
Scorchclaw Pup
450 goldProvides Smite and a jungle companion that later adds a slowing burn for committed fights.
Jungle · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Quinn can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides Smite and a jungle companion that later adds a slowing burn for committed fights.

Adds attack speed and repeated-attack damage for a sustained physical-damage core.

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

Adds percentage armour penetration against targets who have built meaningful armour.

Adds a revive for a high-value late fight after the functional damage or durability core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Best when: Wit's End adds magic resistance without giving up attack speed.
Runes and summoner spells
The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Valor, Quinn's Demacian eagle, periodically marks enemies with Harrier. Quinn's first basic attack against Harrier targets will deal bonus physical damage.
Quinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area.
Cooldown (s) 11/10.5/10/9.5/9 · Cost 50/55/60/65/70 · Listed range (units) 1025Passively grants Quinn Attack Speed and Move Speed after she attacks a Harrier target. Activate to have Valor reveal a large area nearby.
Cooldown (s) 50/45/40/35/30 · Listed range (units) 2100Quinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum Attack Range away from the target.
Cooldown (s) 12/11/10/9/8 · Cost 50 · Listed range (units) 675Quinn and Valor team up to fly around at great speed. Ending the ability casts Skystrike, which deals damage to nearby enemies and marks champions with Harrier.
Cooldown (s) 3 · Cost 50/25/0 · Listed range (units) 700Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.