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Quinn Build Guide by TheGr4zingSheep

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League of Legends Build Guide Author TheGr4zingSheep

[Patch 6.2] Versatile SONIC QUINN

TheGr4zingSheep Last updated on February 4, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

5/
Recovery
 
 
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12


Guide Top

Introduction

Hi! Welcome to my full move speed Quinn guide!

Very fist guide

A couple things I would like to mention before we get into it. This build is not to be taken seriously. If you are looking for a twist on things go and try it out in a normals with a couple of friends. If you try this ranked, prepare to get flamed. Another thing is even though the build revolves around going at the speed of sound, she is actually able to pump out a lot of damage if you combo correctly. Hope you enjoy! Any feedback would be appreciated



Guide Top

Pros and Cons

Pros


• Take your enemies by surprise using speed
• Reasonable burst
• Quite versatile (Can be played top, mid, or ADC)
• VERY fun to play with
• Incredible roam potential
Cons

• Lacks in sustained damage
• Somewhat weak laning phase
• You will get flamed for picking this :(
• Not enough speed (You can always have more)
• Lacks in survivability


Guide Top

Masteries

For Masteries there are two options.

0/18/12
and
12/18/0

We will always want to prioritize the Cunning tree so we can use the
Thunderlord's Decree Keystone. As you may already know, Thunderlord's is really strong right now. It will tremendously add to our bursting power. This tree also gives us some movement speed out of combat.

As for our other 12 points, they can either be dropped into Ferocity or Resolve. This depends on what role you are playing. Go resolve in the top lane and jungle, and go Ferocity in the mid and bot lanes. I am usually playing top lane with this build, hence I prefer 0/18/12



Guide Top

Runes

Greater Quintessence of Movement Speed runes are for going FASTER. That's the point of the build. Did you forget already?

Greater Mark of Armor Penetration runes are really good for countering armor if you are fed. But even if they don't stack armor it will still help for damage output

Greater Seal of Armor runes are very important. The build isn't really focused on survivability or tanky-ness so these will help a lot in 1 on 1 battles against ADC's or AD assassins such as Zed or Talon

Greater Glyph of Magic Resist runes serve the same purpose as armor. But just for AP Burst mages and Utility mages as well as someone like a Rumble or Kennen match up in top


Guide Top

Summoner Spells

All of these summoner spells could be used. I recommend Ghost and TP


Mobility spells

Flash is the most popular spell, and it's for a good reason. It can either save you from death or help secure a kill. Such a simple blink also has a big variety of mechanical skill required to use correctly.

Ghost is pretty obvious. Bonus movement speed. Or did you already forget this was full MS Quinn?

Teleport is a good option for top lane. Top is often referred to as an island, having to walk a long way to help bot and dragon fights. Teleport gives global presence and the ability for ganks and support in team fights


Combat spells

Ignite is very strong for securing kills. Especially earlier on in the game. However, I wouldn't take this unless you are playing mid. There are better option for other roles.

Heal is in my opinion a very unbalanced spell. Not only can it save you from death, it can also be used offensively with the movement speed bonus (YAY) and the outplay potential by baiting in enemies.