(Champion Concept) Rin, The Revered Inventor's Assistant

Zulfurya·2/2/2018, 12:12:26 AM·23 votes·2,963 views

https://static-cdn.jtvnw.net/jtv_user_pictures/rintheyordle-profile_image-054919b4f6fc1754-300x300.jpeg Image originally made by Thomas Randby. full image can be found here: Rin the Yordle by Thomas Randby his Twitter: Thomas Randby his Artstation: Thomas Randby

#DISCLAIMER

Rin is a fictional character in the universe of Runeterra made by Rinidinger/Rin the Yordle. I do not own the images nor created the character Rin. They are all made by and belong to Rinidinger/Rin the Yordle herself. Only the gifs are made by me.

https://pbs.twimg.com/media/CxbycwOUoAEm339.jpg:large

You can find her twitter, twitch and other medias below. Twitch channel Twitter Youtube channel Tumblr

The idea was to take on her character and create a concept ability for her, pitch her as a candidate to represent and hopefully inspire ideas for the next female yordle.


#Content: ##0.Disclaimer ##1.Pitch ##2.Purpose and Intention ##3.Basic Info & Lore ##4.Overview & Stats ##4.5.Abilities ##5.Ability Insight ##6.A Bit More of Insight ##7.Playing As Rin ##7.5.Strengths and Weaknesses ##8.Inspiration ##9.Thanks for Reading ##10.Other Concepts

Hello everyone, welcome to my project. In here i will present the OC Rin (see Disclaimer) and hopefully convince you why she should be the next female yordle champion.

My idea with Rin (in game mechanic wise) is to bring a utility(support)-slayer (skirmisher in particular) class that can roam the map by the use of her own creation, the Hextech Glider. Helping her glide through the terrain to engage and flank on enemies through odd paths. Additionally, with her other contraptions she can cause disruption in the enemy team, zoning and creating choke points through the use of airborne effects that she can even interact with and use as well to deal with sticky situations, engaging and escaping through unique ways. As her main weakness, aside from being a squishy melee(aren't they all?) slayer, she is defined by being pretty much an immobile champion, gaining access to mobility and defensive tools only after she is affected by airborne effects of her own or other sources, making her excel against enemy compositions that might use airborne effects as their main source of crowd control to deal with key targets.

In this document i present the purpose and intentions that Rin would accomplish, an ability kit, the source of inspiration that sparked it, as well as an insight and analysis of how it came to the final product, then finally my thoughts on how she would behave inside the game.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/piltover/en_US/0d65273e55685b53b82f4f0ead52fc167a27f911/assets/img/divider-hextech-800.png

#Purpose and Intention

I wanted to fill the fantasy of a character that could fly (glide) over the map, travel through the terrain to engage and flank on enemies through odd paths, roam to help the nearby lanes and accomplish tactics like pushing lanes or counter-push. Although Aurelion Sol might accomplish this, his kit is not entirely centered around that mechanic and is more of a extra for him unlike with Rin where the whole thematic is about it.

My intention with her kit was to create a champion defined by:

  1. An AP skirmisher oriented role that can flank/engage into the fray, disrupt enemy formation and survive through interesting and interactive ways.
  2. Add a unique way to roam around the map and provide utility to the team, assisting in other lanes.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/piltover/en_US/0d65273e55685b53b82f4f0ead52fc167a27f911/assets/img/divider-hextech-800.png

#Basic Info & Lore

For a Full info and to not copy/paste it, here is the Link to rin bio made by Rinidinger herself.

##Super Short Info: https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Piltover_Crest_icon.png/revision/latest?cb=20161117162817 Name: Rin Elenika Race: Yordle Gender: Female Current Residence: Piltover Birthplace: Bandle City ##Super Short Bio: from very young, she always had a thing for magic and technology. Moved to Piltover where she became fascinated by the Festival of Flight. Combining all her interests and because of her passion, she was noticed by Heimerdinger and became his apprenta. To this day she continues seeking adventures and knowledge, with a extreme curiosity of the outside world. Her ultimate goal is to find helpful uses of knowledge to better the lives of those in Runeterra.

##Problems: In short, Piltover’s Yordle Academy of Science and Progress is no longer is canon. Even though the lore is outdated in certain aspects and it can't actually be updated because of how little we know about Yordles, the biggest problem with her story is how to tie Rin to Heimer, because as her title says, she is Heimer’s assistant, she works with him and the reason she was even able to fully craft the glider was because of his help. It doesn't have to be a must to tie her to heimer but seeing how her story was so tied to that element, it kind of doesn't feel like the same character by removing that from her. There's that and also that now there's no more academy of Yordles in Piltover, meaning everything in Heimer’s bio is outdated now.

This is where I present a possible solution.

I think that the recent Heimerdinger/ziggs/jinx comic might have in fact opened just the perfect spot for Rin to be inserted back into Heimer’s life as SPOILERS DON'T READ IF YOU HAVEN'T SEE THE COMIC ||LINK TO COMIC HERE|| now that ziggs moved with jinx to Zaun and is no longer working and living with heimer in Piltover, heimer might be looking for a new partner, and guess who is available and ready to charm herself as a dirty brat, while working all day under heimer’s wrench ( ͡° ͜ʖ ͡°). The Shroud/charm/disguise/illusion is also another thing i would say rather than expand, it kind of confused a few things. Previously we got introduced to how the Shroud/charm/disguise/illusion works in Tristana,Kled and Poppy stories (every person sees Yordles differently based on their preconceptions, can only see the yordle by looking at them closely or having affinity to magic) but now in the new comic we see that they apparently can control it and are fully aware of it. What i understood is that yordles still have the charm thing but heimer basically made a better version that doesn't “wear” off when people are too close and keeps a specific look but i guess we will have to see how it develops.

Rinidinger also has a short story “A moment to think” in case you want to read it.

https://i.imgur.com/2jEQWOv.png

#Overview & Stats

Primary Role: Slayer (skirmisher) Damage Type: Ability Power / Magic Damage Gameplay Fantasy: Utility(support) Skirmisher

https://i.imgur.com/dNwQ6ST.png The stats are only meant to show an approach to how she would feel ingame and her behavior, the only certain stat would be the range as she's supposed to be melee. she should have a very low base movement speed (Janna’s 320ms is the lowest movement, not counting Kled’s 285ms) to emphasize her mobility through gliding, the health should be relatively low with numbers close or akin to a mid range mage as well as a low mana pool, low base health and mana regen with high level scalings. The armor and scaling would be low like most slayers and base magic resist with scaling standard in most champions. Her attack damage and attack speed should be akin to slayer class (fairly high) to enhance her skirmishing style and a high base to help her dealing with last hit.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/piltover/en_US/0d65273e55685b53b82f4f0ead52fc167a27f911/assets/img/divider-hextech-800.png

#ABILITIES

This is a simplified version of her abilities. You can find a full description of the kit in the LolWikia ability link below or alternatively in the Ability Insights Section alongside visual examples.

#LOLWIKIA ABILITY LINK HERE.

Innate will feel weird at first but it will make sense once you read her Q ability, as they are heavily tied to each other.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#(Innate) Hextech Glider: Rin gains altitude when affected by airborne effects. While Affected, she can deploy her Glider to retain the altitude for a brief time, decaying down to a minimum altitude over time.

While gliding, Rin also loses altitude by damage and movement inhibiting effects from enemy champions, turrets and large monsters, making her land when she loses all altitude.

Pursuit: Once gliding, her next basic attack gains range, deals bonus magic damage and causes her to dive onto the target, landing past them.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#(Q) Roll-Top (Q1): Rin hops onto an enemy, briefly rooting them and bouncing back into the air, facing to the cursor’s location. Rin cannot hop on the same target for a time and gains additional altitude when bouncing back from enemy champions and large monsters.

If Rin is bouncing back from an enemy or is under an airborne effect, Roll-Top becomes Deploy Glider.

Deploy Glider (Q2): Rin deploys her glider, removing airborne effects and gliding in the direction she is facing, ignoring terrain, unit collision and can see over walls but also be seen as well. Rin also gains movement speed but it becomes capped by her altitude.

While gliding, casting abilities no longer stop her but Pursuit and Barrel Roll! cast range are modified. Rin has highly reduced capacity to change directions and her gliding trajectory updates itself towards the last movement command, landing if she reaches close to it.

For as long as Rin is gliding, Roll-Top becomes Half Eight.

Half Eight (Q3): Rin briefly performs a loop in the air before gliding in the opposite direction she was facing.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#(W) Wing Overdrive: Rin fires a wave of aether bolts in a line which upon enemy collision, deals magic damage to nearby enemies and a short distance past them. Wing Overdrive's cooldown refreshes twice as fast while Rin is gliding.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#(E) Whirlwind Contraption: Rin tosses a contraption at the target location that after a delay will arm and blow air upwards, forming a whirlwind that persists for a brief time. Enemies that enter the area are briefly suspended and then tossed outside of the whirlwind, towards their original location, taking magic damage.

The whirlwind can affect both, enemy champions and Rin every time they enter the area. If Rin is affected by the contraption, she will be fully affected (suspended and tossed) by it without taking damage in the process or restore and reset the duration of her Altitude if she glides over the whirlwind.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#(R) Barrel Roll!: Rin descends at the target location dealing magic damage to nearby enemies. Upon landing, she shields herself based on her altitude. Barrel Roll! can only be cast while gliding or under an airborne effect at maximum altitude.

https://i.imgur.com/2jEQWOv.png

#Ability Insights https://universe.leagueoflegends.com/images/t1HeaderDivider.png

A reminder that all the info about the abilities can also be seen in the wikia page by hovering the mouse over or clicking the numbers, underlined words and ability detail tab. Click here to go to page

https://pbs.twimg.com/media/C0ugtqsUkAAYi-C.jpg:large Without further delay, let's dive in

##(Innate) Hextech Glider:

https://i.imgur.com/NK9CyTh.png Notes:

  • Altitude gained from airborne effects: 1 altitude from Knockbacks / Pulls / Knocks Aside and 3 altitude from Knockups / Suspension.
  • Altitude lost by damage and crowd control effects: 1 altitude from Basic Attacks / Spells & Abilities (damage over time removes a stack each half second and 3 altitude from Hard Immobilizing effects (Slow removes a stack each half second).
  • Range per Altitude stack: 400/525/650
  • Bonus magic damage formula 36+8 per level.

https://i.imgur.com/ptkx40I.gif gif1

Altitude, the glue that sticks all this together and makes it work. Basically the mechanic that establishes what can be done while gliding, setting the boundaries. Its main purpose is to keep a track of what is happening when you get caught by airborne effects, both for the player and the enemy so they can as well react or plan something. There's other reasons as to why Altitude has a decaying mechanic, which is mainly to find a balance between gliding in the laning phase and roam but they will be explained better in her next ability as they work with each other.

https://i.imgur.com/l4qAzuW.png Something that is not specified is how would altitude be shown in game. My idea is that Rin has a third resource bar under mana that is going to keep track of the altitude stacks like Annie’s stun counter, Jhin bullets or Corki bombs. This way, both you and the enemy can easily see and play around it. While Altitude is not as much of a threat that players have to keep track like the examples above, it clarifies to players how close is her gliding to being shut down, because her entire playstyle is built around it. Another important thing about Altitude is that it will only become susceptible to removal after Rin is gliding so she cannot lose it while she's still under the airborne effect.

The second component of her innate is Pursuit which is only available once gliding. What could better portrait the gliding nature than a ball of fur falling down from the sky to punch you right in the face? I wanted a way to enhance the thematic that since she is up there, she can crash down anytime without warning. It was actually inspired by the many of Rin representations where she appears to be diving down on you with her fist right about to hit your face.

Mechanic wise, the range of the dash increases by altitude and makes her land past the target, playing with the thematic and giving this cool entrance into the battle. I decided to make it work this way so it can be used for either long glides through terrain or for a engage so her best time to do so is right after she deploys her glider, before the first 6 seconds passes. This is actually a mechanic that is repeated throughout her kit in different ways to balance her power. One thing i'm still not sure if it would fit is that camera shifts back as you glide like in the Gif1, kind of like Jhin when he's using his ultimate. Thematically it fits and helps with the idea that you are in the air but at the same time it also gives you more vision space so i'm not sure.

My intent with the damage is to have a high base but a bad scale to compensate for the high ap ratios, which is something that happens in the whole concept, especially the ultimate regarding the scaling. This is to keep her balanced as her nature swings more to the burst type of playstyle, something common in other champions of the same skirmisher nature. Pursuit is also balanced around the fact that you have to get in a difficult situation to get access to it so while she can do it every time she glides (every 3 seconds, supposing you find the way to do so), you have to think twice before putting yourself there. https://i.imgur.com/VZb88zn.gifv gif2 In the gif i show how i envision the range, indicators and how they would work in game. So far i like the idea of the arrows that mark the path you are gliding to, in this case Rin is moving towards the target to dive them.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

##(Q) Roll-top / Deploy Glider / Half Eight:

https://i.imgur.com/yrpEglL.png https://i.imgur.com/m1oUlL8.png https://i.imgur.com/hxYK5ss.png

  • Static Cooldown: cannot be reduced by cooldown reduction.

This is how I envisioned the ability pretty much since the beginning, the Idea was to have an ability that would have everything related to gliding controls in it. Its divided into 3 abilities: Roll-Top, Deploy Glider and Half Eight. https://i.imgur.com/KTGK53s.gif gif3

The first part of the ability consist of giving Rin a way to access her gliding in a feasible way. The second part becomes available once she becomes airborne either by the first activation or any other method, granting her all the gliding stuff. Finally the third part becomes available once Rin is gliding, giving her a way to turn back in a more effective way than normal since she has reduced capacity to change directions. I tried to make the whole ability into a series of mechanics that would follow one after the other as smooth as possible, taking even reality to explain the whole process in a very easy way to understand.

On Roll-Top, i wanted the skill to be a reliable way for her to deploy her glider but not be abused to the point of using it on the same target for the root, being a point and click crowd control effect on a 8 second cooldown. Reason why I decided to make the cooldowns static and not able to be cast on the same target for a period of time. A key part was to find a way to not use the skill for mobility but to set her next ability. This is why she bounces back to roughly the same place she was before but she can still choose her gliding direction, as Rin will face the cursor location. In the Gif3 examples she uses it to retreat and then to glide forward. As a little bonus, she gains 1 additional altitude by bouncing from champions and large monsters. This could mean the difference between barely escaping from a bad situation, as most of the time it will be easy to shutdown her glider when she doesn't have too much altitude. A few important things to finish off with Roll-Top is that its a self-targeted displacement effect, so it cannot be cleansed except by her next ability and its transition becomes available to use after ½ of the Airborne/displacement effect duration has occurred.

Then, Deploy Glider becomes available. She can deploy her glider when under displacement effects from her own abilities (roll-top and her E ability), enemy or environment (plants for example).

Upon using the ability, Rin will glide into her facing direction (previously selected by Roll-top), removing any airborne effects. While gliding, Rin capacity to change directions is highly reduced and she can't make any abrupt turns, meaning strafe is very slow. Think of it like something between Sion Ultimate without him updating to the cursor location and instead to the last movement command. Sion Ultimate Example

As a consequence, you can't really turn back. Instead, turning around would require to circle to reach the new location or use her third ability, Half Eight which will be explained later.

https://i.imgur.com/yWpXeDs.gif gif4 Funny enough, Dota released a few months ago a hero (Pangolier) that actually uses this mechanic but instead of gliding or flying, this one in on ground. Here's a link that shows pretty much what i'm going for with Rin and her gliding mechanic regarding the movements. While i discuss more about this in the next section, you can clearly see the similarities im aiming for. https://youtu.be/Wsz9FLRR7d8?t=1m26s

https://i.imgur.com/AdOJkTX.gif gif5

To balance her gliding mechanic, her movement speed is capped by her altitude so even if you manage to get insane amounts of movement speed you will not move faster than the caps 400/525/650ms per altitude stack. Aside from the reduced capacity to change directions, her innate pursuit and ultimate Barrel Roll! also shift to a fixed 150 degree cone originating slightly behind her, making impossible targeting enemies behind her. You can see in the Gif2 where ability ranges are shown, a conic cast range when Rin is about to dive into the dummy.

Then we have some final restrictions like she can't Recall or Teleport while gliding, and that upon using any displacement effect from either items, spells, or ally abilities will end her gliding.

Finally, we have Half Eight. For as long as Rin is gliding, this ability will replace Roll-top.

This ability purpose is basically that. A simple but very needed tool to ease her gliding at the expense of being vulnerable for a brief time, remaining static in air as you do the pirouette (I estimate a 0.3~0.5 seconds cast time). You can see in Gif3 and Gif7 when she uses Half Eight to turn around and glide in the opposite direction instead of circling around.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

##(W) Wing Overdrive:

https://i.imgur.com/Dxh7nYV.png

  • Target Range: 925 is casting range, 200 is pass through range.

https://i.imgur.com/Sw6RCXb.gif Gif6 https://i.imgur.com/rxiMgyO.gif Gif7

With W i wanted an ability that was as simple as possible. It would address all the things Rin needs like a reliable way of minion farm, range to help her melee nature and a source of sustained damage. All of this in an ability that felt unique or at least distinctive when using it.

Wing Overdrive damage curve is intended to have a high base but a very bad scaling with high ap ratios. This is to help her in the early phases of the game where she will be on her weaker moments, being a melee with no real ways to deal with minions and a high ap ratio to help her pack that damage as she builds her items.

Thematically, i wanted to show how Rin devices would work in game, how she can use the aether that empowers her wings in other more aggressive ways. Not that she's looking for fights but it helps knowing you have something to defend yourself with.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

##(E) Whirlwind Contraption:

https://i.imgur.com/IqOBGgQ.png

https://i.imgur.com/HGKWvzw.gif Gif8

The skill with the most utility in her kit, not only she can zone the enemy lines and create choke points but it's also her main and only way to achieve maximum altitude without having to place herself in too much danger (if cast outside combat for sure), or help her with her ultimate but that will be discussed later. She can also use the whirlwind to maintain her altitude high when gliding over it and keep gliding when roaming.

A very important mechanic in whirlwind contraption is the that it can affect enemy champions (note: only enemy champions, minions are affected once) and Rin every single time they enter the area. This is what creates this zone that not only servers to control the battlefield but to also set a ground for Rin to pull off her combos and plays. Keep in mind that this is a self crowd control effect and this kind of effects cannot be removed or diminished in any way, except through the use of your Deploy Glider ability. As such your actions are interrupted while affected. To balance the way the ability interacts with Rin while she is gliding, it has a 2 second cooldown where she wont restore altitude when gliding over the whirlwind.

Mechanically, my idea on how the whirlwind works is this: once you are caught by the whirlwind, you are suspended and moved to the center of the area, then tossed away to where you initially were when you got caught. This makes the distance a total of (half of whirlwind radius + tossed units) 145+125= 270 units away.

I wanted this skill to have multiple ways to be used, to favor a scene more than other depending of how its used. For example, its cast range is similar to the long range control area of Ekko, it takes time as well to fully activate and can completely block an enemy path if used correctly but to probably get to roam or gank that enemy in the first place you had to get your gliding through other means, meaning you couldnt spend your contraption to make the gank. This happens at least in the early to mid levels, as in the late game you can continually use your contraption to keep yourself gliding. Its intended to have the same cooldown as your gliding, having 40% Cooldown reduction and the skill at max level

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

##(R) Barrel Roll!:

https://i.imgur.com/886zEjm.png

  • Shield Per Altitude: 70/110/150(+0.3 AP) to a maximum of 210/330/450(+0.9 AP).

https://i.imgur.com/jb7lUiT.gif Gif9 https://i.imgur.com/9SEnaoa.gif Gif10

Pretty much like Wing Overdrive (W), i wanted a simple ability that in this case granted options to the player depending of the situation, where everything is very clear for both, you and the enemy.

There is 2 possible ways to cast her ultimate. One by gliding and the other by being affected by an airborne effect that would grant her maximum altitude such as the suspend effect on Whirlwind Contraption.

Then we have restrictions. While gliding and in the same way that Pursuit is modified, Barrel Roll can only be cast in a 150 degree cone in front of Rin so she cannot cast her ultimate behind her or too much to the sides. This restriction is not applied if she cast it while under an airborne effect, having the 750 target range. Also, much like Deploy Glider, if used this way then it only becomes available to use after ½ of the Airborne effect duration has occurred.

Finally, we have the shield that interacts with altitude, taking the altitude into account at the moment of cast, not when landing. My idea with this is to make players take different approaches when it comes to using the ultimate. You could for example choose to use your ultimate for damage but gain a lesser amount of shield because you lost most of your altitude to get to the gank or position, or choose to use the ultimate before the altitude starts decaying.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/piltover/en_US/0d65273e55685b53b82f4f0ead52fc167a27f911/assets/img/divider-hextech-800.png

#A Bit More of Insight

https://pbs.twimg.com/media/C2RTkhOVQAAKsab.jpg:large

One of the premises lately in riot is that every new champion should break the game in some way, from mechanics to even aesthetics and that is what I was aiming for with Rin. Now she shares the flying mechanic of aurelion sol, tough in this case gliding and also the travel through terrain from Kayn which was initially called the "true flight" mechanic that was actually the idea for Aurelion. You can read DanielZKlein anecdote here. In my case, you could say it's a combination of both mechanics if you want to really simplify things but to me it is not just the mechanic but also the aesthetic which is the biggest thing on it in my perspective. The idea was to try to recreate the feeling that you are really gliding, that you are doing something that feels really satisfying and unique, hence why all the Gliding controls and restrictions to create this feeling. I feel like even artistically, Rin breaks the game as she is a one of a kind Yordle, she was born with ancient genetics of the age of Gnar, when Yordles had tails. So she is basically an hybrid in the evolution ladder, putting to test if Maybe she was actually meant to fly. Fun fact: did you know that the flying squirrel uses their tails for stability in flight and to steer and exert control over their glide? Maybe Rin was actually really born to fly. Aside from that, my aim was to overall show how everytime she used an ability you could see all the mechanics in its visuals. Especially for the mechanics in her Q, regarding all the gliding stuff.

My take on Kayn and Rin major differences in their travel through terrain: Rin gliding is far less functional in team fights in the sense that it's easily shutdown with it's altitude mechanic, where kayn can make more out of it, especially assassin upgrade. That's because Gliding is more of a roamer ability or off-range battle mobility.

From an aesthetic point, i was going to use as reference two heroes of dota that also take the idea of flying over terrain or going through it and compare them to Rin and Kayn respectively, but their latest hero release, Pangolier a few months ago gave me the perfect insight to explain Rin gliding turn rate and overall behavior as i showed before in her Q insight. As such, this then remains as a point to show how even when they have skills that mostly accomplish the same thing, they feel completely different. batrider firefly in action spectre shadowalk in action

I'm aware that the gliding mini game is something that will be on constantly and can become kind of heavy after some time or become too forced into the playstyle like draven axe picking, Gangplank barrels or skarner crystals. It's the kind of game that you are forced to play to play the champion.

I would say Rin is a skirmisher at heart, she seeks opportunity like slayer class has in common, but once diving (heh) she aims to restrict the movements of her opponent with her whirlwind contraption and to also set for herself a combat zone to use her hextech glider as often as possible. This is the main reason why at least in paper she seems more like a skirmisher than an assassin.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#Playing as Rin

Rin is by nature a relatively slow melee and immobile slayer. Thats until she finds a way to literally throw herself up into the sky. Through Roll-top, she can bounce off from enemies to deploy her glider, gaining additional altitude when used against enemy champions or large monsters, use her Whirlwind contraption to create an area of effect that suspends and tosses targets that enter the whirlwind and if things get difficult and she happens to be caught by airborne effects, she can instinctively spread her wings to woosh out of it with Barrel Roll!

When it comes to damage, Although her Wing Overdrive functions as a good source of sustained damage if she really wants to further scale the bars she has to choose between using the mobility and tools to escape airborne effects or dealing damage to cause a high burst and dispatch key targets.

https://universe.leagueoflegends.com/images/t1HeaderDivider.png

#Strengths and Weaknesses

https://pbs.twimg.com/media/C1xJRB-VQAA2QUi.jpg:large

Rin’s hextech glider makes her an excellent roamer and set ambushes from odd places others wouldn't expect, using Pursuit to dive directly into the enemy and punch their faces. Using her Wing Overdrive she can apply good amounts of sustained damage, especially if she's gliding as its cooldown is refreshed twice as fast.

Although she has great tools to reduce the gap between her targets and fair amount of damage, this doesn't come for free, at least not entirely. Most of her damage and all of her gap closers come from the fact that you first have to be affected by an airborne effect, giving her in some cases a risk&reward.

The good thing is that she can get herself into the air by any ability that would apply an airborne effect, be from herself, enemy or environment (oh Blast Cone you're sweeter than Honeyfruit). Keep in mind that you still take damage from airborne effects caused by enemies, so while you can escape from them you will first receive the damage.

Even though her glider is a great tool, it might also be her undoing. The moment she deploys her glider is when she becomes more susceptible and vulnerable to follow up crowd control that can make her land.

Her Whirlwind Contraption is a double edged sword. While it can block the path for the enemy, so does for Rin herself, making herself expend her deploy glider to attempt to escape, or in the worst scenario, waste her ultimate to escape her own trap.

Against enemy champions that use airborne effects, it becomes a test where the enemy will try to bait Rin to expend her deploy glider on her own sources to then make her land with their cc and guarantee victory (epic Yasuo vs Rin encounter).

https://i.imgur.com/2jEQWOv.png

#Inspiration

The first, most important and previously mentioned is the character Rin, made by Rinidinger/Rin the Yordle. I really liked the character she has built so far and the evolution of her personality (while still a bit cringy for me with the headcanon/canon stuff, im 12 btw haHAA) and look throughout the years. I think her OC might be one of the oldest around, if not the oldest. I still remember when she was featured on the summoner showcase years ago, showing her art and OC, which explains why her OC had such relationships with the rest of champions in the fields of justice (everybody were pals in the good ol’ fields of justice).

The other source of inspiration came from gliding mechanics in games but mainly from the game Spyro and his interaction with the environment of the game that allowed him to succeed the different obstacles and reach new places. While other parts of the kit also reference in some way other mechanics of Spyro like the headbutt dive, the mechanics in particular that i found interesting was the whirlwinds that when stepped on would cause Spyro to travel upward to reach higher grounds or to glide down to a certain area, which are the 2 mechanics i focused, expanding them and creating a kit around it.

Here are some quick examples of the mechanics used together in the game:

  1. whirlwind Example, and Spyro gliding mechanics.
  2. example starward soraka homeguard animation fly turn around feel. This one is for a closer ingame reference of the gliding turn rate.
  3. A living example of Deploy Glider that i found in breath of the wild while looking for something else.
  4. Dota hero Pangolier.

https://i.imgur.com/2jEQWOv.png

#Thanks for Reading

In the end this is just a pitch, part of my initiative to improve Yordles. The main idea with this was to present Rin’s character as the next possible candidate to represent and hopefully inspire ideas for the next female yordle in specific as she is actually one kind of a yordle, bringing even a new spectrum in their lore; but to also to continue the yordle pass 2.0?, continue to unify the race and finish their update. I mean just look at Corki! His glamour is so good, even we the players can't see him as he really is!.

Thanks for reading. Hope you liked the Gliding along the wall of texts and looking forward to dive me with you suggestions and feedback.

Rin, if you happen to be reading this, please don't kill me, i tried my best.

https://pbs.twimg.com/media/C3trtEfVcAA8Iw0.jpg:large Now Rin can finally rip..

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/piltover/en_US/0d65273e55685b53b82f4f0ead52fc167a27f911/assets/img/ornament-01.png

#Other Concepts:

If you are interested, here are my other works: -Irelia the Will of Blades Rework Concept -Item Concepts for Item Creation Contest #1

24 Comments

RinTheYordle2/2/2018, 6:11:39 PM5 votes

Okay, I only saw the wikia post first. I didn't see this. My jaw is actually on the floor? You went above and beyond to really explore the idea of Rin's kit and ideas! I hope it's okay for me to post this up on twitter cause I adore it?

Thank you so much for giving credit as well, I appreciate that a lot. That's mostly what I ask for if people attempt fan kits.

Seriously, the attention you gave is quite amazing. Well done!

PeachyBubbleStar2/2/2018, 2:37:31 AM4 votes

i really wish rito would make more female yordles ;w; and extend on the yordle and bandle city lore :c we only have 3 female ones and we have like 9 or 10 males ;A;

RinTheYordle2/2/2018, 6:59:20 PM3 votes

ALSO so people know! The top drawing is the only one that is not made by me. That was by my friend Thomas Randby. He made it as a birthday present and I adore it greatly. You can find him over here: https://twitter.com/faeriefountain >> https://www.artstation.com/hyliart

The rest of the art/sketch work is by myself :)

Der Lindwurm2/2/2018, 4:53:27 AM2 votes

Rivals: Sejuani?

Or did she ever finally move her boar?

Ploffo2/2/2018, 4:32:51 PM1 votes

I like the idea, you got my first upvote of my life and the drawing is amazing.

[slayer-pantheon-thumbs]

RinTheYordle2/2/2018, 6:23:43 PM1 votes

Also, to add, they haven't completely said the Yordle Academy of Science and Progress is gone... so I'm sure there's a way to still initiate this way (maybe? Depends. It's just really left out/not mentioned at the moment, so who really knows). Either way, I like your idea! I tried to keep Rin somewhat less "canon" into Heimer's lore and it was always just for fun, but people seemed to enjoy the idea so I kept with it. She's not completely attached to him and still makes her ways and rules. It just made sense for her to become a citizen and give her a purpose this way, going to school/a different city to better herself in the same manner that Heimer did, just with a different flare.

Heimer gives her some of the catalysts for her glider, but ultimately it's her one design she made alone with little tutelage from the professor. She's highly interested in hexcrystals and their purpose, ultimately using her broken crystals power that remains and creating a "bond" with it. It's an entirely long story that I haven't really fleshed out entirely, but the idea is there. Especially with the changes of what the crystals actually originate from, it gives some interesting new concepts to her and what is possible with the power these entities create.

If you have questions in helping flush this out, I'd be more than happy to give you insights :) I love the gif animations and everything you've done here. Thank you again for the credit! This is lovely!!

HalcyonDweller2/2/2018, 8:03:21 PM1 votes

This was a really cool concept, I hope Riot genuinely takes it under consideration when they make another yordle for the game.

FlameHalbrdOkido2/3/2018, 5:16:19 AM1 votes

gonna read this later

FlameHalbrdOkido2/4/2018, 7:39:15 AM1 votes

I really like what you've done here. This kit is super cool and super unique. I would really like to see her in game.

I feel like she would be more interesting if she used Altitude as a resource instead of mana, where she uses abilities to either gain Altitude or using abilities uses it up, and of course over time while she has Altitude it reduces itself over time and when she's taking dmg. This way allies and enemies can more clearly see how close (or not) close she is to landing and thus be able to tell if they should be trying to bring her down or avoid abilities she might fire off. This is because they'd be able to see her current altitude in her resource bar. It especially makes sense for R.

Also ur kit could use some rewording so its less wordy and reads easier; it seems more overloaded than it is.

"Gliding along the wall of texts" gud one

Hershel2/28/2018, 8:29:03 AM1 votes

I totally love it ! Hope Riot will have a look at your work ! [sg-lux]

Digielf2/28/2018, 5:12:49 PM1 votes

Rin was featured in many official arts they can make her an acctual champion

Senteth2/2/2018, 4:59:00 PM1 votes

Forgive me if you have already explained this, as I skipped over a good portion of the text (TLDR and all that), but how does she exit her glider early? Can she exit her glider early?

PaladinNO4/9/2018, 2:02:48 PM1 votes

Never let this champion die! She needs to happen!