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Introduction
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Quinn is one of the most experienced Damacian archers & Valor, her partner in crime (more like justice) is an supposedly extinct bird called the Damacian Eagle. Together this deadly duo not only protects the name of Damacia and it's citizens, buts represents Damacian power in the Fields of Justice.
-Note: This is my first champion guide, so feel free to leave suggestions or constructive criticism in the comments section! Thanks!-
When using Quinn, team work is essential in early game. Although she packs a punch in the beginning, she is quite squishy as well as slow. I suggest having a melee partner so you both deal easy damage and you can finish up as Quinn without you or your partner very injured. Towards the end of the game you don't necessarily need a team mate unless facing a tank (such as Zac or Darius) or an assassin with a move to get closer to you ( Zed). What I am trying to say is teamwork is always advised but it may not always be needed.
Harrier (PASSIVE) - Valor marks a nearby minion/champion for 4.5 seconds, if Quinn hits the target she deals bonus attack damage.
Blinding Assault - Quinn commands Valor to fly forward and deals damage as well as blinds the surrounding minions/champions that it hits. This can be used to harass early on if the enemy champions are always close to one another.
Heightened Senses - Reveals a small portion of the map for 2 seconds. As Valor (ult activated) you gain a bonus attack speed of up to 80%.
Vault - You leap onto an enemy within range then spring backwards off the enemy dealing damage
tag team Tag Team - Quinn is replaced with Valor and you gain a massive movement speed increase. If you press R again when near an enemy a storm of arrows comes down within a certain area.
Blinding Assault - Quinn commands Valor to fly forward and deals damage as well as blinds the surrounding minions/champions that it hits. This can be used to harass early on if the enemy champions are always close to one another.
Heightened Senses - Reveals a small portion of the map for 2 seconds. As Valor (ult activated) you gain a bonus attack speed of up to 80%.
Vault - You leap onto an enemy within range then spring backwards off the enemy dealing damage
tag team Tag Team - Quinn is replaced with Valor and you gain a massive movement speed increase. If you press R again when near an enemy a storm of arrows comes down within a certain area.
Ignite - Useful for finishing up on a kill without having running the risk of dying to a gank or turret. Often a necessary for kills in early game near turrets due to Quinn's low movement speed for chasing.
Flash - Useful for getting over obstacles, catching up to an enemy, or running away from an enemy. Considering Quinn's low movement speed, this is useful for surviving hits of melee champions. I would consider it necessary, yet it is not always needed.
Teleport - Useful for getting back to your lane after a death or a recall or just getting to a different lane from where you are to assist your team. I personally don't use it, but if you are not high enough level for flash then teleport is the second best spell.
Exhaust - Useful against champions with movement speed increase moves. (Example: Fiora, Warwick)
Flash - Useful for getting over obstacles, catching up to an enemy, or running away from an enemy. Considering Quinn's low movement speed, this is useful for surviving hits of melee champions. I would consider it necessary, yet it is not always needed.
Teleport - Useful for getting back to your lane after a death or a recall or just getting to a different lane from where you are to assist your team. I personally don't use it, but if you are not high enough level for flash then teleport is the second best spell.
Exhaust - Useful against champions with movement speed increase moves. (Example: Fiora, Warwick)
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