Orin, The Saltblade
Classes:
Fighter
Bruiser
Roles:
Top
Jungle
Region:
Bilgewater
Species:
Human
Damage Type:
Physical
Appearance:
Orin is a tall, broad-shouldered man with the weathered look of a hardened sailor. His dark skin is marked with scars and faded tattoos — remnants of countless battles fought on the high seas. His face is sharp and angular, with a hardened jawline and deep-set eyes that carry the weight of time and war. His long, white hair is rough and windswept, cascading down his back and framing his face in uneven strands. A dark leather patch covers one eye, hinting at a wound earned long ago. His single visible eye glows faintly gold beneath heavy brows, the color reminiscent of the kraken’s eye emblem carved into his anchor.
Orin’s attire reflects both practicality and old Bilgewater tradition. He wears a weathered, dark green longcoat with gold trim, the edges torn and frayed from years at sea. The coat is open at the front, revealing a faded brown leather vest secured with brass buckles. His thick leather belt is adorned with red and gold accents, with a large, tarnished buckle in the shape of a kraken’s eye. Multiple pouches and loops hang from his belt, holding ammunition, tools, and other maritime trinkets. His dark green pants are reinforced with stitched leather patches and are tucked into heavy black sea boots, which are decorated with brass plates and barnacle-like encrustations.
His left arm is wrapped in dark, aged leather bindings, reinforced with golden rings and metal plates. A thick, golden chain wraps around his left forearm and trails down toward his hand. His right arm is bare, showing scarred and weathered skin. Across his left shoulder, Lurker — a massive, deep-sea octopus with dark pinkish-red skin mottled with scars — coils its thick tentacles. Lurker’s golden eye glows faintly as it watches the surroundings with quiet awareness. Its tentacles occasionally shift, draping across Orin’s back and curling around his arm or waist, as though it’s an extension of his body.
Orin’s weapon is a monstrous anchor, dark and weathered from years in the depths. The shaft is reinforced with thick iron bands, and the top is wrapped in dark, frayed leather. The anchor’s head is jagged and asymmetrical, with one side curved into a massive scythe-like blade and the other ending in a deadly hooked spike. A golden kraken’s eye emblem, encrusted with barnacles and sea salt, pulses faintly at the base of the blade. A rusted iron chain connects the anchor to Orin’s wrist, allowing him to swing and retract it in combat. The anchor’s edges are chipped and pitted, bearing the evidence of countless battles — yet its weight and brutal design remain intact.
Orin stands with the confidence of a warrior who has faced death and survived. His stance is relaxed but heavy, with his left hand resting on Lurker’s tentacle while his right grips the shaft of his anchor. His expression is calm and cold, the slight glint in his eye suggesting that he sees every threat before it arrives. His aura is one of quiet menace — a storm on the horizon that’s already broken the tide once before.
Lore:
Orin was a brutal enforcer in Bilgewater’s old wars, known for his deadly skill with a massive anchor and his bond with Lurker, a deep-sea octopus he had raised from youth. During the War of the Tides, Orin and his crew were ambushed by a rival fleet. Despite fighting fiercely, a magical storm tore his ship apart. Lurker tried to protect him, but both were dragged into the freezing depths.
Decades passed as Orin remained frozen beneath the ice, preserved but haunted by the silence of the deep. Lurker eventually stirred, breaking the ice and awakening Orin. Slower but still deadly, Orin returned to a changed Bilgewater — a city rebuilt with new threats. Armed with his weathered anchor and Lurker at his side, Orin stalked the docks once more, not for vengeance or glory, but to reclaim what the sea had stolen from him.
Full Lore: https://docs.google.com/document/d/1-t5KFUTEsXxcxe3MsbHcEZvy9G6piVapjIzUFxIqZ7o/edit?usp=sharing
Intended Strengths:
- Strong close-quarters combat
- Excellent dueling potential
- High sustain and durability
- Good zone control through the octopus
Intended Weaknesses:
- Vulnerable to heavy crowd control
- Weak to poke and long-range damage
- Reliant on positioning and proper octopus usage
- High cooldowns early game
Intended Keystones:
- Conqueror
- Grasp of the Undying
- Aftershock
Intended Core Items:
- Titanic Hydra
- Sterak’s Gage
- Death’s Dance
- Spirit Visage
- Thornmail
Base Stats:
- Health: 640 – 2380 (scaling)
- Health Regen: 8 – 19.5 (scaling)
- Mana: 320 – 1070 (scaling)
- Mana Regen: 7 – 18 (scaling)
- Armor: 36 – 100 (scaling)
- Magic Resistance: 32 – 64 (scaling)
- Attack Damage: 64 – 135 (scaling)
- Movement Speed: 340
- Range: 175
- Attack Speed: 0.65 (+2% per level)
- Attack Speed Bonus: 20%
- Attack Wind Up: 0.3 seconds
Skill Set:
Passive – Lurking Grip
“Death comes from the deep.”
- Orin’s basic attacks and abilities mark enemies for 3 seconds. The next attack from his octopus will lash out at a marked enemy, dealing (5 + 1.5% max health) bonus physical damage and slowing them by 20% for 1 second.
Passive – Dark Coil
“The deep never lets go.”
- When Orin is below 40% health, the octopus wraps its tendrils around him, granting him 15% damage reduction for 2 seconds. If Orin damages an enemy champion during this time, he restores (8% max health) over 3 seconds. Cooldown: 30 seconds
Skill 1 | Q – Rusted Edge
“Sharp enough to cut bone.”
- Orin swings his anchor in a forward arc, dealing (70/100/130/160/190 + 90% AD) physical damage. If the anchor hits a champion, Orin’s next basic attack within 4 seconds becomes empowered, dealing bonus (8/10/12/14/16% max health) physical damage.
Recast:
Q – Twisting Snare
- The octopus sends out a spiraling tendril in a cone, dealing (70/100/130/160/190 + 60% AP) physical damage and slowing all enemies hit by 25% for 1.5 seconds.
- If two or more enemies are hit, the slow increases to 40%.
- If the tendril strikes a champion near the center of the cone, the target is rooted for 0.75 seconds.
Cooldown: 10/9/8/7/6 seconds
Mana Cost: 50/55/60/65/70
Skill 2 | W – Drowning Call
“Breathe deep.”
- Orin’s octopus wraps its tendrils around him, granting a shield that absorbs (40/70/100/130/160 + 10% max health) damage for 3 seconds.
- While shielded, Orin gains 15% bonus movement speed and his attacks deal an additional (3% max health) as magic damage.
Cooldown: 18/16/14/12/10 seconds
Mana Cost: 60/65/70/75/80
Skill 3 | E – Dark Grip
“Dragged to the depths.”
- The octopus launches a tendril at the target location, dealing (80/110/140/170/200 + 70% AP) physical damage and pulling the first enemy hit toward Orin.
- If the pulled enemy is a champion, Orin’s next attack is empowered, dealing bonus (10% target’s missing health) physical damage.
Cooldown: 16/14/12/10/8 seconds
Mana Cost: 70
Skill 4 | R – Abyssal Throne
“Kneel before the deep.”
- Orin channels his octopus, which lashes out in a massive area (700 range), dealing (150/250/350 + 80% AP) physical damage and slowing all enemies hit by 40% for 2 seconds.
- After 1.5 seconds, the octopus slams down on the area, dealing an additional (150/250/350 + 70% AD) physical damage and stunning enemies for 1.5 seconds.
Cooldown: 100/80/60 seconds
Mana Cost: 100/125/150
Playstyle:
Orin is a juggernaut-style bruiser with strong engage, disruption, and dueling potential. His kit revolves around his ability to lock down enemies with the help of his octopus, sustain through fights with his damage reduction and healing, and punish mispositioning with hard-hitting combos. His kit thrives in close-quarters combat, where his low cooldowns and empowered abilities allow him to chain CC and deal consistent burst and sustained damage.
Lane Phase:
Orin’s early game revolves around controlled aggression and zoning pressure. His ability to trade effectively comes from his Q → Recast Q combo and his ability to sustain damage with his shield and healing. His goal is to establish dominance in trades and create opportunities for all-ins.
Trading Pattern:
- Start with Q – Rusted Edge to hit the enemy and trigger the empowered auto from the passive for bonus damage.
- Follow up with Recast Q – Twisting Snare if the enemy is in range, rooting them or at least slowing them enough for continued pressure.
- After landing Twisting Snare, use E – Dark Grip to pull them in for extended damage.
- Once in melee range, activate W – Drowning Call to shield yourself and increase your damage output in the extended fight.
- Weave in auto attacks between ability casts to maximize DPS and sustain through Lurking Grip triggers.
Positioning and Goal:
- Orin excels at freezing the wave near his turret to set up easy kill opportunities with his crowd control.
- Harass with Q in short trades, but look for longer all-ins when you have your cooldowns up.
- The octopus's CC and slows make it difficult for most melee champions to safely approach him without risking a trade loss.
- Keep an eye on the enemy jungler — Orin's extended trades can make him vulnerable to early ganks.
Mid Game:
Once Orin completes one or two core items (like Titanic Hydra and Sterak's Gage), his dueling potential and tankiness spike dramatically. His goal during the mid-game is to create chaos in skirmishes and secure objectives through his zone control and burst potential.
Teamfight Role:
- Engage – Look for opportunities to flank with E – Dark Grip to isolate a squishy target or frontline.
- If the enemy overextends, open with R – Abyssal Throne to create a massive zone of disruption and CC.
- Use Q – Rusted Edge and its recast to slow and root fleeing targets.
- W – Drowning Call gives you the sustain needed to survive extended fights, so time it to absorb key enemy damage.
- Let your octopus's Lurking Grip trigger frequently by mixing in autos to maintain consistent pressure.
Split Pushing:
- Orin’s strong dueling capability and his ability to sustain through fights make him an excellent side-laner.
- His wave clear is solid with Q and Titanic Hydra, and he can quickly push lanes while remaining a threat to isolated targets.
- His anchor and octopus allow him to control choke points, making it difficult for the enemy to collapse on him without risking a turn.
Late Game:
Orin becomes a monster in late-game teamfights, capable of absorbing massive amounts of damage while providing constant CC and disruption. His crowd control and burst combo make him dangerous in both initiations and counter-engages.
Teamfight Execution:
- Open with E – Dark Grip to force the enemy backline into an awkward position.
- If multiple enemies are grouped, cast R – Abyssal Throne to create a massive zone of control and stun key targets.
- Follow up with Q – Rusted Edge and Recast Q – Twisting Snare to punish any remaining champions.
- Keep W – Drowning Call ready to tank high-priority damage and sustain through heavy trades.
- Focus on peeling for your carries if you’re the only frontline, or dive into the backline if you have the support of other tanks.
Intended Max Order:
Standard Max Order: Q → W → E
This is the most reliable order for consistent damage, utility, and lane control. Maximizing Q first enhances Orin’s primary poke and catch potential, W increases his sustain and trading power, and E is maxed last since it scales more with utility than raw damage.
Why This Max Order Works:
- Q – Rusted Edge (Max First):
- This is Orin’s primary damage tool and engage option.
- Lowering its cooldown allows more frequent trades and increases his lane dominance.
- Scaling damage and utility (root, slow, and recast from Twisting Snare) improve both early skirmishing and late-game teamfight potential.
- W – Drowning Call (Max Second):
- Maximizing W next provides more consistent self-healing and defensive strength during trades and skirmishes.
- Reduces its cooldown, increasing Orin’s ability to trade effectively and sustain in lane.
- Increased shield strength makes him tankier in extended fights.
- E – Dark Grip (Max Last):
- E is primarily for crowd control and utility, so maxing it last allows him to focus on damage and sustain first.
- Lowering the cooldown is helpful, but the core value comes from the displacement and setup potential rather than direct damage.
- R – Abyssal Throne (Max at Levels 6, 11, 16):
- Maxing the ultimate increases the health threshold for execution, improving his teamfight and cleanup potential.
- Higher levels of the ult reduce the cooldown significantly, allowing Orin to become a greater late-game threat.
Alternative Max Order: Q → E → W
This order focuses more on crowd control and pick potential over sustain. Works well when ahead or when the team needs more lockdown potential.
- Q First: Still the best damage tool and main source of engage.
- E Second: More frequent displacement and catch opportunities increase Orin’s threat in teamfights.
- W Last: Lower priority when Orin is focused on aggressive play over sustain.
Max Order for Specific Situations:
Standard Build: → Q → W → E
When Behind: → Q → W → E (safe trading and sustain)
When Ahead: → Q → E → W (maximize CC for teamfight control)
Against High Mobility: → Q → E → W (increased displacement and pick potential)
For Poke/Harass Lane: → Q → W → E (consistent damage and healing)