Champion Update Ideas for Shyvana, Taric, and Quinn
Now, I'm sure there are hundreds of these types of posts a day, but i thought I would give my voice a shot and see if anyone hears. I'm no the best LoL player, but I know the basics and am at least silver tier (at least last year) so I think I have at least enough qualifications to suggest some changes to champions. If I get positive response on these ideas, I might think of more, if not, I might think of more anyway. In any case, here are my first three champions that I think need touch ups.
{{summoner:2}} Anything I put here are just some numbers I thought made sense, nothing is meant to be these specific numbers in the actual game, so please consider this before you smite me down for making OP changes
![]()
Firstly, Shyvana 
Now, I LOVE Shyv. She is my favorite top laner, with her great combination of pushing and squishy bursting, but what concerns me the most about her is she falls off like a brick late game. I know she was designed this way, so that you need to work early with her, but the fall off in my opinion is just to sharp. That being said, here are some of my thoughts to make the fall off less painful.
Passive- 10/20/30/40 bonus armor and magic resist, doubled in dragon form Q- Next auto attacks twice with the second attack dealing magic damage. Each auto lowers cooldown by 1 second. While in dragon form, damages all opponents in front of Shyvana. W- Deals AoE magic damage around Shyvana for 6 and grants a decaying movement speed bonus for 3 seconds. Each auto increases damage duration for 1 second and reactivates movement speed buff. While in dragon form, leaves a trail that deals damage for 3 seconds. E- Medium range pass through skill shot that marks target hit with a flame breath debuff. When hit with an auto-attack, the buff is consumed and the targets magic resist is reduced by 10/15/20/25/30%. While in dragon form, fires in a cone and slows a small amount. R- Turns into a dragon and flies to target location knocking enemies hit towards her destination and activating a short duration taunt. Ultimate scales off of health and AP.
By adding another tier to the passive, Shyvana will be able to stay tanky as the game goes late, while still being able to burst squishies. For the next three abilities, I figured e would be maxed last, therefore making her abilities continue to deal damage due to the MR shred, because with these changes, Shyv could build AD and deal about 50% magic damage making her a very unique fighter in this way. For the ultimate, I feel the base damage should be lowered and it should scale heavily off of health, thereby persuading people to build tankier.
Secondly, Taric 
We ALL know this guy needs love. I'll leave it at that.
Passive- After being attacked 6 times by champions or monsters, Taric will radiate gem light, damaging and slowing all nearby enemies Q- Straight line pass through skill shot that blinds and damages all caught by the shot with a longer blind the closer you are. W- Gives a healing gem to an ally, healing a base amount plus restoring 15% of their missing health and mana. Stores a gem every 30 secs, and can hold up to three gems. E- Raises armor by 5/10/15/20/25% and grants this same bonus to allies. Active loses passive armor but shreds the same amount from nearby enemies R- Passively lowers passive attack amount to 5/4/3. Jumps to enemy champion, stunning them for 1/2/3 seconds and slowing all nearby enemies by 50% for the same amount of time
In my opinion, this new kit reinforces the strengths of Taric as a tanky utility support, giving him a better ultimate, a heal that makes more sense, and a passive that reinforces the idea that you shouldn't shoot a tank. He also becomes a great engager, with a
-esque jump-stun, that fits with the hammer. His damage needs to stay low though, because this kit adds a lot of utility.
And finally, Quinn 
Quinn is in a weird ineffective spot between assassin and marksman, being okay but not astounding in either role. Also, she has a VERY unreliable passive and E making luck a large part of playing with her. That in mind, here are some potential changes that push her more towards a marksman role.
Passive- When attacking an enemy below 40% health, Valor marks the target as vulnerable. While marked, targets have their armor lowered by 30%, and autos by Quinn deal 50% bonus damage to minions. Q- Calls Valor down to target area to blind and damage enemies W- Next auto attack does true damage. If it kills a champion, ability is automatically reset. E- Quinn dashes forward. If she hits an enemy, she bounces back to where the dash began and slows and damages the enemy. R- Valor joins Quinn on the battlefield for 20 seconds removing the passive while active but Valor can be controlled with R and targeted on enemies or can fly out a wide distance to scout. Valor cannot be killed but can be crowd controlled. Passively grants movement speed of 10/20/30% when attacking vulnerable targets.
Now I believe this rework keeps the core of Quinn the same while giving her much more reliable abilities. Her passive now ACTUALLY marks VULNERABLE enemies instead of being luck and chance fifty percent of the time, her E doesn't spring you into enemy lines while also offering the escape she loses from her ultimate, and now the ultimate doesn't put the marksman in MELEE range and also gains the lost vision from the W.
That's all I've thought of for now, so if you have any other ideas for these champs or want to hear more of my thoughts, let me know in the comments.![]()