Quinn Rework / New Champion Idea (OPEN TO SUGGESTIONS)
For the passage mainly relevant to the post, please go to sections 1.3 and 1.4. I'll make it nice and quick for those who just want to get to the point.
**** [1.0] Who is Quinn?****
If you are unaware of Quinn's abilities, lore, and information, click here or the link above to visit her Wikia page and learn more.
Quinn is an ADC champion primarily played in the bot lane with some appearances made in the top lane. Her play style includes marking enemies as vulnerable with her passive, Harrier, and attacking their weak points for massive physical damage and trading places temporarily with her partner, Valor, to act as a melee fighter and deal even more physical damage. Her weak points include general squishy-ness, a lack of cc aside from a slow and quick blind, and the lack of a reliable escape ability. Fairly standard for an ADC, but let's get more in depth with why Quinn wouldn't suffer from a rework on most of her moves.
[1.1] Introduction:
Hey there, my name is Chase and I've been a league player for almost a year on a few different accounts, with this one being my longest standing account of around 3-4 months. I enjoy League a ton and I would love to input some of my ideas into the game and help to make the game more fair for everyone.
Quinn is one of the champions I started off as when I first began on League of Legends. I was new to the game and didn't understand how she worked, thinking she could change often between ranged marksman Quinn and melee fighter Valor (similar to Jayce, who I play insanely often and well), not every minute or so as she is now. Originally I was disappointed at my inability to read, however I was quick to try out my new champion and defecate all over my opponents. (I'm sure there was a bird pun somewhere in there.)
I was a little sad to figure out that she was a very tough champion to play. While boasting good damage with her basic attacks, Quinn initially does no damage with her abilities that fall off late game and place her right in the middle of the action, a place where an ADC usually shouldn't be. ****Don't get me wrong, Quinn is an insanely fun champion, who, if played and built correctly, can hold her own and more against mostly anyone else who opposes her, regardless of what might sound a little too negative as mentioned above. ****
** [1.2] Why would you rework Quinn, it sounds like she's a good character with tons of power and minor drawbacks, similar to any ADC?**
Let's just put out the facts, that:
- Quinn's ultimate isn't the greatest among the ADCs, putting her right into the thicket of things, essentially being useless in most team fights.
- Quinn's abilities, at best, ****only scales off of 65% of her BONUS attack damage. This doesn't compete with other ADCs, who generally boast 60%+ of TOTAL ad on one or more of their abilities. **** A good comparison in my opinion is to Sivir, another auto-attack based champion whose main ability, her Q, scales off of 70% of total AD, and in general will always out damage Quinn's Q, Blinding Assault. This is just one example, but overall Quinn's abilities lack the power an ADC should carry.
- Quinn, while being squishy (as some argue an ADC should) will suffer from this as her attack range is in the lower portion of marksmen, being 525 and rivaled only by Graves at that same range. While it doesn't sound like much, Quinn's attack range can make her suffer often against skilled ADCs who know the ranges of champions by heart, and can often cause her to lose trades in this manner.
Quinn's strong points include:
- Her massively and universally useful passive, Harrier gives her insane physical damage throughout the game and can usually mark champions instead of minions in a tight grouping. This allows her to win trades if you're willing to give up a bit of HP (as mentioned in #3 above) for it.
- The blinding effect on Quinn's Q can save that HP loss as mentioned above when used correctly against other basic attack oriented champions such as
Ashe,
Vayne, or
Tristana. However, the slightly slower projectile speed and albeit narrow hitbox can make this ability nothing more than a waste of mana if dodged, and can result in you losing a trade. - Once again, linked to her passive, using an auto attack on a marked champion, vaulting to said champion, and applying and proc-ing that same mark can amount in massive damage, and result in even more damage as it puts you up close and personal, and will also allow you to make use of critical strikes and on hit effects, as it is classified as a basic attack.
TL'DR: Quinn is a strong auto-attacker, but falls off against other ADC champions. She has one of the lowest attack ranges, and doesn't have the ability strength or survivability to win most trades. It's unfortunate, but when played to her strengths, Quinn is a devastating champion with the power to turn tides in her favor if played well.
** [1.3] So, what is this rework you're proposing? Would it be a total rework, on the same level as Fiora? Or maybe something designed to tweak her abilities slightly?**
Personally, I want just a few tweaks to her moves, rather than a full on, Fiora-level rework. She's strong, she's good, but lacks some things that she should have.

I'm just going to post some of my ideas here, feel free to leave replies with any new abilities or suggestions on ones made before.
I would love to see more usage of Valor in Quinn's moves, rather than just marking and throwing Valor blindly (hah) at enemies.
[PASSIVE] Ability - Harrier
Quinn's passive is fair. I would never think to change a thing about it. It has everything, good farm potential, good damage output that can be negated by armor, ties in with Quinn and Valor's lore, and maintains it's strength throughout the game. It's one of my favorite moves in the game actually, and I would rank it as one of the best passives for any ADC.
[Q] Ability - Blinding Assault
ACTIVE:
Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage to enemies around him and Blind icon blinds them for 1.5 seconds. (See wiki for damage and AD/AP scaling.)
ACTIVE: (as Valor) Valor applies Blinding Assault's physical damage and the blind to all enemies around him.
****[Q] Reworked Ability - Bird of Prey ****
ACTIVE: Valor swoops in to slash at an enemies weak points. A targeted ability, Valor swipes the enemy to inflict a bleed for 2.5 seconds, and initially blinds the enemy for 1 second.
ACTIVE: Valor shreds the area around him in a flurry of feathers and talons, dealing physical damage and applying the bleed as mentioned before.
This ability would keep Valor relevant outside of Quinn's ultimate, and stay dominant as her primary damaging ability. The downsides to this targeted ability would be a slightly decreased range as to avoid being too strong, but the strong points would maintain the blind and include a minor bleed to deter opponents from targeting Quinn, at least early on.
Quinn's W holds a special place in my heart. It ties in with lore, has good utility in some scenarios, but it falls off quickly when you realize the range of the reveal is nowhere near enough to stop ganks or people waiting in bushes when they are already so close.
[W] Ability - Heightened Senses
PASSIVE: Attacking a vulnerable target (Marked by Quinn's passive move, Harrier.) grants Quinn bonus attack speed and movement speed for 3 seconds. PASSIVE: Valor permanently has double of Heightened Senses' bonus attack speed.
ACTIVE: Valor reveals the area around Quinn/himself for 2 seconds. (A range of 2,100.)
[W] Reworked Ability - Heightened Senses
PASSIVE: Attacking a vulnerable target (Marked by Quinn's passive move, Harrier.) grants Quinn bonus attack speed and movement speed for 3 seconds. PASSIVE: Valor Permanently has double of Heightened Senses' bonus attack speed.
****ACTIVE: Valor scouts a targeted area (marked by Quinn) and will let out a warning screech if an enemy is spotted in the area. Valor patrols the area for 10 seconds, gradually increasing to 15 as it levels. ****
This would give Quinn more utility, and tie in with her lore. To balance out this ability, Quinn would only be able to use Heightened Sense's active every minute. The point of this active is for Valor to protect Quinn, while still making her vulnerable for the majority of the duration. This would allow Quinn a quick safety net to push or retreat, and give her a sense of the surrounding area. However, it would leave Valor without the ability to use the active while in Tag Team (their ultimate.)
The ground targeted size of this ability would be similar to
Nasus' Spirit Flame ability.
Quinn's E, Vault, is my favorite ability for her. It provides a fair slow, not too strong, not too weak. It allows you to chase or retreat, but I feel like it isn't consistent enough for either one. Also, it doesn't really fit in with Quinn's characteristics. While being nimble, Quinn could probably perform this vault and backflip off of an enemy's face. However it just seems out of place to me, and along with all of Quinn's other moves, it should involve more of her partner Valor.
This was the hardest ability for me to rethink. I wanted to maintain that small amount of utility while giving it more of a consistent escape and chase mechanic. I would really appreciate hearing input on this ability in particular.
[E] Ability - Vault
ACTIVE: Quinn dashes to the target enemy, knocking them back a short distance, dealing physical damage and slowing them by 50%, decaying over 2 seconds. Upon reaching her target, Quinn leaps off of her target and lands away from them, and Valor immediately marks them as vulnerable.
ACTIVE: (as Valor) Valor dashes to target enemy, applying Vault's slow, physical damage, and knockback effect.
[E] Reworked Ability - Piercing Strike
ACTIVE: Valor swoops in to carry Quinn towards her target, dealing physical damage and applying a slow as Quinn does a short leap off of her target. If cast again within the next 3 seconds, Valor dashes back in to carry Quinn away from danger, placing her at her max attack range from her target.
Note that this ability doesn't require a target for it's second use, so that if your target were to die during the attack, you could still get out of danger and use it as a great targeted assassin strike. I like the concept of this ability, but by far this was the hardest one to think of.
I know I said thinking of a new E was tough, but man. Tag Team/Skystrike is one of my favorite abilities. As dangerous as it is, Valor's damage output makes it viable in 1v1s and sometimes 1v2s. It gets too risky to use in large groups of enemy champions, therefore I wanted it to stay relevant while still being risky.
[R] Ability - Tag Team / Skystrike (ULT)
ACTIVE: For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker and granting alternate versions of her abilities. Valor ignores unit collision and gains increased movement speed that gradually decreased to a lower amount while in combat.
[R] Reworked Ability - Falconry (ULT)
ACTIVE: For 20 seconds, Valor JOINS Quinn on the battlefield, dealing increasingly high damage to enemies that Quinn basic attacks. Quinn's attack range is increased by 50 (increasing to 100 at rank 3) and gains the increased attack speed from Heightened Senses for the duration.
"The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends." -Quinn's Lore
This ultimate gives Quinn increased damage, while not making her as horribly vulnerable as before. It ties into their lore, while not removing Quinn from the battle. Quinn and Valor are inseparable, and their ultimate shouldn't cost removing half of this dynamic duo, while at the same time removing one of their best aspects, range. The increased attack range allows Quinn to attack from an arguably "safe" distance. You need to be in basic attack range, not too far from the battle and not in the thick of it. I think it's what Quinn needs, an ultimate attack suitable for the marksman-assassin type character Quinn should be.
[1.4] Alright, I read about this Quinn rework, but what was that about a new champion?"
I love Quinn and Valor. I want them to be stronger than they are, because I think that a lot of people agree they're champs who suffer from that one factor that would bring their power to light and make them shine.
That's why I wouldn't mind if these ideas were put on some new champion, another tag-team duo of sorts. I love these sorts of champions, with different utilities and potential to them. Quinn & Valor, the newly released Lamb & Wolf, Elise & her spiderlings! (*) These champions provide some of the best gameplay experiences, and I would love to see more of them.
(*) Yes, I understand that it's technically not a duo, but Elise's interchanging abilities and strengths make her a good example.
[1.5] Thanks for reading!
If you have any comments or thoughts on my post, please leave a comment and tell me what you think! I really appreciate any feedback on my article, just make sure you keep it clean and respectful!
Was it too long and detailed, should I have just gotten straight to the point? Did you dislike the ideas? Did you like them? What would you change about Valor and Quinn, if anything?