Quijin and Anijin, the two man army
Quijin is a melee tank support, and Anijin is a marksman, both controlled by the same player.
The player see's the POV of the champion they are controling, with the viewpoint of the other in the bottom right of their screen, above the minimap
Both keep separate gold totals/inventories, and you can buy for them by switching to them while one of them is in the shop.
Quijin 340 movement speed 150 attack range Long red hair and enchanted black plate armor
Anijin 335 movement speed 510 attack range Short white hair and a hextech arc-cannon for a right arm
Passive: Seeing Double If Quijin and Anijin are near eachother, they gain bonuses. Quijin: Takes 10/15/20% reduced damage from all sources Anijin: Gains 10/20/30 attack range and 10/15/20 movement speed for 1 second after attacking a champion
(Starting with the ult to keep things clear) R: Tag out 0 cost, 0 second cooldown 1 point automatically at level 1, no further upgrades. Swap between controlling Quijin and Anijin.
Q (Q): Hex shield 50 mana, 8 second cooldown Gain a 40/80/120/160/200/240 (+.5 AP) shield for 3 seconds. While the shield is active, nearby enemies have their armor and magic resist reduced by 10/12/14/16/18/20 (+1 armor and MR per 100 combined armor and MR from Quijin)
Q (A): Mobile Artillery 40 mana, 15 second cooldown Jump on top of a target allied champion. You will move with them for up to 7 seconds, or until you dismount. The mounted champion gains 20% movement speed, you gain 50/60/70/80/90/100 attack range, the ability to see into bushes/over walls, and 10/20/30/40/50/60% attack speed. If you are on top of Quijin, you can swap to him, and Anijin will attack the closest enemy champion.
W (Q): Disenchant 80 mana, 12 second cooldown passive: Quijin has 10% tenacity active: Deal 50/60/70/80/90/100 (+6% HP) magic damage to nearby enemies, and stun them for 1/1.2/1.4/1.6/1.8/2 seconds. For the next 4 seconds, units damaged by this spell have CC on them extended by 10%.
The passive bonus is lost while this spell is on cooldown.
W (A): Fallen lights 90 mana, 15 second cooldown Shoot 7 bursts of plasma into the air above a target area. After 1 second, they will come crashing down one at a time over 3 seconds, each dealing 20/25/30/35/40/45 (+.2 AD) Physical damage.
E (Q): The Pit 105 mana, 20 second cooldown Sinks the ground in an area around him, dealing 100/120/140/160/180/200 (+.5 AD) Physical damage and creating a ring of one way impassable terrain for 2.5 seconds. (One way meaning that you can come in freely, but cannot leave until the spell ends). Reactivate to raise the earth again.
E (A): Scan 60 mana, 10 second cooldown Scan a target enemy for weaknesses, marking them for 3 seconds. Basic attacks against marked enemies deal 10/12/13/14/15/16 (+1 per 80 bonus AD)% bonus true damage. Kills and assists refresh the cooldown of scan.