Quinn Rework Concept (how to make a fun champion viable)
As I'm sure most people know (or not, because a ton of LoL doesn't know Quinn exists), Quinn is in an odd spot. Her whole concept is around a passive which is very unreliable, which gives up a ton of her power. Her ult Forces an ADC to build Tanky (a horrid combo). Her range is bad (which only hurts her more) without giving her the burst to make up for it. The problem child is very simple. Her passive is unreliable and usually missing when you need it most! While she can be fun, she just plain isn't viable and can only do much if she is fed, which has to be SPOON fed. This rework is to help her have more reliable damage whilst keeping most of her Playstyle intact (aside from ult, but we will get to that).
Stats: Give quinn some more attack range. 575 would be good imo. Just an opinion. :)
Passive: Harrier- Every Few seconds valor will mark a target and make them vulnerable, which will deal bonus attack damage. This is also applied by her E and W. This change is to make Vulnerable reliable beyond having to Vault into a target, which is usually risky to try to do. This also provides Quinn with a lot of power in her combo.
Q: Blinding Assault- Launches Valor as a skill shot and blinds the target it hits, as well as those closest to them, and deals some attack damage. Left untouched because it is fine as is imo.
W: Heightened Senses- Passively gives Quinn Increased Attack Speed and Movement speed when she hits a Vulnerable Target. Valor gains increased attack speed (half as much as before). Activate to see in a large area around you and apply Vulnerable to them. This gives Quinn a bonus use to her W, as well as aid in last minute take down attempts.
E: Vault- Dash to an enemy to deal physical damage and slow them down (slow increases with points into skill). Quinn will go to her max range if used close up or half way between her max and the target if used from a distance. typical Invulnerability to displacement stats as most dashes during Vault. Applies Vulnerability. A mild boost all around, just giving her fair Dash rules in her E.
R: Tag Team- Quinn calls valor to help her out, attacking foes with a % of her attack damage (20/40/60%), moving faster than Quinn, and having a passive attack speed boost (thanks to W). If Quinn chooses to use her Ult after summoning Valor, she will take his place and rain arrows, which deal more damage based on missing health. Quinn may control valor with Ctrl+ click (same as Shaco clone and LB clone). Has a Leash range similar to Tibbers (preventing Valor from taking a tower while Quinn does, and enforcing the "tag Team" ideal) The big one! This revamps her Ult which i feel is a big part of her problem. With this, she will have a "Tibbers" like pet and Valor will have a lot of use. Making her Rain of Arrows portion end Valor's duration also forces her to choose when Valor's consistent damage is good and when RoA's burst is better.
HOw do you all think? I didn't add in numbers/scaling as that can be plugged in afterwards to balance the kit. I think this will give her more identity as a champion and she will be more than a lil fun, she will be Useful. Please leave any comments below and thanks for taking time to read this. 