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Quinn Build Guide by MoPho

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.


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League of Legends Build Guide Author MoPho

Quinn 2 Win - A Comprehesive Guide to Demacia's Wings

MoPho Last updated on March 12, 2013
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction to the Guide

   
 

Quinn is an Attack Damage Carry (ADC). She is known for her high mobility in the fields of kiting
and chasing. She deals insane single target damage, and scales quite well into late game, her damage output rivaling those of hypercarries like Vayne and Kog'Maw. If played correctly, which this guide should help you to do, she will carry the team to victory.


Guide Top

About Me: All You Need To Know

Hi! I'm MoPho, and I play on the North American Servers. This is the first guide that I wrote, and I've been getting the hang of things. I'm not new to Mobafire, but I am new to actually communicating with people on it. I've started to main the role of ADC in ranked and normal queues, and I can safely say that I win my lane over 90% of the time. In addition, I feel that I have a firm grasp on how to play Quinn. My stats for the role of ADC are quite good, and I believe that all of these points qualify me to write a guide on Quinn. I appreciate any comments and suggestions, and I hope you enjoy the guide!
 
My LoLKing:


Current Quinn stats:
Spoiler: Click to view

Current Ranked ADC stats:
Spoiler: Click to view


Guide Top

Quinn's Lore

 
   
Quinn and Valor are an elite ranger team. With crossbow and claw, they undertake their nation's most dangerous missions deep within enemy territory, from swift reconnaissance to lethal strikes. The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends.
As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood.
On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name "Valor." The pair found strength in each other, and together they pursued the dream she had once abandoned.

The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.

"Most soldiers only rely on their weapons. Few truly rely on each other."
I'm actually a guy and I my bird is actually a sex toy. Tell me you saw this.―Quinn


Guide Top

Pros / Cons

Pros / Cons


Pros


+ Great Dueler
+ Blind
+ High Mobility
+ ASPD Steroid
+ Skystrike isn't a skillshot
+ SHE HAS A BLIND
Cons


- Squishy
- Can go full ****** during tag team
- Short autoattack range
- I hate Caitlyn
- Targetable during Vault
- tag team requires correct timing


Guide Top

Runes: Explanation

Runes

Greater Mark of Attack Damage
9

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Attack Damage
3

Runes


Greater Mark of Attack Damage - I take these primarily. These make a ton more difference early on to the early stages of midgame, where minions and champions have low armor. This helps with last hitting as well.
Greater Seal of Armor - Probably the best runes for an ADC bot lane, protecting you from harass and making a difference in skirmishes.
Greater Glyph of Magic Resist - Many abilities have magic damage, and this just adds to survivability. I take all flats because they make the difference early game, where runes shine the most.
Greater Quintessence of Attack Damage - same explanation for the marks.
These runes give you a huge boots for damage.


Guide Top

Masteries: Follow Them

Masteries
1/5
3/5
4/1
3/1
1/1
2/5
2/5
1/1
3/
1/
4/1
3/1
1/5
1/1

I'm not going to list out every mastery and explain why I took it. In offense, it's either those or AP masteries. I've gone with standard ADC masteries. All I want to say is if you're grabbing Ignite, then put your 1 point into Summoner's Wrath . If you're grabbing Barrier or Cleanse, then go for the bonus point in Fury , Perseverance, or Resistance .


Guide Top

Spells: What to Grab and When

Flash
Teleports your champion a short distance towards your cursor's location.
A must get for Quinn. Use for surprise attacks and as a gap closer.


Ignite
Sets them on fire.
Kill securer. Also usable during a fight/duel. Enemies rarely notice their HP drain away. Also negates heals.

Barrier
Shields your champion for 2 seconds.
A safe pick for aggressive and defensive use. More defense than heal, but only lasts for two seconds. Isn't weakened by Ignite.

Cleanse
Removes all disables and summoner spell debuffs.
Pick if enemy team has a lot of CC. Can't go too wrong with this summoner spell, but you lose a tiny bit of offensive power.


Guide Top

Abilities: Usage, Sequence, and Tips

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Sequence

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tl; dr


Blinding Assault first for early dueling potential. Heightened Senses > Vault because of more DPS and single target damage. Vault is for utility. Don't blow valuable points on that little damage boost and CD.
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More In-depth Explanation


I max out Blinding Assault first. It deals a good amount of damage in an AoE, and is a blind.
I max out Heightened Senses second. My reasoning behind this is that you will be doing a large amount of single target damage. The damage from Vault is miniscule, and although it applies Harrier, you will be swapping out a lot of attack speed. You will be dealing constant autoattack and possibly critical strike damage more quickly if you level up Heightened Senses, whereas if you level up Vault, you would have one extra Harrier mark and a little bit of damage from the casting of Vault. In addition, Vault renders you unable to autoattack for a small period of time during the animation. Your autoattack does more than a Vault. Thus, the DPS from a maxed out Heightened Senses would be greater than the DPS from a maxed out Vault. Get tag team whenever you can.
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Usage


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Harrier - A great passive; deals bonus damage to targets that are marked by Valor, prioritizing champions. Don't hesitate to activate it when it is safe to do so. If engaging, let Harrier passively mark them, AA, then use Vault for another mark and AA for tons of damage. ( Harrier -> AA -> Vault -> AA)

Bonus damage. Activate it only when only little effort is required, or when its safe to do so.
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Blinding Assault - You should usually take your first point in this. Use this for early trades and harass. Note that this only activates on contact. Try to use it on minion groups that the enemies are near. Quinn isn't extremely mana hungry like Caitlyn or Sivir. However, I wouldn't spam this like Mystic Shot on Ezreal. This shines during early game trades and late game duels. If you can land this in a trade, you will walk away victorious. Warning: It is a skillshot.

Max out first - Great harass and wins you trades.
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Heightened Senses - Your main ASPD boost. Helps you win trades. ASPD boost is doubled during tag team. Makes you a monster. The active is alot like Ashe's Hawkshot, except revealing a smaller circular area around Quinn. It also has a shorter CD. Again, I strongly advise taking this over Vault.

Max out second - great ASPD steroid for insane DPS.
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Vault - I take one point in this early on mainly for the utility - the Harrier mark and the disengage. I love using this ability to help with my kiting. It also gets you out of sticky situations. However, not the best choice to max out. I explain above in the "Sequence" section why I take Heightened Senses over this.

Max out last - only for utility.
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Flash wasn't necessary, but Diana is scary.
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tag team Tag Team- This skill has a lot to explain. The super attack speed buff from Heightened Senses is phenomenal. You are on steroids in this form. However, you are still very prone to damage. Do NOT use this in a teamfight where it's still 5v5. Deal your damage as Quinn, then activate tag team when the teams have around 3 people each. Your attack speed rips through anyone you please. Vault becomes an insane gap closer, and its slow is increased. Combining Vault with your movement speed, no stragglers will be left alive. So why not use this immediately if it's so strong? Using this later in teamfights ensures that you won't die immediately (since you're melee) and that when the enemies are running, you can catch up. If the fight goes awry, your movement speed should be able to bail you out. The attack speed also allows you to duel most champions, even bruisers (NOT GUARANTEED). A problem is what I'd like to call Valor Syndrome. You assume that you can tower dive anyone squishy, without any regard to how squishy you are yourself. Think before you do drugs, kids.

Sorry. You have to read the wall of text.
Editingthisonphoneshhhhh
Editing too strong on phone
Note how I am in a position so that my teammates can help peel any enemies off me. Also note how I deal my damage as Quinn, then activate tag team when only a few are left. Most importantly, dat prediction.
wahwahwah
I might upload some videos later on certain skills.

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Combos


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EARLY BURST


I want to discuss your "burst" damage here. At level three, you should have a point in Q, W, and E. There is a certain combo here that has a high burst potential. It is Harrier -> AA -> Vault -> AA (possible Blinding Assault). I might refer to this later as "HV" or the "HV combo." At level 3 with the standard runes and masteries, this combo (without Blinding Assault) does 336 damage, without counting armor or Executioner . Coupled with ignite, that's 436 damage. Assuming that your support does at LEAST 150 damage, around 600 damage has already been put out. This is excluding extra AA's from either of you. Most ADC's have a level 3 hp of 600-650, with Quinn being one of the tankiest at base 645.
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Not counting Armor, A-Pen, or Executioner .
Harrier -> AA -> Vault -> AA = 336, + Blinding Assault = 410, + Ignite = 520, + support and 1-2 AA's in between = 700+.
99% guaranteed to work if enemy is at 80% or lower.
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CHASING


If you have tag team, activate it and use Vault to catch up. Not much more to explain. If you don't have it, try to get in Vault range. If you can't, flash then use HV while activating Ignite during the Vault animation. Blinding Assault will deal extra damage, too.
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TEAMFIGHTS


Only thing I can think of is HV. You'll be autoattacking for the majority of your damage now. As I explained above, you might want to save your Vault for disengaging.


Guide Top

Items: Explanations and Suggestions

START



Preferred
With 2x Health Potion
My preferred start. Potions give you enough sustain until you need to go back. Your longsword allows you to win trades and makes all-ins deadlier. I find myself outlasting ADCs with Boots of Speed and 3x Health Potion. You don't need a support with sustain, but it surely helps.

Safe
With 3x Health Potion
The safest start by far for any ADC. I prefer to start with Long Sword 2x Health Potion, but you can't go wrong with this.

Lee Sin
Just this and your swag
If you feel like a badass today and want to go for some extreme offense, I recommend this start. I'd recommend this with sustaining supports, though, since 5 hp per hit isn't alot. With Quinn, Taric would be a good lane partner for his heal and offensive playstyle.

MIDGAME



Blade of the Ruined King
Hotfixed.
After Patch 3.03, this item became the god mode item. Sustain, damage, and attack speed. It was great for its price. However, after the hotfix, I'd only buy this if I felt that I wasn't farming fast enough for an Infinity Edge after the Vampiric Scepter.

The Bloodthirster
Use their blood as lubricant.
Wasn't much of a fan anymore, thanks to Blade of the Ruined King. After the hotfix, I crawled back to this item. They're the same price, but this one offers a potential of 100 damage and 18% life steal. Opt for this over BotRK; I usually buy it after IE. However, I'm still debating whether to rush this or the Infinity Edge first. Section about IE vs BT later.

Infinity Edge
"Critical" to your build.
Your Berserker's Greaves and possibly another item such as Blade of the Ruined King or Zeal should give you enough ASPD for now (not to mention Heightened Senses). I'd suggest going for more damage and more importantly, critical strike chance.

Giant's Belt
Huh?
Why Giant's Belt? Sometimes, when I find myself with 1k in the bank, not enough for a Zeal, I might find myself building a Giant's Belt. It helps me build towards a late game Warmog's Armor, while giving me an early survivability boost. Of course, prioritize your Infinity Edge over this.

Phantom Dansur
Pew pew pew.
Patch 3.03 made this item less important to me early on, thanks to Blade of the Ruined King. However, this item is still a necessity in my build for the attack speed and crit chance. The reason why it's so late is that I prefer the crit and damage combo from Infinity Edge more.

LATE GAME DAMAGE



Last Whisper
What armor?
If you find that the enemy team is attempting to counter your massive carry-***, then buy this. This negates so much of their armor and your damage potential will come back.



LATE GAME SURVIVABILITY



Warmog's Armor
Bruiser?
No. I'm just kidding. You're not a bruiser. However, this gives you a ton of survivability, especially against true damage. However, if you feel that you still die in teamfights, opt for a Guardian Angel instead.

Guardian Angel
Help! I've fallen and I can't get up!
If you find that the enemy team is attempting to target you and kill you at any cost, please buy this. Therefore, while you're doing damage and they're killing you, your team can focus on killing them. When you respawn, carry on. If it was extremely late game and you have spare money, swap with

Frozen Mallet
Ashe?
You don't really need this for chasing, but it does offer great potential for it. In addition, it gives you nice survivability and a small damage boost.
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SITUATIONAL



Statikk Shiv
A shocking choice.
I really hate this item on ADCs. I don't know why. I feel like you should only get this if you're bad at farming. It's true strength is more at early game, but it doesn't really scale at all into late game. If you do get it, replace it with Phantom Dancer late game.

Zephyr
It's okay.
A package of ASPD, MS, CDR, and AD. In addition, it gives you Tenacity. I think that it's great. However, I'd opt for a Phantom Dancer over this unless the enemy team has a large amount of CC, and I'm not running Cleanse. I feel that the critical strike chance from Phantom Dancer outdoes the bonus damage.

Runaan's Hurricane
Pushing.
Gives you alot of ASPD with a a decent passive. I'd only buy this for insane split pushing late game, and replace another ASPD item with it. If you're only splitpushing for the majority of the time, I might replace Last Whisper.


Guide Top

Gameplay: Early, Mid, and Late Game Tips


EARLY GAME


Focus on farming. Harass when possible. If you're playing with an offensive support like Leona or Taric, which is recommended, try for an all-in at level 3. The bonus damage from at least one Harrier should guarantee a won trade, especially with Blinding Assault. On your first back, try to buy a Vampiric Scepter and one or two Doran's Blades if you can. Now decide:
If you're ahead
  • Try to zone. Don't sacrifice zoning for your farm, however. Punish your opponents with your advantage. However, watch out for ganks. You'll often find yourself overextended because of the passiveness of the enemy.
  • If you force someone out of lane, push the wave to their turret so they lose XP and farm.
  • Snowball by rushing Blade of the Ruined King and Infinity Edge as fast as possible. Get Berserker's Greaves when you can't afford a higher priority item.
  • Don't rush for their tower if laning phase is still up. You wan't to feed off of them and deprive them for as long as possible.
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If you're behind
  • Buy a Doran's Blade or two. These will help you get back into the game. Three is the maximum amount.
  • Try to farm as much as possible. Your goal here is to wait for a perfect opportunity (like a jungler gank) to come and kill the opponents. I've had numerous games in which the enemy has gotten first blood in lane. I came back because I had 20-40+ their CS. It makes a difference.
  • Don't forget to harass whenever possible; even if you're behind, the only difference in the lane should be the damage output, not the mechanics.
  • If you're really behind, try to have a teammate end the laning phase as soon as possible. Stick to the build.
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MIDGAME/LATEGAME



Towers are pushed down; teams are usually mid lane and dragon/baron are up. You've had one or more teamfights. What I'm going to discuss in this section is how to participate in your teamfights.
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  • General tip: You can buy wards as well. Just not too many.
  • General tip: Attack whoever is closest. Your job as ADC is to deal as much damage as you can before you die.
  • Your Harrier should mark the closest enemy champion. Do the Harrier Vault combo explained earlier.
  • Try to Blinding Assault a group of enemies, especially their ADC and bruiser.
  • If you see early on that someone like Olaf is focusing you, save your Vault and instead use it to kite him.
  • If you have Blade of the Ruined King, I'd recommend setting it in slot 1 as a smart cast. Don't forget to use it.
  • When enemy team is weak enough (either 4-5 with low hp or 2-3 with reasonable hp), use tag team. This lets you fight as Valor rather safely, and the movement speed should last long enough to catch any stragglers.
  • When you reach full build, remember to buy Elixir of Fortitude and Oracle's Elixir whenever possible. If you're really rich, swap out Guardian Angel with Warmog's Armor whenever it is on cooldown.
  • And of course, do dragon and baron whenever possible.


Guide Top

Laning Synergies: Best Friends and Worst Enemies

Ah! Who do I lane with? Find out here. 

THE GREAT


 
 
Ah. This guy. Just fabulous. You might have a problem with him as Ezreal (GAAAAAAAAAAAY), though as Quinn, he's one of the best supports. His offensive playstyle and burst complements yours. Also, I'd say a Doran's Blade start with him is very possible. At level 3, both of your bursts should be very high; I'd suggest an all-in at this point. Normally, you should let him initiate with Dazzle and Shatter. You should start moving towards the enemy as his Dazzle is still in flight. In the best situation, they will be marked with Harrier. You should be able to pull off the Harrier Vault combo before the stun wears off. If they decide to engage, hitting your Blinding Assault guarantees a won trade.
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Another top choice for support. Her CC combo goes well with HV. However, I'd preferably start out Long Sword and 2x Health Potion. If her Eclipse hits, then she's done over 200 damage. At level 6, her CC combo should guarantee a kill if executed properly.
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Mooooooove over. A champion support coming through. This guy has great sustain with his Triumphant Roar. His Headbutt Pulverize combo is great, especially if he Headbutts the enemy ADC towards you. If he does, you can Flash over them and Vault them, placing you closer to their turret than them so they have nowhere to run. I might take a Doran's Blade with him. His early game damage isn't as strong as Taric's or Leona's, but nothing to brush off.
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Why this guy? I dont know. His pull. Knockup. These two do almost the same thing as Alistar does, except for the fact that he brings the enemy to you on a silver platter. You can also pull off the Flash Vault combo for better positioning. Great early damage with his Power Fist.
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With a pull like that of Blitzcrank, a shield that doubles as a getaway, and nice poke harass, Thresh is one of my favorite supports to play with. His Death Sentence offers some CC, and his Dark Passage allows you to harass and trade safely. Flay can help harass and secure kills by pushing back running victims. His initiate with The Box at level 6 is very good as well, providing a 99% slow and a lot of damage.
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THE GOOD


I'd consider her a bit of a Sona, except for with an ability that's not completely useless early on. Her poke is great, and her Aqua Prison is also very strong. However, I feel that she lacks the all-in potential that the "greats" share. You can definitely pull something off with her.
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Great poke and sustain. Her Power Chord hits like a truck early on, especially if Hymn of Valor is activated. Her Aria of Perseverance helps you sustain. I find myself buying Long Sword 2x Health Potion with her. I prefer Sonas to use their Hymn of Valor more than their Aria of Perseverance, at least until my potions run out.
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A tankier support with self-sustain. His poke is alright, but his early game isn't as strong, which is where Quinn does well in. Really shines during lategame with his Blood Boil and Absolute Zero. I wouldn't recommend running him against counters like Caitlyn, since he lacks hard CC and doesn't have alot of burst. However, if you can survive and possibly gain an advantage early game, your late game will most likely be better than the enemies'.
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Her passive gives the whole team bonus movement speed, allowing you a Long Sword 2x Health Potion start without much of a loss of movement speed than if you started Boots of Speed 3x Health Potion. Her Eye Of The Storm allows you to take poke, and in the case that you trade, you will also have bonus AD. Again, your early game aggression will be slightly less than if you were with Taric or Leona. Janna's lategame is where her utility really shines. Aside from the bonus movement speed, her CC from Monsoon and Howling Gale can start and stop fights. Again, she lacks the hard CC that synergizes with Quinn's early game the most, thus gaining her a spot in the "good" section.
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I'd consider her a combination of Sona and Janna, since she has poke, a shield, a damage bonus (but it's her damage), a movement speed bonus, and around the amount of CC that Janna has. Her Glitterlance pokes quite hard, while slowing them for a large amount. Whimsy will usually be used for the polymorph function, allowing you free hits in trades. Her ultimate, Wild Growth, can be used to bait and can quickly turn the tide in an engagement. However, she is with the "goods" because of her lack of high damage burst. In addition, she does not have a gap closer/displacer. However, her ability to do a little bit of everything gains her a spot here.
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Playing with a Lux support can be tricky. First, if the Lux completely sucks at skillshots, consider her a waste. However, if she is somewhat decent, having her can make your lane quite fun. The damage from her Lucent Singularity and Illumination is very annoying for the targets. She has a shield that comes back twice, and her Light Binding is a decent initiator. Once she hits level 6, her "Lux Combo" will deal tons of damage (seriously). This, aside from snaring the enemies for you, will set you up for an easy kill, as her Illumination scales with levels, allowing her to deal decent damage while building support. Her snare is her only CC, however, and she is rather squishy. If she had sustain, I might have put her with the "great" supports.
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Rawrly do I see these Nidalee supports anymore. She's not the best, but can be decent. My only highlights about her are her Javelin Toss and Primal Surge. Javelin Toss is her poke and what characterizes her as a decent support along with Primal Surge. However, these should be able to be dodged. Her Primal Surge helps you win trades by giving you HP and bonus ASPD. Bushwhack isn't too phenomenal, since the traps have to be triggered. She isn't in "great" because she lacks an initiating ability and hard CC, which is what Quinn needs in a good support.
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THE NOT SO GOOD


Please don't. Although it is viable, I would not like a Karma support with me. She'd be much better in jungle. With Quinn, you need some form of reliable CC, her Spirit Bond not fitting the bill. Her sustain is completely reliant on her Mantra, and it doesn't even heal for alot. Thus, please don't take her.


Guide Top

Matchups: Soaring over the Rest

This chapter is to give tips on how to play versus other bot laners. I will provide a number out of 10 that gives you a general difficulty of the matchup. I am only listing ADCs right now, but might add a bot lane combo section later. For right now, counterapply the support info from the "Lane Synergies" section above.
 


 
3/10 (Easy) - Ashe is a very passive laner. Abuse this to your advantage. She has close to nothing on you. Many are afraid of her passive crit, but your Blinding Assault completely negates it. In addition, Ashe has no escape ability. If you're aggressive, you will end up zoning her. All-ins are very strong against Ashe in early levels, since her Frost Shot will have generally no slow. Her Volley will have a high CD and cannot trade well. Ashe's kiting ability increases in late game. Thus, abuse your strong early game by playing aggressive, zoning, and going for easy kills. To make this even easier, grab a support such as Taric.
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Play aggressively. Zone and take advantage of her lack of escapes with heavy harass. Go for trades.
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8/10 (Hard) - One of your hardest counters. Arguably the hardest. A good Caitlyn will abuse her range advantage, using it to harass whenever farm is not available. She can disengage and kite you with her 90 Caliber Net Her disengage is very annoying, since she can slow you and reposition herself for more harass. Try to dodge her Piltover Peacemaker, which is her main ability for harass. It deals a ton of damage early on and goes through minions. Know where her traps and and avoid them, as stepping in them reveals you and provides her free hits. If you want to kill her, try to bait out her 90 Caliber Net, then initiate during the CD. I'd prefer either a support that can displace her ( Alistar, Blitzcrank, and Thresh) or a support that can counter her long range by also zoning her ( Lux and Janna). Another alternative is to go with high sustain and farm as much as possible, knowing that as long as Caitlyn doesn't get ahead of you, your late game will be better. Ask for your jungler to gank, as this also reduces her chance of escaping an all-in.
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Try not to take poke. Get supports such as Alistar, Thresh, Blitzcrank, and Lux. She cannot beat you in a trade. Bait out 90 Caliber Net if you can before engaging, as it is her escape ability. Get ganks. Your support has to be a good one.
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Have yet to play enough games against him to fully explain.
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7/10 (Medium) - Draven counters a lot of champions. You could or could not be one of them. Draven can be tricky to lane against for a few reasons. First, he has higher base stats. Second, he has an extremely strong early game, and third, he's Draven. His early game damage is high, especially with his Spinning Axes. If he's any good, he will try to poke you when you farm, much like Caitlyn. You need to grab a heavy CC support or one that can zone, because prolonged trades will not work well. In addition, supports that can displace him like Blitzcrank will help, since he does not have a good escape ability. Ganks should work quite well against him, too. You can go in for short trades with HV and your Blinding Assault. If you're far ahead after your combo, you could stick to the trade and possibly rack up a kill or two.
His ultimate is a lot like Trueshot Barrage and Enchanted Crystal Arrow. Try to use tag team
to dodge it, then Vault to him and use Blinding Assault. tag team is also very good for a duel, since you will be sticking onto him at melee range, and axe controlling will be a little harder, especially with your Vault.
What is good for you, however, is that he becomes a tiny less effective at midgame and lategame. He
has to lose a bit a DPS just to catch his axes. In addition, a bad Draven will become out of position thanks to that. If he somehow misses the axe, his DPS is lowered by a alot.
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Terrifying early game. Try to pick support with heavy CC, zoning, or displacement capabilities. Try to harass back with HV. Escape ability isn't the best, and is easy to kill when they are on CD. tag team can counter Whirling Death and him in general if used correctly. He falls off a little mid and lategame. Jungler ganks can help a lot.
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5/10 (Medium) - Ezreal was my main ADC. I've played a lot of games with him, so I know him in and out. He is rather squishy early game, so abuse that. Mystic Shot makes for great poke and harass. To avoid this, stand behind minions. Your Blinding Assault won't stop it. However, your engages should be a lot stronger than his.
If he decides to Arcane Shift aggressively towards you, he will most likely try to Mystic Shot
after it. An optional tip is to move to the left or right right after he does the Arcane Shift. After he shifts, Harrier should have him marked. Pull off the HV combo with a Blinding Assault in between so he is blinded for the duration of this trade. You should be ahead. Therefore, let the zoning begin. I cannot stress this enough, but an aggressive support helps. This will force him to use Mystic Shot to farm, costing him mana and CS. Dodging his Trueshot Barrage should be easy by activating tag team, even more if you Vault out of the way.
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To avoid poke, stay behind minions. Learn his playstyle (extremely aggressive or more passive), and win trades. Zoning Ezreal hurts him a lot. Reliant on poke. Squishy early game, too. tag team > Trueshot Barrage.
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6/10 (Medium) - Graves is a high burst ADC, who synergizes well with almost the same supports as you, more with the aggressive ones. His early game burst will deal a ton of damage, so you need to learn to avoid it.
The standard Graves combo is to Quickdraw in and give you a full Buckshot to the face,
then proceed with autoattacks. To avoid this, try to predict his Quickdraw and as soon as you see it, you can pick between two options. 75% through the animation of Quickdraw, you can Vault to a nearby minion, causing him to miss Buckshot if he aims it directly afterwards. If you decide to Vault halfway through Quickdraw, you can just Vault to him, because when he nears the animation's end, you will be at your autoattack distance, taking only one possible hit of Buckshot. Doing either of these will guarantee a won trade afterwards, especially if you use Blinding Assault to counter his ASPD boost. However, do not engage for too long if you miss Blinding Assault, since True Grit is OP in prolonged trades. Try to harass him with HV, since his CDs are long early game and he can't take much advantage of True Grit against it.
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Dodge his burst and try to avoid too much of True Grit; he has long CDs early game, so punish him for that. You can win against his steroid with a Blinding Assault.
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More to come later!