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< Quinn | Redirected from Quinn and Valor/Strategy

Champion Background Strategy Skins & Trivia

Skill usage

  • Enemies marked by  Harrier are visible in the brush until you trigger the passive or it expires.
  •  Vault has many uses, making it a very versatile skill in  Quinn's kit. Examples of its uses are listed below:
    •  Vault triggers  Harrier when used on a target, so after a target is marked with  Harrier, auto-attacking it then following up with  Vault triggers  Harrier again, allowing  Quinn to deal some quick burst damage. However initiating with  Vault instead of an auto-attack will put  Harrier on cooldown, lowering her damage output.
    •  Vault can be used to hop over most walls by jumping off an enemy minion, neutral monster or enemy champion. This is useful for escaping but requires skill to use consistently as it requires careful judgment of distance between the target, yourself and the wall to be hopped over. This can also be used to escape skills such as  Cataclysm or  The Box, however this is not possible as  Valor. Pay attention to where  Quinn is positioned when using  Vault and be aware of the surrounding area so you don't pin yourself to a corner or accidentally flee from a fight by hopping over a wall in this manner.
    •  Vault can be used to escape from an enemy champion in lane as well. As  Quinn, using  Vault on an adjacent enemy briefly interrupts them before applying a slow that decays over 2 seconds. You can add insult to injury by landing an auto-attack directly afterwards to give you some extra movement speed to make your escape easier, due to  Harrier triggering from  Vault and the passive from  Heightened Senses giving  Quinn the extra movement speed. However care must be taken when using it to escape in this manner because the skill has a range of 750 units but makes you land 525 units away from the enemy, meaning it would be more practical to simply flee if the enemy is not close enough. As  Valor, using  Vault on an enemy minion away from the enemy champion allows  Valor to dash toward it, then resume his escape. However using  Vault in this manner reduces  Valor's bonus movement speed to 20% / 30% / 40%, so care must be taken that other enemy champions are not nearby to capitalize on this.
    •  Vault can also be used to dash through walls by targeting an enemy minion, neutral monster or enemy champion. This is especially helpful in the jungle, as you can use  Heightened Senses in combination with  Vault to reveal and close in on an enemy champion who has escaped over a wall with Flash, a dash or blink ability. It is important to note whether you are doing this as  Quinn or  Valor, because using  Vault as  Quinn can lead to accidentally hopping back over a wall, losing your ability to continue a chase.
    •  Vault briefly interrupts enemy champions from using auto-attacks or abilities. Using it on champions channeling a skill can be game changing in a team fight.
    • As  Valor, using  Vault then activating  Skystrike in rapid succession, allows  Quinn to cast  Skystrike at the target's position, while jumping away at the same time.
  •  Quinn does not have any on-command active steroids like other carries, so putting points into  Heightened Senses earlier helps her get more out of her passive steroid in a shorter period of time.
  •  Blinding Assault is a collision linear skillshot that blinds and deals damage around the first enemy hit. This means enemy minions can block the damage (and more importantly the blind effect) unless they are near the enemy champion.
  • Using  Blinding Assault to momentarily interrupt an enemy's damage output can give you or a teammate a split second of relative safety to deal some burst damage. Try noting when your target has used either their nuke or their crowd control effect before going for a "blind and burst" combo.
  •  Tag Team is best used to move around the map, such as split pushing or chasing/fleeing from an enemy, or to hunt down and assassinate a weak enemy champion or one with low health, especially with the damage from  Skystrike.
  • Another way  Quinn can move around the map without using  Tag Team is by landing an auto-attack on an enemy or neutral minion marked with  Harrier, to gain the bonus flat movement speed from  Heightened Senses. This is also useful when chasing an enemy champion, as it allows her to catch up to them and deal more damage.
  •  Harrier marks are visible to the enemy team, and may make them play safer for the duration.
  •  Tag Team can be used for different purposes. It can be used to escape, to increase her damage output, or to roam to other lanes. however, it disables  Harrier, so in the long run it may not only reduce your range, but your damage output as well if no points are invested in  Heightened Senses.
  •  Tag Team gives bonus movement speed even if you are in combat, but the movement speed is significantly higher while out of combat. This, used with its long duration, may allow  Quinn to reengage into fights several times.
  •  Tag Team can be used to quickly take down a tower. With a few points in  Heightened Senses, your increased attack speed as  Valor will allow you to take a tower significantly faster than as  Quinn. Immediately after the tower falls, you can use your remaining time as Valor to quickly retreat to brush and Recall back to the fountain for a quick and clean escape.
  •  Quinn can also take out towers quicker by attacking a target marked with  Harrier, then using the attack speed bonus from  Heightened Senses to attack the tower. Although it is not as quick as taking down a tower as Valor, it allows her to activate  Tag Team afterwards and utilize  Valor for a longer period of time to escape a gank, or move around the map for split-pushing, engaging in a team fight or searching for a target to assassinate.

Build usage

  • Building a  Trinity Force on  Quinn can be very effective, especially when playing her in top lane. The Spellblade passive can help apply more burst to targets with the  Harrier debuff, the movement speed bonus from Rage stacks with her movement speed bonus from  Heightened Senses, and the bonus Health gives her extra survivability in a solo lane. Take Trinity Force right after The Bloodthirster or Infinity Edge for maximum damage.
  • Because of the attack speed bonus from  Heightened Senses, you can choose to focus on building attack damage rather than attack speed earlier in the game, with items such as Vampiric Scepter or  The Brutalizer.
  • The Black Cleaver works especially well on  Quinn. Not only will it increase her damage output but also increase her survivability and provide CDR, allowing her to utilize her skills more often. Its armor shred also works well with the attack speed bonus from Heightened Senses, especially as  Valor.
  • Berserker's Greaves are not the only useful boots on  Quinn. Mercury's Treads can be built reduce the duration of CC effects since she has short range and turns into a melee attacker as  Valor. She can also build Ionian Boots of Lucidity for CDR, and Boots of Mobility or Boots of Swiftness for more mobility around the map.
  • Zephyr is not normally built on most AD carries but it can be a useful item for  Quinn and  Valor. Apart from the Attack Speed and Attack Damage bonuses, the Tenacity and movement speed bonuses help with her mobility making better use of Tag Team as well as CDR, letting her use her skills more often.
  • As with all carries, rushing The Bloodthirster (or  Sanguine Blade) is a strong choice. Not only will it increase her damage output, but it also gives her more survivability and durability.
  • Building items that increase critical strike chance, such as Infinity Edge or Statikk Shiv work well on  Quinn, as attacking a target with  Harrier can also deal critical damage.
  • Phantom Dancer and Statikk Shiv are standard on AD carries, however Statikk Shiv is preferred on  Quinn because it provides more mobility,  Valor is already able to move through units, and it provides the Lightning passive which increases her burst damage. The Lightning passive also gains stacks from  Vault, so it can stack quite quickly with her increased attack and movement speed from  Heightened Senses.
  • For defensive items,  Frozen Mallet can be considered as an option, as it not only increases her health, but her attack damage as well, and gives her unmatched kiting potential with  Vault, the slow from its Icy passive and the flat movement speed bonus of Heightened Senses.
  • Quinn can also be played as a fairly strong solo laner especially in top lane. When playing her in such a lane, buying some items with Health, Armor or Magic Resistance such as  Giant's Belt, Chain Vest or  Negatron Cloak early in the game can help her survivability, and later in the game they can be built into Frozen Mallet, Guardian Angel and Mercurial Scimitar respectively.
  • Unlike any other ranged AD carry,  Quinn synergizes very well with Youmuu's Ghostblade. This is because the active's effect is prolonged when used as  Valor due to him being a melee attacker. It also provides attack damage, armor penetration, critical strike chance and CDR, allowing  Quinn to use her skills more often.
  • Building Blade of the Ruined King on  Quinn can be a good idea. It makes her have a huge amount of attack speed to use its passive and also the active can be used for a burst heal, or to keep distance up if  Tag Team is on cooldown.  Valor can also use the item well, since his attack speed bonus from  Heightened Senses will let him get in even more attacks and the passive will shred tankier foes.

Recommended Builds

Summoner's Rift
Starting Doran's Blade item Health Potion item Warding Totem item
Essential The Bloodthirster item Trinity Force item Statikk Shiv item
Offensive The Black Cleaver item Infinity Edge item Phantom Dancer item
Defensive Frozen Mallet item Warmog's Armor item Guardian Angel item
Consumables Health Potion item Mana Potion item Sight Ward item
The Howling Abyss
Starting Boots of Speed item Doran's Blade item2 Health Potion item2
Essential Mercury's Treads item Blade of the Ruined King item Phage item
Offensive Trinity Force item Last Whisper item Sanguine Blade item
Defensive Frozen Mallet item Maw of Malmortius item Randuin's Omen item
Consumables Health Potion item Mana Potion item
The Crystal Scar
Starting Boots of Speed item Prospector's Blade item Health Potion item2
Essential Mercury's Treads item Phage item
Offensive Trinity Force item Last Whisper item Sanguine Blade item
Defensive Frozen Mallet item Maw of Malmortius item Randuin's Omen item
Consumables Health Potion item Mana Potion item
The Twisted Treeline
Starting Boots of Speed item Doran's Blade item
Essential Mercury's Treads item Phage item Vampiric Scepter item
Offensive Trinity Force item Last Whisper item Blade of the Ruined King item
Defensive Frozen Mallet item Maw of Malmortius item Randuin's Omen item
Consumables Health Potion item Mana Potion item


  • The slow from  Vault fades over 2 seconds, making Tenacity more useful in countering one of her two CC skills.
  •  Quinn lacks hard CC skills, and as such has little in the way of stopping a more durable champion that does good damage through spells.
  • Aside from  Tag Team,  Quinn has a few other escape or disengage skills. However as  Valor,  Vault no longer has the effect of repositioning. Forcing  Quinn or  Valor into a bad position can keep their presence low.
  •  Valor is highly susceptible to and is very weak against hard CC. Attacking him with spells and auto-attacks decreases his movement speed considerably but he is still able to escape from most champions. Attacking  Valor with slows and stuns on the other hand will make it easier to close in on and shut him down.
  • Keep in mind that  Quinn has a higher burst potential than most other carries.
  •  Vault can be stopped mid-air, interrupting  Quinn's combo, and leaving her out of position.
  • Targets marked by  Quinn's  Harrier are visible to both teams. Use this to lure her out of position.

Champion spotlight

Quinn and Valor Champion Spotlight05:33

Quinn and Valor Champion Spotlight

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