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Choose Champion Build:
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ADC
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BRUISER BUILD
Introduction


A little bit about the guide...
Hello ladies and gentlemen and welcome to my


Some things about Quinn
Unlike many other champions

a)

b)or as a bruiser on top/mid
In both cases,







Another reason


Playing in melee form can always be risky though.
In general, as




+Easy last hits with

+Great trading potential thanks to


+High mobility with


+Area scout with

+AS steroid

-Short range(525)
-Needs farm to scale into lategame, otherwise she falls off
-Needs some time to master her skillset both in melee and ranged forms
-Positioning dependant
-Squishy like every other adc

Offense








Frenzy can increase your damage output a lot if you have at least 1 crit item.


Defense












Alternatives
greater mark of armor penetration: This is also viable but on a non 100% spell dependant champ like






Although you already have lots of mobility and a sort of escaping tool, ![]() ![]() |
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Valor periodically marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 50% bonus AD) bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn triggers the vulnerability. Valor will first prioritize Quinn's most recent attack target. If Quinn has not attacked anyone recently, Valor will target nearby low health units (prioritizing champions over minions).
Harrier is disabled while Tag Team is active.






Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 1.5 seconds.
Tag Team: Valor deals physical damage to all enemies in an area around himself and blinds them for 1.5 seconds.
When trading using


Passive: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 3 seconds.
Active: All area within range is revealed for 2 seconds.
Tag Team-Passive: Valor gains bonus attack speed.
Tag Team-Active: All area within range is revealed for 2 seconds.
This abilty can save your life. Some situations where you have to use this are:
- When a ward elapses and the supp doesn't have the luxury to replace it quickly.
- When your enemies in lane start to play defensively
- When most enemies can't be seen and you think they're baron/dragon/making a trap.

Quinn dashes to an enemy, knocking it back a short distance, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds.
Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable.
Tag Team:Valor dashes to an enemy and applies the same slow, knockback and physical damage, but does not mark or leap off the target.



For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat.
tag team transforms you into valor, giving you extra MS and changing your range into melee. Your spells have the same cooldown after the transformation. In lane and in 1vs1 situations, you can use tag team to duel or to finish off targets and then go away. In teamfights though, using tag team might be risky and cost your life if not activated at the right time.

Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 1% for every 1% of an enemy's missing health.
If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.
An huge AoE damage ability with 50%-100% damage ratio which increases equally to the enemie's missing health, so it's great for finishing off targets. If you have the chance to use it in teamfights do it but don't force it. You're not an actual assasin, you don't want 1 for 1 situations.







Get







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If you're against a skillshot lane
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Do you want to build avery quick ![]() ![]() ![]() |

Item Sequence









This is your normal start early game, which provides with everything you need during laning phase. You have damage(AD ,AS, Crit) sustain on hit and mobility. Your very first goal shall be to have










Item Sequence












This is an example of your full build.












NOTE: Most games won't last long enough and might have only 4/5 big items.
NOTE: The S3 meta doesn't want IE to be a core damage item, atleast in most carries. Don't be afraid to leave it out of your build/delay getting it for a defensive item.


Item Sequence








These four items are strong but not as much as the ones in the example build are.













In the very first stages of the game(until level 4) focus on last hitting. Where,


After level 4, where you shall have 2 points in






Another harrass techinque is using



After getting tag team your busrt increases a lot and the high MS makes dueling easy peasy. If you have an under 50% hp enemy change into valor dash to him with








The mid-game has to do with your transition from early to late game. There is not really a perfect time when the mid-game starts/ends but you can understand when it starts and finishes from particular aspects like the frequency of ganks from non-junglers or generally how much people roam. In this stage of the game the first teamfights might start happening unless you're playing to passively.
What you have to do during mid-game is finishing







What happens though if you did extremely well early game(around 150 farm, 2/3 kills) and you already have




Before the fight starts you shall stay in safety behind your team's tanks/ offtanks. If your team has a strong initiator with AoE CC like









Difficulty: 5/10 This math up is comepletely skill based. ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 8/10![]() ![]() ![]() |
Difficulty: 4/10 Riot has destroyed ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 4/10![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 3/10![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: ![]() ![]() |
Difficulty: 5/10![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 3-4/10![]() ![]() ![]() ![]() ![]() |
Difficulty: 3/10 I don't have much experience with/against ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 6/10 You can out damage ![]() ![]() ![]() ![]() ![]() ![]() You still have chances though...if she runs out of mana don't be afraid to ![]() ![]() |
Difficulty: 5/10 This is a completely skill based match up. Actually, it depends more on how well ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 7/10![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 4-6/10 This is an (almost) even matchup. Both champs have great damage in lane( when trading) and average harass mechanisms. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Difficulty: 6/10![]() ![]() ![]() |
Difficulty: 8/10 This matchup is similar to the ![]() ![]() ![]() ![]() ![]() Generally the more distance you have from ![]() |
Difficulty: 2/10 This is the easiest matchup for you. You out damage ![]() ![]() ![]() ![]() ![]() |


![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Chain Warden Ranged, Tank, Support Synergy: Medium- High Chances of a successful gank: High Specialty: Hook, Slow, Shield Explanation: ![]() ![]() ![]() |
SPAAACE |
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![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Tidecaller Ranged, Mage, Support Synergy: High Chances of a successful gank: High Specialty: Knockup, Stun, Heal Explanation: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() ![]() ![]() zeke's herald ![]() |
![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Gem Knight Melee, Tank, Support Synergy: High Chances of a successful gank: Medium Specialty: Armor Aura, Stun, Heal Explanation: ![]() ![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Radiant Dawn Melee, Tank, Support Synergy: High Chances of a successful gank: Hgh Specialty: Stun, Dash, Slow Explanation: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() ![]() ![]() ![]() zeke's herald |
![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Great Steam Golem Melee, Figher, Support Synergy: High Chances of a successful gank: Hgh Specialty: Grab, Knockup, Silence Explanation: Similar to ![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() ![]() ![]() ![]() ![]() |

![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() Maven of Strings Ranged, Support Synergy: Medium Chances of a successful gank: Low(without ulti) Specialty: Multiple Auras, AoE Stun, Heal Explanation: ![]() ![]() ![]() |
SPAAACE |
![]() ![]() ![]() ![]() ![]() |
consecration![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Starchild Ranged, Support Synergy: Medium Chances of a successful gank: Low Specialty: Mana restore, Silence, Heals, Bonus MR Explanation: ![]() ![]() |
SPAAACE |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
SPAAACE |
![]() The Minotaur Melee, Tank, Support Synergy: Medium Chances of a successful gank: High Specialty: Knockup, Knockback, Heal Explanation: After many nerfs ![]() |
SPAAACE |
![]() ![]() ![]() ![]() ![]() |
NOTE: MORE SUPPORTS COMING SOON!


BUILDING
Runes
When playing top/mid




Masteries
The masteries of bruiser



Summoner Spells


Abilities
Exactly like adc

Items
Start the game with





















What you need in your built is:
1 sustain item
1 AS item
1 ArP/ armor reduction item
1/2 big damage item( not AD-damage output)
1 big Hp item
1 Armor Item
1 MR item
Boots(1 of course)
But these are eight and i can only built 5...
Well most items provide more than one stat. For example:



etc.
The balanced build in the end shall have


Another thing you shall do when building as bruiser is adapting to the situation, which means changing your build depending on the enemy team/lane.
Vs AP Heavy lane:




or
Vs ap heavy lane:




The 1st build is slightly cheaper but gives you less trading potential and it's not that good in mid-late game since


Vs AD Heavy lane:




You can also built

Gameplay
Laning
When laning at top/mid you shall remember that there isn't a support to counter-attack you when you want to attack to a with






After reaching level 6 dueling becomes very easy thanks to the mobility of tag team and the increased burst of skystrike.
Mid game
During mid-game you shall actually behave as you would do as adc...split push. You might not have the AoE from

You can also just move around and focus on killing enemies in small fights (2vs2, 3vs3) but this is not always the key to victory, especially if you didn't get fed/overfarmed early game.
Team Fights
Now you're a bit more tanky so you shall not be afraid to use tage team to catch an off position target(squishy one). You shall still be carefull ,however. Don't dash onto enemies and wait for your teammated to initiate or to get initiated. Stay someone between your pure tank and the adc and don't force situations. You don't need to attack the enemy ADC. Focus the closest enemies.

-TROLLing1999
Before i finish, i would like to thank people who contributed to this guide:
- -NA- Veng Lmfao for the amazing template of the supports section and the Phoenix Quinn banner.
- jhoijhoi for the awsome colored banners and the template of the summary banner in the top/mid quinn section. It can be found here.
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