpetual pool of moving water beneath her fins, Nami took to land to continue her quest.
Determined, the Tidecaller swam into a brand new world.
So, that’s her Lore basically. You may want to check out the comic that got made for this store. It’s really well made!
Lore vs Kit?
Passive: Surging Tides
All allies (and Nami) gain movement speed when being hit/targeted by her abilities. This bonus is doubled when Tidal Wave is being used.
Q: Aqua Prison
Nami sends out a bubble into the target direction damaging, revealing and suspending all enemies hit.
W: Ebb and Flow
Nami unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions up to twice, alternating between enemies, allies and herself. Ebb and Flow heals allies and damages enemies.
E: Tidecaller’s Blessing
Nami blesses herself or a target ally, causing her/their next three basic attacks to deal bonus damage and slow the target hit.
R: Tidal Wave
Nami sends out a tidal wave, dealing damage, knocking up and slowing all enemies hit. As mentioned, allies hit by Tidal Wave receive the Surging Tides bonus twice. The slow scales with the travelled distance.
Nami’s kit makes her a great enchanter for all kinds of situations. You’re able to set up ganks, kills and teamfights, using Aqua Prison and Tidal Wave, while also using these skills to disengage. You’ve got decent utility and healing in your kit when playing Nami on top of a lot of slows, two knock ups (though Aqua Prison’s knockup’s lasting a lot longer than Tidal Wave’s for instance), and some damage for both your team and you.
Runes and Builds
For runes, I generally use a similar setup to Sona’s. Nami is super squishy just like Sona and Janna. Especially since she’s also immobile, she’s often at the risk of falling prey to assassin’s and enemies with CC and gapclosers. Hence, you’ve got to watch out for those and be careful of how you spend your mana, as you will always need enough to cast your Aqua Prison or your Tidal Wave to disengage. Nami already has a lot of mana-regen built into her kit, which fits as she’s an aquatic champion and water and mana… and you know? Anyways, Manaflowband, Biscuit Delivery and her items still help her out a lot, with Biscuit Delivery granting her three cookies with increased Mana Regeneration on top of more Maximum-Mana while Manaflowband grants you more mana regeneration based on how much Mana you’re missing. With Nami, I usually build Ardent Censer into Athene’s Unholy Grail into Redemption and then go for some tankier options based on how the game goes.
In patch 9.23 (the preseason-patch), however, Shurelya’s Reverie is getting changed so that it builds out of a Forbidden Idol and so that it grants increased healing as well, so I may swap out Redemption for Shurelya’s Reverie, depending on the game’s state as Shurelya’s Active offers even more movement speed on top of your Tidal Wave which is great for some chases, disengages and other maneuvers.
As mentioned earlier, I try to build up as much AP as possible with my Enchanters using the Mana Regeneration that gets converted into AP with Athene’s Unholy Grail and using the Cooldown Reduction that also gets converted into bonus AP with Transcendence. This way I’m getting more ability power without really building damage, so I won’t be able to run out of Mana all that easily in the late game while still spamming my abilities out and healing allies, buffing them up, CC-ing enemies and pushing forward in general.
Nami is my favourite champion of all time as she has a diverse kit, some great utility and is overall just a lovely champion. I play her a ton and can’t wait to try out new runes and builds with her in this preseason! I hope that this little post showed her best sides to ya and showcased her well. Anyways, this is it for today. I wish you a great time.
See you in the Rift!
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Edit: I know, I’ve said that I’ll make one post per year of League’s existence but I also said that I’ll feature the ones I’m actually playing and only one per year, which makes the next few years rather hard to choose from as I don’t really play all that many Support Champions that came out past 2016, apart from Pyke, I guess? So, in the end, there will a few less posts than the total of ten posts I’ve planned but this format of showcasing champions, explaining their lore and abilities and strategizing about them, will return for sure! Eventually.
2011 was the year where one of the first aggressive supports were introduced. Leona, The Radiant Dawn, is Vanguard from Mount Targon that provides her team with both CC and a frontline that is able to increase her allies’ damage on targets hit by her abilities. So let’s just get into it with his showcase!
The Lore behind Leona, The Radiant Dawn
“Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak!”
Leona was born in the tribe of the Rakkor, a warrior tribe that’s honing their skills to fight “the war at the end of the world”. “Rakkor” means “Tribe of the Last Sun” and they believe in the existence of many worlds before this one though those earlier ones have been destroyed by a great catastrophe. Their seers teach them that this Sun will be the last and that they have to protect it at all cost, fighting all of those that threaten its existence.
“To the Rakkor, battle is an act of devotion, an offering to keep the sun’s light shining.”
As soon as she could walk, Leona learned to fight, mastering the skills of both sword and shield rather fast. Her tribe expects of their warriors to fight and kill with no mercy, and Leona was no exception. Leona was fascinated by the mists wreathing the summit and often wondered what was beyond it, which lead to her often fighting those vile creatures and entities coming down from the summit.
One time, however, she encountered a golden-skinned and shimmering boy with bat-like wings and horns who didn’t speak her language nor knew how to get to safety, obviously being lost and frightened. Although her teachings told her to attack instantly, she couldn’t do it and instead helped him find a pathway to the Summit.
Once back at the tribe of the Rakkor, she, however, got accused of failing her duty of the sun, as a boy called Atreus saw her leading the creature of the mountain to safety instead of killing it. She didn’t deny this fact and was soon to be punished in a trial by combat. Her opponent was none other than Atreus. They both fought well but nobody was able to deal a death-blow, resulting in a long and evenly-matched fight. Leona fought with her sword and shield while Atreus was well-equipped with his spear – and nobody could predict the outcome.
As the long fight dragged on, the Sun started sinking into the horizon. At that point, an elder of the Solari marched into the Rakkor-camp with three golden-armoured warriors, calling a halt to the duel. The Solari were adherents of a martial faith in worshipping the Sun. The elder was lead to the Rakkor-camp by dreams and an ancient Solari prophecy of a “warrior whose fire burned brighter than the Sun, a daughter of Targon who could bring unity to the celestial realm”. The elder believed in Leona being said daughter of Targon and upon learning about her offence, his beliefs were strengthened.
“The tribal seers warned against interfering in the duel, but the elder was adamant; Leona must come with him and become one of the Solari, to be fully instructed in their beliefs. The Rakkor were fiercely independent, but even they paid heed to the holy decrees of the Solari. The warriors lifted Leona from the pit and bore her wounded body from the Rakkor toward her new life.”
At the Temple of the Solari, Leona learned the ways of the sacred order and how to worship or even praise the Sun. In time, Leona rose to command the “Ra-Horak”, the Followers of the Horizon, becoming known around Mount Targon as a just and zealous servant of the Sun.
Her life changed forever when she was ordered to escort a young member of the Solari, Diana, who vanished months before but now returned to the Solari and who had great news that could shake the Solari’s foundation and that shall only be revealed to the elders of the citadel.
When presented to the elders, Diana spoke of the Lunari, an ancient and proscribed faith that venerated the moon, and how all the truths the Solari clung to were incomplete. She described a realm beyond the mountaintop, a place where the sun and moon were not enemies, where new truths could show them fresh ways to look at the world. When the elders rejected her words and named her a blasphemer, Leona knew that she’d be the one to end the heretic’s life.
Leona noticed the incredulous fury that Diana built up at the elder’s denial, but before being able to react, Diana already flung forward, burning the elders with orbs of silver fire in the blink of an eye. A hurricane of cold lightning was surged by white flames, blasting Leona away from the chamber. Once she regained consciousness, Diana was gone and the Solari were leaderless. Leona made it her mission to end the heretic’s life for killing those that she couldn’t protect.
“Diana’s trail was easy to find. The heretic’s footsteps were like shimmering mercury to Leona’s eyes, leading ever higher up the slopes of Mount Targon.”
“Eventually Leona reached the top of the mountain, breathless, exhausted, starved and stripped of all thought save punishing Diana. There, sitting on a rock at the top of the mountain was the same golden-skinned boy whose life she had spared as a child. Behind him, the sky burned with blazing light, a Borealis of impossible colours and the suggestion of a majestic city of gold and silver. In its fluted towers and glittering minarets, Leona saw how the Solari temple echoed its magnificence and fell to her knees in rapture.”
The golden-skinned boy spoke in old Rakkor-tongue and told her that he’s been waiting for her to follow him ever since she saved him. He offered her miracles that would lead her to know the minds of gods. Without hesitation, Leona took the boy’s hand and was engulfed in a column of searing illumination that stabbed down from the heavens.
“The warrior who came down the mountain looked the same as the one who had climbed it, but inside Leona was much changed. She still had her memories and thoughts, was still master of her own flesh, but a sliver of something vast and inhuman had chosen her to be its mortal vessel. It gifted her with incredible powers and awful knowledge that haunted her eyes and weighed heavily upon her soul; knowledge she could only ever share with one person. Now, more than ever, Leona knew she had to find Diana.”
So, that’s the story of how Leona came to praise the Sun and earn her powers in pursuit of the Lunara, Diana. As with the other champions that I’ve featured in this post, the kit fits rather well with this overall theme of justice brought by and for the Solari.
Kit vs. Lore?
Passive – Sunlight:
Leona’s abilities inflict sunlight to enemies struck by it for 1.5 seconds. Allies (other than herself) consume the Sunlight, dealing bonus magic damage upon those marked by it.
Q – Shield of Daybreak:
Leona’s next basic attack gains 50 bonus range, deals bonus magic damage and stuns her target for one second.
W – Eclipse:
Passive: Leona gains bonus armour and magic resistance, scaling with her own bonus armour and MR.
Active: For three seconds, Leona takes reduced pre-mitigation damage from each tick of damage for up to 50% damage reduction. She also gains bonus magic resistance and armour (on top of the passive part’s).
Then, she explodes, dealing magic damage in the area around her. If she hits an enemy, she retains her bonus resistances and reduced damage for another three seconds.
E – Zenith Blade:
Leona projects a solar image of her sword, dealing damage to all enemies hit by it. If she damages an enemy champion, she will dash towards the last enemy struck and root them for 0.5 seconds.
R – Solar Flare:
Leona calls down a beam of solar energy to the target location, dealing magic damage to all enemies it hits and slowing them for one second. Enemies hit by the flare’s centre are instead stunned for the same duration.
My thoughts on her (take it with a grain of salt, I’ve only reached Gold this season)
Leona’s kit makes a great vanguard for those scenarios where your team doesn’t have a tank or all that much CC yet. Of course, you can never have enough crowd control, which is probably one of many reasons why op.gg ranks her currently at Tier 1. Her passive provides some good amounts of magic damage to your team’s abilities and attacks in team fights, while your Eclipse and Solar Flare are great abilities to apply Sunlight to as many enemies as possible. Earlier I mentioned how she was one of the first aggressive supports back then. That’s mostly because of her ability to aggressively engage into fights at level 2 with her E+Q combo and more of than not secure blown sums or even kills on the bot lane. Her ability to dash onto the backline and lock them down with crowd control makes her great against squishy supports, but she may also get threatened by poke-supports that will try to constantly harass her (as she’s a melee-character) and narrow down her health to the point where she can’t all-in anymore.
Rune’s and builds:
For runes I usually go with Aftershock into Font of Life for Leona, followed by Conditioning and Overgrowth on top of Cosmic Insight and Biscuit Delivery. I enjoy having the attack speed in there but you may as well change that for scaling cool down reduction or go for adaptive force.
Aftershock gives us some bonus resistances and extra damage (similar to Leona’s W) after we lock someone down with our CC, giving us some bonus survivability when going in. Font of Life marks enemies whose movement we impair, resulting in our allies’ basic attacks healing them for a portion of our health. Instead of FoL, you may also want to take Demolish to take down some early tower plates/towers. For me personally, Conditioning is a must-have, as it grants you free resistances and a bonus percentage of resistances that scale well into our W and Aftershock, but when facing poke-heavy teams, I’d recommend swapping it out for Bone Plating. Overgrowth grants us bonus health, whenever a minion dies near us. Instead of that, you may as well take Unflinching, when facing against CC-heavy teams, as you gain more tenacity through that.
As for builds, I usually upgrade my support-item (relic shield) to the last level as fast as possible, as it not only grants as more tanky stats and cooldown reduction but also more (frequent) stacks (up to a maximum of 4), hence better pushing and more gold, but also better healing from Relic Shield stacks! Afterwards, I usually build Zeke’s Convergence if my ADC uses a ton of basic attacks. If he doesn’t (aka if he’s more of a caster) than I take Knight’s Vow as my second item. Knight’s Vow grants us more survivability as we get healed by a portion of our ADC’s damage dealt to champions but also take a portion of their damage, which results in our ADC not dying as fast. If you need the survivability, go for Knight’s Vow. If you’re ahead, go for Zeke’s. Afterwards, I usually build the Locket of the Iron Solari (for obvious reasons). It also gives us a nice shield for all allies near us and some extra resistances. I usually stack health and resistances on Leona to make her as tanky as possible, so you’ve got to watch out that you don’t build MR against a full-ad team and just match your items to your enemies.
Anyways, this was my post on Leona. I hope you enjoyed this one! I have a ton of fun writing about characters I play a lot and going into this guide-ish style of writing while also exploring and summarizing the plot for people that may not know it. I vaguely know bits and pieces of different characters’ lore but I never actually sat down and read all of it (or rather most), so this is a new for me as well. In hindsight, I noticed that I got quite a lot over my estimated 1.3k words and managed to write up 2k words, so this post is a lot longer but I didn’t really know how to summarize the plot even more.. Oh well!
Have a nice day 🙂
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Nine years ago, Sona, The Maven Of The Strings, got introduced to League of Legends, which is why I’m showcasing her in today’s (well, technically yesterday’s) post!
Thanks to my studies taking up a lot of time, I wasn’t able to finish yesterday’s post in time, which is why we’re taking a look at Sona in today’s post!
As an infant, Sona was found abandoned on the doorstep of an Ionian adoption house, nestled atop an ancient instrument in an exquisite case of unknown origins. Being unusually quiet and content, the caretakers thought that she’d be adopted rather fast, but what came across as good behaviour was actually her inability to talk or make any sounds at all. Hence, she stayed in the orphanage until her late teens where she had to watch in silence as potential new parents walked off without her.
During that time, the caretakers tried to sell off her instrument to collectors of all sorts but for some mysterious reason they either brought it back to the orphanage or it showed up at their doorstep in no time after its disappearance.
Sometime later, the Demacian woman Lestara Buvelle learned of the instrument and embarked to Ionia and sought the orphanage. After seeing the instrument, Lestara adopted Sona immediately and left a generous donation at the orphanage.
Under Lestara’s guidance, Sona learned to play the mysterious instrument, the so-called “etwahl”. In Sona’s hands, it played tunes and melodies that were able to reach the hearts of those around her, rendering her able to manipulate the emotions of her listeners without ever writing down a single note or speaking a single word. In secret, she discovered that her etwahl is able to slash through objects at distance, a deadly skill that may come in handy upon mastery.
And that’s basically Sona’s lore. She’s mute but gifted with a mysterious talent to play the even more enigmatic etwahl and not only heal allies but also attack enemies, using her music. This can be seen in her kit as well which not only includes a healing spell but also utility, damage and CC, making her a great enchanter, focusing around AoE-abilities.
Passive – Power Chord:
Sona’s abilities generate a unique aura around her for three seconds that empower her allies with different effects, based on the ability cast. After casting three abilities, she’s also able to use an empowered basic attack that gets enhanced based on the last ability cast.
Q – Hymn of Valor:
Sona sends out two bolts of sound to the nearest enemies, prioritizing enemy champions and dealing magic damage. Aura effect: Allies within the aura deal bonus magical damage on their next attack within three seconds. Power Chord – Staccato: Her basic attack deals even more damage.
W – Aria of Perseverance:
Sona heals herself and the most wounded nearby champion. Aura effect: Allies within the aura are shielded for up to 1.5 seconds. Power Chord – Diminuendo: Her basic attack reduces the enemy’s size and damage output by a percentage for three seconds.
E – Song of Celerity:
Sona gains movement speed for three seconds, extended to seven seconds if she doesn’t take damage. Aura effect: Allies within the aura are also sped up for three seconds. Power Chord – Tempo: Her basic attack slows the enemy for two seconds.
R – Crescendo:
Passive: Reduces her basic abilities’ base cooldown by a percentage, based on R-level. Active: Sona plays an irresistible chord that damages and makes all enemies struck by it dance for 1.5 seconds, hence stunning them (unable to move, cast or attack).
Kit vs. Lore?
Sona’s abilities reflect her lore quite well as all of her abilities are about music and her ability to affect the people around her (both enemies and champions) with the melodies she plays. Her Hymn of Valor resembles the secret technique she mastered, slicing enemies and dealing a lot of damage, especially later on when she’s a decent amount of magic amplifying items. Her Aria of Perseverance resembles her gentle soul that is trying to find a place by healing others with her music.
The fact that she’s rather versatile thanks to her Passive makes her excellent in all kinds of scenarios. Using a basic attack that’s been empowered by her Q, lets you poke down enemies rather easily, while both her W and E empowered basic attacks are great for scenarios where your allies are threatened by assassins or other damage dealers. Her E also enables you to chase down enemies when you’re in a good position, while her ultimate is able to lock down enemies, which can be used to both engage and disengage.
However, while she may be versatile and rather useful, she’s also quite squishy with a base health value of only 482! Once you get caught, you’re more than likely going to die, which makes her quite easy to learn (spam those abilities!) but hard to master (positioning and passive-choice).
Runes and builds!
As for my rune-setup, I usually go for a similar page to Janna’s, in which I’m going with Summon Aery and Manaflowband in the first tree but then I like to go for Transcendence (which gives us 10% Cooldown Reduction at level 10 and also grants us bonus AP for excess CDR (cooldown reduction that goes over the cap of 40%)) and either Scorch (for games where I’m going to poke a lot) or Gathering Storm (for games that will be concluded in the late game). In the second tree, I either go for Cosmic Insight and Magical Footwear OR I swap out Magical Footwear for Biscuit Delivery (which gives us a cookie every two minutes until six minutes into the game that each grant us health- and mana-recovery while also giving us permanent maximum mana).
My items are the basic Enchanter-items, Ardent Censer > Athene’s Unholy Grail > Redemption. Afterwards, I usually go for Zeke’s Convergence (more CDR, some resistances, extra damage for our ADC upon using your ultimate ability) or Shurelya’s Reverie (movement speed active for your allies around you on top of some good stats).
Athene’s Unholy Grail not only grants us some extra magic resistance, ability power and cooldown reduction but also grants us more ability power for every 25% Mana Regeneration that we get through items, resulting in a ton of ability power from Ardent Censer, Athene’s, Redemption, and Shurelya’s. Hence we not only heal more but also deal more damage on top of being able to spam out abilities and turn the tides with our abilities. That’s basically the enchanter-build, I usually go for.
Another variant would be to take Kleptomancy and poke the living heck out of melee-matchups, but since Kleptomancy is getting replaced by Kaleidostone in the next season, I won’t be talking about that.
As for items, you could also go full-ap and deal a ton of damage while not doing a too shabby job at healing but I personally enjoy my enchanter-build a lot more as I usually am able to heal a lot more, power up my allies and stay longer in combat thanks to all the mana-regen I get.
So, that’s today’s post. I hope you enjoyed seeing my thoughts on Sona while also learning a bit about her lore (or hearing it again).
Have a nice one!
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
League of Legends turned ten years old, this year, which is one of many reasons to celebrate!
Hence, I thought I’d make a few posts (though a bit late) about my favourite champions in my favourite role, kind of like a introduction to those champions or a guide without the strategies and all of that but with more lore and reasons for why I enjoy playing the featured champion. I’m a Support Main and mostly play hard-engage and enchanter/babysitter supports but I’ve been trying to get better at poke-supports as well, lately with Xerath as my latest addition!
For the sake of not making one super long posts (with probably around 10k words), I’ve decided to instead feature one post per champion per year, with ten featured champions/seasons in total! I may continue this sort of posts afterwards as well or feature two champions in one post if there’s a bit less to say about them, but I’ll decide that in the future, probably.
Before we head into the first post, I’d like to talk about two things:
1 – I decided to rename the “Late to the Party” “column” into “The Gaming Journal” where I’ll post anything that isn’t a review while also keeping it gaming-related. For instance, my goal is to make multiple posts regarding my first steps in MHW once I’ve started playing that, similar to what DerLoarp did (back in the day) at petebackwelcome, a blog that no longer exists.
2 – Currently, you are still able to receive a ton of extra rewards in League of Legends for just playing the game, if you’ve created an account before Oktober 16th (I believe?). There’s not only the Anniversary-exclusive “Annie-versary”-Skin but also a lot of extra rewards like bonus capsules, tokens, gemstones, chests & keys, skin shards, TFT-eggs, a random Legendary Skin Permanent (!) and other rewards that are awarded by playing ten games. You’re eligible to receive these rewards until the end of this week, so you better hurry if you’d like to get those freebies!
Back when I started, Zyra has just come out, I believe, which was somewhere around 2012 (I was 13 back then). Hence, I don’t know what League of Legends was like up to that day but I certainly enjoyed playing champions that came out before that. In fact, my first support champion was Taric, The Shield Of Valoran! But while I’d love to feature him in these posts here, I can’t do it at all, mainly for the reason that he’s been updated to a more fabulous version of his former self that I’m not really playing right now.
After he got changed a couple of times, though, I switched over to some other support champions and amongst them were Morgana, Soraka, Fiddlesticks and – the champion that today’s post is about – Janna, the Storm’s Fury!
Note: I’ve only named these five champions, as they are champions that I actually play and as these came out in 2009, don’t flame me.
Janna, The Storm’s Fury can be called a protective spirit or even a goddess of the poor people in Zhaun and the sailors on Runeterra’s seas. She’s been known for ages and stories about her helping those in dire need have been told in many countries. Janna, which is the Shuriman word for “Protector”, often shows herself in the form of a blue bird that helps those that pray for her or as a breeze that warns the sailors of approaching storms.
There’s a ton of cool and cute short stories that you can read in League of Legends’ “Universe”-page that show you all of her different sides: The Protector and the Storm’s Fury!
In-game her abilities reflect her windy character quite well.
Her passive ability, Tailwind, grants her and all allies that move towards her increased movement speed while also granting her bonus damage based on her movement speed on her auto-attacks and her W-active.
Her Q-ability, Howling Gale, summons a whirlwind at her current location which gets bigger and travels wider the longer she charges it, damaging and knocking up enemies that it hits.
Her W-ability, Zephyr, not only has a passive part that increases her movement-speed when it’s off cooldown but also has a damaging active part. When you skill your W, the blue bird known from her Lore flies around her.
Her E-ability, Eye of the Storm, shields an ally champion or turret, granting them protection and attack damage. This shield is rather big but decreases over time, though the cooldown gets reduced for every champion knocked away/up or slowed by her abilities.
Her ultimate, Monsoon, first knocks away all enemies and stuns them for a brief moment before slowly healing all allies in the area around her.
These abilities make her an excellent enchanter who’s able to protect her allies with a lot of disengage-abilities, overall utility, a shield and an AoE-heal. Because of that, she doesn’t usually pack all that much of a punch, making her quite an easy target to kill when caught out of position. In the laning phase, I usually poke enemies with my Zephyr and Auto-Attacks, so that we eventually can engage on them and take a kill or blow their summoner spells. When they try to engage, I try to disrupt them from doing so by placing a Howling Gale nearby and knocking them up before they try anything funny.
Champions like Nautilus, Thresh, Blitzcrank and Pyke are usually your worst enemy when you’re playing Janna, as they all have a hook or grab of sorts on top of other sorts of follow-up-damage or crowd-control.
However, I usually perform rather well when I’m playing against poke-matchups, other enchanters or champions like Alistar or Rakan who try to engage with their abilities and set up a kill or two with their abilities, as their W-abilities can be cancelled with Janna’s Howling Gale or Monsoon ability.
My rune-setup for Janna usually looks like this.
Summon Aery allows you to poke a lot more while also adding a bit more shield value to allied champions. Mana Flowband lets you regenerate a lot more mana. Celerity increases Janna’s movement speed by 1% but also makes all movement speed bonuses 7% more efficient, which is great to have on her thanks to her passive and Zephyr. Scorch is great for games where you’re able to poke a lot, as it adds a lot of extra damage over time to your W-damage. You’ll want to poke a lot, as you most likely will take Frostfang over Coin and as you’ll want to stack up your Mana Flowband relatively fast, using Zephyr. Alternatively, you may want to take Water Walking instead of Scorch – if you want to roam more – or take Gathering Storm for longer games. In the second tree, I usually go for Inspiration with Magical Footwear and Cosmic Insight. Magical Footwear saves you 300 Gold on shoes but also grants you a bonus of 10 movement speed while Cosmic Insight grants you 5% of cooldown reduction (CDR), max CDR, Item CDR, and Summoner Spell CDR.
If you want to, you may as well go for the Resolve Tree (2nd) with Boneplate Armor and Revitalize for increased shielding and healing on top of a bit more survivability.
Note: This is just my set-up, you may play it in every other way if you want to as well.
As this post has now ended up being a lot longer than usual, I’ll abbreviate the item-section by just saying that I usually go for
Ardent Censer -> Athene’s Unholy Grail -> Redemption and then go for some tankier items like Shurelya’s, Solari, or Zeke’s Convergence. As for boots, I usually take the boots of mobility as they make you go fast. Depending on the enemy team, though, you may want to opt-in for Ninja Tabis, Mercury Treads, or the Boots of Swiftness.
Anyways, I hope that you enjoyed this type of post. Tomorrow, I’ll be featuring another enchanter support but from 2010!
Feel free to comment on anything you liked or disliked. Have a nice day 🙂
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!