
Marksman / Skirmisher
Beginner Rule
If Quinn leaves lane, warn your team immediately — her roaming is one of her biggest strengths.
Quinn is a ranged marksman who excels at lane bullying and roaming. She wants to use Vault (E) to create favorable trades before using Behind Enemy Lines (R) to impact other parts of the map. Many beginners focus on Quinn in lane and forget how quickly she can roam.
Level 1-3 – Strong early lane pressure.
Level 6 – Ultimate unlocks roaming potential.
First Item – Burst and poke improve significantly.
Early poke
Vault disengages
Roaming
Vision control
QWhat it does
Marks an enemy with Valor and blinds them, reducing their vision and dealing AoE damage nearby.
How to play against
Being blinded makes your basic attacks miss. During blindness only use abilities — don't waste autos.
WWhat it does
Passive: grants Attack Speed and Move Speed after hitting a Harrier-marked target. Active: Valor scouts a nearby area.
How to play against
After she hits a Harrier-marked target she gains speed and attack speed. Back off when you see the mark appear on you.
EWhat it does
Dashes to an enemy dealing damage and leaping backward off them. Briefly interrupts them.
How to play against
She dashes in and then leaps backward — she can use this to get away after attacking. She's airborne in between.
RWhat it does
She and Valor fly around at very high speed. Ending it casts Skystrike dealing damage and marking nearby champions with Harrier.
How to play against
She uses R to roam at extreme speed. When she disappears expect her anywhere on the map within seconds.
E → Auto → Q
Standard trade combo.
Blind → Full Trade
Wins short fights.
R → Roam → Pick
Creates advantages across the map.

Harrier: periodically Valor marks a nearby enemy as Vulnerable. Quinn's next attack on the marked target deals bonus physical damage. Mark a vulnerable target always gives her a bonus-damage free hit.