This guide explains how to create idle particles (commonly called auras) using custom prebuilt aura packs. It does not teach you how to make idle particles from scratch — it’s designed for copy-paste integration of existing particle packs into your champion’s .wad.client file.
| ? Obsidian | for extracting .wad.client files |
| ? CSLoL Manager | for installing and testing your mod |
| ? RitoBin | for editing .bin files |
| ? Visual Studio Code | For editing code |
Idle particles are ambient visual effects attached to a champion — things like flames, glows, or magic circles. They're defined in the IdleParticlesEffects section of your champ’s main.bin.
Idle Particle Tutorial 2 #Recommended
It’s not too difficult if you’re using prebuilt packs like the ones provided here. The hardest part is locating the right section and placing the code correctly — especially if you're new. Just follow the steps carefully and take your time!
⚠️ If something doesn’t work, double-check brackets
{}and indentations.
You’ll find packs in our Discord. Download the one you want to use.
Open Obsidian, locate your champion’s .wad.client file, and extract the contents into a folder.
Our Obsidian Guide
Open the champ folder you just created and the aura pack folder you downloaded.
Copy the customparticles folder (inside assets) from the aura pack into your mod's assets folder.

skin0.bin to .pyNavigate to:
yourchamp\data\characters\yourchamp\skins\
Drag skin0.bin onto ritobin_cli.exe. If done right, it will create a skin0.py file.
Our Ritobin Guide
Open the .py file from the aura pack and your converted skin0.py file in a code editor (e.g. Visual Studio Code).
Copy the relevant idle particle section and paste it into the correct spot in your own .py.

effectKey: = link to the particle
boneName: = where the aura appears on the model
| Bone Name | Effect Location |
|---|---|
"Spine1" |
Middle of the body |
"Head" |
Top of the body |
"L_Hand" / "R_Hand" |
Left / Right hand |
"Pelvis" |
Lower torso |
"L_Foot" / "R_Foot" |
Feet |
"C_Buffbone_Glb_Layout_Loc" |
Static ground bone |
"Weapon" |
Usually for weapons |
(Weapon bones vary per champ; check the .skl file to confirm.)
skin0.py already includes an IdleParticlesEffects section:

.py, like this:
Copy the particlecontainer code, which always starts with a hashed (0x3432432) name and ends with particlePath: string, into your skin0.bin/.py. Just between any particle container, it doesn't matter between which one.


Insert your copied code between these two lines:
mResourceResolver: link = "Characters/YourChamp/Skins/Skin0/Resources"
and wherever your other containers are. You can paste it anywhere in this block.


Click File > Save in your editor.
Then drag skin0.py back onto ritobin_cli.exe. This will recompile it into a new skin0.bin.
If the file timestamp updates, your changes were successful. If not, double-check your formatting.
Download Aura Packs on our Discord!
Guide & Packs by Frog