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#Rito plz remove her
tigerkirby215 · 3 years
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5e Samira, the Desert Rose build (League of Legends)
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(Artwork by Jessica 'OwleyCat' Oyhenart. Made for Riot Games.)
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Still fucking hate this champ but her theme still slaps.
The eternal joke of me putting off making a build for Samira is finally over, though ironically enough my distain for this champ has only grown overtime. Jesus fucking Christ Rito can you nerf this champ’s goddamn damage? Like nerfing her lifesteal is nice and all but it doesn’t mean shit when my dumbfuck teammates picked 4 assassins into her and I’m the only one who can CC her as a Lulu.
Ah well: Samira still definitely fills a fantasy everyone wants, being a badass with sword and gun styling on the competition. Devil May Cry? Yeah I suppose Samira would be pretty good in a campaign against Fiends.
GOALS
You want style? You've found her - Smile, Sweet, Sister, Sadistic; we’ll need to Surprise the Service with Style to Spare. Sssssssssssssssssamira.
Eyes up! - We’ll need to be everywhere at once, dashing and dancing around the battlefield so no one can lock us down.
Showtime! - When push comes to shove it’s time to speeeeeeeeeen~
RACE
Samira is human no matter what the meta might dictate, and for once in my life I actually want something particular from Variant Human. But firstly: you can increase two Ability Scores of your choice by 1: increase both Dexterity and Wisdom for sharp sight and sharper shots. You also get a skill of your choice and a language of your pleasing. For your skill take Slight of Hand for flips and other gun tricks, and for your language Infernal will be good for your Inferno Trigger.
Again: we came to Variant Human land for a Feat because two guns are better than one. The Crossbow Expert Feat will give you a variety of benefits: no need to reload (or at least the ability to ignore the Loading property), no disadvantage in melee range... But most importantly if you fire a Hand Crossbow (which will be working as our handgun in this build) you can fire it again as a Bonus Action! "Well! Look at you."
ABILITY SCORES
15; DEXTERITY - Dexterity is tied to both shooting and backflips.
14; CHARISMA - Who needs a military license when you’ve got style?
13; WISDOM - Wisdom measures how in-tune you are with the world around you, and you need heightened senses not to die doing stupid shit.
12; CONSTITUTION - Most of Samira’s sustain comes from Lifesteal but we won’t really be able to get lifesteal, so just focus on not dying really.
10; STRENGTH - It takes a lot of upper body strength to do the stuff that Samira does but Riot isn’t about to make another Illaoi.
8; INTELLIGENCE - Your primary goal is to do things as recklessly and dangerously as possible... “for the Vine” as the kids say. Vine shut down ages ago!
BACKGROUND
Samira is a mercenary. I wonder if there’s a background for that... hey look at that Mercenary Veteran in the Sword Coast Adventurer’s Guide! You get proficiency in Athletics and Persuasion as well as Ground Vehicles and a gaming set of your choice. But of course the main benefit of being a mercenary is the Mercenary Life. You can easily identify other mercenaries and know bits and pieces of their lives. You can also easily find work by hanging around taverns and such until Captain Indari passes on some info to you.
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(Artwork made for Riot Games)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue because I like skill proficiencies! Skills like Acrobatics, Perception, Insight, and Performance; you were a street performer once! You also get Expertise in two of those skills: Acrobatics and Athletics are necessary to be everywhere at once.
You can chat in Noxian military code thanks to Thieves’ Cant, but c’mon that’s not what we’re here for. We’re here for Sneak Attack! If an enemy is distracted or you have advantage you can stick a d6 where the sun don’t shine!
LEVEL 2 - ROGUE 2
Second level Rogues get Cunning Action, letting them Dash, Disengage, or Hide as a Bonus Action. Dance around the battlefield like an Olympic gymnast... does Runeterra have the Olympics?
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype: to be the queen of style and also make people think you’re from Bilgewater (yeah I get it; it’s because of the eyepatch) look no further than the Swashbuckler subclass. Swashbucklers get two abilities at level 1 but honestly it’s more like three abilities: Rakish Audacity will let you add your Charisma modifier to initiative rolls so you can get into fights fast, and will also let you Sneak Attack anyone who’s beside you. I’d consider it less like you sneak attacking them and more like you slashing them with your sword. Oh and speaking of Sneak Attack? That increases to 2d6 now.
Speaking of sword slashing: Fancy Footwork is the mobile feat! Well, it makes it so that after you try to make a melee attack against an enemy you can move away without provoking opportunity attacks. It’s a little weird to run around with a sword in one hand and a gun in the other but you can easily slash at someone before backflipping away and running off to shoot them next turn!
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(Artwork by @Aruneeko on Twitter)
LEVEL 4 - BARD 1
You didn’t think we’d be settling for just one class, did you? It’s time to go Bard; the masters of style! Bards get another skill proficiency at level 1 because why not be good at everything? Grab Medicine proficiency because it’s good to know how to bandage yourself up when living a dangerous lifestyle. “On my worst behavior." You also get a musical instrument and you know that I’ll always opt for good ol’ Noxian War Drums.
Bards get Bardic Inspiration, letting them show off their awesomeness so that awesomeness radiates onto their allies to give them a d6 to attack rolls, ability checks, and saving throws. You’ve got a number of these equal to your Charisma modifier, and regain them at the end of a Long Rest. For now, at least.
And of course while you may be all guns your style makes it look like Spellcasting... because it is. Bards get 2 cantrips and 4 spells at level 1:
CANTRIPS
Prestidigitation will let you put all the visual flair you could want on your moves, and more!
If you wanna walk the walk you’ve gotta talk the talk, and Vicious Mockery will let you talk smack so hard they can’t hit back! "Keep the change; you're gonna need it."
SPELLS
Magic is usually dangerous, and danger is usually fun! Take Detect Magic to see where that danger may be!
If you need some space in a pinch Thunderwave will give yourself some peel.
Steel yourself to do something crazy with Heroism, which will also give you a bit of a shield to do so!
You are still technically working for Noxus so it would be good to Identify anything important... or valuable... For safe keeping of course!
LEVEL 5 - BARD 2
Second level Bards truly are good at everything thanks to Jack of All Trades, letting you add half your proficiency bonus to any skill you don’t have proficiency in. You probably noticed that we already have proficiency in a silly amount of skills but I’m not going to say no to MORE!
After dangerous stunts it’s good to cool off with a Song of Rest, letting you help your crew with a d6 of healing during short rests to bandage up those wounds.
And of course: more spells! Faerie Fire will let you light ‘em up to get advantage, which will make it easier to sneak attack!
LEVEL 6 - BARD 3
Third level Bards get Expertise in two more skills: Perception will help you spot danger and Medicine will help you after dealing with danger.
But of course what we’re mainly here for is your Bardic College and in order to be too cool for school go for the College of Swords. You get some Bonus Proficiencies that don’t really matter but what does matter is you can use your sword to cast spells instead of a drum! Additionally you get a choice of Fighting Style and Dueling will make your sword swings do more damage if you swing it with one hand. I guess it’s worth mentioning that while a rapier would do the most damage a scimitar is the only finesse weapon that does slashing? (Excluding whips.)
But the main feature we’re here for is Blade Flourish which despite the name does also work with your hand crossbows. When you attack your movement speed increases by 10 feet as you charge up that Daredevil Impulse. If you hit with your shot however you can make a Blade Flourish (which again works with your hand crossbows?) of your choice from the following list:
Defensive Flourish does extra damage and also increases your AC as you dodge incoming projectiles.
Slashing Flourish will let you cleave with your sword (and just your sword because it only works on nearby enemies.)
Mobile Flourish will let you chase after a fleeing foe... after pushing them. But after shoving them into danger you can use your reaction to dive right in!
You can only use one Blade Flourish per turn which will matter later. As for what will matter now? Second level spells! Enhance Ability will help you give 110%!
LEVEL 7 - BARD 4
Heeey it’s about time we got an Ability Score Improvement! Our Dexterity has been lacking and you need that to fire straight!
Word of advice: if you know you aren’t going to level 20 feel free to get 4 levels in Rogue for the sake of the ASI.
You also get another spell, and another cantrip! For your cantrip Message is always good for keeping in team chat. For leveled spells Warding Wind does let you deflect nearby projectiles so... 
LEVEL 8 - BARD 5
5th level Bards get Font of Inspiration so their Bardic Inspiration die come back on a Short Rest, which is good because said Bardic Inspiration die also increases to a d8! Oh and when I say “Bardic Inspiration” I actually mean your Blade Flourish die. "If you can't keep up don't step up. I don't have time for fools."
And now third level spells are up on the table, but they all suck so take Mirror Image from the second level instead, which was added to the Bard spell list thanks to Tasha’s Cauldron of Everything!
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(Artwork by GaMu-ChAn on DeviantArt)
LEVEL 9 - RANGER 1
Three way multiclass? Don’t mind if I do! You get an extra skill proficiency by multiclassing into Ranger, because why not. Take Survival because you’re clearly damn good at it since you’re still alive.
Rangers get Deft Explorer at level 1 because Natural Explorer sucks and Tasha’s made Ranger a good class! Canny lets you learn two languages (honestly just pick your poison) and get Expertise in another skill, because lord knows we don’t have enough of those. I know we just got Survival proficiency, but it’s good to be good at not dying! (As well as finding food.)
You also get Favored Foe at first level, because Favored Enemy smells. If you shoot someone you can legally-not-Hunter’s Mark them so they take a d4 of extra damage once per turn when you shoot them. You concentrate on it like a spell and it works a lot like the Hunter’s Mark spell but you have a limited number of uses equal to your proficiency bonus, instead of using your spell slots.
LEVEL 10 - RANGER 2
Heeey more Fighting Styles! You already improved your sword swings so take Archery for +2 to ranged attack rolls to ensure that you hit your shots.
Rangers also get Spellcasting, only this spellcasting works with your Wisdom instead of your Charisma! You learn two spells from the Ranger list: Jump will let you do some hardcore parkour because the Ranger spell list sucks and I’ve got nothing else to give you, and Cure Wounds will allow Samira to have some healing... as a treat.
LEVEL 11 - RANGER 3
Third level Rangers can choose their archetype and Hunters are masters at taking down their foes. You can choose a way to take down your Hunter’s Prey. Colossus Slayer is a fairly simple affair: if you shoot (or stab) someone who’s already hurt they take an extra d8 of damage. Though you can only apply that extra d8 once per turn.
You also learn another spell: Longstrider will help you move thanks to that Daredevil Impulse. 10 feet may not seem like much but remember that you get an extra 10 feet thanks to Blade Flourish and can dash to turn 50 feet into 100 feet of movement!
Oh and I also completely forgot about Primal Awareness, which replaces Primeval Awareness. You can Speak with Animals once per day! Maybe not in character, but it helps if you have a Yuumi!
LEVEL 12 - RANGER 4
4th level Rangers get an Ability Score Improvement: time to finally cap that Dexterity score for the most precise shots and deadly cuts possible!
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(Artwork by Jennifer Wuestling. Made for Riot Games.)
LEVEL 13 - RANGER 5
Total level 13 isn’t too late to get an Extra Attack, right? Well you can shoot twice now and mix some more Flair into your combos.
You can also learn second level spells now like Aid (ty Tasha’s) to let that adrenaline kick in so you feel no pain. Primal Awareness also gives you Beast Sense for a bit of covert Psy Ops.
LEVEL 14 - RANGER 6
6th level Rangers get Roving from Deft Explorer for 5 extra feet of movement along with a climbing speed and a swimming speed! Reminder that in combination with both Longstrider and Blade Flourish that increases to a whopping 55 movement speed, which means that you can Dash as a Bonus Action to move 110 feet in a turn! "Danger runs from me." Your Favored Foe mark also increases to a d6 of damage.
LEVEL 15 - RANGER 7
7th level Hunters learn some Defensive Tactics: while perhaps not the most useful since you have Heroism and all you’ve certainly got a Steel Will, giving you advantage against being frightened. “Death isn't the scariest thing; it's a mother's rage."
You can also learn another spell: Lesser Restoration can be helpful in a pinch if someone’s trying to slow you down. Or at least if they’re trying to blind, deafen, poison, or paralyze you.
LEVEL 16 - RANGER 8
8th level of Ranger means another Ability Score Improvement: Charisma means higher initiative rolls as well as more Blade Flourishes. Simply put Wisdom can’t beat style!
Oh yeah and you also get Land’s Stride to move through non-magical difficult terrain and plants without slowing down, and for advantage against magic plants. I legit forgot this was even a thing before seeing it on the character sheet.
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(Artwork by dominaART on DeviantArt)
LEVEL 17 - RANGER 9
9th level Rangers get 3rd level spells like Conjure Barrage for some bullet rain; "My kind of rain!" Basically you shoot a bunch of bullets in a big cone, because Rangers get this instead of Fireball. Honestly something like Elemental Weapon (ty Tasha’s) would probably be better but we’re still sticking to flavor.
Oh and you can Speak with Plants thanks to Primal Awareness? Honestly these extra spells don’t fit at all but Primeval Awareness sucks. I’m literally adding these extra spells to the build last second.
LEVEL 18 - RANGER 10
10th level Rangers get Tireless from Deft Explorer. As an action, you can give yourself a Shieldbow shield for 1d8 + your Wisdom modifier in Temporary Hitpoints. You can do this a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Additionally: whenever you finish a short rest, your exhaustion level is decreased by 1. Because danger doesn’t wait!
You also get Nature’s Veil because even if Vanish fits Samira better it still freaking sucks. Basically you can play around with Duskblade to turn invisible as a Bonus Action until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LEVEL 19 - RANGER 11
11th level Hunters can finally spin around and hit everyone around them. Whirlwind Attack will let you make a melee attack against any enemy within 5 feet of you (with a separate attack roll for each target.) This is best used when surrounded (obviously) because unlike Samira’s ultimate in League it doesn’t do much extra damage, and you’re better off just stabbing them twice if you want DPS in a 1v1.
You also get your final spell known: take Wind Wall because you have an AoE Wind Wall and I thought it would be funny to steal directly from mister 0/10 powerspike himself. But really get whatever spell you think will be useful.
LEVEL 20 - RANGER 12
Full disclosure: feel free to go for 4 levels in Rogue if you know you aren’t going to hit level 20. I only went for Ranger level 12 because the hit die is bigger.
One last ability score improvement to top the build off: Charisma is still used for a lot of abilities, so increase that because who needs common sense when you’ve got blade flourishes!
FINAL BUILD
PROS
Came all this way to die? - You have many a way to bump up the damage. With 2d6 on a sneak attack, an extra d6 from Favored Foe, a d8 from Blade Flourishes, and a d8 from Colossus Slayer that means that on average you can do about 20 extra damage every turn. That’s definitely nothing to sneeze at!
Finally some action! - Have you ever had +12 to initiative? Would you like to? You are incredibly mobile for a girl who didn’t bring Flash (IE Misty Step) with tons of ways to increase your movement speed and the ability to Dash every turn as a Bonus Action.
This took years of practice... for everyone else - It was not my intention but wow you’re quite the little skill monkey. Two expertise skills from Rogue, another 2 from Bard, and one more from Deft Explorer. Not to mention Jack of All Trades in what few skills you aren’t proficient in to make sure you can do just about anything.
CONS
Oh... I really gotta check these more often - Your spellcasting really isn’t fantastic. We invested almost everything into Charisma but we have very few Bard spells. While I did my best to avoid Ranger spells that forced saving throws there are still some that suffer due to your relatively low Wisdom score... Oh yeah you also have 6th level spell slots but your known spells don’t go past level 3. At least that means you can buff the party with Aid!
I feel most alive when I'm walking the line - As great as your skill checks are your saving throws are quite lacking. Your Dexterity is nice but that’s about it; all your other saves range from average (+5) to bad (+0) Notably your Constitution saves are a mere +1, which means you won’t keep concentration up for long if you play recklessly.
Well-behaved women don't make it - There are a lot of features I took more for flavor then actual utility. For a start Hunter is a rather meh multiclass. This might be one of the times “just play a Fighter with a bow” applies as a subclass like Battlemaster would’ve likely been a better choice, and honestly going down full Swords Bard would’ve given you far more utility overall. There were benefits from Ranger levels but they were lost in the multiclassing MADness.
But you prove that modern-day killers really must hate fun; more often people can’t get style rockin' knives and guns. You don’t need no fancy magic or divine ascension to be a badass: gun ‘em down and cut through whatever remains to show that S stands for Samira and Samira alone... As long as she isn’t permabanned.
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(Artwork by @Yangyexin on Twitter)
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