Quinn Build Guide by the chaos bringer 00
Not Updated For Current Season
Late Game Goal + Defensive
Your final build should look like this
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.
Hello guys and welcome to my guide for Quinn. Well this is one of the first few guides that come out once this champion is released. Anyway, I have around 60 games with her on the PBE server and I think she is a quite nice champion. Many think that she is only able to go bottom lane with a support but she is not a usual ranged dps champion. Her whole kit feels like one of a duelist so I think that this adds some flexibility for placing her in the top lane. This is probably where she is going to be played if picked in high ELO and tournament level matches. Anyway I don't really know much about playing her in the top lane so (for now) I will be only focusing on her ADC side. As far as my impressions are concerned I believe that she has an excellent 1v1 potential (might even be better than Vayne) with her blind and ultimate. She has a weak early game but scales extremely well into mid and late game.
Pros and Cons
- +Very good 1v1 potential against AA-based champs
- +Hard to gank
- +Decent late game scaling thnx to Harrier
- +Useful scouting ability
- +Gap closer
- +Travels distances fast
- +Good split pusher
- +Not mana hungry
Tag Team Tag Team
I am using the typical 21-9-0 aggressive masteries suitable for any ADC in the game (except maybe Urgot).
- 4 points in Alacrity which synergises well with the passive from Heightened Senses.
- 4 points in Sorcery for the much needed CDR.
- 4 points in Deadliness to unlock Weapon Expertise and gives some bonus ad too.
- 2 points in Havoc for damage increase.
- 1 point in Weapon Expertise : useful armor pen till you get Last Whisper.
- 2 points in Brute Force for some extra AD.
- 3 points in Sunder cause armor pen is always good.
- 1 point in Executioner for getting them kills.
- 1 point in Summoner's Resolve for better Cleanse
- 4 points in Durability to make you tankier late game
- 3 points in Hardiness or 3 points in Resistance depending on your lane opponent if he's AD or AP.
- 1 point Veteran's Scars : Improve your laning phase trade ability.
Get Greater Mark of Attack Damage since Quinn has nice AD ratios. These runes will allow you to win easily trades, harass better and make last hitting a breeze. Alternatively get Greater Mark of Armor Penetration if you are aiming towards more mid/late game power.
Get Greater Seal of Armor in order to manage minion aggro. Also you are usually against a physical damage champion in bot lane so why not?
Get Greater Glyph of Magic Resist against supports that do heavy magical damage such as Zyra, Sona or Blitzcrank. These are also very good in games where the enemy mid laner is a champion that pushes and then starts roaming such as Ahri. Alternatively get Greater Glyph of Scaling Magic Resist if the enemy mid laner is late game oriented such as Ryze.
Greater Quintessence of Attack Damage are the best to get imo because it scales with your passive which got a nice AD ratio and deals ridiculous damage throughout the game. Moreover you got 1.0 Bonus AD ratio on your ultimate second cast so it's good to get more AD.
I prefer to go
on Quinn and just let me explain why.
Flash is in general terms the best summoner spell in the game. Lets you escape, take kills, juke, make plays and the most important; position yourself which is crucial on any ADC. Also this spell has great uses on Quinn: You can perform multi-gap closers in order to escape or chase and of course you can position yourself in order to blind someone.
I like very much Cleanse on Quinn because as an ADC you are very susceptible to CC and you have one of the shortest AA ranges of all the carries and you will often find your self being under danger of an assassin diving on you and trying to unleash their CC to lock you down.
Other summoner spells:
Ignite is nice against a duo comp with a healing support such as Soraka. It can also help you take some early kills in order to snowball.
Barrier is the new Heal but simply much better. I find it to be great against teams with no important CC sources. You can also bait someone into diving or forcing an exchange with you and then you press D/F and you instantly get a good shield.
What it does
Valor marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a vulnerable enemy, she deals 15 + (10 * level) / 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.
When I play Quinn, I often find myself trying to attack the marked opponent at any cost. But this is just wrong. First of all, the enemy when he gets marked he will try to bait you into attacking him and then will probably will try to make a play. Also at early levels, if you go attack the enemy champion that is marked and there a lot of minions, the aggro will be too much to handle and you will find yourself taking a lot of damage. The tricky part with this ability is that it relies on AI and is hard to predict and also you have to learn the priority of targeting which is the following: Last enemy hit, then lowest health enemy champion, then lowest health enemy minion.
What it does:
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.
Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) - Range 1025
Active - Tag Team: Valor deals physical damage to all enemies in an area and blinds them for 1.5 seconds.
Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD)
One of the best dueling abilities against people that are AA reliant (such as Irelia). If you manage to hit this on an enemy bruiser or even better the enemy ADC you will probably win the teamfight. It reminds me a bit of Kha'Zix's W although the radius of the explosion is way bigger. This fact combined with the low mana cost makes it very attractive to cast when you want to push lanes.
What it does:
Passive: Attacking a Vulnerable target will increase Quinn's attack speed for 3 seconds.
Bonus attack speed: 20 / 25 / 30 / 35 / 40%
Passive - Tag Team: Valor has bonus attack speed.
Active: Valor reveals the surrounding area for 2 seconds.
Bonus attack speed: 40 / 50 / 60 / 70 / 80%
When you become a very good Quinn player you will manage to have the passive attack speed steroid almost constantly. It functions similarly to the way Draven keeps on his AS steroid. As far as its strength is concerned it is a mediocre boost, as there are much better among the carries. This active is simply one of the best actives for an ADC. Revealing an area around you (AND YES INCLUDING BUSHES!!!) is crucial for avoiding traps in late game, revealing junglers and supports such as Blitzcrank that will try to land a hook on you. As valor your attack speed is close to doubled. Always mind that it doesn't reveal stealth units.
What it does:
Active: Quinn dashes to an enemy, 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.
Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)
Active - Tag Team: Valor dashes to an enemy, dealing physical damage and slowing the target's movement speed by 70%. This slow decays over 2 seconds.
A truly unique ability and I find it to be the most important. I usually use it offensively but if someone is diving on you you can use it defensively. Using it well in teamfights is crucial. It also applies Harrier so I tend to spam it in 1v1 situations. Also during the last few games I learned that you can also jump over walls!!!
Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)
What it does:
Active: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20 seconds with an alternate set of abilities. Valor can move through units and gains 80% bonus movement speed that gradually decreases to 20% while in combat.
Active - Tag Team: Quinn returns to perform Skystrike, dealing physical damage to all enemies in a large area. The damage increases depending on how much health they are missing. If Skystrike has not been cast before Tag Team ends, it will be cast automatically.
Minimum Physical damage: 120 / 170 / 220 (+ 50% bonus AD)
Maximum Physical damage: 240 / 340 / 440 (+ 100% bonus AD)
This is an ability best used for dueling or escaping. You get a huge AS when you activate it but you become melee and you don't get any bonus resistances so you are still squishy. This is also the primary reason why you should not activate it right from the start in teamfights. The active is also one of the few physical damage AoE that AD Carries have. It becomes stronger regarding how low the enemy hp is so I use it as an execution means.
Ability Maxing Order
- Prioritize Tag Team for obvious reasons
- Then Blinding Assault for more trading potential and better wave clear. It deals way more damage than Vault and cooldown is shorter.
- 3rd is Vault for winning trades, harassment, more burst and more passive AS steroid.
- Last is Heightened Senses cause a bonus 5% AS per rank isn't that much, even if valor becomes respectably stronger.
I am sure that some of you haven't yet understood why Vault> Blinding Assault. Q is very hard to land against a mobile/experienced adc/player and is only used for defending your tower and having a blind if you are going to trade. However Vault helps in avoiding ganks and is generally a standard damage resource.
However if you get denied it is a good idea to max Blinding Assault first.
What I've wrote is the priority in which you max your abilities. However I feel that I should analyze a bit what move you should rank-up at level 1 if your team decides to invade the enemy jungle.
- Take a point in Blinding Assault if the enemy team is auto attack reliant.
- Take a point in Heightened Senses for revealing a large area so that you have more chances for a successful invade + plus AS steroid.
Well this is definitely a powerful opener in Season 3. It gives you the most starting AD possible (equal to Long Sword) and also gives a nice hp bonus so that you can stay more in lane. It also heals you per attack more than 5% lifesteal (before you reach AD>100) and that's why it is powerful for lane dominance and early trades. The problem is that to sustain yourself you have to attack on creeps more than just taking the precious last hits. In other words, if you want to heal you have to push the lane. Also if the enemy bot lane composition is one of heavy harass (ex Caitlyn- Sona) and you pick this you have no mobility so... ouch. However this changes if you have a healer support.
General Assumption: Best possible spawn purchase with a healer.
This is another powerful opener in Season 3. It gives as much AD as Doran's Blade does. Your trades won't be that powerful but the 2 pots help counter the early harassment without pushing the lane. However you still have no mobility, you are less tanky and once your pots are gone you have no way to sustain yourself.
General assumption: Best possible spawn purchase when your sup isn't a healer.
Although this is not a common start in Season 3 it is still viable in certain cases. It gives mobility, better sustain, but no extra hp and your trades are generally weaker and have less chance of being successful.
General assumption: Best buy when the enemy bot is skillshot reliant and/or when they have a fast jungler that can gank bot early on.
I am sure that the cause of half the downvotes on this guide (other than trolls) will be this start. Well this start is awesome in low range ADCs (other than Graves cause he has True gift) because they can easily get kited by long range ones such as Caitlyn. You have the best possible sustain with 5x Health Potion and again you don't need to push the lane to heal back up. This start may seem useless for later on but it can become a Warden's Mail and later on Randuin's Omen against an All-AD team with a heavy AS reliant ADC (ex. Vayne, Kog'Maw). However you lack damage and mobility, and in order for a trade to be successful, you have to make them last long.
Early game items
Typical ADC boots. You need the attack speed for enhanced DPS so that's why you usually get these. If the enemy team has a surprisingly high amount of CC you could also pick Marcury's Teads
Gives a nice amount of health early on, some bonus damage to enforce your AA and abilities and of course the precious health gaining passive. Overall it is a great early game item and gives so much trading power early on.
These is cheaper than the previously rushed The Bloodthirster and is so much powerful in any situation (after the buff of course) and not only against high HP teams. It gives also attack speed so you can skip the AS mid game item and go for extra AD. For extra information on Blade of the Ruined King gohere.
There are ofc those who will ask why not rush Infinity Edge instead of Blade of the Ruined King. Well it is simple. With the recent buff, Blade of the Ruined King gives the most damage output possible as it gives you more attack speed, some good AD and of course extra on-hit physical damage that scales with enemy HP. If you don't believe me you can find all the info you want here. Also as your range is very short, you need the lifesteal to survive longer. If you rush IE first of all you are going to need much more gold to complete it. Also it doesn't provide lifesteal. Rushing IE means that you are going to take Blade of the Ruined King later on, during mid game when it is extremely difficult to farm properly and you won't be winning sufficient amounts of gold easily.
Mid Game items
Blade of the Ruined King
You have Berserker's Greaves, Blade of the Ruined King and the passive from Heightened Senses so your AS is just ok for now. Now it's time to pick up the damages. I prefer Last Whisper as my first mid game item. By mid game, enemies will have built armor so why not simply shred it? However if enemies are still squishy Infinity Edge is a much stronger option. Why? It is just RAW DAMAGE, only countered by armor which is not existent, if you are building this. The damage item you don't build now, will be built in late game.
You just build the damages. SO what's next? AS of course. Yes I said that your AS is enough but enough for that point back there. You built damage now and the only way to fully benefit from it is to build attack speed in order to land more hits. For those of you who read this and say: "Wait a sec man, you have so much attack speed in Valor form, why not go and build more damage?". Nice question but you don't go that often in Valor form. You do that to cover distances and to bring down turrets but not to fight (except if it is for an execution or a 1v1 battle). The two best attack speed items on Quinn are Statikk Shiv and Phantom Dancer. The 1st is usually built when the game won't pass to its late stage. It gives you great pushing power and with the extra movement speed you can roam more, and push all lanes.To put it another way, Statikk Shivis a purely Mid Game oriented item. As far as the Phantom Dancer is concerned, it gives you more damage (more AS and CrC) and also lets you move through minions (and possibly let Valor have a snack xD). To put it another way, Phantom Dancer is a more late game oriented item.
Late Game items
As I mentioned a chapter ago, the one of these 2 that you didn't build during Mid Game will be built eventually now, Late Game. Each of these two is great for a reason. Last Whisper shreds armor that enemies will have build (for sure) by now and Infinity Edge simply sends your DPS to space.
Banshee's Veil is generally outshined by other items right now but it's the only way to counter Blitzcrank, Thresh and Malphite.
Mercurial Scimitar is a nice little S3 toy for ADCs and I believe that it is best against Amumu, Skarner, Warwick, Malzahar and more. However you still remain squishy :(
Frozen Mallet is best on ADC champions that excel at kiting such as Caitlyn thanks to their huge range. Your range isn't that big so this is not used at it's full potential.
Warmog's Armor is the meta right now so why not?
Guardian Angel is the past all star defensive item of Season 2. It is only better than Warmog's Armor in case that the enemy team has reall heavy burst.
Get this only if the enemy team is extremely AA reliant. For example, imagine a team with Jayce on mid, Irelia as a top laner and Tryndamere jungler. Cautting the attack speed of multiple champion of this imaginary team is great. I suggest you take this if you started with Cloth Armor+ 5x Health Potion
Glass Cannon Item:
So there is only one item to take if you decide to build a glass cannon.
In the case you are building a galss cannon it means, that you are the most important damage source of your team. This also means that you will be getting kills by doing the most damage. If you are going to take much kills, why not take The Bloodthirster for even more AD and lifesteal (ou know, from the stacks). The damage caused by your abilities (let alone your AA) will simply skyrocket and your lifesteal will be just ridiculous.
I've changed my opinion on the support synergies for Quinn being ("Personally I believe that Quinn goes well with any support that allows her to unleash her full damage combo while at the same time has a way to disengage for her."). Quinn actually needs a support to fill the gap from her weak early game damage, while at the same time provide some serious harassment opportunities. All in all, she truly needs a support that can carry her to mid game. I will be rating the support synergy using these:
=Great synergy (with a minor weakness)
Alistar's combo lets Quinn unleash her full combo from early on. His CC and spammable heal helps her survive the laning phase. He is also a very good peeler in teamfights.
Sona's strong harass and sustain, fill the gap of the weak early game that Quinn has. With her ultimate she can save your life and/or grant you some precious kills. Also a well landed Crescendo during a team fight can win the game.
Taric's stun can make up some great opportunities for harassing, or for your jungler to make a successful gank. He provides you with much needed bonus stats and cuts enemy armor so a Quinn plus Taric lane composition is very hard to deal with.
Lulu's hard zoning capability can give Quinn the time to free-farm and scale more quickly into mid game. In a 2v2 situation, when laning with Lulu you can use your Valor form without even thinking about any possible consequences thanks to Lulu's ult. This also works in teamfights too. The only reason that it isn't rated with 5 is that her CC is not that hard to let Quinn harass and/or unleash her full combo.
The only reason this doesn't get a 5/5 rate, is that they have a bit of a problem in the first levels and a lane like Tristana/ Alistar can take a serious advantage from this. However when they both hit level 6 it's party rocking time !!! Her kit can save your life, let you harass/kite/get a kill and turn the tables to diving opponents.
Thresh is one of the best supports ATM. He can get you out of a bad situation in an instant. Also his early game damage and CC can make some serious harass and killing possibilities. The bad thing that takes 1 away from this support is that in team fights, in order to fully protect you, you have to stay very close to him.
Zyra's spells do horrifying damage which can fill the gap of the missing damage of Quinn. Also her snare let's you land Blinding Assault more easily, and do the full combo. Then why does this get 4/5? Simple :) In order for this lane composition to work, both Zyra and Quinn have to time perfectly their abilities and land all skillshots so I suggest you only play in such a lane only if you are experienced enough.
Janna goes well with Quinn because she can increase the burst from harrier by activating Eye Of The Storm on her. Also the CC is good for doing the full combo and in team fights, she can simply deny an engaging enemy. I have put her in the category of "good" and not "great" because as Xspecial has said, her lane phase is weak nowadays. From my observations, can say that pre-6 you are going to be pushed to your tower. However as the lane phase is going on, you will eventually (if wp) start putting some pressure on the enemy lane composition and have some serious killing potential.
Leona is a good synergy for the great combined burst potential and of course for the amazing skillset that is practically all CC. If you manage to unleash your full combo early on and freeze the lane the enemy will be completely zoned out. Then why the heck this is not in "great synergy" list, you may ask. The answer isn't that simple. I managed to find that something is missing from this lane comp after playing 5 games in a row with Leona as my sup. Leona has no way to stop the enemy from denying you. If she tries to do so, she is going to definitely need your help but you are weak early on so...
Blitzcrank is very reliant on his grabs to unleash all of his CC and thus let Quinn unleash her combo. What is more, when you are laning with Blitz you need burst damage but since you are not reliant on your abilities (the active ones) to deal most of your damage, this doesn't work so well.
Fiddlesticks has some really enervating CC (for the enemies) that you, as Quinn, can greatly benefit from. However his poor early game presence is unfortunately making this lane even weaker early on.
Nunu can make Quinn's damage go WOW but it is not enough to enhance her early game. Also his early game is somewhat weak (correct me if I am wrong here) and almost every time you are going to have some serious trouble early on.
Soraka is a passive support and because of this fact she doesn't work well with the nature of Quinn. The only reason that this support synergy doesn't get 0x is that there is one path to success. If Soraka can sustain you and grant you your survival though many levels 'till you can outscale the enemies, you will be successful but this happens not often at all.
I will be using Tag Team for 1 point and for 0,5 to measure the difficulty of an enemy ADC champ. Lot of things are taken in to account such as difficulty to lane against, late game, teamfight presence and of course the range :)
Tag TeamTag TeamTag TeamTag Team
I believe Ashe is strong against Quinn. Her range is much bigger and has some really annoying and unexpected crits. Also her Volley hurts too much during lane phase and thanks to the slow she can kite you all day long. I recommend getting Cleanse against her because if she is good, her Enchanted Arrow can be game breaking. If you want to go 1v1 on her be sure to hit first with your blind so that she can't hit the painful crit. Since she has a high potential burst in lane I suggest starting with .
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Cait takes a 4,5. Why less than Ashe?. Yes she is more painful to face in lane and can kite you even better. But Caitlyn dramatically loses power in mid game and there is your chance to own her and practically make her useless for late game. If you decide to 1v1 her, blind her when she is about to benefit from Headshot. If you do that, you will be able to unleash your full burst combo and kill her. Unfortunately in teamfights she will do everything better than you :(
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Poor Corki, so hard nerfed :(. He is quite easy for Quinn. Early game he is reliant on his spells for damage so blinding him won't do much. If he uses his E, use yours to avoid the armor shred. He is mana starved so if he misses spells be sure to punish him about that. Late game he will rely on his AA to get his damage out so blinding him in a 1v1 situation is crucial but is easy too as his range is equal to yours and you both will be close to each other. I would recommend starting with Doran's Blade to counter his early burst.
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Ok so Draaaaaaaaven's difficulty during the lane phase depends on the skill of the player. A good Draven will have his axes spinning all the time, which gives him ridiculous damage early on. When I play against him as Quinn I try and force the enemy support out of lane and I only force a trade with him when he is marked by my passive. Then my support (hopefully) will land some good CC, thus increasing my kill potential. His ultimate can be easily dodged. Always have in mind that his E can stop yours. As far as late game is concerned, he is not that good in teamfights as Caitlyn but he is much stronger in 1v1. Doran's Blade is your starting item for the bonus hp it gives.
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So Ezreal huh? He is the safest ADC atm but I think he is generally easy to deal with. Stand behind minions to avoid Mystic Shots and once he does it do your harass combo if he has been marked. He is spell reliant so late game he is not much of a trouble. In 1v1 situations avoid his Trueshot Barrage and everything is fine. Start Doran's Blade
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He is weaker after the last nerfs, but he is and will always be an OP ADC. Early game he will try to land some pain on you by using his spells. I would recommend trading with him only if his Q is on CD. Be aware of his passive at all times. Don't let him get too tanky. He will probably lane with a Taric or Leona so always think about the burst potential they have at lvl 6. I would recommend Doran's Blade in order to survive the burst.
The information for the other carries are unfortunately not enough to make a full profile of them. They will be added in the future.
Many of the advice comes from streamers so don't be like "Hey, someone has already told me this ****".
If you are on the blue side you should do golems, this will give you extra gold and xp so that you have an advantage against the enemy bot lane. To do this I believe that you should kill the small one first then tank the big one while hitting it 2 times and then let your support tank it. Also during early game you must farm, farm, farm and did I mention farm? Farming well will really give you an important gold amount which will help you build you first few items. During Lane Phase in bot lane, the most important person is the support and not the ADC. So if your support happens to be bad the only thing you can do is farm. Don't try to trade or harass if your support is bad cause it is very dangerous due to your short range. As far as harassing is concerned I don't recommend trying to attack the enemy champion that is marked always. I prefer attacking the enemy that goes for a last hit. As far as the harassing combo I am referred to throughout the guide requires your whole skillset to be active. So let's say you got your full skillset, what's the basic combo on Quinn ?
Wait until Valor put a mark on an enemy - - AA - - AA.
That's it, when you are level 6 you can do this combo then active your ultimate and destroy the enemy laner. In my opinion your ultimate is very strong in lane because it's only a 2v2 situation and the enemies are squishy so the melee form of Valor isn't a problem. That's why when you did your basic combo in Quinn form you can switch in Valor form (it doesn't refresh your CDs) then E on them and attack (bonus AS from W let you deal a lot of damage), when your enemies are low HP enough, use your second cast and finish them. Remember before attacking to have a good map coverage, you can check the bushes with your W or if you doubt of an incoming gank (weird enemy behavior). Move to help/deny dragon if you think you are able to do so...
Now I feel that I should also analyze a bit what will you take on first back.
If you got less than 1400 gold, on your first back you should have: - / -
If you have 1400+ gold:
Always Add some pots and wards.
Mid Game you should be still farming but most importantly take objectives. By mid game you have completed Blade of the Ruined King so farm to get the precious stacks. As far as the objectives are concerned, mid game is when Dragon happens and also some small teamfights take place. As Quinn you have a nice advantage since you can reveal the fog in a large in an area so that you and possibly your team don't get caught or trapped. If the game is easy and you won't really reach late game, I recommend getting Statikk Shiv which is great for split pushing. Otherwise I recommend to build Phantom Dancer. Also If you are the only one fed in the team I would recommend after completing your AS item to get a defensive one, since you will be the one focused down in teamfights. However if you somehow fall behind in comparison to he enemy ADC I would recommend focusing on getting damages in order to catch up. All these may seem a lot to do, but you must also continue farming. I've been numerous time in the situation where our ADC was doing great, but fall off dramatically in comparison to the enemy one because he didn't continue farming.
So the late game is here. The phase when you are strongest that other types of champions. Your performance throughout the rest of the game will be judged now. Complete your last item(s) which is Infinity Edge or Last Whisper and possibly the defensive one that you did not complete during mid game. As an ADC you should stay with your team and complete -GUESS WHAT!- objectives. The objectives of course are slightly different than mid game. Now you have to get baron and you can scout it with your Heightened Senses if it is not warded. If you somehow find out that the enemy is doing dragon, group up and do baron. Also if the enemy team is going for Baron, turn into valor and RUN there with your team to try and deny it. Now you should attack enemy turrets instead of simply clearing minion waves. If you want to separate from your team to go farm, inform them so that they do not engage in a 4v5 and also separate only if you have vision of the whole team. You definitely don't want to be caught alone. The rest of the late game is teamfights which deserve and have their own chapter in this guide.
Ok so how about hearing something that you have heard in all ADC guides mentioning teamfight gameplay. POSITIONING OR WATCH YOUR @#^$%&!&^ BURST IN #(#%^$(!) FLAMES!!!. Seriously guys, positioning defines a good ADC player from a bad one. Huh? What I mean by saying positioning? Simple. get your *** in a safe place where you can deal the most damage possible. If someone rushes on you, use your Vault and back away. Your support/tank will possibly peel on you. As an ADC you with an extremely short range, attack anything that comes close to you. Avoid hitting targets with Thornmail or Randuin's Omen. Also do not do something stupid such as Flashing and try to hit and kill the carry (AP or AD). It is always nice to shred an enemy carry in 2 or more parts (depending on how sadistic you are) but it isn't generally your goal in a teamfight. A mistake that all of us normally do is chasing a fleeing low hp target even if he isn't that important while the battle rages on a few meters away. And the most important rule is... IF YOUR TEAM ENGAGED IN A 4V5 TEAMFIGHT AND THEY ARE BEING DESTROYED 1 BY 1 JUST RUN AWAY AND DO YOUR BEST TO DEFEND THE (POSSIBLY) UPCOMING MEGA_PUSH. Do that or turn around pray to the god that you belive and get a pentakill just fo' teh lulz (trollface xD)
Hope I've been of some help and that I've contributed to your mastering Quinn. If you think that this guide is good enough so that all people (and creatures of this universe and possibly of the parallel ones) should read it to learn how to play with this champion, then go ahead and upvote it, I would really appreciate it. If you downvote it, don't forget to say why you did so in the comments and help me improve this. Helping me (either you downvoted or not) will result in your being +Reped and have your name on my "thanks to" list.
- Thanks to Jhoijhoi for her awesome guide to making a guide which you can find here.
- Thanks to Chaox for teaching me so many great stuff about ADC champions in general.
- Thanks to lilstormcloak for the awesome banner and the review :).
- And most importantly thanks to YOU for spending some of your time to read these lines.
4/3/13: Guide Released
5/3/13: Got a banner, updated Starting Items ( Cloth Armor+5x Health Potion) and Defensive Items ( Defensive Items), correction of coding mistakes.
6/3/13: Correction of coding mistakes, re-formatting all the chapters. Changes to masteries. Going full on Sorcery is way better. Changes to skill order Maxing Blinding Assault is better than maxing Vault.