Qiyana Champion Guide
Ultimate Cooldown
Level 6: 120s, Level 11: 120s, Level 16: 120s
Skill Mechanics
- Q: QF, QF, Invisibility, /, MS ↑, QF, Root, Slow, QF
- W: Conditional, On-Hit, AS ↑, /, Conditional, MS ↑, WF, Buff Stack, /, Dash, Wall Hop
- E: EF, Dash, Wall Hop
- R: RF, Knockback, /, Conditional, Stun
Champion Notes
- Qiyana is hard. Tips from experienced players are welcome.
- Since Qiyana flows better explained starting with W, W comes first. W lets her switch between 3 elements. Using it on brush, river, or terrain grants [[DASH]]. She gains that element and Q gets [[CDR_RESET]]. W's [[PASSIVE_BONUS]] is [[MS_UP]] while standing on terrain with an element.
- P adds [[DMG_PHYSICAL]] to [[BA]]s or abilities. Has a separate [[COOLDOWN]] per target. Gaining a different element from W triggers [[CDR_RESET]] for P on all targets.
LOLTIP
LOLTIP
26.13 patch
Qiyana

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Qiyana
Haste
0
Level120s
6
Base
Alt
P
-
Q
None
QF
Brush
QFInvisibility/MS ↑
River
QFRootSlow
Terrain
QF
W
W Passive
ConditionalOn-HitAS ↑/ConditionalMS ↑
W Active
WFBuff Stack/DashWall Hop
E
EFDashWall Hop
R
RFKnockback/ConditionalStun
Rough Teamfight Guide
- •Qiyana is hard. Tips from experienced players are welcome.
Overview
- •Since Qiyana flows better explained starting with W, W comes first. W lets her switch between 3 elements. Using it on brush, river, or terrain grants Dash. She gains that element and Q gets CDR. W's Passive Bonus is MS ↑ while standing on terrain with an element.
- •P adds Physical Damage to Basic Attacks or abilities. Has a separate Cooldown per target. Gaining a different element from W triggers CDR for P on all targets.
- •Q deals Physical Damage in a narrow AoE. Gaining an element changes the Q ability. It becomes a Projectile and fragments on hit for an extra hit behind (Lissandra Q). 1. Brush Q makes Qiyana Invisibility and creates a Zone MS ↑ that only applies to the Projectile's path for Qiyana. Disappears if she leaves it. 2. River Q applies Root and a brief Slow on hit. 3. Terrain Q deals bonus Physical Damage to targets below 50% HP.
- •E Dashes through a target. Using Q during this automatically casts it on the target.
- •R fires a Projectile that Knockbacks enemies. When the Projectile hits a wall, connected walls explode in sequence from nearest to farthest. The explosions deal max-HP-based Physical Damage and Stun proportional to the Projectile's travel distance. Additionally, if the Projectile passes through brush or river, only the path it traveled through explodes.
TMI
- •WF technically works, but not sure how practical it actually is.
- •R has unique hit detection. Normally R explodes on wall contact to apply Stun. However, if river or brush is in R's path, it explodes and deals damage + Stun even without hitting a wall. Ex) if R's Knockback lands where the river or brush ends and there's no wall, just flat ground, neither the damage nor Stun applies.
Interaction Details
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