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Quinn Rework

Points of interest:

Strengthening ties between Quinn and Valor while simultaneously dividing them into distinctly separate entities.

Enhancing Quinn's viability in her niches of lane bully and split pusher.

Quality of Life.

Stat Changes

Quinn's base health and health per level reduced to 70% (compensated for by giving Valor separate Health).

Mechanical Changes:

Quinn and Valor use separate health resources; Valor's max health is equal to 80% of Quinn's.

With the previous change, this effectively increases Quinn and Valor's total health to 126% of its previous value.

Quinn uses Mana; Valor uses Energy. Health, Mana, and Energy continue to regenerate while Quinn and Valor are not on the battlefield.

On one hand, this serves to emphasize that they are, indeed, separate entities working together; on the other, it allows Valor's abilities to be balanced another cost than cooldowns, without dramatically affecting Quinn's resource pool.

If Valor is killed, Quinn does not die, but she cannot make use of Valor until she recalls or otherwise returns to the fountain.

Quinn and Valor are each worth 200 gold when killed.

Quinn starts with one rank in Tag Team; it can be leveled again at levels 6, 11, and 16.

Passive: Eyes in the Sky/Eagle Eye

Quinn: Eyes in the Sky

While not in combat, Valor scouts the Fog of War for Quinn, reporting the locations of up to 2 / 3 / 4 / 5 unseen enemy champions within 1400 / 1500 / 1600 / 1700 range of Quinn. Additionally, Quinn's basic attacks mark her most recent target for Valor for 4.5 seconds, giving Valor vision of her target and immediately adjacent foes for the duration.

The reveal on marked targets is considered a reported location for the purposes of counting the targets revealed; however, the AoE reveal is only considered one target, regardless of how many enemy champions are detected in the area.

target, regardless of how many enemy champions are detected in the area. This passive allows Quinn to deal with brush jukes (as previous) and has the capacity to passively detect incoming ganks.

For example, if, at level 1-5, both the opposing ADC and support are in brush in bot lane, Valor can reveal both of their locations (but will not reveal which is which). If the ADC steps out of the bush to CS, Valor can still report the support in the bush, and can additionally report the enemy jungler in river brush. If Quinn attacks the ADC, Valor gives a small AoE vision area around it; if the ADC goes back into the lane brush and stands next to his/her support, both will be revealed, but Valor will still be able to report the jungler , since the AoE reveal counts as one target.

, since the AoE reveal counts as target. This largely replaces her previous vision from W.

Valor: Eagle Eye

Valor ignores unit collision and gains 40 / 60 / 80 / 100 movement speed while out of combat that decays to 25 / 30 / 35 / 40% movement speed while in combat. Additionally, while flying low, Valor can see into nearby brushes, but cannot see through the Fog of War.

Q: Harrier Strike/Blinding Assault

Quinn: Harrier Strike

Quinn targets an area for Valor; after a brief delay (0.4 seconds), Valor will swoop in, dealing 75 / 100 / 125 / 150 / 175 (+ 40% bonus AD) physical damage in that area and blinding affected foes for 1 second.

If a target in the area is marked, Valor focuses his attacks on that foe, dealing an additional 25 / 30 / 35 / 40 / 45 (+ 20% bonus AD) physical damage and applying a 0.5-second blind each second for 3 seconds; this effect ends immediately if Quinn marks another target.

Range: 1025

Cost: 60 / 65 / 70 / 75 / 80 mana

Cooldown: 11 / 10 / 9 / 8 / 7 seconds (shared with Valor's Q).

Valor does not passively scout the area while Harrier Strike is on cooldown; additionally, using Tag Team while Harrier Strike is active causes the summoner to immediately take control of Valor at his current location, but ends Harrier Strike's effect.

If there is a marked target anywhere in the would-be affected area, no AoE damage is dealt.

This allows Quinn to harass from range and push waves, as it currently does, but at the same time provides an alternate use as a powerful all-in tool or soft CC in team fights.

Valor: Blinding Assault

Valor flies forward in a line, stopping when he collides with an enemy. Valor then deals 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) physical damage to and blinds nearby enemies for 1.5 seconds.

Range: 775

Cost: 40 energy

Cooldown: 11 / 10 / 9 / 8 / 7 seconds (shared with Quinn's Q).

Enhances Valor's mobility via a skillshot dash.

W: Lightning Reflexes/Prey

Quinn: Lightning Reflexes

Quinn dashes a short distance toward the cursor, dodging basic attacks for the duration of the dash (~0.25 seconds). As she moves, she lines up her next shot, causing it to deal 25 / 70 / 115 / 160 / 205 (+50% bonus AD) bonus physical damage. The cooldown of this ability is reduced by 1 second whenever Quinn hits with a basic attack.

Range: 250

Cost: 40 / 35 / 30 / 25 / 20 mana.

Cooldown: 6 seconds.

Largely replaces her old passive damage.

Valor: Prey

Valor dashes a short distance toward the cursor, becoming untargetable for the duration of the dash. Upon arrival, Valor's attack speed is increased by 40 / 50 / 60 / 70 / 80% and his bonus movement speed is increased by 10 / 12.5 / 15 / 17.5 / 20% for 3 seconds; the movement speed stacks up to 5 times. This ability costs extra energy for each stack of Prey that Valor already has.

Range: 350

Cost: 15 energy and an additional 2 energy per stack.

Cooldown: 1 second.

E: Vault/Harry

Quinn: Vault

Active (first cast): Quinn dashes to an enemy, dealing 20 / 35 / 50 / 65 / 80 (+10% bonus AD) physical damage and slowing the target's movement speed by 40%. This slow decays over 2 seconds. Quinn may activate this ability again within 2 seconds.

Active (second cast): Quinn leaps off of the target, knocking it back a short distance and dealing the same damage again, and lands close to her maximum attack range away from the target.

Range: 700

Cost: 50 mana.

Cooldown: 12 / 11 / 10 / 9 / 8 seconds (shared with Valor's E).

Valor: Harry

Active: Valor dashes to an enemy, dealing 50 / 90 / 130 / 170 / 210 (+ 35% bonus AD) physical damage and slowing his target by 60%. This slow decays over 2 seconds.

Range: 700

Cost: 50 energy.

Cooldown: 12 / 11 / 10 / 9 / 8 seconds (shared with Quinn's E).

R: Tag Team

Quinn: Tag Team

Active (no target): Quinn leaps out of sight; Valor replaces her on the battlefield at her previous position.

Active (foe target): Quinn leaps out of sight; Valor descends at target foe's location. Quinn marks that target for 5 seconds, after which, if Valor has not lost vision of it, Quinn attempts to execute that foe with a well-placed shot, dealing 40 / 70 / 100 (+ 70% bonus AD) physical damage to the target; this damage is increased by 70% for each 25% of the target's missing health.

Range: 700

Cost: None.

Cooldown: 4 seconds (shared with Valor's R).

Valor: Tag Team

Active (no target): Valor takes off with a powerful stroke of his wings; the blast pushes away nearby foes, dealing 40 / 70 / 100 (+ 70% bonus AD) physical damage to them. Quinn returns to the battlefield, landing where Valor took off.

Active (foe target): Valor attacks a foe as he takes off with a powerful stroke of his wings, knocking back that foe and foes in front of him and dealing 40 / 70 / 100 (+ 70% bonus AD) physical damage on impact to target and nearby foes. Quinn lands at Valor's initial location.

Range: 400

Cost: None.

Cooldown: 4 seconds (shared with Quinn's R).