Guide Quinn League of Legends S6

Harrier

Valor marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a vulnerable enemy, she deals 25 + 10 per level (+50% bonus AD) bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn triggers the vulnerability. Valor will first prioritize Quinn's most recent attack target. If Quinn has not attacked anyone recently, Valor will target nearby low health units (prioritizing champions over minions).

Harrier isn't available while Tag Team is active.

Tips :

 

A very interesting passive that makes up one of the reasons that Quinn is unusual. It is important to be able to tell the difference between the marks to make the most of this spell. 

It affects your target the moment your auto-attack impacts and deals additional damage, an excellent way of putting pressure on your opponent with a bit of harass. Note that the mark will place itself on the last target attacked unless a champion is in the vicinity in which case it will be the priority target to focus. If you haven't attacked anyone, the mark will place itself on the target with the least HP so that you can try to take him down. 

Note that a target weakened by the mark is revealed, even if it is in a bush!


(Q)

Active: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 1.5 seconds.

Active - Tag Team: Valor deals physical damage to all enemies in an area and blinds them for 1.5 seconds.

    Tips :

     

    A very good AoE blind spell that you will find useful in trades when facing your opponent in the lane. The damage dealt is quite decent and the spell could help you do the long distance sbires quite quickly so that you can push or depush your lane.

    Is indicated higher up, it is an AoE spell that will prove to be particularly interesting in fights as well if you touch several AD and reduce their DPS to zero for 1.5 seconds, which is huge!

    However the spell does not go through the sbires so be careful when you use it so that you don't get blinded yourself by placing it on a poor minion.


      Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% AD bonus)

      Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% AD bonus)

    Heightened Senses (W)

    Passive: Attacking a Vulnerable target will increase Quinn's attack speed for 3 seconds.

    Passive - Tag Team: Valor has bonus attack speed.

    Active: Valor reveals the surrounding area for 2 seconds.

    • Range : 2100
    • Cooldown : 50 / 45 / 40 / 35 / 30
    • Cost : No cost
    Tips :

     

    If we were to compare this spell it would be with that of Ashe, except that in the case the spell works around you. It is a very good spell for avoiding a sneaky gank and if your support don't have a ward. The cooldown is substantial but justified considering that it reveals quite a large zone.

    The passive of this ability makes you think a bit of Varus' spell with the attack speed buff when a mark is activated.


      Bonus attack speed: 20 / 25 / 30 / 35 / 40%

      Bonus attack speed: 40 / 50 / 60 / 70 / 80%

    Vault (E)

    Active: Quinn dashes to an enemy, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds. Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable.

    Active - Tag Team: Valor dashes to an enemy, dealing physical damage and slowing the target's movement speed by 70%. This slow decays over 2 seconds.

    • Range : 750
    • Cooldown : 12 / 11 / 10 / 9 / 8
    • Cost : 50 mana

      Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% AD bonus)

      Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% AD bonus)

    (R)

    Active: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20 seconds with an alternate set of abilities. Valor can move through units and gains 80% bonus movement speed that gradually decreases to 20% while in combat.

    • Cooldown : 140 / 120 / 100
    • Cost : 100 mana

    Pros

    A very interesting zone blind in the lane phase

    A jump that isn't, it makes you safe against players with a dash

    Her W gives her good vision for anticipating a sneaky gank

    An ultimate that gives a huge possibility to chase thanks to the movespeed gain

    Cons

    Badly used, the jump can get you into trouble

    The blind is not easy to place when faced with the waves of sbires

    Really a very difficult ultimate to place in a teamfight and one that makes you very vulnerable

    Quite a weak range and base damage (without a mark) that aren't crazy either