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Quinn Build Guide by anthek

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League of Legends Build Guide Author anthek

Quinn AD Carry: Surrend@20? [WIP]

anthek Last updated on April 17, 2013
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Ability Sequence

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

Hello everyone, my name is Anthek (well it's not my real name, but still, just call me Anthek), and in this guide I will show you an efficient way I found to play AD Carry Quinn.

First of all, a little disclaimer. This is an efficient way to play AD Carry Quinn, but by no ways I pretend this one to be the best one. I'm not a pro player, ok?

So, let's get into the topic of today, which is...

Ultimate Doomsday AD Carry Quinn MKIII


Destroyer of Lanes


Guide Top

Pros / Cons

So, why play ADC Quinn?

Pros
  • Heavy burst damage
  • Nice sustained damage
  • Mobility (probably the most mobile ADC, along with MF)
  • Survivability
  • Quite easy laning phase
Cons
  • Close-ranged ADC. This will let the ennemies zone you quite easily early game.
  • Has to commit itself to get kills.
  • Your burst damage relies heavily on Harrier (well, not that much since you build Trinity Force).


Guide Top

Runes, Masteries and Ability Sequence

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3
Self-explanatory ;)
Masteries
4/1
4/1
3/1
1/1
2/5
2/5
1/1
3/
1/
1/5
4/1
3/1
1/1
A 21/9/0 will help you to get tons of damage, since you get your survivability from items (and are not supposed to need it early in the game...).
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
That's right, you get your second level of tag team at the level 13. You don't need it before heavy teamfights begin. If teamfight'o'clock comes earlier than expected, pick it earlier.


Guide Top

Spells

Harrier (P)
Your passive is where your real damage comes from. An important note on how it prioritizes targets: It will proceed first on...

  1. Ennemy heroes and hero-related entities you attacked, then
  2. Ennemy minions you attacked, then
  3. Nearby ennemy heroes and hero-related entities, then
  4. Nearby ennemy minions.

Blinding Assault (Q)
This is your main harassing skill. Its blind makes it very efficient to deny the ennemy ADC's farm. It has a pretty low cooldown, so it's nice to spam it to proceed Trinity Force's damage as much as possible.

Heightened Senses (W)
Your W transforms you in a huge mobile sensor battery. It has a huge area of effect, so it can be used to check for inbound hostiles, or to keep track of fleeing hostiles after a teamfight. Remember that it also allows you to get vision in bushes!

Vault (E)
This is your boom-boom-headshot skill. It slows the target, and it applies your passive. Try to use your E after triggering your "regular" passive, so you can apply a double-supra-mega-dual-harrier combo combined with Trinity Force for ultimate tear harvesting.

tag team Tag Team (R)
This ultimate is quite good, actually. It might be disappointing at a first glance, but it can be used to chase enemies, to escape, or to join an imminent or ongoing team fight. Remember that Valor's attacks applies on-hit effects like Icy, so it's just perfect to chase down retreating hostiles.

Summoner Spells



Flash is good on Quinn, as it is on 98% of the heroes. Use it to chase an enemy who escaped with Flash, or as a free get-out-of-jail card when tag team is on cooldown.

Since Quinn is a short-ranged ADC, Barrier may save your sorry a*s if something goes wrong. It can also be used to bait enemies and frustrate them like never before.

Ignite can be used to get that little extra burst needed to finish off a fleeing hostile. It's quite good but it gets useless after the midgame, since your items already give you an insane burst.


Guide Top

Synergies

Quinn has her place on a very offensive bot lane.


Therefore, here's the three supports that goes best with her.


Quinn & Taric make a nice offensive bot lane. Taric's Shatter gives Quinn even more survivability, and Dazzle guarantees you a kill if the hostiles pushed too hard.

Lulu's Whimsy allows you to put on a nice pressure on the lane, and her Wild Growth, combined with your Barrier, allows you to do some dual-wombo-combo bait that your adversaries will remember for a looong time.

Nami's Tidecaller's Blessing gives you a nice sustained CC combined with Vault. If she manages to land her Aqua Prison, your kill is almost guaranteed. Her Tidal Wave is also an amazing ultimate to initiate a teamfight.