Quinn AND VALOR Rework: Bestest Way

KoKoboto··1 votes·306 views

Quinn and Valor are a dynamic team that does well at killing other marksmen and is more kung fu agile than other marksmen. I think they should be more diver.

Want to move away from and never see the lethality meta where Quinn killed you in 1s. When two adcs just stand in front of each other and auto attack, it takes at least 3s-5s. Mid game maybe it takes like 8s. Quinn and Valor should have that same kind of damage, the thing that differentiates her though is that her kit specializes in killing other marksmen rather than good overall DPS. Her blind and gap closing are an example of this.

Everything stays relatively the same except her stupid ultimate.

Ultimate gains similar casting to Heimerdong ultimate except has lower CD. When they casts R Quinn glows a bit, an indicator to show that the next ability is empowered. The ability will be on a bit less of an ultimate CD, using R abilities maybe twice in a fight should be possible. When using these empowered abilities I don't think she gets the harrier passive if they land maybe. Also it's not just more damage just cause you use the empowered ability. Each ability will give you different things based on the situation. It's not just a more damage button, you should think about what ability you need to use on the spot.


##Abilities RQ -> [Birb Attack!]Valor flies to a target area, casting similar to Veigar W, non projectile. Once at the area he swoops down and birbs someone up, slowing them down and doing the near sight he than zooms back to Quinn (has more range than normal Q). After a few miliseconds he dives again towards where he first dived and birbs up everything in his way. So it works like bam, almost instant dive on one spot, quickly fly back to Quinn, whoosh, fly out from Quinn's current position and towards the spot where he bam'd (first landed) and does damage to everything he birbs through.

For timing think Sejuani new W except a bit more time between the two attacks. It will be a waveclear tool mostly kinda. However you don't pick Q&V for waveclear thus the reason it is on a longer CD. It does not do that much damage. It is mostly for getting a near sight. Just enough damage to be scary against minions. So contrary to what I said this is kind of a more damage button, however it requires your positioning to get more damage. Even then, I think the damage for this ability should not be that much higher. At least not on the level of Heimerdong RW. Maybe the damage will be a 1.7 increase overall but divided between the 2 attacks. So main points, the ability is point click non projectile near sight that is almost instant, can't be blocked by minions, Valor will come back to you (this does no damage) than he dives again to where you first sent him out (this does damage)

RW -> [Bird Sight!] Valor does a huge circle around Quinn up above in the sky, reveals a larger area than normal and marks all champions in the area.

RE -> [Birb Dive!] Quinn rushes towards an enemy along with Valor, Quinn still jumps away till max range but Valor continues his assault doing more damage. At least more than a normal vault + harrier proc would. Also maybe the slow is more intense instead of adding more damage Valor would increase the duration of the slow. So either more damage or more slow, I am thinking more slow is better and more healthy.

RR-> [Skystrike] After a few seconds of channeling like 3s or 4s Valor swoops down and lifts Quinn for a like a small moment (like 15 degrees above the horizontal) and gives her momentum. Think like zip lining but going upwards and than letting go. Quinn lets go and does some cool spin move and shoots a bunch of arrows all around her like the current sky strike. Think Aurelion Sol E except it is not global, (I'm thinking like at least ~1500 units) damage won't stop you. The dash speed will be a faster like same speed as a Tristana jump but faster. The arrows are so sharp that they literally stab you into the ground, rooting up everybody for like one second a short duration. Quinn will have already finished her recovery animation a bit before the root goes down. The enemy will have an indicator of you jumping in only at the last second. Also maybe using RR does not effect the RQ/RW/RE. The ability would do pretty good damage, low damage early but pretty decent damage late like 150/300/450 + 100% AD or like... something you gotta be kinda scared of.


#Play Patterns ##Abilities Usage So you gotta think about play patterns... Until level 6 you don't have any empowered abilities. At level 6 they have a shorter cool down compared to other ultimate but aren't that powerful compared to other ultimate I'm thinking CD will start at 20-15-10. Her RR will have low damage early on and will need items and levels before it does stuff. It will also have a mana cost like 110 mana so you can't just spam it. The reason why I think you do this is so you force Q&V to build essence reaver and crit builds because one shot builds are kinda lame.

Looking more at R CD, I am unsure if you want Q&V to build CDR, if you want Q&V with a 40% CDR build than 20-15-10. So the reason this is okay is because they can only use an empowered ability in her QWE rotations like once every rotation even if Q&V does have high CDR. You can't spam RR because it has a channel time. You could use it to get around I guess but because of the high mana cost I don't think you want to use it like that too often. Also because the distance is only ~1500 units (you know not THATT far) I am thinking walking would actually be faster more efficient most of the time. The ability is meant for diving in.

When dueling empowered Q pressure the enemy to not walk in a straight line against you other wise they will take another birb attack from Valor. Empowered W is good for teamfights or fights in the jungle because you can see all the enemies, also if enemies go into the brush you don't need to face check and can actually abuse their bush play. Also it is the safest most reliable way to get a harrier attack and use heightened senses passive because Q has cast animation and E is unsafe.

Empowered E is still the same but does a bit more damage than normal vault + harrier auto attack. The damage would not be instant cause Valor still has to hit the target like a few times. Or the ability would have a longer slow duration. Regardless you can't just instant kill someone instantly, you got to fight and d-d-d-d-d-duel.

So I see Q&V as more of a diver. The lane phase is kinda still weak I guess, if you play them top lane the lane phase is alright cause it's top lane... You can make plays with your jungler, although they see skystrike indicator you like can't dodge it in 1s unless you have a super dash that covers 700 range.

They can't roam as well as with ther new rework (fly around for ever) but who cares about that, the rework was stupid. You can still make those kinda plays with RR similar to old Q&V. Anyways RQ and RE might need power changes between them in terms of damage. [RQ is damage + utility] while [RE is damage + mobility], one of them needs less damage than the other so maybe RQ will actually do more damage than RE. Valor could instead apply the slow for a longer duration with his attacks when using RE, helping Quinn kite more or chase better. Distinct reason to use abilities, don't tie too much power into one ability so you want to use it every time.

##Early Game So early game lane scenarios. Early game is whatever because you're not level 6, you have all the same skills you would normally got going on.

Level 6, you're probably equal as other laners but cannot use your ultimate whenever it is up because of the mana cost. You can go in with RR, start channeling from brush or walk back, get your support to go in. Or you can RE and get more slow and more damage in. RQ for normal trades, as in if the enemy is trading back with you. RW if in a 3v3 maybe so you can get multiple harrier procs off. If you play Q&V top lane than it's all whatever. Might have to make RE slow not too long, it's 1.5s atm. To make the enemy top laners life not hell, reduce the normal E to 1s and make RE like 2s. So because of the insane mana cost you can't use empowered abilities too often early I guess.

##Mid Game Mid game if you are roaming you run at them with RE and just kill them because Q&V has tooks to kill other marksmen. Or you go from fog of war RR and than kill them. You're say level 11, with 20% CDR maybe, R has a 12s CD so you can get in 2 empowered abilities if a fight drags out.

Woah teamfight. Okay so you either are the first to dive in or you wait for your opportunity to dive in. You first kite the front line and shoot them. You use RQ and RW mostly. Than you find an opportunity in the chaos and back out before you use your ult and kill the backline. Bang. Bang. Dive in with Valor, do you cool moves and skystrike them up. Than you just kill them cause that is Q&V's specialty. Because Skystrike has a pretty big AoE, 700unit, it means you don't have to land right on top of someone if you want to get the root and damage in.

So yeah same mid game as late game. Rework has more Valor in it and changes the current lame-o ultimate.

Important: The changes aren't that significant to make playing against or as Q&V more difficult or confusing. You see Quinn when she has her empowered ability up (maybe put a .5s delay on when she can use the ability after casting R). So if you get hit by RQ (which is kinda instant) you know why, if you are extra slowed you know why, if Valor has got a mark on you you know why. Appropriate VFX so that the thing is noticeable for the enemy. R is completely reworked so that is different. RW and RE are not over complicated mechanics. RQ is pretty much just a boomerang mechanic that Rito loves so much except the boomerang starts away from you.

Once Q&V dives in Quinn still has her E so she doesn't lose out on all mobility like in the old days. They also won't need to be melee range (I was fine with Valor melee range but whatever). Q&V won't be viable every single game because people don't like diving the backline with adcs, Q&V mains are amazing at this tho and understand how to do it.

So Ryze got like 4 reworks right? Quinn and Valor can at least get 2?

1 Comments

Yaśuo Main1 votes

Bestest way

Yeah

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