Quinn Build Guide by Aeif
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This guide is a work in progress and is meant to give a general starting point for prospective Quinn players, as well as mechanics tips and decision making help. This guide focuses especially on the hybrid role of AD carry and assassin.
As such, I will not spend much time on skilling order, runes, masteries, or items. I do not aspire to be rated high or to have the best Quinn guide. I only wish to help counter the general mindset that most people have on Quinn by addressing some concerns and complaints many have about some aspects of her gameplay (namely her passive and ultimate).
Tldr; The majority of the players have deemed Quinn as trash, a sub-par champion that needs a buff from Riot.
I strongly disagree.
Introduction to Quinn
Quinn is a curious AD carry.
Many have said that her kit makes no sense whatsoever - the pitiful attack range, the gimmicky steroid, the 'escape' that is difficult to escape with, and most importantly, her ultimate that forces her to be a melee champion.
These people say that Quinn is a terrible carry, and, actually, I would agree with that statement. Quinn is, compared to most other AD carries, mediocre.
She is a fantastic early-mid-to-mid game assassin and is virtually peerless in dueling, scouting, chasing, backdooring, bursting, counter-jungling, and generally instilling fear in the enemy squishies. Above all, Quinn has strong map presence, rivalling that of Hecarim's.
In conclusion, effectively playing Quinn requires a somewhat different mindset than one would use for other carries. She is an assassin-carry, not just a carry.
I recommend going Cleanse+Flash in ranked games, while going either Exhaust/Ignite+Flash or Ghost+Flash in normal games.
Heal could be used in place of Ignite as it counters other Ignites and functions similarly to a Barrier.
Teleport is a sub-par spell - Quinn is only slightly above average as a backdoorer, and generally, she can use her ultimate to get to locations quickly.
Barrier is a sub-par spell as Quinn would better benefit from the aggressive alternatives (Ignite or Exhaust).
Clairvoyance is a spell I have not yet tested on Quinn, but one I would like to - it would greatly increase her ability to scout out locations, counter-jungle, and catch fleeing or oncoming enemies.
W (Heightened Senses) is a valuable utility spell that grants vision and attack speed, but not so much that you need to focus on it. Generally you should take one point in it by level 4 so that you will gain the 40% attack speed bonus for Valor form, and max it last.
The biggest problem is whether to max Q (Blinding Assault) or E (Vault) first.
A general rule of thumb when deciding to level them is to remember what kind of opponent you're facing. You see, leveling either spell does nothing for the duration of the blind or slow - simply the cooldown and damage.
If you can land skill shots with accuracy, plan on pushing your lane, and want more damage, give more priority to Blinding Assault.
If you want to stall your lane, want to be able to forcibly proc Harrier with Vault more often, and can't hit your opponent with a skill shot, give more priority to Vault.
The amount of damage you will do in lane depends on your ability to gauge which skill you need more and your ability to capitalize using said skill while being careful not to deplete your mana points.
Valor passively marks enemies as Vulnerable. Quinn can auto-attack targets who have a Vulnerable mark on them, consuming the mark to deal bonus damage (0.5 AD scaling). A mark lasts for 4.5 seconds and if it is not activated by that time it will go on a 10 second cooldown. If it is activated, its cooldown is shortened to 3 seconds.
Harrier prioritizes in the following order: Last enemy hit, Lowest health enemy champion, Lowest health enemy minion.
Therefore, auto-attacking once on a champion and waiting a few seconds should cause Harrier to activate on them. Harrier is indeed slightly gimmicky, but if all else fails you can force Harrier to activate on a target of your choice by using Vault.
Harrier's 0.5 AD scaling is impressive for a passive as it is possible to proc a passive Harrier mark on a single target, use Vault to forcibly proc a passive Harrier mark again, and then fight for 3 seconds until the the Harrier naturally procs again.
This means, in the span of roughly five seconds, it is possible to proc Harrier three times which comes up to a whopping 1.5 AD scaling, not including the damage from your auto-attacks (which have increased attack speed due to Heightened Senses), your other basic abilities, and the damage from other sources (e.g. Blade of the Ruined King, minions, auras, your allies).
Even if you only had 80 attack damage, the passive would grant an extra raw 200 damage.
If you remember only one thing from this section, remember this: Quinn is rewarded for extended duels.
Vault is an aggressive ability that isn't really an escape as much as it is a gap-closer.
In Quinn form it is mostly used for its CC and instant proc of Harrier.
If you plan on using it to gain distance from an enemy, be as close as you possibly can to the enemy before using it as you will gain more distance.
If you are already far away and use Vault, you might end up even closer to the enemy than you were before.
If you are near a wall, be sure that your back is to the wall and your enemy is facing you before using it. You will be able to jump over the wall.
Remember that in Valor form, Vault entirely becomes a gap-closer and, to escape, one would have to use it on a creep.
"Underwhelming" Ultimate - Skyfall
First off, there are two ultimates that Quinn and Valor possess - Tag Team, the first activation of her ultimate, and Skyfall, the second activation. In this section I will talk about the latter ability.
Skyfall has a 1.0 AD scaling and its base damage increases depending on how much health a target has missing. However, do not solely depend on the 1.0 AD scaling to finish targets off.
Skyfall is best used after using Tag Team and then using Vault as a gap closer to the target, then using Blinding Assault and auto-attacking for several seconds.
As an assassination tool, Skyfall works brilliantly, as it is AOE and can net multiple kills, as well as reach people who have used an escape.
"Underwhelming" Ultimate - Tag Team
Now let's get to the main point. Tag Team.
Tag Team forces Quinn to become a melee champion.
Tag Team is not meant for a teamfight at all. Don't use it for a teamfight because you will be focused and you will die without even being able to cast Skyfall.
It is best used for duelling or chasing, and is less optimally used for backdooring.
... If you plan to use Tag Team as an escape remember that you should have at least 40% additional attack speed and 20 additional movement speed as Valor. This means you are wasting your ability to assassinate/chase and kill high-value targets.