Quinn Build Guide by Lalalala3
Not Updated For Current Season
Quinn is sooo OP
Not Updated For Current Season
Hello, and welcome to my Quinn Guide. Quinn is an excellent AD Carry that is best suited for Bot or Mid lane. This guide is always a work-in-progress
- Q excellent for harassing
- E allows for slow and extra damage
- Passive constantly marks enemies for extra damage
- Ulti gives high mobility and attack speed
- Easy to farm with passive
- Low Range compared to other ADCs (525)
- Q Requires good accuracy & judgment
- E requires good judgment on when to cast
I pick 3 Quintessences of AD, as the total of 6.5AD can give you the upper hand early game, and that no other Quint is really good for Quinn.
I pick 9 Armor Penetration Marks. An alternative to this is to use 9 AD marks, however I feel that flat Armor Penetrations is more beneficial than the small amount of AD acquired by 9 AD Marks.
I pick 9 Armor Seals. This is pretty much mandatory, as it reduces incoming damage.
I pick 9 Magic Resist Glyphs. This can be replaced by Scaling Magic Resist glyphs if desired.
Doran's Blade provides a nice HP boost, 5HP Life Steal and 10AD. A good and standard start for many ADCs in Season 3.
Boots of Speed + 3 Health Pots is another good start for people who do not play so aggressively. The boots can also be rushed into Berserker's Greaves.
The Vampiric Scepter, probably the most important item in this category provides 10% Life Steal essential for your sustainability and survivability in lane, especially in this early part of the game. Berserker's Greaves give you the extra Attack and Movement speed to make chasing enemies easier. BF Sword can be pushed into the next category if you do not have enough money on the first recall. It is necessary as it provides an insane AD Bonus (45) and can be built into the Bloodthirster.
Core Damage Items
The Bloodthirster is the first real important item for Quinn. The (70-100)AD Bonus and (12-18%) Life Steal bonus can go a long way in making her laning phase easier. Once you acquire the bloodthirster, immediately start working on stacking the AD and Life Steal (by killing minions or jungle creeps). Next, Statikk Shiv gives you the well needed and rather cheap attack speed boost and crit rate, and has a passive that deals extra damage which crits.
Infinity Edge is the next big item. Since Statikk Shiv's passive crits, Infinity Edge, providing not only 70AD but also +25% crit chance and 50% extra crit damage, making it a very good follow-up item to Statikk Shiv. Then next, to nail the last hole for Attack Speed and Crit, get Phantom Dancer. At this point of the build, you should have a total of +115% Attack Speed and 75% Critical Rate.
Blade of the Ruined King should be purchased when enemies have high HP.
Frozen Mallet should be purchased to give Quinn a slightly tankier HP level and some AD, along with a slowing passive making it easier to follow up.
Last Whisper should be purchased when the enemies are building armor, and you need a way to counter it.
Warmog's should be bought when the player is in need of plain tankiness using the 1000hp.
Harrier is Quinn's passive. Valor occasionally marks enemies with vulnerability for 4.5 seconds. Attacking an enemy with the mark lets quinn deal 15 + 10(level) + (50% of bonus AD) as extra phyiscal damage. Valor only marks enemies every 10 seconds after the mark has worn off. Attacking an enemy with the mark lowers the cooldown of Harrier to 3 seconds. The ability marks in this order:
1) The nearest enemy champion with the lowest health
2) The nearest enemy champion
3) The nearest enemy pet
4) The nearest minion with the lowest health
Harrier is disabled when playing as Valor.
Use Harrier as a good poking skill during the laning phase. When an enemy champion gets marked, try to land the autoattack on them. The extra damage really punches hard. In later games, hitting an enemy with the mark is like Caitlyn's headshot, it deals massive amounts of damage so try to strategically place your engaging shot.
Blinding Assault is Quinn's main poking and attack skill. When cast, Quinn sends Valor to fly in a straight line, stopping at the first enemy hit within range. Valor then deals 70/110/150/190/230 (+65% bonus AD) damage and blinds all nearby enemies for 1.5 seconds.
Blinding Assault has the same damage as Quinn, but instead of being a long range attack it is short range, dealing the damage to enemies close to Valor immediately.
Use Q to make long range pokes. A very good strategy during the laning phase is to use Q on a minion that is very close to an enemy champion. The small AOE effect will affect the enemy champion to. This can be easier than aiming for a mobile champion. Also, use the blind against other AD carries to disable their Auto-Attacks for awhile and gain some ground.
Attacking a vulnerable target will increase Quinn's attack speed by 20/25/30/35/40% for 3 seconds (passive). Activating the skill will cause Valor to reveal the surrounding area for 2 seconds.
Valor has 40/50/60/70/80% bonus attack speed passively. The active is the same as Quinn.
W's passive as Quinn helps her to make followup attacks easier. In the jungle, if a smaller creep is marked with Harrier, attack it first to give Quinn the bonus Attack Speed then continue killing the neutral monster. Using W's active can help in many situations. During laning, if suddenly an enemy champion goes missing, you can use W to check the bush. This requires good timing though. During teamfights in the jungle, Quinn can use W to check where all the enemies are to prevent the team from getting caught. As Valor, the bonus attack speed speaks for itself.
Activating Vault causes Quinn to dash to an enemy to deal 40/70/100/130/160 (+20% Bonus AD) damage and slowing the target's speed by 50%. This slow decays over 2 seconds. Once she hits the target, she leaps off and lands 525 units (her maximum attack range) away from the enemy champion. This target will be marked with Harrier immediately.
Using Vault causes Valor to dash to an enemy dealing the same damage as Quinn, but instead slowing the enemy's movement speed by 70% and not leaping back to maximum range after hitting the enemy.
As Quinn, Vault is a good skill. A typical engagement would go like this: Valor marks an enemy. Quinn attacks, uses Q, vaults and attacks again. This combo will deal massive damage. Vault allows for good chasing power and clean up power. In the Jungle, Quinn should use vault on the monster to activate Heightened Senses' passive, giving her extra attack speed. As Valor, it can be used to quickly chase enemies down and slow them in order to secure the kill with the extra attack speed. Vault, if used right, can also be an escape tool.
Tag Team will transform into Valor as a melee attacker for 20 seconds. Valor gains 80% bonus movement speed which gradually decays to 20% if in combat.
Valor performs Skystrike, transforming back to Quinn. By doing so, she deals 120/170/220 (+50% bonus AD) to 240/340/440 (+100% bonus AD) to nearby enemies, depending on how much health they are missing. If skystrike is not cast, it will automatically be cast after 20 seconds. Skystrike can only be cast 4 seconds after Quinn transforms to become Valor.
Quinn should transform to Valor in large scale teamfights, to rush to an objective for defense or to help an ally, to quickly destroy a turret or to outright chase and kill enemies. If Quinn is surrounded as Valor, and there is no hope of escape, she should cast Skystrike with R to damage her enemies, as Skystrike is not activated if Quinn dies as Valor. As Valor, Skystrike should be cast when the enemies are all low on health.
Flash and Ignite is the standard set of spells for most AD Carries in Season 3. Flash is almost necessary for all champions; it allows the player to escape, to close up gaps and to secure kills. Ignite allows for the early game power, possibly securing early kills and also to just drain the enemies' health for free late game.
This is the standard choice for players who are below Level 12 and have no Flash. Ghost is a replacement for flash, increasing movement speed for closing up gaps/escaping, and heal is the only other good spell left.
Cleanse could also be a good alternative, but on Quinn does not really work as much as it would on ADCs like Ashe.
Pretty much all other spells shouldn't be taken.
Taking 21 in Offense allows Quinn to maximise her Attack Damage Power, and 9 in Defense gives her some stability and tankiness especially early game with Doran's Blade and Veteran's Scars giving a total of 110 bonus HP.
[Work in Progress]
This guide is a work in progress, so please forgive me. Upvote or Downvote as you deem right, but please have a reason for doing so.