Quinn be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Unestablished courseArrr, standard Summoner's Rift preparation
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Quinn Mid build
Quinn be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.
Protect th' wave course
A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.
Arrr, kit reference
Quinn tricks
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.
Arrr, what it doesEnglishValor, Quinn's Demacian eagle, periodically marks enemies with Harrier. Quinn's first basic attack against Harrier targets will deal bonus physical damage.
Arrr, practical readHarrier be an automatic part o' th' kit involving basic-attack interaction and damage. Track when its condition be active instead o' treating every fight th' same way.
Q
Qtrick
Blinding Assault
Arrr, what it doesEnglishQuinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area.
Arrr, practical readBlinding Assault contributes vision ship's intelligence. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 11/10.5/10/9.5/9 secCost50/55/60/65/70Arrr, listed rangeArrr, 1025 units
W
Wtrick
Heightened Senses
Arrr, what it doesEnglishPassively grants Quinn Attack Speed and Move Speed after she attacks a Harrier target. Activate to have Valor reveal a large area nearby.
Arrr, practical readHeightened Senses contributes basic-attack interaction and vision ship's intelligence. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 50/45/40/35/30 secArrr, listed rangeArrr, 2100 units
E
Etrick
Vault
Arrr, what it doesEnglishQuinn 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.
Arrr, practical readVault contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 12/11/10/9/8 secCost50Arrr, listed rangeArrr, 675 units
Movement
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.
R
Ultimate
Behind Enemy Lines
Arrr, what it doesEnglishQuinn 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.
Arrr, practical readBehind Foe Lines contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
CooldownArrr, 3 secCost50/25/0Arrr, listed rangeArrr, 700 units
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Use wave priority afore looking fer another play
1
Course
Push safely, then threaten vision, a side course or th' foe jungle without abandoning free farm.
2
Sea chart play
Reach river first aboard wit' yer Jungler and preserve th' cooldown needed if th' foe contests.
3
Fights
Pressure a valuable target while respecting th' control that can end yer lead.
Even course
Manage th' wave and keep both sides o' th' sea chart visible
1
Course
Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.
2
Sea chart play
Move on a completed wave and return afore several waves be lost to th' tower.
3
Fights
Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.
Behind course
Clear th' deck safely and make th' foe expose themselves
1
Course
Use range, tower space and vision. Do nay contest every last aboard hit if it opens another kill.
2
Sea chart play
Ping lost overboard early and take th' seaworthy course; blindly matching a stronger roam can meet defeat two positions.
3
Fights
Group 'round yer most dependable control and damage rather than searching alone fer a comeback.
Pings, movement and prizes
Quinn Mid sea chart course
Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.
Ahead
Use priority to arrive first aboard, nay recklessly
Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even
Turn one managed wave into sea chart pressure
Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind
Clear th' deck safely and warn both side lanes
Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Handle th' wave
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
2
Signal th' course
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
3
Arrr, enter together
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
4
Pick th' job
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Use th' chart
Put Quinn into a real matchup
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.