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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 532.8 (+85) Attack damage 54.46 (+2.41)
Health regen. 5.42 (+0.55) Attack speed [*] 0.668 (+3.1%)
Mana 268.8 (+35) Armor 23.38 (+3.5)
Mana regen. 6.97 (+0.4) Magic res. 30 (+0)
Ranged 525 Mov. speed 335


RANGE: 525
Cooldown: 8.000 - 2.928 (based on Critical Chance)

Valor Valor periodically marks a nearby visible unit as Harrier Vulnerable, Sight icon revealing them for 4 seconds. This also activates on units hit directly by Blinding Assault.png Blinding Assault and Vault.png Vault.

Quinn's next basic attack against a Harrier Vulnerable target deals 15 - 100 (based on level) (+ 16% - 50% (based on level) AD) bonus physical damage.

Harrier is disabled while Tag Team.png Behind Enemy Lines is active and for a few seconds after a target's mark ends. The cooldown of Harrier is reduced by critical chance with diminishing return.

Ability Details
Harrier is an auto-targeted ability and on-hit effect.
  • Does not apply spell effects.
  • The triggering attack will apply other on-hit effects and can critically strike as normal.
    • As with most on-hit physical damage, the bonus damage from Harrier will apply life steal.
    • Critical strike icon Critical strikes will not interact with Harrier's bonus damage.
    • Harrier is expended but does no damage against Counter Strike.png dodge, Riposte.png parry, Aegis Protection.png block and can miss.
    • Although Quinn will use Harrier's attack animation against inhibitors if it was her last attack prior to that, the bonus damage will not apply.
  • Banshee's Veil item.png Spell shields will not block the mark or the applying autoattack.

Additional Information:

  • Harrier's targeting priority is as follows:
    1. Last unit hit. If the last unit hit was a small minion, it appears to select a different target.
    2. Lowest health enemy champion.
    3. Lowest health enemy minion.
  • Harrier's bonus damage will only apply for basic attacks that are declared after the mark is applied. The mark will not be triggered for basic attacks that were en-route when it was applied.
  • Attacking a Vulnerable target will place Harrier's passive application on a one second cooldown instead of its full duration if the mark was originally applied by Blinding Assault.png Blinding Assault or Vault.png Vault.

Blinding Assault
RANGE: 1025 / 210 / 275
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 11 / 10.5 / 10 / 9.5 / 9
Blinding Assault

Active: Quinn commands Valor Valor to fly forwards in a line, stopping when he collides with a unit and dealing physical damage and applying Nearsight icon nearsight for 1.5 seconds. Non-champion targets are Disarm icon disarmed instead for the same duration.

  • Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 80 / 90 / 100 / 110 / 120% AD) (+ 50% AP)
Ability Details
Blinding Assault is a collision area of effect skillshot.

Heightened Senses
RANGE: 2100
COOLDOWN: 50 / 45 / 40 / 35 / 30
Heightened Senses

Passive: Attacking a Harrier.png Vulnerable target grants Quinn bonus attack speed and movement speed for 2 seconds.

  • Bonus Speed: 20 / 25 / 30 / 35 / 40%

Active: Quinn orders Valor Valor to Sight icon reveal the area around her for 2 seconds.

Ability Details
Heightened Senses is a self-buff, point-blank area of effect ability.

RANGE: 675 / 525
COST: 50 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8

Active: Quinn dashes to the target unit, Airborne icon knocking them back a short distance, dealing them physical damage and Slow icon slowing them by 50%, which decays over 1.5 seconds, before leaping back and landing away from them.

  • Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)
Ability Details
Vault is a targeted dash ability.

Additional Information:

  • After completing Vault, Quinn will automatically attempt to attack the target.
  • Vault's cast range is constant but the bounce range is variable. As such, the ability can be used to either lengthen or shorten a gap between two units depending on where it is cast.
  • The bounce back can allow Quinn to pass through walls, permitting she has sufficient space on the other side to land.
  • Quinn will track and follow the target if it moves or uses a dash or blink ability.

Behind Enemy Lines
COST: 100 / 50 / 0 mana
Tag Team

Active: Quinn channels for 2 seconds. Upon completing it successfully, Valor Valor picks her up and they unite, increasing her total movement speed and gaining the ability to use Skystrike.png Skystrike.

  • Total Movement Speed Increase: 70 / 100 / 130%

Taking damage from champions or turrets, or suffering immobilizing crowd control while Behind Enemy Lines is channeling or active ends it immediately, and puts it on cooldown. All other damage instead briefly Slow icon slows Quinn and Valor.

RANGE: 700

Active: Quinn detaches from Valor Valor, ending Tag Team.png Behind Enemy Lines' effects, and deals 100% AD physical damage to all units around her.

Launching a basic attack, Blinding Assault.png Blinding Assault or Vault.png Vault during Tag Team.png Behind Enemy Lines automatically activates Skystrike.

Ability Details
Behind Enemy Lines is a self-buff ability.

Skystrike is a point-blank area of effect.

Additional Information:

  • ValorSquare Valor is considered to be in combat upon being damaged by a unit's basic attack (or ability) or damaging a unit with a basic attack or ability.
  • If Vault.png Vault is used while Tag Team.png Behind Enemy Lines is active, Skystrike.png Skystrike will activate at the location of the target once she bounces.
  • Quinn and Valor are effectively considered to be the same unit by the game - as a result, they will share the same champion statistics, cooldowns on their basic abilities (unlike many other shapeshifter-type spells) and will both die when their health is depleted.


Start a Discussion Discussions about Quinn

  • Does Quinn still qualify as shapeshifter?

    5 messages
    • Why does it matter?
    • Shapeshifter is a meaningless term if it's only a visual effect if you ask me. However, the term isn't coined, and depending on the like...
  • quinn overalll

    11 messages
    • First of all thanks for your reply. I understand your point. So you say that the E is good for escaping which is very important and together w...
    • The E outscales the Q late in the game, but they're almost the same until level 9. I don't think either have enough of a proportional dam...

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