Quinn Redesign
Quinn, for me, has always been a champion that seemed cool in theory, but fell just a little flat when trying to deliver its intended fantasy. Her and Valor just don’t feel like a team, Valor in particular seems more like a cool looking indicator than a real character. In fact... he could easily be cosmetically removed from her kit, and replaced by a knife that Quinn throws for her Q and wields for her R. So I wondered what would make the two of them feel like a true tag team champion, and this is what came up with. Hope you enjoy, and maybe share some ideas of your own.
Base Stats: Health: 533 +85 per level - (buffed to 535 +90 per level) Health regen: 5.42 +0.55 per level - (buffed to 6 +0.8 per level) Attack damage: 51 +3 per level - (buffed to 60 +3.5 per level) Attack: speed: 0.668 +3.1% per level - (unchanged) Mana: 268.8 +35 per level - (removed) Mana regen: 6.97 +0.4 per level - (removed) Armor: 23.38 +3.5 per level - (buffed to 25 +4 per level) Magic res: 30.0 +0 per level - (unchanged) Ranged: 525 - (unchanged) Move speed: 335 - (unchanged)
Reasoning: Quinn is advertised as a marksman/fighter so I thought that she could use a little more heft when it came to combat stats.
http://i61.tinypic.com/2q9xmk8.jpg
P: High Altitude. Quinn has a second health bar that displays Valors health. Valor is untargetable most of the time, and his health can never drop below 1, but his health is needed to use abilities. Valors max health equals 80% of Quinns max health + 400% of her bonus AD. If Valor has not dealt or taken damage within the last 8 seconds he flies high into the air, granting vision of a large area around Quinn, altering some of their abilities, and restoring 3% of his max health per second.
Reasoning: This gives Quinn some interesting decisions to make regarding when, and how she uses her abilities. Also, moving the increased vision here makes for even more meaningful choices.
http://i59.tinypic.com/xkoqk2.jpg
Q: Blinding Assault. Cost: 50 / 55 / 60 / 65 / 70 of Valors health. Cooldown: 11 / 10 / 9 / 8 / 7 seconds. Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals 80 / 110 / 140 / 170 / 200 (+70% AD) (+ 50% AP) physical damage to nearby enemies, and blinds them for 1.5 seconds.
When Valor is at a high altitude: he gains momentum when flying down, allowing him to pierce through minions, and blind champions for 1 second longer.
When Valor is on the battlefield: he preforms this attack in a large radius around him, and deals 20% more damage.
Reasoning: Mostly unchanged, just some slight tweaks to the damage/scaling.
http://i60.tinypic.com/bi3whd.jpg
W: Harrier. Cost: 20 of Valors health per attack. Cooldown: 10 seconds. Toggle: Valor will periodically attack a nearby enemy with the lowest amount of health every 2 seconds (scales with bonus attack speed), dealing 15 / 30 / 45 / 60 / 75 (+50% AD) physical damage, and applying on hit effects. Against minions he will deal additional magic damage equal to 40 / 55 / 70 / 85 / 100% of their missing health. Disabling harrier will reset high altitudes cooldown as long as Valor has made at least 5 attacks while it was active.
When Valor is at a high altitude: his next attack will prioritise champions, and deal 300% damage.
When Valor is on the battlefield: Quinn will perform the Harrier attacks instead. Quinn attacks twice as fast as Valor, deals additional magic damage equal to 6 / 7 / 8 / 9 / 10% of her targets current health, and prioritizes champions with the highest amount of health.
Reasoning: Harrier has always been my main gripe with Quinn. It’s based heavily on RNG and it makes Valor seem useless as all he does is drop down to say hi. With these changes Valor should feel much more involved in the battle. And by taking care of last hitting, Valor frees up Quinn to harass her opponents… team work yay!
http://i58.tinypic.com/foooci.jpg
E: Vault. Cost: 50 of Valors health. Cooldown: 12 / 11 / 10 / 9 / 8 seconds. Quinn briefly becomes untargetable as she dashes to the target enemy, knocking them back a short distance, dealing 40 / 70 / 100 / 130 / 160 (+20% bonus max health) physical damage, and slowing them by 50% decaying over 2 seconds. Upon reaching her target Quinn leaps off of them, and lands at her max attack range.
When Valor is at a high altitude: he can swoop in to help carry Quinn a little farther, doubling vaults range.
When Valor is on the battlefield: he performs this maneuver, and stuns his target for 1 second before slowing them.
Reasoning: Changing the scaling to max health helps encourage the slightly tankyer ADC that I envision Quinn to be, and giving Valor a stun helps him stick to his opponent as a melee ADC. Also I like that the untargetablity gives Quinn a tad more safety when diving in.
http://i60.tinypic.com/2ew0cva.jpg
R: Tag Team.
Cost: none. Cooldown: 140 / 110 / 80 seconds. For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker, all damage taken is dealt to Valors health, abilities are altered slightly, and spells no longer drain Valors health. Valor will also ignore unit collision, and gains greatly increased movement speed which gradually decreases to a lower amount while in combat. Reactivating tag team, reaching the end of its duration, or allowing Valors health to drop below 20% will activate skystrike. Tag team cannot be used while Valors health is below 30%.
Reasoning: Traditionally tag team is sort of a suicide attack, at least if you want to actually take advantage of your time as Valor for anything other than movement.
http://i58.tinypic.com/14dgdh0.jpg
R: Skystrike. Quinn returns to the battlefield, and performs a skystrike, dealing 100 / 150 / 200 (+50% bonus AD) physical damage to all enemies within range, increased by 1% for every 1% of her targets missing health. Note that the cooldown starts when tag team is used, not skystrike.
Reasoning: People should not feel rushed to end their ult as soon as possible… just saying...
or
or
would take that title.