Quijin and Anijin, the two man army

Bârd·9/11/2015, 4:34:56 AM·1 votes·428 views

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.

1 Comments

SulkingKING9/11/2015, 5:05:30 AM1 votes

Multiple character champions/heroes are a great thing, as seen in Heroes of the Storm with the Lost Vikings. You can do lots with them, but risk the feeling of them being too overpowered if they don't split stats a specific way. In Heroes of the Storm, killing one of the three Vikings grants one third of a kill. In League of legends, there's no way to do that unless they both share a health pool, or one is summoned separately. (At least with the way the killing mechanics work currently.)

I'd say work the angle of them being controllable separately via the ALT key, just as with Annie and Tibbers. Pressing R still swaps to the one you're not using's ability set, but this gives you a set distance that you can be from eachother as the other one will either only be following you directly, or have to be within vision range to control, lest they just stand still as you control half a champion.

Together these two could Solo a duo lane if used properly, allowing for fancier league strategies to become unfurled.