Quinn: Demacia’s Wings

Quinn is a champion in League of Legends played Top Lane, classified as a Specialist (legacy: Marksman/Assassin). She uses Mana (269–957.28), is Ranged with 525 attack range, missile speed 2000, and deals Physical damage. Released March 1, 2013, patch V26.01. Quinn is the top lane pick that melee players HATE. 525 range in a lane dominated by 125–175 range melees means Quinn gets free harass on every CS attempt. But Quinn isn’t just a lane bully – her R gives her the fastest non-teleport map traversal in the entire game. At rank 3: 130% total MS increase = Quinn moves at roughly 760 MS. She kills her top laner, presses R, and arrives mid lane in under 10 seconds. Then she returns to top before the enemy toplaner has even respawned. This dual identity – ranged lane bully + global roaming assassin – makes Quinn uniquely oppressive when piloted correctly.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP5652669.16
Mana (MP)269957.28
Attack Damage (AD)59121.93
Armor (AR)28120.43
Magic Resist (MR)3055.56
Movement Speed330330 (fixed)
Attack Range525 (Ranged)525 (fixed)
Base AS0.668Bonus AS: 0–60.96%

💡 Key Stat: 565 base HP and 28 base armor are EXTREMELY low for a top laner. Quinn is squishier than most ADCs. She survives by never letting enemies reach her – 525 range, E knockback + flip, W movement speed on Harrier procs. If an enemy gap-closes onto Quinn and she doesn’t have E available, she’s dead. The tradeoff: 59 AD + Harrier procs give Quinn one of the highest early lane damage outputs in the game.

🦅 Passive: Harrier

Static CD: 7–2.5 seconds (based on crit chance) | Radius: 525

INNATE: Quinn’s Blinding Assault (Q), Vault (E), and Skystrike mark enemies as Vulnerable for 4 seconds (revealed). Additionally, Valor periodically marks a nearby visible enemy as Vulnerable if no Vulnerable targets exist (1 second delay).

HARRIER PROC: Quinn’s basic attacks against Vulnerable targets consume the mark to deal 15–132.35 (based on level)(+40% bonus AD) bonus physical damage.

NOTE: While Behind Enemy Lines is active, Harrier is disabled and all Vulnerable marks are removed.

ParameterValue
Bonus Physical Damage15–132.35 (level)(+40% bAD)
Static CD7–2.5s (decreases with crit chance)
Mark Duration4 seconds (revealed)
Mark SourcesQ, E, Skystrike + Valor auto-mark

⚠️ Harrier = Quinn’s DPS Engine: Every ability marks Vulnerable. Auto the mark = bonus damage + W passive triggers (AS + MS). The rhythm: Q (marks) → auto (proc) → E (marks) → auto (proc) → Valor auto-marks → auto (proc). Three Harrier procs in a single trade. At level 9 with 100 bAD: 3 × (75 + 40) = 345 bonus damage from passive alone. Crit chance lowers the CD – with 100% crit: 2.5-second mark rotation. This is why Quinn builds crit even as a lethality user – passive uptime scales with crit chance.

🦅 Q: Blinding Assault

Cost: 50/55/60/65/70 Mana | CD: 11/10.5/10/9.5/9s | Cast: 0.25 | Range: 1050

ACTIVE: Quinn sends Valor in target direction. Valor stops on the first enemy hit, marking them Vulnerable and dealing physical damage to all nearby enemies. The primary target is nearsighted for 1.75 seconds (champions) or disarmed for 1.75 seconds (non-champions). Sight Reduction: 350.

ParameterValue
Physical Damage65/100/135/170/205 (+80/85/90/95/100% bAD)(+50% AP)
Nearsight Duration1.75 seconds (champions)
Sight Reduction350 units
Range1050 units

💡 Pro Tip: Nearsight is one of the rarest and most powerful debuffs in League. A nearsighted champion can only see ~350 units around them – they lose sight of ALL allies, all abilities, all minimap information for 1.75 seconds. Against an ADC: Q nearsight = they can’t see where Quinn is → can’t auto-attack her → can’t kite. Q also disarms non-champions, meaning jungle monsters and minions can’t attack – useful for denying CS under tower or disrupting jungle clears. AD ratio SCALES with ranks (80/85/90/95/100%) – this is unusual and means Q damage ramps significantly with both AD and ability level.

🦅 W: Heightened Senses

CD: 50/45/40/35/30s | Radius: 2100

PASSIVE: Whenever Quinn attacks a Vulnerable target (or consumes the mark), she gains bonus attack speed and bonus movement speed for 2 seconds.

ACTIVE: Valor grants sight of surrounding area for 2 seconds and reveals enemy champions within 2100 range.

ParameterValue
Bonus AS (passive)28/41/54/67/80%
Bonus MS (passive)20/25/30/35/40%
Buff Duration2 seconds
Reveal Radius (active)2100 units

⚠️ W Passive Is Quinn’s Steroids: 80% AS + 40% MS for 2 seconds every time she procs Harrier. In an all-in: Q (mark) → auto proc (W triggers: 80% AS + 40% MS for 2s) → E (mark) → auto proc (W triggers AGAIN). Quinn gets TWO W passive procs per full combo = 4 seconds of 80% AS + 40% MS. That’s ADC-level attack speed WITH assassin-level movement speed on a TOP LANER. The active reveals bushes for gank checking and denying fog of war plays.

🦅 E: Vault

Cost: 50 Mana | CD: 12/11/10/9/8s | Range: 600 | Speed: 2500/850

ACTIVE: Quinn dashes to target enemy, dealing physical damage, marking them Vulnerable, knocking them back a short distance, and slowing them by 50% decaying over 1.5 seconds. Quinn then leaps back 525 units away from the target. Vault resets Quinn’s auto attack timer.

ParameterValue
Physical Damage40/65/90/115/140 (+20% bAD)
Slow50% decaying over 1.5 seconds
KnockbackShort distance (micro-interrupt)
Quinn Flip Distance525 units away from target

💡 Pro Tip: E is Quinn’s most important ability and her ONLY defensive tool. E dashes TO the enemy, then flips Quinn 525 units AWAY. This creates distance while dealing damage and marking Vulnerable. E interrupts dashes and channels – Vault during a Darius E pull, during a Jax Q, during a Camille E = interrupted. Auto-attack reset means: auto → E → auto (empowered) for fast burst. CRITICAL: if E is on cooldown and a melee champion is on top of Quinn, she has ZERO escapes. 525 range and no E = death. E’s CD at max rank is 8 seconds. That 8-second window is when Quinn is killable.

🦅 R: Behind Enemy Lines (Ultimate)

Cost: 100/50/0 Mana | CD: 3 seconds | Cast: 0.25 | Channel: 2 seconds

ACTIVE: Quinn channels for 2 seconds, then pairs with Valor, gaining 70/100/130% total movement speed increase, ghosting, and access to Skystrike. Non-minion damage or CC (immobilize, ground, silence) ends R immediately and removes the MS bonus for 3 seconds.

SKYSTRIKE: Quinn detaches from Valor, dealing 60/90/120 (+35% bAD) physical damage to nearby enemies in 700 radius and marking them Vulnerable. Attacking, casting Q, or E during R auto-activates Skystrike.

ParameterValue
Total MS Increase70/100/130%
Channel Time2 seconds
Skystrike Damage60/90/120 (+35% bAD) AoE
CD After Channel3 seconds (incredibly short)
Cancel PenaltyLoses MS bonus for 3 seconds, full CD

⚠️ The Fastest Champion In League: 130% total MS increase at rank 3. Quinn base MS: 330. With boots (45 MS) and rank 3 R: (330 + 45) × 2.3 = ~862 movement speed. For reference: Homeguard gives ~750 MS. Quinn R is FASTER than Homeguard. She crosses the entire map in roughly 10–12 seconds. 3-second cooldown after channel means Quinn can R, arrive, Skystrike, fight, and R again 3 seconds after Skystrike. The uptime is absurd. Cost at rank 3 is 0 mana. R is cancelled by any non-minion damage or hard CC – one auto from an enemy champion and Quinn drops out of flight. She needs fog of war or cleared vision paths to roam safely.

🦅 The Top Lane Paradox: Why Quinn Has 52–54% WR At 0.8% Pick Rate

Quinn’s statistics tell a fascinating story: consistently high win rate, extremely low pick rate. Here’s the breakdown of why this paradox exists.

  • Counter-Pick Specialist: Quinn isn’t a blind pick champion. She’s locked in specifically AGAINST melee top laners she counters. Garen, Mordekaiser, Yorick, Darius (pre-6), Riven – Quinn destroys these champions. Her pick rate is low because she’s ONLY picked into favorable matchups, inflating her win rate. Blind picking Quinn into Malphite, Irelia, or a ranged top is a disaster. This selection bias is the primary reason for the high WR.
  • OTP Loyalty: 56.37% WR Master OTPs. Quinn mains are dedicated – they know every matchup, every roaming timing, every E interrupt window. The 0.8% pick rate means almost everyone playing Quinn is a main, not a casual first-timer. No influx of inexperienced players dragging the WR down.
  • The Roaming Factor Nobody Talks About: Quinn’s R fundamentally changes how top lane works. Normal top laners kill their opponent and… take a tower plate. Quinn kills her opponent, presses R, arrives mid lane in 10 seconds, gets another kill, presses R again, returns top before the enemy has respawned. One solo kill top = two kills + potential dragon/grubs. This map pressure multiplies advantages in a way statistics can’t easily capture.
  • The Nearsight Advantage: Q’s nearsight is one of the rarest debuffs in the game. An ADC hit by Q literally cannot see Quinn to auto her for 1.75 seconds. In a teamfight, nearsighting the enemy carry is effectively a 1.75s blind – they lose all targeting ability. Most players don’t understand how oppressive this is until they experience it.
  • The Honest Weakness: Quinn has 565 base HP, 28 armor, zero tankiness, and provides NOTHING to teamfights that an ADC doesn’t provide better. No CC (E knockback is minimal), no AoE teamfight ultimate (R cancelled by damage), no frontline capability. Quinn’s team essentially has two ADCs and zero top lane frontline. In games that go to 5v5 teamfights with organized grouping, Quinn is one of the worst top laners in the game. She wins by making sure teamfights never happen – by splitting, roaming, and picking kills before 5v5 occurs. If that strategy fails, Quinn is a liability.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-6)

  • Ranged Bully Pattern: Auto enemy on every CS attempt. 525 range vs 125–175 melee = free damage. Harrier passive marks them → auto for bonus damage → W passive MS to kite away. Melee enemies lose 50–70% HP before level 3 if they don’t respect the range.
  • E Defensive Priority: SAVE E for enemy gap-closers. Darius E pull? Vault OUT. Jax Q? Vault to interrupt mid-air. Riven E+Q? Vault backward. Using E aggressively (E onto enemy) removes your escape for 8–12 seconds. Only E aggressively if you KNOW the enemy’s gap-closer is on CD.
  • Q Trading: Q → auto Harrier proc → W passive AS/MS boost. 205 + 100% bAD (Q) + 132.35 + 40% bAD (passive) = massive chunk. Q nearsight means enemy can’t retaliate during the trade.

Mid Game (Levels 7-13)

  • R Roaming Protocol: Shove wave with Q AoE → R (2s channel) → fly to mid or bot at 700+ MS → Skystrike on arrival (marks enemies) → E → auto → Q combo. R again in 3 seconds to return top. Total time away from lane: 20–25 seconds. Enemy top laner gets 1–2 waves. You get 1–2 kills + potential dragon.
  • Cross-Map Pressure: R’s 130% MS means Quinn can be ANYWHERE in 10–12 seconds. Enemy jungler doing dragon? R from top → arrive in 10s. Enemy bot lane pushed up? R from top → gank in 12s. The threat of Quinn arriving forces enemies to play defensively across the entire map.
  • Objective Control: After kills, immediately R to nearest objective. Quinn’s kill translation to objectives is the fastest in the game because R eliminates travel time.

Late Game (Level 14+)

  • Split Push + Roam: Quinn’s identity late: push side lane → if enemy sends someone to match, kill them (ranged advantage). If enemy sends 2+, R to rejoin team (they can’t catch you). If enemy ignores, take tower. Quinn splits with zero risk because R means she can rejoin instantly.
  • Avoid 5v5 Front-to-Back: Quinn has zero teamfight frontline. In organized 5v5, she’s a worse ADC. Instead: flank with R, Skystrike backline, E → Q → auto combo on enemy carry, then E flip away. Assassination, not teamfighting.

❌ Common Mistakes and How to Avoid Them

  • Using E Aggressively With Enemy Gap-Close Up: E onto enemy = zero escapes for 8–12s. If enemy has Flash, dash, or pull available and you E forward: you’re dead. Only E forward when enemy gap-closers are on cooldown.
  • R Through Enemy Vision: ONE auto attack from any enemy champion cancels R and removes the MS bonus for 3 seconds. Flying through warded areas = R cancelled = Quinn stuck in the middle of nowhere at normal MS. Always R through fog of war.
  • Blind Picking Quinn: Quinn has hard counters (Malphite, Irelia). Blind picking her means risking an unplayable lane. Always pick Quinn as a COUNTER to melee tops you can bully.
  • Not Roaming With R: Quinn players who stay top lane the entire game are wasting 50% of her kit. R’s map traversal is her IDENTITY. Kill top → R mid → kill mid → R back to top. Not roaming = playing a bad ADC in a solo lane.
  • Forgetting Harrier Procs: Every Q and E marks enemies Vulnerable. Not auto-attacking marked targets = losing 132.35 + 40% bAD per missed proc. Always auto between abilities.

⚙️ Recommended Build and Itemization

Core Items

  • Profane Hydra: First item. Lethality + AD + AoE cleave active. Gives Quinn waveclear she desperately needs for pushing before roaming.
  • Berserker’s Greaves: AS synergizes with W passive. More AS = faster Harrier proc consumption. Also helps with DPS in extended fights.
  • The Collector: Lethality + crit + execute passive (5% HP). Crit lowers Harrier CD. Execute synergizes with Quinn’s burst pattern (combo to low HP → Collector finishes).
  • Edge of Night: Lethality + spell shield. Spell shield protects R channel from interruption. Also blocks one key ability during assassination combos.

Situational Items

  • Statikk Shiv: AS + crit + AoE lightning. Waveclear tool. Crit lowers Harrier CD.
  • Lord Dominik’s Regards: Armor pen + crit. Against tanks who stack armor.
  • Infinity Edge: Massive crit amplifier. 100% crit = 2.5s Harrier CD. Scales Quinn’s late game DPS.

Runes

Primary (Domination): Electrocute, Sudden Impact, Grisly Mementos, Treasure Hunter

Secondary (Sorcery): Absolute Focus, Gathering Storm

Summoner Spells: Flash + Ignite

Skill Max: Q → E → W

💡 Pro Tip: Electrocute procs from auto (Harrier) → E → auto (Harrier proc). Sudden Impact gives lethality after E dash. Treasure Hunter generates gold from roaming kills across multiple lanes. Absolute Focus gives AD while above 70% HP (Quinn should always be high HP in lane due to ranged advantage). Gathering Storm gives scaling AD for late game. Ignite is mandatory for kill pressure – Quinn’s kill window is narrow and Ignite often secures kills that would escape by 50–100 HP.

⚔️ Counter Picks & Matchups

✅ Quinn Counters (Favorable)

1. Riven

Why: Riven needs to stack 3 Qs to trade. Quinn E interrupts any Q dash mid-air. Riven can’t engage without eating free autos. 525 range keeps Quinn safe from all of Riven’s 125-range abilities. Quinn just auto-attacks Riven to death while she can’t reach.

2. Garen

Why: Garen has zero gap-close (Q speed boost only). Quinn kites him eternally. E knockback pushes Garen away when he Q sprints at her. Harrier procs chunk Garen. He literally cannot touch Quinn unless she mispositions.

3. Mordekaiser

Why: Mordekaiser’s E pull is dodgeable with Quinn’s MS. Even if he lands R (Death Realm), Quinn’s E + kiting wins the 1v1 inside. Quinn’s damage is physical, avoiding Morde’s MR stacking.

❌ Quinn is Countered By

1. Malphite

Why: Malphite stacks armor (Quinn is pure physical). Passive shield absorbs Quinn’s poke. Post-6: R is a point-blank unavoidable engage that one-shots Quinn (565 HP + no armor items). Quinn can’t E interrupt Malphite R (unstoppable). Worst matchup.

2. Irelia

Why: Irelia’s Q dash resets on minion kills, closing the gap repeatedly. E vault gets her off once but she Q’s back instantly. Irelia’s sustain + all-in power overwhelms Quinn’s poke. If Irelia lands E stun, Quinn dies.

3. Darius

Why: Darius E pull outranges Quinn’s E. If Darius pulls Quinn, E vault only creates 525 distance – but Darius W slow catches up. Bleed stacks drain Quinn’s tiny HP pool. One successful pull = guaranteed kill from Darius.

FAQ

Q: Can Quinn be played ADC/bot lane?

A: Technically, but she’s significantly worse than actual ADCs. Quinn has 525 range (standard ADC range) but no teamfight steroid, no late-game scaling comparable to Jinx/Aphelios, and R is useless in bot lane (can’t roam). Top is the only viable role.

Q: How fast is Quinn with R at max rank?

A: With boots: (330 + 45) × 2.3 = ~862 MS. With Youmuu’s active added: potentially 900+ MS. This is faster than Homeguard. Quinn crosses the map in 10–12 seconds at rank 3 R.

Q: Why does Quinn’s R get cancelled so easily?

A: ANY non-minion damage cancels R and removes the MS for 3 seconds. This includes: champion autos, abilities, tower shots, jungle monsters. R is balanced by this fragility. Always R through fog of war to avoid cancellation.

Q: Does Quinn’s E interrupt enemy abilities?

A: E’s knockback is a micro-interrupt that disrupts channels, dashes, and some abilities. It interrupts: Darius Q spin (if timed during cast), Jax Q, channeled abilities. It does NOT interrupt unstoppable abilities (Malphite R, Vi R, Sion R).

Q: Why is Quinn’s pick rate so low despite high win rate?A: Quinn is a counter-pick specialist. She’s only locked into specific favorable matchups, inflating her WR. Blind picking Quinn into her counters is a guaranteed loss. Low pick rate = only experienced mains + counter-pick games = inflated WR.

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