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Quinn ValorSquare.png
General Information
TitleDemacia's Wings
Release DateMarch 1st, 2013
Cost4800 BE 880 RP

532.8 (+ 85)

5.5 (+ 0.55)

268.8 (+ 35)

6.972 (+ 0.4)


59 (+ 2.4)

0.668 (+ 3.1%)


28 (+ 3.5)

30 (+ 0.5)

Quinn is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Quinn is an elite ranger-knight of Demacia who undertakes dangerous missions deep in enemy territory with her legendary eagle, Valor. The two share an unbreakable bond that is uniquely deadly, and their foes are often slain before they realize they are fighting not one, but two Demacian heroes.

Quinn and her twin brother, Caleb, were born in Uwendale, a remote mountain hamlet in the northeastern hinterlands of Demacia. Raised to believe in the nobility and righteousness of their homeland’s values, the two were inseparable. Uwendale was a thriving town of hunters and farmers, protected by mountain rangers expert in intercepting and killing any monsters that came down from the high peaks to hunt.

While the twins were young, King Jarvan III visited Uwendale on an inspection tour of the East Wall, the barrier between Demacia and the lawless, tribal states beyond. Hoisted high on her father’s shoulders, Quinn thrilled to the pageantry of the king and his warriors, resplendent in gleaming sunsteel plate. Quinn and Caleb were captivated, vowing to become knights of Demacia and one day fight alongside the king. Their childhood games cast them as heroic knights, bravely defending the land from vile monsters, savage Freljordians or black-hearted Noxians.

They spent every moment they could in the wilds surrounding Uwendale. Their mother - one of the village’s foremost rangers - taught them how to track beast of the forest, how to survive in the wild, and, most importantly, how to fight. Over the years, Quinn and Caleb developed into a formidable team, working together in a way that brought out the best in both of them; her keen eye for tracks, his skill at baiting their prey, her aim with a bow, his prowess with a hunting spear.

But one excursion high into the mountains north of Uwendale ended in tragedy when the twins encountered a party of Buvelle nobles hunting a giant tuskvore, a predatory killer known for its thick hide, long razorhorns and ferocious temperament. The nobles had failed to kill the creature outright, and the wounded beast turned on them, goring several of the family’s young scions to death. Quinn and Caleb were quick to intervene. They drove the tuskvore off with a flurry of arrows to its skull, but not before Caleb was gored to death by the creature while saving the Buvelle matriarch’s life. The nobles thanked Quinn profusely and helped her bury her brother before gathering their dead heirs and returning home to mourn.

Caleb’s death almost broke Quinn. They had dreamed of fighting as a pair, and without her twin by her side, Quinn’s hopes of becoming a knight seemed hollow. She fulfilled her duties to her village, as was expected of any daughter of Demacia, but her heart was broken and the joy that had previously energized her dimmed like the last light of summer. Without her brother by her side, her prowess in the wilderness waned and she started making mistakes. Nothing life threatening, but she missed easy tracks, her aim was off, and became dour and uncommunicative.

Quinn regularly visited Caleb’s grave at the site of their battle with the tuskvore, unable to move on and forever reliving her moment of loss. A year to the day after Caleb’s death, she returned to the mountain clearing as she had many times before. Lost in grief and reflection, Quinn didn’t hear the approaching tuskvore. Amid the razorhorns crowning its skull were the broken shafts of arrows she and Caleb had loosed in their previous battle with the beast.

The monster charged, and Quinn desperately fought for her life against the enraged beast. She fired a dozen shafts at the creature, but none of her arrows were accurate enough to find the weaknesses in its thick hide. Exhausted from the battle, Quinn stumbled, and the beast was upon her. She dived from its path, but not quickly enough, and the tip of its horn sliced her from hip to collarbone. Badly wounded, Quinn fell as the beast circled around to finish her.

Quinn looked the beast in the eye and knew this was her death. She reached for the last arrow in her quiver as a flash of blue sliced through the air. A beautiful, blue-pinioned bird swooped in and raked its claws over the tuskvore’s face. The bird was an Azurite Eagle, the breed said to have inspired the winged symbol of Demacia and long thought extinct. The screeching bird dived again and again, its claws and beak ripping bloody gouges in the tuskvore’s skull even as the beast’s horns gouged its body and tore its wings.

Quinn slowed her breathing and drew back her last arrow as the monster bellowed in fury and charged. She loosed, her bowstave snapping with the force of her draw. But her aim was true, and the arrow flew into the monster’s open mouth to pierce its brain. The tuskvore’s body plowed a great furrow in the earth toward her, but it was dead and Quinn let out a shuddering breath of relief. She crawled to where the eagle lay, its wing broken, and saw in its eyes a deep well of kinship.

She bound the wounded bird’s mighty pinion and returned to Uwendale with the tuskvore’s horns as a trophy. The wounded bird perched on her shoulder the entire way, refusing to leave her side. She named the eagle Valor, and nursed him back to health. The bond that formed between them rekindled the fire in Quinn’s heart, and, once more, her thoughts turned to serving Demacia in battle. With her father’s help, she crafted a new weapon from the horns of the tuskvore, a finely-wrought repeater crossbow capable of firing multiple bolts with a single pull of the trigger.

With her parents’ blessing, Quinn and Valor traveled to the capital and petitioned the drill-masters of the Demacian army to join their ranks as a ranger-knight. Ordinarily, years of training were required to serve in the highly disciplined Demacian military. Quinn did not have such training, but she easily passed every test the full ranger-knights set her.

The drill-masters had no idea how such an individualistic hunter and her unique eagle might fit within their rigid command structure, so prepared to reject her petition. But before their verdict was delivered, Lady Lestara Buvelle, the noblewoman whose life Caleb had saved, intervened and vouched for Quinn’s courageous heart and great skill.

Quinn was immediately inducted into the Demacian army and though she proved a fine ranger-knight, she struggled with the inflexible hierarchy and (in her view) needlessly prescriptive regulations. Her fellow warriors acknowledged her skills, but still viewed her as something of a wild card, a Demacian who preferred operating outwith the established order, who crafted her own missions and came and went as she pleased. She never remained within the city walls for long, preferring to live out in the wild as opposed to keeping the company of her fellow soldiers. Only the fact that she was so successful in uncovering nascent threats and rooting out hidden enemies allowed her a degree of leeway unheard of in Demacian ranks.

When a Noxian assassin struck down Castle Jandelle’s commander on the Day of Lost Light, Quinn’s talents proved themselves once again. The killer escaped battalions of knights dispatched to capture him, but Quinn and Valor tracked and killed the assassin after a night of lethal traps, counterattacks and ambushes. She returned with the assassin’s blade, earning the nickname, Demacia’s Wings. Quinn remained in Jandelle just long enough to receive her commendation before she and Valor once again departed the city to return to the wilderness where they were most comfortable.

Since then, Quinn has ventured far and wide in service of Demacia, risking journeys to the far north of the Freljord and deep into the Noxian empire. Each time she and Valor have returned with intelligence vital to the security and defence of Demacia’s borders. While her methods do not easily fit within the heavily codified strictures of the Demacian military, none can doubt Quinn and Valor’s preternatural brilliance in the field.

"Most soldiers only rely on their weapons. Few truly rely on each other."



Quinn waited for the Noxians to light a fire in the forest clearing and drink two wineskins. Drunk soldiers were easy to predict. She wanted them drunk enough to be stupid, but not reckless. Mistakes got you killed in the wilderness, and these men had just made two big ones. Lighting a fire told her they were overconfident, the wine that they were sure no one was in pursuit.

Rule One: Always assume someone’s after you.

She eased herself through the mud on her belly, using her elbows to pull herself toward a hollowed out, rotten log at the edge of the clearing. The rain had turned the forest into a quagmire, and she’d spend the next few hours picking bugs and worms from her clothes.

Rule Two: Survival never takes second place to dignity.

Careful not to look directly at the campfire and lose her night sight, she counted five men - one less than she expected. Where was the sixth man? Quinn started to ease herself upright, but froze as the hair stood up on the back of her neck, a warning from above.

A shape moved from behind a tree in the darkness. A warrior. Armored in boiled black leather. Moving with skill. The man paused, scanning the darkness, his hand never leaving the wire-wound hilt of his sword.

Had he seen her? She didn’t think so.

“Hey, Vurdin,” called one of the men seated around the fire. “Better hurry if you want any of this wine. Olmedo’s drinking it all!”

Rule Three: Stay silent.

The man cursed, and Quinn smiled at his obvious frustration.

“Quiet,” he hissed. “I think they heard you back in bloody Noxus.”

“Ach, there’s no one out here, Vurdin. The Demacians are probably too busy buckling on their armor and giving it a polish to bother with coming after us. Come on, take a drink!”

The man sighed and turned back to the fire with a weary shrug. Quinn let out a slow breath. That one had some talent, but he too believed they were alone in the wilderness.

Rule Four: Don’t let stupid people drag you down to their level.

Quinn smiled and glanced up, seeing the smudge of night-blue darkness of her eagle companion against the rainclouds. Valor dipped his wings, and Quinn nodded, their wordless communication refined over many years together. She circled her right fist, then raised three fingers, knowing Valor could see her perfectly and would understand.

Rule Five: When it’s time to act, do it decisively.

Quinn knew they should just take these men out quietly and without fuss, but the affront of Noxians this deep in Demacia was galling. She wanted these men to know exactly who had caught them and that Demacia was not some primitive tribal culture to be crushed by Noxian ambition. The decision made, she pushed herself to her feet and strode into the campsite as if her being there was the most natural thing in the world. She stood at the edge of the firelight, her hood raised and her oiled stormcloak drawn tightly around her.

“Give me what you stole and no one has to die tonight,” said Quinn, nodding toward a leather satchel stitched with the winged sword symbol of Demacia.

The Noxians scrambled upright, blinking as they scanned the edge of the forest. They fumbled to draw their swords and Quinn almost laughed at their surprised ineptitude. The one who’d almost walked right over her hid his shock well, but relaxed as he realized she was alone.

“You’re a long way from home, girl,” he said, raising his sword.

“Not as far as you, Vurdin.”

He frowned, put on the back foot by her using his name. Quinn saw his mind working as he tried to figure out how much more she knew. She kept her cloak pulled tight as the men spread out, surrounding her.

“Give me the satchel,” said Quinn, a note of boredom in her voice.

“Take her!” shouted Vurdin.

It was the last thing he said.

Quinn swept her cloak back over her shoulder and lifted her left arm. A black shafted bolt from her repeater crossbow buried itself in Vurdin’s eye, and he fell without a sound. A second bolt tore into the chest of the man to his left. The remaining four came at her in a rush.

A screeching cry split the night as Valor swept down like a lightning bolt from a clear sky. His wings boomed as he spread them wide and swung around in a scything arc. Hooked claws tore the face from one Noxian, and the eagle’s slashing beak clove the skull of the soldier next to him. The third Noxian managed to raise his weapon, but Valor sank his claws into his shoulders and bore him to the ground. The eagle’s beak slashed down and the man’s struggles ceased instantly.

The last Noxian turned and sprinted for the trees.

Rule Six: If you have to fight, kill quickly.

Quinn knelt and loosed a pair of bolts from her crossbow. They hammered into the Noxian’s back and burst from his chest. He managed to reach the edge of the trees before pitching forward and lying still. Quinn remained motionless, listening to the sounds of the wilderness, making sure there were no other enemies nearby. The only sounds she heard were those she’d expect to hear in a forest at night.

She stood, and Valor flew over to her, the satchel of military dispatches the Noxians had stolen held in his claws. He dropped it and she caught it with her free hand, looping it over her shoulder in one smooth motion. Valor perched on her arm, his body rippling with the thrill of the hunt. His claws and beak were red with blood. The eagle’s head cocked to the side, and his gold-flecked eyes glittered with amusement. She grinned, her bond with the bird so strong she already understood his thoughts.

“I was wondering that too,” said Quinn. “How did these Noxians get this far into Demacia?”

The eagle gave a shrill screech, and she nodded in agreement.

“Yeah, that’s what I was thinking,” said Quinn. “South it is.”

Rule Seven: Trust you can rely on your partner.


Harrier.png Harrier [Passive]
Cooldown: 8s

Active: Every few seconds, Valor marks a nearby enemy as Vulnerable, revealing it for 4 seconds. Quinn's next attack on the target deals physical damage.

Harrier's cooldown is reduced by Critical Strike Chance.

Physical Damage: 10 - 95 (based on level) (+116 - 150% her total)
Aerial Assault.png Blinding Assault [Q]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 11 / 10.5 / 10 / 9.5 / 9s Range: 1025 Area of Effect: 210

Active: Valor flies in a line, marking the first enemy he hits as Vulnerable and reducing its vision radius dramatically for 1.75 seconds. He then deals physical damage to all nearby enemies.

If the primary target is not a champion, it cannot attack for 1.75 seconds.

Physical Damage: 20 / 45 / 70 / 95 / 120 (+80 / 90 / 100 / 110 / 120% total) (+50%)
Heightened Senses.png Heightened Senses [W]
Cost: No Cost Cooldown: 50 / 45 / 40 / 35 / 30s Area of Effect: 2100

Passive: Attacking a Vulnerable target increases Attack Speed and Movement Speed for 2 seconds.
Active: Valor reveals a large area nearby for 2 seconds.
Attack Speed: 20 / 35 / 50 / 65 / 80%
Movement Speed: 20 / 25 / 30 / 35 / 40%
Vault.png Vault [E]
Cost: 50 Mana Cooldown: 12 / 11 / 10 / 9 / 8s Range: 675

Active: Quinn dashes to an enemy, dealing physical damage while Valor marks it as Vulnerable.

Upon reaching the target, Quinn leaps off, briefly displacing and slowing it by 50% (diminishing over 1.5 seconds).

Physical Damage: 40 / 70 / 100 / 130 / 160 (+20% bonus)
Behind Enemy Lines.png Behind Enemy Lines Tag Team [R]
Cost: 100 / 50 / 0 Mana Cooldown: 3s

Active: Quinn calls down to Valor to assist her. After a 2 second channel, they unite, gaining Total Movement Speed and the ability to cast Skystrike.png Skystrike by recasting this ability or taking offensive action.

Being damaged by non-minions removes the Movement Speed bonus for 3 seconds.
Movement Speed: 70 / 100 / 130%

Eye - Show All.pngTag TeamSkystrikeEye - Show All.pngTag TeamSkystrike

Patch History[edit]

Patch 10.9

Q Nearsight duration increased.

It's been a while since we’ve given this mighty bird lady some love, especially amidst our recent buffs to her melee peers in top lane. We’re focusing on her utility here instead of damage as a slight nod to the Sanguine Blade buff (spoiler alert), as we predict she'll be taking it more often after this.

Aerial Assault.png Q - Blinding Assault

NEARSIGHT DURATION : [1.5] 1.75 seconds

Patch 9.4

ZOOMIN : Base run animation updated

Attack damage growth decreased.

The only thing faster than Valor's movement speed is Quinn's burst, and the two combine to give her opponents little time to respond even if they see her coming.

Base Stats


Armor decreased. Passive damage decreased.

Quinn's lane strength has started to become a bit of an issue. As a ranged champion, when she does get hard-engaged on she shouldn't be quite so hard to kill.

Base Stats

ARMOR : [32] 28

Harrier.png Passive - Harrier

BASE DAMAGE : [15-100]
10-95 (at levels 1-18)

Fixed several bugs related to R.

Behind Enemy Lines.png R - Behind Enemy Lines/Skystrike

BUGFIX : Fixed a bug where Quinn's Skystrike would fail to activate when cast after respawning
BUGFIX : Fixed a bug where Quinn's Behind Enemy Lines could not be cast until she respawned or returned to the summoning platform if she got interrupted during her Vault dash
BUGFIX : Fixed a bug where Quinn's Blinding Assault would visually pass through targets if cast during Behind Enemy Lines

Base attack damage decreased. Attack damage growth increased. Many bugfixes and quality of life changes.

Quinn has a lot of bugs and feel-bad moments. We're smoothing out many of those frustrations, which should lead to Quinn feeling better to play (and being stronger).

Base stats


Harrier.png Passive - Harrier

SEE VULNERABILITY : Attacks now trigger Vulnerable marks that appear on their target while they are in flight
HEAR VULNERABILITY New audio cues have been added for hitting a target with a Vulnerable mark

Behind Enemy Lines.png R - Behind Enemy Lines

STRIKE FROM THE SKIES! Skystrike now applies Vulnerable mark to all enemy champions hit
DON'T CHANGE THE CHANNEL Taking damage while channeling no longer breaks channel
HOLD ON TIGHT : Taking damage from non-minions while flying [immediately ends Behind Enemy Lines] removes Behind Enemy Lines' bonus movement speed for 3 seconds
HOLD ON TIGHT : Taking damage from minions while flying no longer slows Valor
THE ENEMY FOUNTAIN IS DOWN Automatically casts Behind Enemy Lines when returning to the Summoning Platform
LOCKOUT No longer goes on 3-second cooldown when in combat
BUGFIX : Skystrike no longer fails to cast if cast within the last 10 seconds
BUGFIX : Skystrike no longer deals double damage when cast by reactivating R
BUGFIX : Behind Enemy Lines no longer ends immediately when used near a turret that Quinn had been attacking
BUGFIX : Canceling Behind Enemy Lines while Presence of Mind is active no longer refunds mana that was never consumed
BUGFIX : Behind Enemy Lines no longer removes existing movement orders or ignores new movement orders given during its cast and channel


BASE ARMOR : [23.38] 32

Harrier procs grant more attack speed. Skystrike damage down. Quinn respawns as Valor once R is available.

Let’s paint a picture: you’re minding your own business when a blazing-fast bird streaks out of the fog of war. In an instant, your vision disappears. A moment later, you’re dead. Quinn’s burst - combined with her high movement speed - gives opponents little time to react to her entrance. We want Quinn’s kill combo to have a little more room for enemy reaction, shifting some of that burst into extended trade strength.

Heightened Senses.png W - Heightened Senses

BONUS ATTACK SPEED : [20/25/30/35/40%] 20/35/50/65/80% on Harrier proc

Behind Enemy Lines.png R - Behind Enemy Lines

SKYSTRIKE DAMAGE : [100%] 40% total attack damage
CATCH THE PIGEON After putting at least one point in Behind Enemy Lines, Quinn respawns as Valor after deaths for the rest of the game

Q duration reduced and cooldown increased.

For anyone that’s laned against Quinn, this change is a bit of a no-brainer. While giving her the ability to shut down long-ranged champions (like Xerath or Jhin) is neat, in reality Quinn just finds the weakest melee champion on the enemy team and controls their ability to contribute. Quinn’s identity is all about hyper-roaming and the flexible pick/pushing potential that comes with that. Quinn’s identity is not making melee champions obsolete - so we’re adjusting.

Aerial Assault.png Q - Blinding Assault

COOLDOWN : [11/10/9/8/7 seconds] 11/10.5/10/9.5/9 seconds
DURATION : [2 seconds] 1.5 seconds


While Blinding Assault doesn't truly blind anymore, there was a nasty bug that would make key abilities like Udyr's E- Bear Stance or Twisted Fate's W - Pick-A-Card miss while nearsighted. That's pretty frustrating, and also just not how the ability is meant to work. Fixed!

Aerial Assault.png Q - Blinding Assault

I SEE : Fixed a bug where some empowered basic attacks would miss while nearsighted.

Attack damage down. Q damage and ratio decreased, and cost increased.

If you’ve played against Quinn this patch, you already know that Blinding Assault does too much damage for the utility it provides. Hitting her damage across the board cements proper use of Harrier and Blinding Assault’s smokescreen effect to win duels, rather than just clicking on them really hard.


BASE ATTACK damage : [56.46] 54.46

Aerial Assault.png Q - Blinding Assault

BASE damage : [25/55/85/115/145] 20/45/70/95/120
ratio : [0.8/0.95/1.1/1.25/1.4 total attack damage] 0.8/0.9/1.0/1.1/1.2 total attack damage
cost : [50 mana] 50/55/60/65/70 mana

Once we were blind, but now we can see.

After her update, Quinn's in a powerful yet binary state. Her two main outputs are: one, executing people with high bursts of damage, and two, insane map mobility. These two strengths work fabulously if Quinn's ahead, but when behind, she has access to neither.

In 5.23, we're smoothing out Quinn's damage curve to be less punishing when she gets ahead. We're also also adding a 'pseudo-blind' back to Aerial Blinding Assault, infusing some tactical utility when she can't scrap it out. Fighting a melee combatant? 'Blind' them and vault away to juke, or toss Valor into a teamfight to disrupt their attempts to save their allies. We want dueling as Quinn to have more moments than just, 'vault on them and hope they die before I do.

Harrier.png Passive - Harrier

BASE DAMAGE 15-105 (at levels 1-18)
RATIO : [1.5 total attack damage] 1.16 - 1.5 total attack damage (at levels 1-18)

Aerial Assault.png Q - Blinding Assault

NAME : [Aerial Assault] Blinding Assault
THAT WAS QUICK No longer deals increased damage based on your enemy's missing health
GOING HUNGRY No longer refunds half the cooldown when it kills an enemy
I DON'T SEE IT Now applies Nearsight to the first target hit for 2 seconds, removing allied vision and reducing its vision radius to 300
FULLY PARALYZED When cast on non-champions, renders them unable to attack or cast spells
BASE DAMAGE : [20/45/70/95/120] 25/55/85/115/145
RATIO : [0.7/0.75/0.8/0.85/0.9 total attack damage + 0.35 ability power] 0.80/0.95/1.10/1.25/1.40 total attack damage + 0.5 ability power

Behind Enemy Lines.png R - Behind Enemy Lines

RENAMED : [Tag Team] Behind Enemy Lines


Kicking off our foray into the Marksman Update, Quinn's a champion that's always been confusing to say the least. Too unsafe to see success as a typical bottom laner, she was banished to the land of ‘niche top laners', either snowballing and forcing surrenders or losing the game before getting off the ground. Quinn's always had her unique traits, but never enough in one direction to find a true identity in League.

Now, Demacia's Wings bear the responsibility as their team's first-responders in case of emergency. Need to stop a split-push in progress? Need to create one of your own? Quinn and Valor can put out (or start) fires wherever there's trouble, patrolling the Rift at top speed on practically no cooldown. As flexible as ever, the dynamic duo are ready to take flight in almost any position, given you've got a keen sense of map awareness to support your daring maneuvers.


BASE ATTACK DAMAGE : [51.04] 56.46
EYES IN THE SKY : Recommended Items updated

Harrier.png Passive - Harrier

BONUS DAMAGE : [25 - 215 (+0.5 bonus attack damage)] 0.5 total attack damage
COOLDOWN : 8 seconds
IT'S A LOT OF MATH : Harrier's cooldown is reduced by 1% per 1% Critical Strike Chance, multiplicatively (ex. at 50% Critical Strike Chance, Harrier's cooldown is ~5 seconds, at 100% Critical Strike Chance, the cooldown is ~3 seconds)
NO TIME TO WASTE : Valor now marks targets as Vulnerable immediately when Harrier is available

Aerial Assault.png Q - Aerial Assault

NAME : [Blinding Assault] Aerial Assault
DAMAGE : [70/110/150/190/230 (+0.65 bonus attack damage) (+0.5 ability power)] 20/45/70/95/120 (+0.7/0.75/0.8/0.85/0.9 total attack damage) (+0.35 ability power), increasing by up to 100% based on the target's missing health
COST : [50/55/60/65/70 mana] 50 mana at all ranks
CAST TIME : [0.31 seconds] 0.25 seconds
I SEE No longer blinds targets hit
SHE'S STILL THROWING A BIRD AT YOU Now marks the first target hit as Vulnerable
BRING BACK SCRAPS If Aerial Assault kills a target, half the cooldown is refunded

Heightened Senses.png W - Heightened Senses

MOVEMENT SPEED FROM HARRIER : [20/30/40/50/60 flat movement speed] 20/25/30/35/40 percent movement speed
DURATION : [3 seconds] 2 seconds

Behind Enemy Lines.png R - Tag Team
After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two have massively increased movement speed from all sources and can cast Skystrike by taking an offensive action or reactivating Tag Team.

COST : [100 mana] 100/50/0 mana
COOLDOWN : [140/110/80 seconds] No cooldown
DURATION : [20 seconds] Indefinite
I NEED SILENCE : If Quinn takes damage while channeling, Tag Team's cooldown is set to 3 seconds
TAG TEAM MOVEMENT BONUS : 70/100/130% total movement speed
SKYSTRIKE DAMAGE : [100/150/200 (+ 0.5 bonus attack damage)] 1.0 total attack damage
SNACKS No longer deals increased damage based on enemy missing health
TAKE US DOWN, VAL : Basic attacking or dealing direct damage causes Quinn to swap in
DIRECT HIT : Taking champion or turret damage causes Quinn to swap in
BRUSH IT OFF : All other sources of damage disable Tag Team's speed bonuses and slows Quinn and Valor temporarily

Blinds work intuitively.

"Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing a bird into the eyes of enemy marksmen. "
  • Aerial Assault.png Q - Blinding Assault
    • [NEW] GOUGE 'EM VALOR : Blind 'miss' window changed from on-attack declaration to on-attack launch (For reference, 'attack launch' is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)

Bugfixes and general improvements to E.

"Quinn's problems don't begin and end with Vault, but as one of the most flexible tools in her arsenal she'll often live or die by it. Smoothing out some interactions and fixing some bugs should see her and Valor's synergy in top form for the fighting, and now even resets her basic attack for some high-level Harrier optimization. Look Val, buffs! "
  • Vault.png E - Vault
    • [NEW] GOT THE RESET : Now resets Quinn's basic attack timer upon landing
    • VALOR, TO ME! : Fixed a bug where Harrier was occasionally not applied by Vault
    • TOO FAR : Fixed an issue where Vault could sometimes move Quinn out of her basic attack range when casted on close-range targets
    • EVASIVE MANUEVERS : Vaulting off of an enemy to pass through terrain is now easier

"Some bugfixes for Quinn to give her a little more consistency in play."

  • Vault.jpg E - Vault
    • LOOK VAL, SNACKS: Now always causes Valor to immediately mark the target, even if Valor is in the process of marking another nearby enemy
    • PROPER FORM: Fixed a bug where Quinn would sometimes propel herself in the wrong direction

With this change you'll still have to figure out what Valor likes to do, but at least you'll know when he's taking a break and won't help you out on his own.

  • Harrier.jpg Passive - Harrier
    • UTILITY: Now displays as 'on cooldown' when Valor is unable to mark a target on his own due to recently marking a target


  • Vault
    • Fixed a bug where Vault failed to interrupt targets that were immune to slows

We wanted to highlight Quinn's great strengths as an unconventional AD carry with high cross-map mobility. As such, Quinn can now use Tag Team more reliably in and out of fights, and the additional movement speed on Heightened Senses should allow her to remain more elusive in skirmishes.

For the other two changes, we gave Blinding Assault an ability power ratio so that players can gain some additional power when building items like Trinity Force or when receiving the Baron Nashor buff. For Vault, we added a mini stun on Quinn's target as she dashes toward them, making it more reliable as an escape.

  • Blinding Assault
    • Now has a 0.5 ability power ratio
  • Heightened Senses
    • Passive as Quinn now grants 20 / 30 / 40 / 50 / 60 movement speed in addition to the attack speed bonus
  • Vault
    • Now briefly interrupts the target
  • Tag Team
    • Maximum movement speed bonus increased to 80 / 90 / 100% from 80% at all ranks
    • Base movement speed bonus increased to 20 / 30 / 40% from 20% at all ranks
    • Cooldown reduced to 140 / 110 / 80 seconds from 140 / 120 / 100
    • Skystrike can now be cast 1 second after activating Tag Team, down from 2.5

v3.05 Balance Update

  • Harrier
    • Valor now marks targets slightly more frequently
    • Targets are now marked more immediately when Valor lands on the target
  • Vault
    • Quinn now lands closer to her target when using Vault from far away




  • 2018

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