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So Quantum in this first set up would be a "morph" champion like Jayce, Elise, and Nidalee. Physical damage and mana based. Has a special weapon like Viktor called the Stingray that would be upgraded at the shop. Quatum would be a solo lane champion.
Passive: Stingray - When Quantum kills a unit he permanently gains 2 mana. Stingray can be enhanced at the store and enhanced only once.
Q:Shock and Awe - Quantum whips his target dealing x damage (+physical dmg) and deals magic (% of max mana) damage over 2 seconds / Thunderclap - Quantum smacks his blades together sending out a light wave blinding enemies for 1.5 seconds. 15/13/11/9/7 second cooldown and 22/20/18/16/14 second cooldown
W:Energize - Quantum gains a true damage shield, 10%/13%/16%/19%/22% of his current mana and gains 7%/10%/13%/16%/19% movement speed / Feedback - Enhances blades with x magic damage and slows enemy for 15%/20%/25%/30%/35%. 25/23/21/19/17 second cooldown and 15/14/13/12/11 second cooldown
E:Sheet Lightning - Summons a storm (wall) of lightning dealing magic damage (+ % of max mana) to enemies who pass through it. / Purge - Negate the effects of a disable currently on Quantum. 30/28/26/24/22 second cooldown.
R:Sounds of Thunder - Quantum morphs whips into blades gaining 10%/15%/20% attack speed for 3 seconds. / Electron Burst - Quantum changes blades into whips enhancing attack damage by x% of mana. 6/5/4 second cooldown
Mana costs - Q: 50 and 60; W: 65 and 55; E: 100 and 70; R: 50 and 50
Stingray Enhancement: Volt - Quantum gains volt stacks with each basic attack, up to 10. Increase mana gain per kill to 4. Ability enhance: Shock and Awe expends 1 volt charge dealing magic (% of mana) damage to enemies near target, up to 4. Thunderclap expends 2 volt charges to deal magic (% of mana) damage to blinded enemies.
Stingray Enhancement: Storm - Increase permanent mana gain per kill to 6. Ability Enhancement: Energize's shield strength is increased to 13%/16%/19%/22%/25%. Feedback now steals mana from target enemy to heal Quantum per attack.
Stingray Enhancement: Paralyze - Increase permanent mana gain to 6. Sheet lightning now also stuns enemy units for 1.5 seconds. Purge also turns you invisible for 2 seconds.
Now in the second concept we have Quantum taking Kha' Zix's evolve points a little further. Quatum has 8 abilities but of course would only be able to choose 4 of them. Meaning, you would be able to customize what abilities you could have. Abilities, although, wouldn't be interchangeable. The Q choices couldn't go into the W spot etc. The abilities we have above would change in how they're grouped together. Quantum in this concept is ranged with his whips. Still physical damage and mana based.
Passive Stingray: When Quantum kills a unit he permanently gains 4 mana. Basic attacks create volt stacks. At 10 volt stacks, Quantum's next basic attack to his target deals 20/35/50 damage to nearby enemy units, up to 4.
Q:Shock and Awe - Quantum whips his target dealing x damage (+physical dmg) and deals magic (% of mana) damage over 2 seconds.
Q:Feedback - Enhances whips with x magic damage and slows enemy for 15%/20%/25%/30%/35%.
W:Energize - Quantum gains a true damage shield, 10%/13%/16%/19%/22% of his current mana and gains 7%/10%/13%/16%/19% movement speed.
W:Purge - Negate the effects of a disable currently on Quantum and gains 7%/10%/13%/16%/19% movement speed.
E:Sheet Lightning - Summons a storm (wall) of lightning dealing magic damage (+ % of mana) to enemies who pass through it.
E:Thunderclap - Quantum smacks his blades together sending out a light wave stunning enemies for 1.5 seconds.
R:Sounds of Thunder: Quantum shouts dealing physical damage to enemies around him and increases ally damage by 10% of Quantum's maximum mana.
R:Electron Burst: Quantum spins his whips in front of him (like General Greivous does w/ the lightsabers in Starwars Ep. 3) generating sparks of lighting that shoot out in front of him dealing 100/200/400 (+ 10% of max mana)