{CDC #11} Rin, the First Disciple

Rin is a powerful Ranged Mage with two focuses; Her overall game plan is to summon forth her master, Azari, the Devourer, to decimate her foes, by unlocking the Seals binding him. To support this, her primary tool outside of damage is to impair the sustain of enemy heroes, keeping them weakened and in states beneficial to her unlocking of Seals.

This concept was created for the Eleventh CDC, hosted by Bliztron. The link to the CDC topic may be found here:

Statistic Value
Health 1450
Health Regeneration 3.021/s
Attack Damage 65
Attack Speed 1.15
Attack Range 5.5
Mana Maximum Standard
Mana Regeneration Standard

[D] - Unlock the Seals
Even in the Nexus, Rin’s goal is to summon forth Azari to devour all. As fights progress, Rin slowly unlocks the Five Seals as certain criteria are met, causing symbols to glow in a pentagram around Rin, and upon unlocking all Five Seals, Rin may channel for 1.5 seconds to summon forth Azari, calling him to devour a targeted enemy hero, killing them instantly, regardless of any protective statuses on them, and instantly re-locking all Seals.

Seals, their unlock method, and their displayed location as a Pentagram around Rin, are as follows:

The First Seal - Hit an enemy with Call Felhunter while they aren’t facing it(front 120°); Appears at the top of the Pentagram.
The Second Seal - Cast Greater Amethyst Spellstone; Appears at the bottom left of the Pentagram.
The Third Seal - Negate 600(+4%/level) Healing/Shielding on any heroes within 10 seconds; Appears at the mid right of the Pentagram.
The Fourth Seal - At least five heroes are below 50% health; Appears at the mid left of the Pentagram.
The Fifth Seal - Land 4 basic/heroic abilities in a row; Appears at the bottom right of the Pentagram.
Seals remain unlocked for 5 seconds after their criteria condition is no longer met.

Cast Range - 8 units.
Cooldown - 120 seconds.

[Q] - Demonfire
Rin coalesces and launches a bolt of Demonfire in target direction, which burns the first enemy hero hit for 120(+4%/level) damage, and applying 300(+4%/level) Absorption to them for 2 seconds, absorbing healing up to that amount within that time.

Range - 6.5 units.
Projectile Speed - 10 units/s.
Projectile Radius - 0.45 units.
Cooldown - 4 seconds.
Cost - 35 Mana.

[W] - Nether Portal
Rin opens a small portal to the Twisting Nether over 0.5 seconds at a nearby location, which remains open for 4 seconds. During this time, Nether Portal is replaced with “Call Felhunter”.

[W] - Call Felhunter
Rin summons forth a Felhunter from the Twisting Nether, from the location of her Nether Portal, which bursts from the portal after a 0.33 second delay, leaping in the targeted direction. The first enemy it hits takes 260(+4%/level) damage and is silenced for 0.75 seconds. The Felhunter then remains, attacking nearby enemies for up to 10 seconds, or until killed, with it prioritizing, in order: Enemy hit with Call Felhunter; Nearest Enemy Hero; Nearest Enemy. The Felhunter has 550(+4%/level) health, attacks for 35(+4%/level) damage per attack with an attack speed of 1.2, and moves at 5.32 units/s.

Range - 6.0 units.
Felhunter Leap Speed - 9.0 units/s
Cooldown - Adds 6 seconds to Nether Portal’s cooldown.
Cost - 30 Mana.

Cast Range - 2.5 units.
Cooldown - 4 seconds.
Cost - 10 Mana.

[E] - Amethyst Spellstone
Rin draws power from the Amethyst Spellstone of Azari, launching a bolt of dark energy in the targeted direction. The first enemy hero hit is dealt damage, with Rin healing, based on what tier of Spellstone it was:

Lesser - If Rin casts Amethyst Spellstone within 4 seconds of it coming off cooldown, it deals 160(+4%/level) damage, healing Rin for 50% of the damage dealt.
Normal - If Rin casts Amethyst Spellstone between 4 and 8 seconds of it coming off cooldown, it deals 240(+4%/level) damage, healing Rin for 60% of the damage dealt.
Greater - If Rin casts Amethyst Spellstone 8 or more seconds after it comes off cooldown, it deals 320(+4%/level) damage, healing Rin for 75% of the damage dealt.

Range - 8 units.
Projectile Speed - 24/20/16 units/s, based on when it was cast(Lesser/Normal/Greater).
Projectile Radius - 0.4/0.55/0.7 units, based on when it was cast(Lesser/Normal/Greater).
Cooldown - 4 seconds.
Cost - 25/40/55 Mana, based on when it was cast(Lesser/Normal/Greater).

[R1] - Darkest Hour
Rin selects two Seals, one Unlocked, one Locked, and channels for 1 second. After the channel, Rin locks her first selected Seal and unlocks her second selected Seal.

Cooldown - 60 seconds.
Cost - 50 Mana.

[R2] - Corrupting Mist
Rin pools a fel mist in the targeted area over 0.5 seconds. Enemies within take 40(+4%/level) damage per 0.5 seconds and are applied a stack of Corruption. Stacks of Corruption reduce afflicted enemies’ movement speed by 2% and healing received by 2.5%. Stacks of Corruption last for 2 seconds after the mist disperses, before finally bursting, dealing an additional 20 damage(+4%/level) per stack of Corruption. The fel mist lasts for 5 seconds after forming.

Cast Range - 6.5 units.
Radius - 2.5 units.
Cooldown - 80 seconds.
Cost - 80 Mana.

Talent Tree

Tier 1|Level 1
Acolyte of the First - Nether Portal’s cast range is increased by 1.5 units. Additionally, while the First Seal is unlocked, Rin gains 20% increased movement speed.

Acolyte of the Second - Amethyst Spellstone heals Rin for 5% more damage for each tier it has gone through(5%/10%/15% respectively). Additionally, while the Second Seal is unlocked, Amethyst Spellstone upgrades to Normal after 3 seconds, and upgrades to Greater after 6 seconds(instead of 4/8).

Acolyte of the Third - Absorption effects applied by Rin last for an additional 1 second. Additionally, while the Third Seal is unlocked, Rin receives 25% of absorbed Healing/Shielding from her Absorption effects.

Acolyte of the Fourth - Rin deals 10% increased damage to enemies above 50% health. Additionally, while the Fourth Seal is unlocked, Rin’s basic abilities that hit enemy heroes reduce their healing received by 20% for 2 seconds.

Acolyte of the Fifth - Rin’s basic attacks slow enemies by 15% for 1 second. Additionally, while the Fifth Seal is unlocked, Rin’s basic ability cooldowns tick 25% faster.

Tier 2|Level 4
Soulfire - Demonfire’s Absorption is increased by 200(+4%/level), and it additionally can absorb Shields that would be applied to the target. However, Rin is also applied 50% of the total Absorption from Demonfire when she casts it, lasting for 2 seconds.

Bloodbloom - Every 16 seconds, Rin gains the ability to invoke the power of a Bloodbloom, allowing her to cast basic abilities on cooldown without spending Mana or causing a cooldown, at the cost of 3.5(+4%/level) health for each point of Mana it would cost and gaining 5.5(+4%/level) Absorption for 3 seconds for each point of Mana it would cost. Activating Call Felhunter from a Bloodbloomed Nether Portal applies the same changes to it. Amethyst Spellstone is cast as its Normal form.

Void Contract - Rin signs a dark contract, gaining all effects of both Soulfire and Bloodbloom.

Tier 3|Level 7
Devour Magic -

Active - While a Felhunter from Call Felhunter is alive, Rin may order it to channel for 0.5 seconds to devour an active magic effect on an enemy hero, instantly ending the lowest duration buff effect on the target after the channel. If the buff would have lasted 1.5 or more seconds, the First Seal is unlocked.

Cooldown - 45 seconds.

Dark Pact -

Active - While a Felhunter from Call Felhunter is alive, Rin may channel for 0.5 seconds to drain 275 health from it, healing herself for 150% of this. If this damage kills the Felhunter, reduce Nether Portal’s cooldown by 5 seconds.

Cooldown - 30 seconds.

Unwilling Sacrifice -

Active - While a Felhunter from Call Felhunter is alive, Rin may channel for 1 second, gaining control of the Felhunter’s movement during this time, and at the end of the channel, causing it to explode with dark energy, dealing 240(+4%/level) damage plus extra damage equal to the Felhunter’s remaining health percentage to nearby enemies. If this explosion hits two or more enemy heroes, the First Seal is unlocked.

Cooldown - 45 seconds.

Tier 4|Level 10
See [R1]/[R2] above.

Tier 5|Level 13
Forbidden Ritual - For each Seal currently unlocked, Rin gains 1% increased Spell Power, increased by an additional 1% for each other unlocked Seal(1%/4%/9%/16%/25%, for 1/2/3/4/5 seals, respectively).

Spirit Bomb - Demonfire deals an additional 100(+4%/level) damage to enemies hit, but additionally does this damage back to Rin when she casts it.

Sapphire Spellstone - After absorbing 600(+4%/level) healing/shielding, Rin’s next cast of Nether Portal will last past its first cast of Call Felhunter, allowing the ability to be recast at no further cost or cooldown increase. Additional casts of Call Felhunter from this effect deal 50% damage and do not leave behind a Felhunter. Sapphire Spellstone may store two charges of its effect.

Tier 6|Level 16
Shadowflame - At the end of their duration, all Absorption effects applied by Rin cause a burst of Shadowflame from the affected unit with the effect, dealing damage equal to 50% of the absorbed healing/shielding in a radius of 2 around the affected unit.

Spell Lock - Each time a Felhunter attacks an enemy hero, they apply a stack of Spell Lock to that hero, reducing their cooldown tick rates by 15%. Spell Lock lasts for 2 seconds without reapplication and stacks up to 3 times.

Blastcrystal - Amethyst Spellstone costs an additional 10 Mana to cast per tier its cast at(10/20/30 respectively), but it now deals 50% of its damage and lifesteal to enemies within radius 2 of the original enemy hit.

Tier 7|Level 20
Plot Twist - When using Darkest Hour to lock the Seal related to Rin’s Level 1 talent, Rin gains 20% Spell Power and an additional benefit based on the related Seal for 5 seconds:

First - Felhunters gain 30 Armor.
Second - Rin receives 20% increased healing for the duration.
Third - Demonfire’s Absorption applies to enemies within radius 1.5 around enemies hit by the projectile.
Fourth - Rin deals 10% increased damage to targets below 50% health.
Fifth - Rin’s basic abilities gain 20% increased range and travel speed.

Hearthstone Edition - The damaging burst at the end of Corrupting Mist now instantly kills enemy non-heroes/non-bosses, and deals 1.5% max health damage per stack of Corruption to heroic targets.

The Devourer’s Feast - After successfully summoning Azari, Rin may recast Unlock the Seals within 10 seconds if all Seals become unlocked again within this time, which may continue to repeat. Additionally, the unlock duration of Seals is paused while Rin is channelling Unlock the Seals.

Dark Bargain -

Active - After a 5 second delay, Rin sacrifices 25% of her maximum health to forcibly unlock the selected Seal for 5 seconds.

Cooldown - 0.5 seconds.

Skins

Base Skin

Rin as depicted in the hearthstone card.
Base(See above.); “Fel”(Sickly green fel instead of purple); “Annihilator”(Crimson robes, fiery eyes, and pale hair.).

Protagonist Rin

Rin as a very stereotypical looking anime protagonist; Preteen/Teen, exaggerated and colorful hair, and lots of noticeable details.
Base(Dark blue jacket, black pants, bright purple/pink hair); “Antagonist”(Blue eyes, gray jacket & pants, brown hair, dragon motif); “Shinobi”(Black & orange jacket & pants, yellow hair); “Sparked”(Red jacket & pants, fiery red eyes & hair).

Themed Abilities - Features different, more whimsical creatures instead of Azari and the Felhunters, and otherwise features more goofy and silly ability themes.

Different Voiceover - Features very different dialogue, mostly inspired by various anime(and more specifically Yugioh) tropes/memes(“I’ve assembled all five pieces!”, “If I just believe in the heart of the cards!”, etc.). Features an over the top “Azari, Obliterate!” voiceline when summoning Azari.

Monster Tutor Rin

Bootleg Pokemon Trainer Rin.
Base(Ash Inspired); “Gold”(Gen 2 Inspired); “Pewter”(Gen 4 inspired).

Themed Abilities Features bootleg pokemon using all of Rin’s abilities, including actives. The Felhunter is a bootleg Pikachu, and Azari is a bootleg Arceus

Altered Voiceover - Features a bunch of bootleg pokemon quotes.

Mini-Titan Rin

Minature Thanos-style Rin with a bootleg Infinity Gauntlet filled with all 9 of Azari’s Spellstones.
Base(Normal-ish Rin with a super chin, silver armor, and the gauntlet); “Mad”(Purple skin, brass armor & gauntlet); “Dark”(Pale Grey skin, black armor & gauntlet).

Themed Abilities - Features a more alien creature instead of a Felhunter, some multi-colored avatar of the Gauntlet(or Death) instead of Azari, and all of the abilities are colored to match one of the spellstones.

Altered Animations - Rin casts everything with the Gauntlet, and otherwise just has a more confident stance overall.

Different Voiceover - Just. Thanos quotes. Thanos quotes everywhere. For example:

Selecting a Talent: “The hardest choices require the strongest wills.”
Summon the Devourer: “Dread it. Run from it. Destiny arrives all the same.”
Unwilling Sacrifice: “I’m sorry, little one.”
Mega kill: “Perfectly balanced, as all things should be.”
Recovering from low health: “All that for a drop of blood.”
Etc.

Changelog

9/10/2019
Uploaded

11/5/2019
Fixed Changelog dates. Also, the full list of changes is extreme. If you want to compare the old Rin to the new Rin, the old Rin may be found here:

[D] - Unlock the Seals
As Rin damages enemy heroes with basic abilities and certain other abilities, she unlocks one of five Seals on that hero for 10 seconds, simply numbered from One to Five. Seals are refreshed in duration each time another Seal is applied. Alone, the Seals do nothing, but when an enemy has all five Seals marking them, Rin may channel for 1.5 seconds to summon the Pit Lord Azari, who erupts from the ground in a flashy display of grandeur, before launching a massive bolt of felfire for the hero with all five Seals unlocked. This bolt instantly kills the hero upon impact, regardless of any protective statuses on them. Azari then vanishes without doing anything else.

Passive - Rin counts for 80% of a hero kill due to her Felhunter.

Cooldown - 120 seconds.

[Q] - Demonfire
Rin fires a bolt of felfire in the target direction, which hits the first enemy or Felhunter in its path. Enemies hit by Demonfire take 180(+4%/level) damage, and enemy heroes hit have a Seal unlocked. If Rin hits her Felhunter with Demonfire, the fel energy instead empowers it, increasing its movement speed by 20% and causing [W(Held)] - Felhunter Rush to deal a bonus 60(+4.25%/level) damage for the next 3 seconds.

Cooldown - 6 seconds.
Cost - 25 Mana.

[W] - Command Felhunter
Rin commands her Felhunter to move to the target position, or if she targets herself, commands it to begin following her again. The Felhunter begins following Rin again if it is ever more than 8 units away from her.

Passive - Rin is followed by a Felhunter with 900(+4.2%/level) health. It respawns 10 seconds after being slain, counts for 20% of a kill, and is required to activate the other half of Rin’s [W] ability.

Felhunter Speed - 6.05 units/s
Cooldown - 3 seconds.
Cost - None.

[W(Held)] - Felhunter Rush
After holding [W] for 0.25 seconds, it becomes this: Rin commands her Felhunter to rush in target direction from its current position(Default: From Rin), which causes it to ready for 0.5 seconds before rushing in the direction, tackling the first enemy hero hit. That hero takes 260(+4%/level) damage, is silenced for 1.25 seconds, and has a Seal unlocked. The Felhunter then goes back to following Rin.

Range - 4.5 units.
Speed - 13.5 units/s.
Radius - 0.70.
Cooldown - 8 seconds.
Cost - 30 Mana.

[E] - Amethyst Spellstone
Rin conjures a powerful sphere of dark magic from the amethyst spellstone she gained from Azari, unleashing it in the targeted direction after a short delay. Upon impact with an enemy, the sphere drains them, dealing 300(+4%/level) damage and healing Rin for 100% of the damage dealt. The damage of Amethyst Spellstone is increased by 0.5% for every 1% of Rin’s health missing, additionally causing it to heal for more. An enemy hit with Amethyst Spellstone has a Seal unlocked.

Projectile Radius - 0.85
Projectile Speed - 15 units/s
Cast Range - 6.0
Cooldown - 10 seconds.
Cost - 50 Mana.

[R1] - Summon the Devourer
Rin marks an enemy hero, before she begins channeling for up to 7.5 seconds, gaining 30 Armor for this duration. For every 1.5 seconds this channel continues, that enemy hero has one Seal unlocked. When the channel ends, either from being canceled early or from finishing, if the hero targeted with Summon the Devourer has all five Seals unlocked, Azari is immediately summoned, as if Rin had activated [D] - Unlock the Seals, but Rin’s trait is not set on cooldown by this activation.

Cast Range - 8 units.
Tether Range - 20 units.
Cooldown - 100 seconds if Azari is summoned, otherwise 60 seconds.
Cost - 80 Mana.

[R2] - Corrupting Mist
Rin begins pooling a fel mist in the targeted area over 0.75 seconds, it being too sparse to be harmful during this time. After the channel, the mist remains for 5 seconds. Enemies inside the area are applied one stack of ‘Corruption’ for every 0.5 seconds they spend inside, which all detonate 0.5 seconds after the mist disperses, dealing 60(+4%/level) damage per stack and slowing by 7% per stack for 1.5 seconds. Enemies hit by the detonation of Corruption stacks have a Seal unlocked.

Cast Range - 6.0 units.
Radius - 2.75 units.
Cooldown - 12 seconds.
Cost - 30 Mana.

Talent Tree

Tier 1|Level 1
Lesser Ruby Spellstone -

Active - Rin casts a copy of the last basic ability she cast that only deals 33% damage and doesn’t unlock a seal.
Quest(!) - Spend mana to upgrade Lesser Ruby Spellstone.
Reward - After spending 5000 Mana, upgrade it into Ruby Spellstone(66% damage).
Reward - After spending 10000 Mana, upgrade it into Greater Ruby Spellstone(100% damage, unlocks a seal).

Cooldown - 60 seconds.

Lesser Sapphire Spellstone -

Active - Rin summons a smaller Felhunter with 50% of the health and damage of her normal Felhunter, that mimics Rin’s orders to the main Felhunter but somewhat displaced. This Felhunter lasts for 10 seconds, does not unlock seals with its Felhunter Rush, and can be targeted with Rin’s abilities that interact with her Felhunter.
Quest(!) - Land Felhunter Rush on enemy heroes to upgrade Lesser Sapphire Spellstone.
Reward - After landing Felhunter Rush 20 times, upgrade it into Sapphire Spellstone(summons 2 smaller Felhunters).
Reward - After landing Felhunter Rush 40 times, upgrade it into Greater Sapphire Spellstone(summons 2 normal sized Felhunters, they unlock a seal with Felhunter rush now).

Cooldown - 60 seconds.

Lesser Onyx Spellstone -

Active - Rin conjures a fel mist, spreading into the targeted area over 0.75 seconds. Enemies inside the area as the mist spreads through it have their armor reduced by 10 for 3 seconds.
Quest(!) - Unlock multiple seals within 1.5 seconds to upgrade Lesser Onyx Spellstone
Reward - After unlocking multiple seals within 1.5 seconds of another seal 15 times, upgrade it into Onyx Spellstone(Reduces armor by 20).
Reward - After unlocking multiple seals within 1.5 seconds of another seal 30 times, upgrade it into Greater Onyx Spellstone(Reduces armor by 30, unlocks a seal on affected enemies).

Cooldown - 60 seconds.

Tier 2|Level 4
Dark Pact -

Active - Rin drains life from her Felhunter, dealing 25% of its maximum health in damage and healing Rin for 200% of that amount over 4 seconds.

Cooldown - 30 seconds.

Azari’s Healthstone -

Passive - While Azari’s Healthstone is off cooldown, Rin heals for 0.2% of her maximum health per second.

Active - Rin consumes the energy of Azari’s Healthstone, instantly healing for 20% of her maximum health.

Cooldown - 60 seconds.

Drain Soul -

Active - Rin launches a slow moving bolt of magic in target direction. The first enemy hero hit by it takes 300 damage over 8 seconds, and Rin heals for 150% of the damage dealt by Drain Soul.

Range - 5.5 units.
Travel Speed - 5.5 units/s.
Width - 0.85 units.
Cooldown - 15 seconds.
Cost - 40 Mana.

Tier 3|Level 7
Unwilling Sacrifice -

Active - Rin begins funneling Fel magic into her Felhunter, causing it to gain 50 armor while Rin channels for 1 second, during which time she may still command it. After that delay, the Felhunter explodes violently, unleashing a powerful blast of fel magic that deals 160(+4%/level) damage, plus 33% of its current health, to all nearby enemies, reducing the damage dealt by enemy heroes by 15% for 2 seconds and fearing enemy non-heroes for 1.5 seconds. Minions and Mercenaries give the enemy team experience normally, while Rin’s Felhunter will not grant experience when killed in this way.

Explosion Radius - 2.5 units.
Cooldown - 60 seconds.

Grimoire of Sacrifice -

Active - Rin sacrifices her Felhunter, channeling the Felhunter’s soul into target allied hero(including Rin). That hero gains Unstoppable for 0.5 seconds, and 25% increased spell power and attack damage for 5 seconds.

Cast Range - 6.5 units.
Cooldown - 60 seconds.

Sacrificial Barrier -

Active - Rin sacrifices 20% of her maximum health, shielding her Felhunter for 150% of that amount for 5 seconds. The next activation of Felhunter Rush during this time causes the Felhunter to rush 30% faster and deal 50% increased damage.

Cooldown - 25 seconds.

Tier 4|Level 10
See [R1]/[R2] above.

Tier 5|Level 13
Dark Bargain -

Active - Rin cackles madly for 0.25 seconds, sacrificing 25% of her maximum health to unleash a pulse of Fel magic, unlocking a seal on all enemy heroes in a large radius around her. Enemies affected by Dark Bargain are slowed by 10% for 3 seconds, plus 10% for every Seal unlocked on them.

Cooldown - 40 seconds.

Shadowflame -

Active - Wreathe target ally in Shadowflame, causing them to deal 30(+4%/level) damage per second to nearby enemies for 4 seconds. When Shadowflame runs out on that ally, or when they die, the Shadowflame erupts, dealing 150(+4%/level) damage split among all nearby enemies, increased by 25% of all damage they took and dealt while Shadowflame was affecting them(to a maximum of 600(+4.25%/level). Enemy heroes affected by the detonation of Shadowflame have a Seal unlocked on them.

Cast Range - 5.5 units.
Explosion Radius - 2.0 units.
Cooldown - 25 seconds.
Cost - 40 Mana.

Haunt -

Active - Rin calls forth a soul tormented by the Legion, firing it in the targeted direction after a small delay. The first enemy hero hit is Haunted for 4 seconds and has a Seal unlocked on them. Haunted enemies take 20(+4%/level) damage per 0.5 seconds, and when the effect expires, the soul returns to Rin, healing her for 150(+4%/level) health for each Seal unlocked on that hero during the duration of the Haunted effect.

Range - 6.5 units.
Projectile Speed - 13 units/s
Projectile Width - 0.65 units.
Cooldown - 25 seconds.
Cost - 40 Mana

Tier 6|Level 16
Curse of Tongues -

Active - Rin channels dark magic into target area over 0.75 seconds, applying Tounges for 4 seconds to enemies inside the area after the channel. Enemies afflicted with Tounges have their channel times increased by 25%, or if the ability has no channel time, adds a 0.2 second channel.

Cast Range - 4.5 units.
Radius - 1.25 units.
Cooldown - 45 seconds.

Curse of Weakness -

Active - Rin channels dark magic into target area over 0.75 seconds, applying a 25% physical damage reduction for 4 seconds to enemies inside the area after the channel.

Cast Range - 4.5 units.
Radius - 1.25 units.
Cooldown - 45 seconds.

Curse of Fragility -

Active - Rin channels dark magic into target area over 0.75 seconds, applying a 20 Armor reduction for 4 seconds to enemies inside the area after the channel. This armor reduction stacks with other applications of armor reduction.

Cast Range - 4.5 units.
Radius - 1.25 units.
Cooldown - 45 seconds.

Tier 7|Level 20
The Devourer’s Feast - All enemy heroes with a Seal unlocked within the cast range of Summon the Devourer are targeted by it when Rin casts it.

Just Like In Hearthstone - Corrupting Mist deals 10% bonus damage for each stack of Corruption on heroes it detonates on, up to 100% when the hero has 10 stacks.

Speed Dial - The cooldown of Unlock the Seals is reduced to 15 seconds.

Greater Amethyst Spellstone - Amethyst Spellstone now deals 1% additional damage for every 1% of Rin’s health that is missing.

Changelog

9/18/2019
Shadowflame and Unwilling Sacrifice moved to talents.
Felhunter abilities merged, with a 0.25 second holding delay to cast Felhunter Rush.
Cooldowns reduced in general.
Felhunter made into a targetable entity with 900(+4.2%/level) health. It is worth 0.2 of a kill, while Rin is worth 0.8. It respawns 10 seconds after being slain.
Seals are no longer ability specific, inadvertently buffing Summon the Devourer.
Amethyst Spellstone now unlocks a Seal.
Seals now last for 10 seconds without any being applied.
Amethyst Spellstone and Corrupting Mist switched and rebalanced.
Horrible Talent Tree added.

10/25/2019
Ruby Spellstone now copies a single spell(instead of drastically increasing cooldown rate).
Added skins.

1 Like

Week 1 Judgement

Catagory Rating
Creativity 4/5
Cohesiveness 3/5
Thematic 5/5
Interaction 2/5
Overall 14/20

Creativity
4/5

This is a very unique design. I like how how a hearthstone card can be made into an interesting hero design. Warlocks are always fun and this looks like it would be at least very interesting to play.

Cohesiveness
3/5

I can appreciate the work that was put into this, but she doesn’t feel like a supportive mage. Perhaps if more of her abilities interacted with her allies, but as things stand right now she feels more like a sustain damage mage.

Thematic
5/5

The way that she is portrayed is extraordinarily faithful to her source material in Hearthstone. Those who play her will feel right at home.

Interaction
2/5

Holding the button for .75 seconds feels pretty long to get a secondary ability off, and I feel like it would be prone to a lot of missed attacks, or you won’t be able to get the ability off when you need it. For example, Corrupting Mist will require a full 1.5 seconds to get the spell off, and requires enemies to be standing inside it to do anything

Having a pet that is immune to everything and only really serves to hit two abilities seems off. The way things are set up right now, you have to hit things in a very specific order if you want to hope to get your trait to activate.

Additional Feedback

Perhaps a way to get around it would be for each basic ability hit puts a new seal on, and you have 10 seconds from the last seal you placed to get another one off. That way you can put more into her basic abilities instead of having 7 that kind of mesh together? The trait shouldn’t be an instakill in my opinion, and instead should do massive damage.

If you make your Felhunter work like a pet, it gives the other team a chance to control her damage a little and give her less of an opportunity to get seals off. I feel like if you combine command Felhunter and Felhunter rush It’d make things much more responsive.

1 Like

Not what I expected to lose Cohesion points for, but, well. Overall, good feedback!

I definitely could have phrased the opening bit there better; I had meant something along the lines of “Ranged Assassin(Mage) with supportive elements”, given most of her abilities are less focused on damage and instead feature utility. I’ll be sure to fix that. (^_^')7

As for Interaction and most of the additional feedback in general, I think I have some ideas for how to change up the kit a bit that should also help with creating a few talents.

I recognize that an effect that instantly kills isn’t the best idea, but, I wanted to avoid potential “Feels Nad” moments for the Rin player(Imagine getting off Azari and then your super cool Exodia blast just gets intercepted by Medivh W), and I figured that it wouldn’t be nearly as “Feels Bad” for opposing players who already got hit by 5 abilities from a mage when most of the time that kills people anyways. (<_<)

As I led off with, though, this was good feedback. Hopefully the changes made with it will also be good, and won’t somehow make this worse. (^_^')7

Creativity: 5/5
I always appreciate a well-executed terrible idea, and I think this largely qualifies. Instant Death is probably at the top of the list of things you never do, but why the heck not, right?

Thematic: 5/5
She fits her theme almost too well. But when someone is named “The Destroyer”, then one shouldn’t be surprised by what they do.

Cohesion: 3/5
The whole kit is based around stacking Seals to summon the BBEG, but I feel that the Seal stacking is too easy. Not only do most of your Basic Abilities grant Seals, but nearly all of your Activatables do too, a few of them on multiple targets. It won’t be so bad early game, but when you get multiple Active talents and your spellstones all triggering Seals, it almost feels like you’ll be able to reliably trigger Azari whenever he’s up.

Interaction: 2/5
You knew this wasn’t going to get a good score, so here it is. There isn’t much enemies can do to avoid getting Seals other than running away. Many of the abilities are dodgeable, which helps, but with so many options at her disposal Rin shouldn’t have much trouble with unlocking Seals. Which just leads to one of the enemies being deleted. Likely the frontline tank.

Overall: 15/20
It’s a silly, OP concept that has no business being in this game. I love everything about it. Stacking Seals definitely needs to be more difficult than just hitting someone with any 5 abilities. It’s difficult to conceptualize the balance with this character. I’d have to see it in action to really know how hard it is to get the Seals off, but on paper it seems too reliable.

This response kind of goes to both of these, so. With the exception of Ruby Spellstone(mistakes were not made), Rin has 3 longer cooldown ways to proc seals quicker(Level 1, Level 13, and Heroics), and her three basic abilities. I tried to make it clear that only specific abilities unlocked seals by specifying under each ability, though I suppose I might have made it a little unclear. Her Level 1 talents should be offset(well, two of them…) by taking time to finish, her level 13 talents are relatively easy to avoid, or come with a drastic drawback, and her heroics aren’t the easiest to use effectively. Her base kit’s Felhunter can also be relatively easily dispatched with its middling health pool.

Overall, fair criticism, certainly, I just don’t think it’s quite as drastic as you’re pointing out. (^_^')7

Overall Score

Creativity - 4/5

Cohesiveness - 2/5

Thematic - 5/5

Interaction - 2/5

Total - 13/20

Creativity - 4/5

Overall, the character is quite creative; I don’t think anyone can argue an exodia-styled hero with a true one shot mechanic is anything less than creative. I do think there is an issue with the design itself, but that is better left for other fields. I do have some small complaints here and there, mainly revolving around the talent tree. Firstly, Summon the Devourer is dreadfully boring and should go. At best, it kills the idea of the character, where you want to connect a bunch of abilities in a skillful way to get a huge summon that will feel good. At worst, it’s an uninviting trash heap that is boring yet effective, somehow even worse than Pyroblast. Many of your talents seem to be lacking in creativity, either being slightly modified versions of your base abilities, or of other Heroes’ talents. One of the many problems of having a talent tree full of activate talents is that oftentimes, unless you are very careful, you will have things overlap or in effect be too similar. I think that is very noticeable here. Some notable examples are Onyx Spellstone and Curse of Fragility, Azari’s Spellstone just being Gul’dan’s but more (while also being functionally very similar to Dark Pact), Drain Soul and Amethyst Spellstone. The skins are quite good (though lawsuit bait). I think each of them offers a good blend of cool looking visuals and comedic effect, perfect for the character.

Cohesiveness - 2/5

The kit is tied together entirely through the trait and the character concept, but I think there are some things that weaken that, and cause the entire thing to fall apart. Before we touch on specifics, I want to talk about how the idea that Rin is a supportive mage doesn’t really work with any of her abilities baseline, nor does it really fit with the idea of the character. I don’t want my Tassadar, Medivh, Zarya, whatnot having the capacity to one shot opponents. I think this labeling is a fundamental design flaw, and trying to design her this way overloads her way too much. Mechanically, she also offers nothing in the form of supportive abilities besides some CC that are not a far cry above what other assassins can offer their team. This design and role dysfunction justifies at least a point off. The abilities are at this strange point where they don’t apply the Seals fast enough to justify Rin’s existence baseline, but as she gains her other active talents, she will become a monster. She has a weird power curve that somehow is even more problematic than Kel’thuzad’s. I would recommend increasing her Seal output baseline and removing the Seal generators of Tier 5. The damage distribution is also all over the place. Amethyst Spellstone is incredibly powerful in damage and healing, while Demonfire has too long of a cooldown to really be a threat. It’s more or less all over the place. The talents really create a lot of problems in and of themselves, with a lack of build patterns (a symptom of all active talents), and talent bleeding (such as Azari’s Healthstone and Dark Pact performing functionally the same role and feel). Some talents just don’t work with what they hope to achieve, such as with Sapphire Spellstone (it doesn’t matter how many hounds you have, they don’t actually do anything since the cooldown of the lunge is really long). I will allow the talent tier dedicated to her Felhunter, since the Felhunters are more or less health sticks that walk around blocking abilities for most of their lives.

Thematic - 5/5

This concept does capture Rin pretty well. I do have some minor concerns about the loss of specific Runes you had earlier from a Thematic standpoint, but I’ll let it slide for the concept’s health. The heavy use of Hearthstone mechanics and names is a nice touch that ties the whole thing thematically together. The skins also do a nice job at preserving what makes the concept interesting. Good job altogether.

Interaction - 2/5

I’ve touched upon a couple of issues in the other segments, but I really want to dig into some of the interactive shortcomings here. For one, the .2 kill credit of the Felhunter is just a minor, unnecessary detail that only serves to disrupt the character out of the game more and make it even less punishing to lose a Felhound. Another is her extreme levels of power across all that she can do, able to combo someone to death relatively easily, help her allies with talents, be unkillable though incredibly high healing and defensive talents, block skillshots such as hooks with her Felhunter, and disrupt the enemy team with her wide range of CC abilities. The only thing she lacks is mobility, but I’m not convinced she needs it with all she has at her disposal. She is effectively the best ranged assassin in the game. Finally, and perhaps the most biting, is that applying Seals is far easier than you sell it as. None of her abilities are outside the normal realm of ability difficulties for more skill-intensive heroes, and she gets an unmitigatable one-shot out of it, without regarding her other tools. The use of all active talents (most with lengthy cooldowns) also makes the character really volatile (which she already is when her trait is on cooldown). Her power is so unrealistically high at the start of a critical fight, but outside of her vital cooldowns being off cooldown, she is effectively useless. I think playing against and with her would be irritating at best. I think there is potential here, but I think you are going in the wrong direction for it. The entirely active talent tree just exaggerates the problems already inherent in the concept, and the decision to make her a “supportive mage” feels like it just overloads her. I think segmenting Azari as an effective finisher, making Rin an anti-healing/shielding type combo mage would work out better for you.

WhoYouExpect - 74/100

Creativity: 9/10
Cohesiveness: 7/10
Thematic: 10/10
Interaction: 5/10

(+1 Thoughtfulness, +0 Game Fluidity)