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#rell guide
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Things i dream of owning: the star guardian tarot deck that riot gave away???? I've seen absolutely nothing about it except for a few videos and posts:
Heres a quick guide:
The Chariot: Rell
The Hierophant: Taliyah
The Fool: Lux
The Empress: Janna
The Magician: Neeko
The Lovers: Xayah and Rakan
The Sun: Lulu and Poppy
The Hermit: Jinx
The Star: Soraka
The Emperor: Ezreal
High Priestess: Ahri
The World: Kai'sa
Judgement: Akali
The Moon: Sona
The Tower: Ekko
Justice: Quinn
Wheel of Fortune: Miss Fortune
Death: Syndra
The Hanged Man: Fiddlesticks
Temperance: Morgana
Strength: Nilah
The Devil: Zoe
Total cards: 23
Photos from: twitter
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midseo · 1 month
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Furnace Charger, Vibratory Furnace Charger Manufacturer Mumbai, India
We are Manufacturers, Suppliers, Exporters of Furnace Charger, Vibratory Furnace Charger, Remote Charging Furnaces, Furnace Charger Price in Mumbai, Navi Mumbai, India.
Furnace Charger, Vibratory Furnace Charger, Furnace Charger Price, Cable Reeling Drums, Spring Operated Cable Reeling Drum, Spring Operated Slipringless Cable Relling Drum, Sprocket / Gear Driven Cable Reeling Drum, Torque Controller Motorised Cable Reeling Drum, Stall Torque Motor Operated Cable Reeling Drum, Hose Reeling Drum, Spring Operated Hose Reeling Drum, Torque Controller Motorised Hose Reeling Drum, Stall Torque Motor Operated Hose Reeling Drum, Cable Drag Chains, Slipring Collector Column, Vibrating Motors, Unbalance Vibrator Motors, Electromagnetic Vibrating Motors, Vibrating Feeder, Electromechanical Vibrating Feeders, Heavy-Duty Vibro Motor Powered Electromechanical Vibrating Feeders, Vibratory Motors, Tubular Vibratory Feeder, Vibrating Screens, Linear Motion Rectangular Vibrating Screens, Vibrating Table, Vibratory Compaction Table, Furnace Charger, Vibrating Furnace Charger, De Watering Vibrating Screen, Tubular Motorized Vibrating Feeder, Motorised Through Vibrating Feeder, Magnetic Vibrating Feeder, Cable Guide, Roller Guides, Turnover Anchors, Resistance Box, Stainless Steel Grid Resistors, Punched Steel Grid Resistors, Reeling Lays, Monospiral Lay, Random Lay, Standard Lay, Parallel Lay, Installing The Reels, Mumbai, India.
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zathong · 10 months
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Rell TFT Build
Hey, I’m Zathong and this guide is about Rell TFT Build. I will help you learn about Rell’s abilities, items, comps, synergies & stats.
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Iron Bond
Rell forms a tether between herself and her lowest percent Health ally, dealing magic damage to all enemies between herself and her bound ally. She also grants herself and her bound ally % of Rell’s current Armor and Magic Resist for 4 seconds.
% Armor and Magic Resist: 50% / 60% / 70%
Damage: 140 / 210 / 335
Best items for Rell in Teamfight Tactics are: Redemption, Sunfire Cape, Warmog’s Armor.
Read more: https://zathong.com/rell-tft-build/
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m-ultraarticles · 11 months
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Everything we know about Rell’s LoL rework: New abilities, release ... - Dexerto
News, reviews, tips and guides for the biggest and best gamesRell’s long-awaited mid-scope update is finally arriving in League of Legends Season 13. Her abilities have been moved around a bit, with her Q stunning in her new iteration along with an entirely new ability for her E. Here’s everything we know so far.Rell has sat in an awkward spot in League of Legends’ meta since her release. The…
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rpnewspaperblog · 1 year
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All Roblox Shindo Life Codes (March 2023)
Guides Here are all the latest Roblox Shindo Life codes you can redeem right now Published on March 2, 2023 Dylan Chaundy Home » Guides » All Roblox Shindo Life Codes (March 2023) Roblox‘s action-packed, Naruto-inspired RPG is fast becoming one of the biggest games on the platform. Mixing fast-paced action gameplay with combos, grinding, and leveling, there’s a whole lot to love about Rell’s…
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alovesickdork · 1 year
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My dear. You know I will die for you like I pledged for Rell. The Void would not contain the desire I have to protect you. I was made by cruel, golden gods. But that will not determine my love for you. My operator. My Mary. My protection will forever be yours.
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Oh.. Hello Harrow. Good to hear from you, my dear Frame. I know you see me as someone like Rell and want to protect me. I'd rather you not have to die for you to do that, however. But I thank you for your kind words and I promise to do my best to guide you like a proper operator does.
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gameguides · 1 year
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TFT Set 8 Best Comps Tier List
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Welcome to our TFT set 8 tier list best comps guide. The meta comps in the game change with every patch that comes to the team fight tactics game. In this guide, we have compiled the best comps in tft set 8 for you. All of these comps have been tried and rated by professional players.
TFT Set 8 Best Comps
There are quite a few variables in TFT Set 8. Some powerful comps can be reached very early while some comps are very difficult to complete. If you want to win, you need to complete the compositions that we will show you below. from lineups to items they all matter so make sure you do everything as in the comps below. TFT Patch Patch 13.1 Best Comps Anima Squad Comp - S+ TIER
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TFT Anima Squad Comp Duelist LaserCorps Comp - S+ TIER
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Duelist LaserCorps Comp Mecha: Ace Comp - S+ TIER
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TFT Mecha: Ace Comp Ox Force Renegades Comp - S TIER
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TFT Ox Force Renegades Comp Aegis Arsenal Comp - S TIER
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TFT Aegis Arsenal Comp
TFT SET 8 Changes Meta, Comps & Tier Lists
FORTUNE’S FAVOR AND LUNAR GALA Patch 13.1 Developer's Notes: A new game mode, event, and cosmetics all become available on January 13th at 3 AM (AEST) just a day after this patch goes live to welcome in the new year, Lunar Gala style. You’ll have until February 10th, the start of patch 13.3, to help Chibi Panda Annie launch her Lunar Gala, build the most overpowered team comp ever in Fortune’s Favor, and claim (or gift) our event-exclusive Tacticians and Arena. For all the details you can check out this overview. SYSTEM CHANGES AUGMENT DISTRIBUTION Developer's Notes: After our long patch, we’ve learned a lot about what Augment distributions are more preferable, so we’re making adjustments based on community feedback, while also ensuring enough variety to keep each game feeling different. - Hero Augment armories that appear on round 4-2 now have a 5% chance to be all 5-cost units. - Silver Augment in a game: 52% ⇒ 37% - Gold Augment in a game: 71% ⇒ 92% - Prismatic Augment in a game: 35% ⇒ 20% - Hero Augment in a game: 95% ⇒ 92% - Hero/Prismatic/Silver ⇒ Hero/Prismatic/Gold - Prismatic/Hero/Prismatic ⇒ Prismatic/Hero/Gold - Prismatic/Prismatic/Hero ⇒ Gold/Prismatic/Hero KRUGS Developer's Notes: Granite, sandstone, Krugs, bouldering, Malphite, trad climbing—Rocks rock, but they rock less when they don’t drop item components. - Krugs are now guaranteed to drop at least 2 item components. CAROUSEL ADJUSTMENTS Developer's Notes: Random carousel items often made cases of 5 or 6 tears/gloves. We’ve seen that when everyone gets the same starting item, it can set them down the same path—a path of mutually assured bottom fours. Making sure we have 3 of each means more paths and comps are likely to be explored. - The 3x Tear of the Goddess /3x Sparring Gloves /3x Random Components carousel has been changed to 3x Tears /3x Gloves /3x Giant’s Belts CHAMPION STAR LEVEL SPELL SCALING Developer's Notes: We’re reducing the spell scaling for every 3-star two and three cost unit, as they are overperforming across the board relative to how difficult they are to get. With increased player damage, we are seeing a faster meta that’s more reliant on starring up lower cost units. Nerfing this win condition means taking the risk of rolling down later will be a more consistent payoff, as players who spiked with their 3-star two/three cost will be a bit weaker. Below we have our power framework adjustments followed by a full list of champion changes for champions not adjusted elsewhere in the patch. - 3-star two cost champions spell scaling: 60% ⇒ 55% - 3-star three cost champions spell scaling: 75% ⇒ 65% - Annie 3 Burst Shield Damage: 335 ⇒ 325 - Draven 3 Whirling Death Damage: 175 ⇒ 150 - Fiora 3 En Garde! Attack Damage ratio: 250% ⇒ 235% - Malphite 3 Ground Slam Damage: 335 ⇒ 325 - Rell 3 Iron Bond Damage: 335 ⇒ 325 - Sivir 3 Pizza Delivery Attack Damage ratio: 425% ⇒ 410% - Yasuo 3 Steel Tempest Damage: 500 ⇒ 485 - Alistar 3 Pulverize Damage: 375 ⇒ 350 - Kai’Sa 3 Starcharged Damage: 385 ⇒ 370 - Nilah 3 Apotheosis start & end Damage: 235 ⇒ 225 - Riven 3 Bunny Blade Damage: 235 ⇒ 225 - Sona 3 Crescendo Sequence (1st cast, damage only) Damage: 450 ⇒ 430 - Sona 3 Crescendo Sequence (3rd cast, stun) Damage: 315 ⇒ 300 - Zoe 3 Trouble Bubble Damage: 1000 ⇒ 925 LARGE CHANGES Developer's Notes: Large, like the Penthouse Party Annie is throwing at the House of the Golden Rabbit! TRAITS Developer's Notes: Many of the A.D.M.I.N. effects that exclusively affect A.D.M.I.N. champions have been underperforming, while a few teamwide cause and effects have found much success, especially when combined with other traits that can compound their effects (e.g. Brawler and permanent max Health). We’re going through and leveling the variability in A.D.M.I.N. power, but expect most of these changes to result in a measurable buff for the trait. A.D.M.I.N. units are also getting more bloodthirsty this patch as the kill switch (or in their case, the “on kill” switch) makes its debut to Live servers. Brawler strong. Brawler less strong now, especially Brawler 8. Me sad. With the strongest LaserCorps units being put in line with Mordekaiser’s our mid-week update in 12.23, we’re able to put some of their power back into the trait, especially at that hard to reach LaserCorps 9 breakpoint. Mascot has been the harder to perceive backbone of successful reroll comps due to its strong percent max Health scaling that becomes incredibly potent when running comps with giant Health pools—giant Health pools that starred up Supers have in abundance. While Jax has proven to be one of the victors of patch 12.23, it was not with the help of the Mecha Prime trait. We’ll be nerfing Jax heavily later on, but we’re empowering Mecha Prime here to encourage further exploration of the infamous no-pivot trait. Instead of renaming Supers to Super-Dupers we decided to give them the nerf they needed. Hopefully the nerf isn’t too hard, otherwise we’ll have to name them something else that rhymes with Super-Duper… It’s pooper, the joke is Super-pooper. - Ace Execution Threshold: 12/30% ⇒ 15/30% - ADMIN 6 piece bonus: +80% ⇒ +100% - ADMIN “On Kill” cause has been re-enabled - On Kill, champion (can be any on team) gains permanent Health: 20 - On Kill, champion gains Attack Damage: 25% - On Kill, champion gains Ability Power: 25 - On Kill, champion gains Attack Speed: 25% - On Kill, champion gains Mana: 20 - On Kill, champion heals: 350 - On Kill, champion has a chance to drop gold: 50% - When ADMIN drops below 40% Health gain permanent Health: 50 ⇒ 60 - When ADMIN drops below 40% Health gain Attack Damage: 75 ⇒ 80 - When ADMIN drops below 40% Health gain Ability Power: 75 ⇒ 80 - When ADMIN drops below 40% Health gain gain Attack Speed: 75 ⇒ 80 - On Ally Death, ADMIN champions gain Ability Power: 18 ⇒ 20 - On Ally Death, ADMIN champions gain Mana: 30 ⇒ 40 - On Ally Death, ADMIN champions heal: 250 ⇒ 350 - On Ally Death, ADMIN champions chance to Drop Gold: 33% ⇒ 40% - On Spell Cast, ADMIN champions heal: 150 ⇒ 200 - On Combat Start, ADMIN champions gain Attack Damage: 60 ⇒ 50 - On Combat Start, your TEAM gains permanent Health: 20 ⇒ 15 - On Combat Start, your TEAM gains Ability Power: 30 ⇒ 25 - On Combat Start, your TEAM gains AD: 30 ⇒ 25 - On Combat Start, your TEAM champion’s chance to Drop Gold: 20% ⇒ 25% - Every 5 seconds, ADMIN champion chance to Drop Gold: 20% ⇒ 25% - Every 5 seconds, your TEAM gains permanent Health: 7 ⇒ 5 - Every 5 seconds, your TEAM gains Attack Speed: 10% ⇒ 12% - Every 5 seconds, your TEAM champion’s chance to Drop Gold: 10% ⇒ 12% - Brawler max Health Bonus: 20/40/70/111% ⇒ 20/40/65/90% - Duelist Attack Speed Per Auto: 6/12/20/30% ⇒ 5/10/16/24% - Duelist Max Stacks: 10 ⇒ 12 - LaserCorpsDamage: 60/150/150 ⇒ 65/165/200 - Mascot max Health Regen per 2 seconds: 1.5/3.25/6.5/12% ⇒ 1.5/2.5/4.5/10% - Mecha Prime Attack Damage & Ability Power: 60/45% ⇒ 70/50% - Recon dash AI updated to better avoid crowds - Supers base Damage Increase: 20% ⇒ 18% - Supers bonus Damage per 3-star: 5% ⇒ 3% - Spellslinger Ability Power: 25/60/100/150 ⇒ 25/55/85/125 - Spellslinger Meteor Ability Power ratio: 50/50/50/200% ⇒ 50/50/50/150% - Units no longer launch meteors as their first attack in combat - Spellslingers no longer launch meteors as their first attack in combat UNITS: TIER 1 Developer's Notes: Galio sits at the top of the pecking order both in food poultry distribution and early game frontline. - Galio Mana nerf: 60/120 ⇒ 70/140 - Galio Outta My Way! Shield: 250/300/375 ⇒ 200/240/280 - Sylas Health: 650 ⇒ 700 - Sylas Battle Blast Heal Amount: 130/150/170 ⇒ 150/170/190 - Talon Attack Speed: 0.65 ⇒ 0.7 - Talon OX-ian Diplomacy Damage: 160/240/360 ⇒ 170/250/370 UNITS: TIER 2 Developer's Notes: Chibi Annie may be all the rage, but Annie’s endless shielding is not. Despite being in love with himself, Draven lacks the carry potential to truly love. Let’s see if this change alongside the Mecha Prime buff is enough to put Draven back in the spotlight and win back Rayditz’s affection. Jinx is a tricky champion to play. We want to ensure that she is a viable item holder both for AD and AP items, so we’re buffing her on both fronts. These buffs will also allow her to better utilize both of her Hero Augments which provide Attack Speed that magnifies that base AD buff below. By nerfing Yuumi’s range we not only force higher risk positioning, but we also limit her potential to snipe backliners since her spell targets the furthest enemy in her attack range. While this may be a slight overnerf we are playing it safe as Yuumi will still be able to provide teamwide utility with her triple threat traits. - Annie max Mana nerf: 20/80 ⇒ 30/90 - Annie Burst Shield shield: 325/400/500 ⇒ 300/350/425 - Camille Tactical Sweep Attack Damage ratio: 180/200/225% ⇒ 190/200/215% - Draven Attack Speed: 0.7 ⇒ 0.75 - Ezreal Sabotage Damage: 215/320/510 ⇒ 230/345/535 - Jinx Attack Damage: 45 ⇒ 50 - Jinx Fishbones Damage: 200/300/480 ⇒ 225/335/525 - Vi Blast Shield Sunder (Armor Shred): 40/50/70% ⇒ 50/50/50% - Yuumi Range: 5 ⇒ 4 - Yuumi Prowling Projectile Damage: 255/385/600 ⇒ 220/330/510 UNITS: TIER 3 Developer's Notes: We are lowering Jax’s Attack Damage to keep his power in his spell (counterable by Magic Resist), while greatly reducing both the base and the stacking damage of his Adaptive Strikes. While this may not look like a ton given how powerful Jax has been in 12.23, it’s important to remember that his success was dependent on vertical Brawler comps (also nerfed) to buy him the time to ramp with his ability and items like Rageblade. Vayne’s carry potential has been tied to the success of Duelist comps (nerfed earlier). We are increasing her Attack Damage scaling to allow her to find more success in Anima Squad comps that provide those raw stats as well as Recon comps, where critical strikes amplify the AD items that you will now want to build on her. If not for the cat Vel’Koz would be the most divisive champion of the new set. With these nerfs Vel’Koz should negate your carry slightly less often, and with significantly less pain, but remember, only YOU can truly prevent rampant Vel’Koz stacking via a Negatron Cloak and a Sparring Glove. - Jax Attack Damage: 50 ⇒ 45 - Jax Adaptive Strike Damage: 110/165/285 ⇒ 100/150/250 - Jax Adaptive Strike Damage Per Stack: 30/45/75 ⇒ 20/30/50 - Jax Adaptive Strike Max (at full stacks) Damage: 320/480/810 ⇒ 240/360/600 - Kai’Sa Starcharged Attack Speed: 40/50/65% ⇒ 40/45/55% - Vayne Silver Bolts Attack Damage ratio: 120/120/130% ⇒ 130/130/140% - Vayne Silver Bolts base Damage: 18/25/40 ⇒ 18/25/45 - Vel’koz Mana: 0/60 ⇒ 0/70 - Vel’koz Frozen Tomb damage: 300/450/775 ⇒ 275/415/680 UNITS: TIER 4 Developer's Notes: Bel’Veth has been underperforming throughout the entire set, but much of that has been due to a major bug that prevented her from scaling with AD items properly. In fixing that bug, we are preemptively nerfing her to prevent our favorite void mommy from being unavoidable. Ready, Sett, Mecha Prime! We’re serving Sett up with a significant buff that will make him more reliably cast his spell, and allow it to hit a whole lot harder. Definitely give him a try as our Mecha Prime, especially now that the trait has also been buffed. 3-star Zed has been lacking the heat he should be packing—so in addition to amping up the base damage of his Kill Mode, we’re also limiting the time he spends in it. While that may read as a nerf, this change allows him to drop aggro more consistently as he recasts Kill Mode—which is important as you never want the 3-star 4 cost carry that you’ve poured most of your resources into to get deleted after their first cast. - Bel’Veth: fixed a major bug that caused her to not scale with Attack Damage granted by items properly. This is a massive buff, so we’re also making some adjustments. - Bel’Veth Attack Damage: 85 ⇒ 80 - Bel’Veth Attack Speed Per Cast: 30% ⇒ 25% - Bel’Veth Endless Banquet Damage: 25/40/160 ⇒ 20/30/150 - Miss Fortune now casts toward the largest clump of enemies - Miss Fortune now turns slightly faster when there are no more enemies in her cone - Miss Fortune Bullet Time first bullet Damage: 50/70/250 ⇒ 45/65/210 - Sett Health: 900 ⇒ 1000 - Sett Mecha SLAM! Channel Time: 2.5 ⇒ 2 sec - Sett Mecha SLAM! Max Attack Damage ratio: 280/300/600% ⇒ 300/320/800% - Zac Symbiotic Split current Health damage ratio: 18% ⇒ 25% - Zac Symbiotic Split missing Health percent heal: 20% ⇒ 30% - Zac Symbiotic Split passive Zac blobs spawn 100% faster when his passive is triggered - Zed Empowered Kill Mode duration: 6/6/15 ⇒ 7/7/7 sec - Zed Empowered Kill Mode 3rd attack base bonus Damage: 30/45/200 ⇒ 40/60/300 UNITS: TIER 5 Developer's Notes: In an aggressive meta, saving econ to level and hit Legendary units can cost too much Tactician Health to be worth. We’re buffing the bulk of our 5-costs to make sure the risk of fast 8 strategies is worth the reward of access to powerful units. Aphelios has found the bulk of his success using just one weapon in his arsenal, Binding Eclipse (purple). We’re bringing the damage of his stun-gun down so it can remain a viable choice when your comp lacks crowd control, but is no longer the go to for every situation. To further incentivize his gun maestro clout, we’re improving the AD scaling on both his Duskwave (blue) and Onslaught (red) guns, so when you are able to itemize Aphelios with lots of Swords you should opt for the higher damage weapons in his arsenal. Urgot has been one of the best itemless one-unit-fits-all-comps champions. We’re buffing his scaling to encourage itemizing our favorite crab fanboy, while adjusting the active component of his Undertow spell to stun for a shorter duration, wash up less item components, and dredge more gold from the depths of the board at a higher consistency. - Aphelios Gravitum (Purple) Attack Damage ratio: 160/160/800 ⇒ 150/150/1500% - Aphelios Infernum (Blue) Attack Damage ratio: 200/200/800 ⇒ 225/225/1500% - Aphelios Severum (Red) Attack Damage ratio: 270/270/800 ⇒ 300/300/2000% - Fiddlesticks max Mana buff: 90/90 ⇒ 66/66 - Fiddlesticks Armor & Magic Resist: 60 ⇒ 70 - Fiddlesticks Dark Harvest Damage: 100/150/900 ⇒ 111/166/1000 - Fiddlesticks Corrupted awakening max Health threshold: 60% ⇒ 70% - Mordekaiser starting Mana buff: 50/150 ⇒ 60/150 - Mordekaiser Skylines Damage: 400/600/3000 ⇒ 420/630/5555 - Syndra Mana buff: 90/140 ⇒ 70/125 - Urgot Undertow passive autos Attack Damage ratio: 30% ⇒ 40% - Urgot Undertow passive autos Attack Speed ratio: 10% ⇒ 20% - Urgot Undertow stun duration: 1.25/1.5/5 sec ⇒ 1/1.5/5 sec - Urgot Undertow Treasure Chest dredge chance: 12/15/100% ⇒ 15/25/100% - Urgot Undertow Treasure Chest chance for item component: 20/30/90% ⇒ 15/25/75% ITEMS Developer's Notes: Giant Slayer is both the most built and widely considered the best item of the game. We’re shaving off the bonus damage it grants against giants but are confident it will still have its place in slaying them. - Blue Buff bonus Ability Power: 15 ⇒ 10 - Dragon’s Claw bonus Magic Resist: 20 ⇒ 30 (Total 70 MR) - Giant Slayer bonus Damage to giants: 30% ⇒ 25% - Hextech Gunblade Omnivamp: 20% ⇒ 25% - Infinity Edge Bonus Attack Damage: 15% ⇒ 20% (Total 30%) - Demon Slayer (Radiant) bonus Attack Damage & Ability Power: 30 ⇒ 40 - Bulwark’s Oath (Radiant) shield duration: 5 ⇒ 10 sec HERO AUGMENTS Developer's Notes: The general trend for Hero Augment balancing is raising the power floor of our weakest Augments while lowering the power ceiling of our strongest ones, but in addition to the normal balancing of these Augments, we have a rework for Lee Sin’s carry Augment, Flurry , which was neither very strong, nor sensible when itemizing Lee Sin. Yuumi’s carry Augment, Predatory PrecisionFlurry, has proven to be one of the strongest Augments in the game. We’re cutting the Ability Power it offers substantially (83% less AP) but retaining the critical strike component. - Lee - Flurry reworked to Cleansing Safeguard - Lee - Cleansing Safeguard: Gain a Lee Sin. His Ability costs 30 less Mana to cast. When he casts, he sheds all negative effects and heals 18% of his missing Health. Read the full article
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paperdrita · 2 years
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Best kekkei genkai shinobi life roblox
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BEST KEKKEI GENKAI SHINOBI LIFE ROBLOX HOW TO
BEST KEKKEI GENKAI SHINOBI LIFE ROBLOX UPDATE
Let us know which characters are your favorites in the comments section below. RELATED: Naruto : Kakashis Best Jutsus & Techniques While those who possess Kekkei Genkai are certainly special, not every shinobi has access to them. While tier lists are primarily subjective, our team puts a lot of time, effort, and experience into assessing a character’s potential and allocating them to ranks. Kekkei Genkai can either exist as a Dojutsu ability or can be used by combining two nature transformations together, giving rise to a completely new one. We strive to create tier lists that are as unbiased, depending on a character’s battlefield potential. This Tier List was made to assist newcomers to the game in finding the best bloodlines for them. Each character’s skills and ability to succeed in gaming were thoroughly researched. This Shindo life bloodline tier list has taken a lot of time and work to compile. Not only do these Bloodlines work great in PvP but can also help you in farming and grinding the best and major dungeons in Shindo Life. Hence, the following bloodlines we have collected can be obtained quite easily and can clear any dungeon you face in the game. High DPS and high AoE Bloodlines should be considered for farming and grinding dungeons however not many people are lucky enough to get the best bloodlines while rolling in Shindo Life. While almost every Bloodline works for PvP but finding Bloodlines that work best for grinding and farming dungeons in Shindo Life is quite a task. BLOODLINEīest Shindo Life Bloodlines For Grinding Dungeons Now we will take a look at the Bloodlines tier list. In our tier list, S+ is the highest rank, then S > A+ > A > B > C > D > E > F and lastly, F- for the worst one. Our Shindo Life Bloodlines tier list is surely going to give you an advantage over other players as it is made very carefully by doing proper research and work, these Bloodlines give access to very powerful spells in Shindo life which significantly increase your powers. For the current list of active codes check out our Shindo Life Codes Guide.
BEST KEKKEI GENKAI SHINOBI LIFE ROBLOX UPDATE
Codes are released once a subscriber milestone is completed, an update comes out, or whenever the developers feel like it. Spins are needed to roll Bloodlines, spins can be obtained via codes posted on RELL GAMES Twitter and Youtube Pages, completing daily missions, playing the Arena game mode or from My Home. If the player wants more than two slots then the option of purchasing “Bloodline Slot 3” and “Bloodline Slot 4” is available. Once the player is in the Bloodline menu, they will see two slots each saying “Click to Spin”. To obtain Bloodlines, head to the Main Menu > Edit > Bloodlines. Currently, there are three types of Bloodlines: Eye Bloodlines, Clan Bloodlines, and Elemental Bloodlines.
BEST KEKKEI GENKAI SHINOBI LIFE ROBLOX HOW TO
With there being so many bloodlines in Shindo Life players can get confused about how to pick the right Bloodline, but with the help of our Shindo Life Bloodline Tier List, you can find the best bloodlines for yourself.īloodlines are unique abilities in Shindo Life that grant the player different powers. Best Shindo Life Bloodlines For Grinding Dungeonsīloodlines are one of the main parts of Shindo Life, they can determine the strength and capability of your character.
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sexcanoe1 · 2 years
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Embracing Green Cleaning Merchandise, Processes
All it takes is making some simple product modifications by going for eco-friendly or green cleaners and you might make a giant difference. At the identical time, the University of Connecticut is now required to comply with Governor Rell's Executive Order #14. Green Cleaning is outlined as cleaning to protect well being with out harming the setting. Green cleansing is a widely accepted movement that makes use of procedures and products to make cleansing for the well being of building occupants, janitors, and the environment a primary concern. He phrase “green cleaning” typically refers to the strategic use of environmentally accountable products to maintain services. While these eco-friendly products are certainly part of a green cleansing program, the idea has developed to encompass more than simply product choice. Check EWG's Guide to Healthy Cleaning, which cross-checked more than 2,000 different cleansing products and 1,000 ingredients in opposition to scientific research and toxicity databases to search out out which are most secure. In some cases, standard cleaners might earn a better security ranking than green cleaners. Green cleansing also lowers the total cost to wash by decreasing waste, saving water, and/or conserving vitality. It can trigger asthma assaults and causes points in people with other repository points. If you are trying to sanitize, attempt green products that contain citric acid, peroxide, and lactic acid, all of that are efficient sanitizers . Many surfactants used in conventional products biodegrade slowly or biodegrade into extra toxic, persistent, and bioaccumulative chemical substances, threatening aquatic life. 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drghosst · 3 years
Video
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playing RELL first time in the jungle - league of legends
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thejadedknight · 3 years
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Here's another montage of my games where I played Rell either on Jungle or Lane in Nexus Blitz. I used Turbo Chemtank and Sunfire Aegis, depending on the team component of the enemies. Hope you enjoy the vid! 
 *** 
Follow me on Facebook: https://www.facebook.com/ProfEruGaming 
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tigerkirby215 · 3 years
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5e Rell, the Iron Maiden build (League of Legends)
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(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
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But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
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(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
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(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
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(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
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(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
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(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
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(Artwork by @dreadstardraws on Twitter.)
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