#are that her speed could be buffed a little and her campaign is too short
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revisiting sa1 like almost a decade or so later has been so therapeutic and fun. genuinely i remember why is it that i fell in love w this series so hard
such a charming, quirky, and genuinely goofily self indulgent little game. obvious gameplay jank aside (played dx so yeah there's a bit more than usual but that's also the version i grew up w so shhhh lmao), i had so much fun revisiting the first video game i ever finished on my own as a kid :)
as an aside: i was heavily surprised to realize that sa1 is, like, wayyyyy less slippery than i remember in comparison to sa2. like every time i try to play sa2, it's so much harder for me bc this shit feels like i'm running on ice a lot of the time. never really had that problem w sa1 during my replay. is that an uncommon opinion??? idk????
i'm planning on revisiting sa2 anyway to get my feet wet w it once more. playing sa1 really revitalized my desire to actually pick up my controller and start playing shit again. maybe this is just what i needed...! (maybe i'll tackle the whole series at some point as a countdown to sonadow gens who knows hehehe)
#though i will say ppl give amy specifically a hard time and my biggest criticisms for her#are that her speed could be buffed a little and her campaign is too short#but genuinely i had so much fun w her in particular and i fully commit to the notion its bc of that hammer jump shit#that fucking move is so fun to run around and bop baddies w#stares at frontiers: why they didn't bring that shit back yo#nah she's cool in frontiers i'm not even gonna front but man hammer time is so fun#sa2 is gonna be a trip bc i think it's the game i know more of but also remember nothing about#in terms of gameplay past the first few levels of each campaign#like aside from music and certain level aesthetics#i remembered pretty much a lot about sa1 but that's also bc i still very much kinda prefer it over sa2#so i'm excited but i'm not counting on my opinions changing much given i already have such bias#i wonder how knuckles will fare tho#my playthrough of sa1 kinda sold me on the possibility i might prefer sa2 knuckles/rouge stages over sa1 knuckles#bc it's a lot more fluid and fast#but who knows...! i'm a treasure hunting stage apologist so i'm sure i'll have fun either way#sonic the hedgehog#maple talking shit
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5e Quinn, Demacia's Wings build (League of Legends)
(Artwork by Katie "TeaTime" De Sousa. Made for Riot Games.)
lol who gives a shit about Quinn?
I do. I do Riot. :(
Honestly while I haven’t played Quinn in awhile I still think she’s an extremely fun champion, and not just because you get to bully the enemy top laner with discount Vayne. Quinn has a very unique playstyle that’s so different from every other champ in the game which makes her real refreshing to play after sticking to other champs for an extended period of time.
But let’s be real the main reason I’m making a Quinn build is so I can have a cheat day. I mean she’s obviously just a Beastmaster Ranger, right?
GOALS
Valor, to me! - Burd up! I really wish that Quinn was called “Quinn and Valor” in game.
Stick to the plan, Val - When the going gets tough it helps to be a swift scout, dashing around the enemy and vaulting off them if they get too close.
I'd keep my head down if I were you - While it’s perhaps not the first thing that comes to mind Quinn is known for letting down a volley of arrows when she first engages with Valor on her back.
RACE
League of humans, at least until I go back to Ionia to make more furries. Regardless we’ll be switching it up a bit with a Mark of Finding Dragonmark from Eberron! You get a +2 to Dexterity and +1 to an ability score of your choice: I went for Charisma because “League of Legends female body types.”
You get an early set of boots with the Mark of Finding, since Courier’s Speed increases your base movement speed to 35 feet. And to help with backflips Intuitive Motion will let you add a d4 to your Acrobatics checks (or your Land Vehicle checks, but I’d perhaps discuss with your DM to change that to Air Vehicles instead?) But most importantly you get Magical Passage for a one-time use of Misty Step, for Flash!
IF DRAGONMARKS AREN’T ALLOWED: A Variant Human works fine. Take a +1 to Dexterity and Charisma and the Crossbow Expert feat a little earlier than usual.
ABILITY SCORES
15; DEXTERITY - Dexterity is tied to shooting and back flips, both of which you’ll be doing a lot of.
14; WISDOM - You have a bird’s eye view; the best advantage.
13; CHARISMA - This is partially because “League of Legends female body types” but mostly for multiclassing.
12; CONSTITUTION - Demacians are no easy prey, and spending so much time behind enemy lines has made you sturdier than most.
10; INTELLIGENCE - Intelligence is tied to military tactics among other things.
8; STRENGTH - This is partially because “League of Legends female body types” but mostly for multiclassing because we don’t need it over the other stats.
Feel free to swap Wisdom and Constitution if you want worse skill checks but better durability.
BACKGROUND
We’ll be going for Faction Agent not because it fits best but because it has the abilities that make the most sense. I’m sure you could refer to the Demacian Scouts as a faction after all. Regardless you get proficiency in Insight along with one WIS, INT, or CHA skill of your choice: I opted for Perception for that bird’s eye view. You also get proficiency in two languages so once again pick your poison.
The main reason we opted for Faction Agent was for access to a Safe Haven behind enemy lines. You can always find insiders to give you a place to hide, or to give you information. Not that Val needs any help finding people. "Sometimes I swear that bird is just showing off."
(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue for the skill proficiencies primarily. Acrobatics and Stealth are the two main ones we want but I’d also recommend Investigation and Intimidation. (Persuasion may be more useful in the average campaign but it doesn’t fit Quinn well feel free to build the character however you want but I focus on making the character as lore accurate and gameplay accurate as possible.) Anyways as a Rogue you also get Expertise in two skills: I’d recommend buffing your Perception right out the gate, as well as your Stealth because... it’ll be useful as a Rogue I assure you.
Rogues can chat with spies and infiltrators behind enemy lines thanks to Thieves’ Cant, a mixture of words and phrases that don’t actually mean what they sound like. But of course what we’re really here for as a Rogue is good ol’ Sneak Attack, for a d6 if you sneak attack an enemy (duh) or if Val (or another ally) is distracting them.
I’m going to briefly mention what weapons you’re probably going to want to start out with: a Hand Crossbow is an obvious must but until about level 6 or so you can honestly just stick to a Light Crossbow to do more damage at a better range early on.
LEVEL 2 - ROGUE 2
Second level Rogues can further abuse their range thanks to Cunning Action, letting them Dash, Disengage, or Hide as a Bonus Action. Play around bushes to get the jump on your Harrier marks.
LEVEL 3 - BARD 1
Seeing as Bards are good at everything we’ll be taking some Bard levels. As a Bard you get proficiency in one skill as well as a musical instrument: pick whatever instrument you prefer and I’d of course take Animal Handling to take care of Valor.
You also get Bardic Inspiration to tell your allies of information you scouted ahead with your bonus action, letting them add an extra d6 to skill checks, attack rolls, and saving throws that they know are coming. You have a number of inspirations equal to your Charisma modifier, and regain all expended inspiration die at the end of a long rest.
But of course the main boon from being a Bard is access to Spellcasting! You get two cantrips from the Bard list: Light will let you see with your dumb human eyes, and Message will let you chat with your team behind enemy lines. You also get four first level spells from the Bard list: Animal Friendship is kinda an obvious one, as is Speak with Animals. Other than that Heroism will help you (or your allies) keep their cool behind enemy lines, and Color Spray (ty Tasha’s) will let Valor blind your foes so you can get away!
LEVEL 4 - BARD 2
Second level Bards get Jack of All Trades, letting you flex into whatever role your party may need. You also get Song of Rest to heal for an extra d6 of health during short rests to patch yourself up after getting into a scrap. And finally Tasha’s gave you Magical Inspiration, letting your allies with Bardic Inspiration add a roll on their inspiration die to the damage or healing of a spell.
You also learn another first level spell like Feather Fall, in case Valor needs to drop you.
LEVEL 5 - BARD 3
Third level Bards get Expertise in two skills: Acrobatics proficiency is a requirement for backflips, and Animal Handling would be good to handle Valor. (But more realistically expertise in Insight or Investigation would be more useful.)
But more importantly we can finally get some combat ability out of the Bard! The College of Swords gives you proficiency with medium armor and shields, neither of which we really need. It also gives you a Fighting Style you won’t use with a Hand Crossbow, but Dueling is probably better for your purposes.
What we’re mainly here for is Blade Flourish, which despite the name works on ranged attacks! When you take the attack action on your turn Harrier will increase your movement speed by 10 feet, and once per turn you can use one of the following Blade Flourishes:
Defensive Flourish increases the damage of the shot by a roll of your Bardic Inspiration and let you add the number to your AC as Valor makes it harder for the enemy to hit you.
Slashing Flourish will let you pick up a Runaan's Hurricane to deal extra damage to the target and everyone within 5 feet of them.
Mobile Flourish lets you vault off an enemy, dealing extra damage equal to a roll of your Bardic Inspiration and pushing them back a number of feet equal to 5 plus whatever you rolled on your Bardic Inspiration. If you want you can then use your reaction to run up to them, but I don’t know why you’d want to do that.
Basically no matter what your Blade Flourish does extra damage equal to your Bardic Inspiration, and you can choose to either make yourself harder to hit, do AoE damage, or push the enemy away. Oh and you can now learn second level spells like Animal Messenger so Val can get important information back to Demacia.
(Artwork by Michelle Hoefener. Made for Riot Games.)
LEVEL 6 - BARD 4
4th level Bards get the first of many Ability Score Improvements but we’re actually going to take a Feat: the Crossbow Expert feat will let you ignore the Loading property of crossbows to attack more than once on your turn, attack in melee range without disadvantage, but most importantly if you attack with your hand crossbow you can make one more attack with your bonus action!
You also learn another spell, and another cantrip! For your cantrip Minor Illusion is great to make a distraction, and for your leveled spell Locate Object will help if you need to find an important artifact belonging to the enemy. Are there more useful spells? Yes, but I’m building what would make the most sense for Quinn as a character. Feel free to take Heat Metal or Lesser Restoration as you’re allowed to change my builds however you want.
LEVEL 7 - BARD 5
Grabbing the 5th level of Bard for Font of Inspiration, letting your Bardic Inspiration (and Blade Flourishes!) come back after a Short Rest. Which is good because your Bardic Inspiration increases to a d8!
You can also learn third level spells like Leomund’s Tiny Hut for a safe place to rest after a long combat.
LEVEL 8 - BARD 6
But of course the 6th level of Bard wouldn’t hurt, as you’d now get an Extra Attack from the College of Swords! You can also learn another third level spell like Sending to send information more directly. Again: feel free to take spells that you feel are more practical if you wish.
(Artwork by SixMoreVodka Studios. Made for Riot Games.)
LEVEL 9 - ROGUE 3
Going back to Rogue to get our Scouting badge, specifically with the Scout subclass! You get to officially be classified as a Skirmisher, and can move half your movement speed if an enemy ends their turn within 5 feet of you. This movement doesn’t provoke opportunity attacks either, so I’d flavor it as you vaulting off the foe to safety.
You’re also a natural Survivalist, with Expertise in the Nature and Survival skills. That’s why we didn’t get Survival proficiency earlier! And to top it off your Sneak Attack increases to 2d6.
LEVEL 10 - ROGUE 4
4th level Rogues get another Ability Score Improvement, and we’ve been sitting on an uneven Dexterity score for awhile now. So the Piercer feat will let you increase your Dexterity by 1 while also augmenting your skills with a Light Crossbow, allowing you to reroll the damage die of one of your attacks and deal triple damage if you crit!
I’d discuss with your DM if your Blade Flourishes count as “weapon damage die” for the sake of Piercer, because if they do you’ll likely get a lot more value out of this feat. If not well... it’s still useful regardless!
(Artwork by bekkomi on DeviantArt.)
LEVEL 11 - BARD 7
Quickly going back to Bard for some 4th level spell slots to cast spells like Dimension Door to quickly get out of danger.
LEVEL 12 - BARD 8
But of course the 8th level of Bard will get you some more Ability Score Improvements: more Dexterity will mean deadlier shots and more AC. And you can learn another 4th level spell like Freedom of Movement to get out of sticky situations.
LEVEL 13 - BARD 9
9th level Bards get to pretend that a d8 Song of Rest die by total level 14 is valuable. You do at least get 5th level spells like Rary's Telepathic Bond to keep communication up with your team.
LEVEL 14 - BARD 10
But what we’re mainly here for is the 10th level of Bard. To start off you get Expertise in two more skills: Insight and Investigation would both be the most practical choices. Your Bardic Inspiration also increases to a d10, which means that your Blade Flourishes increase to a d10 as well!
But far more importantly you get Magical Secrets, and hey look by total level 15 we finally got Valor! Summon Beast will let you summon a beast of land, sea, or (most realistically) air to fight alongside you! The flying beast has a 60 foot flying speed, Flyby (which lets it avoid attacks of opportunity), and can attack using your spell attack modifier to deal damage equal to a d8 + 4 + the level of the spell slot you used to cast this spell. It’s only a second level spell but it gets quite strong when upcast, so you can choose how strong you want Valor to be!
Alternatively if you want to fly Behind Enemy Lines, look no further than Fly! It gives you a 60 foot flying speed, plain and simple! And if you upcast it Valor can even bring a friend, or several friends!
You can also learn another cantrip like Mending, because it’s good to keep your armor in check as well as your falconer’s glove.
LEVEL 15 - BARD 11
Seeing as we got Valor we may as well grab a few more small things from Bard. 11th level Bards get 6th level spells like Find the Path, to find the path to the objective. Again: feel free to take more practical spells I am merely taking what makes sense for Quinn.
LEVEL 16 - BARD 12
12th level Bards don’t get new spells but they do get Ability Score Improvements. I’ll leave you with a choice: more Charisma will increase your Bard saving throw DCs (and Valor’s hit chance) as well as give you more Blade Floruishes, but the Sharpshooter feat will let you consistently add more damage to your shots while also ignoring range limitations and cover.
(Artwork by Ina Wong and West Studios. Made for Riot Games.)
LEVEL 17 - BARD 13
Grabbing 7th level spells from the 13th level of Bard like Teleport, to recall back to base when needed. You also get to pretend that a d10 Song of Rest die by total level 18 is majorly impactful.
LEVEL 18 - BARD 14
14th level Swords Bards get the Master’s Flourish, letting you make a Blade Flourish every turn without spending a Bardic Inspiration, as long as you make your Blade Flourish a d6 instead.
But you also get two more Magical Secrets! To call down a Skystrike try Steel Wind Strike, which will damage up to 5 creates in the area and also let you teleport to one of them after using it. Your other spell doesn’t really matter much so... I dunno. Blindness / Deafness so Valor can make a Blinding Assault? Again feel free to make your own choices to customize the build.
LEVEL 19 - BARD 15
We’ll be stopping at the 15th level of Bard for a d12 Bardic Inspiration, as well as an 8th level spell like Feeblemind to weaken an enemy beyond any capability of fighting.
LEVEL 20 - BARD 16
But we may as well grab one more Bard level for one last Ability Score Improvement. Again up to you if you want to cap out that Charisma modifier or take Sharpshooter for some more damage.
Now that that’s done it’s time for some Ranger levels! Oh wait...
WHY NO RANGER LEVELS? - Put simply it would’ve been very hard to get Quinn’s unique skill set without some weird multiclassing shenanigans or a Bard investment. The three things I needed for Quinn were the following:
* Bird companion (Ranger or Druid)
* Flight (Sorcerer, Warlock, Wizard, Artificer, or some weird stretches of logic like “be a Druid and turn into a bird to fly lol.”)
* Skystrike (either Conjure Barrage [bad] on Ranger or Battle Smith Artificer, or Steel Wind Strike on [high level] Ranger or Wizard)
Put simply there was no combination of subclasses that wouldn’t result in weird mix of classes other than Bard. Add in the fact that I really wanted Scout Rogue levels as well as Crossbow Expert (both of which would conflict with Beast Master Ranger) and Bard seemed like the most logical course of action.
The sad truth is that in all honesty Quinn doesn’t even use Valor that much in her kit is kinda the main thing. I wanted to prioritize the crossbow shooting of Quinn more than anything. If you want a more traditional Quinn build that prioritizes the Bird then Scout Rogue 8 / Beastmaster 12 (using Tasha’s Beastmaster companions) will give you more bird and just about everything that this build did minus the flight. (If you build like this I’d also recommend dropping Crossbow Expert and simply opting for a Longbow, or seeing if you can get an Artificer teammate to make you a Repeating Heavy Crossbow.)
If you really want flight and are willing to stretch your imagination then Scout 4 / Drake Warden (UA) 16 gets Perfected Bond by Ranger level 15, allowing you to ride the flying mount. Yes you’ll have a Fireproof Valor but you can just call that Phoenix Quinn.
Of course all of this can be avoided if your DM either gives you a magic item that provides Flight or lets you put Fly on the Ranger spell list. The golden rule is to always discuss with your DM if you have a particular vision in mind, or else accept the sacrifices you’ll have to make for practicality.
FINAL BUILD
PROS
Just like hunting thresher geese - 3 hand crossbow attacks per round with a 3d6 Sneak Attack and a d6 (or d12) Blade Flourish adds up to some pretty decent damage per round overall, and that isn’t even considering Sharpshooter.
I'll follow your lead, Valor - Most of your spellcasting is utility based, meaning that you don’t need to worry about your spellcasting modifier. And hey: we got Valor without having to go for Beastmaster Ranger!
Buy me some time - Mixing Bard and Rogue together means that you have proficiency in quite a lot of skills! Expertise in 8 total skills, proficiency in one more, and Jack of All Trades for the remaining skills. You can fill any role that the party may need!
CONS
Look Val; snacks - It takes us quite awhile to get Valor; some would argue too long. Put simply there’s very little way for us to get the very specific spell list required for Quinn (Summon Beast, Fly, Steel Wind Strike) without doing some weird multiclassing shenanigans. You could go Lore Bard if you want to get access to Summon Beast and Fly faster (Scout 3 / Lore 6 = basically everything to play Quinn by total level 9) but then you’d miss out on Extra Attack among other things.
Still heart, steady aim - Low Constitution along with a d8 hit die really doesn’t do you any favors. You’ll likely have a little over 100 health, which means that it won’t take much effort to put you in Power Word Kill range.
Who's there? Jarvan who? - Honestly our Charisma is low for a Bard, and while most of the spells we took are utility based it still sucks to only have two Blade Flourishes. Feel free to use Point Buy instead for some better starting stats and less in those fairly pointless stats like Intelligence. (8 / 15 / 12 / 8 / 13 / 15 would be my recommendation to have the best Charisma you can get while still having decent Wisdom to boot.)
But your job is to scout: any kills you pick up on the way are a nice bonus. Soften the enemies up with Valor by your side and do what needs to be done to win the war without the enemy knowing you’re there. Fight differently, fight dirty, and remember that no matter what at least you’re not playing Vayne top.
(Artwork by Xu “Crow God” Cheng. Made for Riot Games.)
#DnD 5e#dnd build#dnd guide#dnd#League of Legends#League of Legends Quinn#League of Legends Valor#League of Legends Quinn and Valor#Quinn#Valor#Quinn & Valor#dnd rogue#dnd bard#dnd ranger?#bird up
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