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Quinn Build Guide by tLayZ

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League of Legends Build Guide Author tLayZ

Quinn & Valor - Taking Flight (In-Depth Guide)

tLayZ Last updated on July 7, 2013
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Introduction


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Hi everyone! My name is tLayZ and this is my first guide on Mobafire. I've always referred to Mobafire when trying to learn new champions and I felt it was time to give back to the Mobafire community with my own guide!

This guide will be about my favorite champion in League of Legends, Quinn! This guide will cover her role as an ADC, as that is where I feel she belongs. I hope to share some useful tips and tricks when playing her that will hopefully increase the number of Quinn players out there! She is an incredibly fun and rewarding champion to learn. Many people cast her among the niche picks of ADC's to choose from nowadays, but most of those people just aren't willing to put in the time to learn how to play her properly. Hopefully with this guide you'll be able to take full advantage of Quinn's amazing kit, and kick some serious *** on the Fields of Justice!

*This guide reflects my own playstyle when playing Quinn, so please take this into account when voting and leave a commenet if you do. Thank you, and enjoy! :)*

Ohh and here is Quinn's theme music to get you in the mood! :P
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Who Am I?

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So I thought I'd give a little rundown about myself before we get started:

My Summoner Name is tLayZ

I've been playing League of Legends since the middle of Season 2.

I'm currently a Silver III player with a LolKing Score (Elo) of 1360.

I've played well over 150 games with Quinn in Normal 5v5 since her release. She is the funnest ADC to play in my opinion! :)

I haven't played a ton of ranked games with Quinn because the current meta has so many Draven and
Varus players, who I hate to play against as Quinn :( I also have a very large Champion pool so I rarely play the same Champion in consecutive games.

Here are my current ranked stats with Quinn (as of 7/4/13). I plan to play more ranked games with her soon as I've just created this guide.
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Here are 5 consecutive games I played with Quinn recently:
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Feel free to check out my full stats at Lolking.net

Enjoy the Guide! :)


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Pros and Cons

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Pro's

  • Incredibly mobile
  • People underestimate her
  • Great split pusher
  • Awesome in 1v1's
  • Very mana efficient
  • VALOR FLIES SO ****** FAST
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tag team

Cons

  • Has short range for an ADC (525 range)
  • Enemies can see your
    Harrier proc
  • Takes good positioning to play well
  • Her ultimate sometimes seems useless
  • Her one skin isn't very cool (I think)


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Skill Sequence & Ability Explanation

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Ability Sequence
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Skill Priority

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Valor marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a vulnerable enemy, she deals 15 + (10 * level) + (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.
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Quinn's passive is an interesting one. Basically, Valor marks an enemy every couple of seconds and you then have the opportunity to trigger this mark by attacking it. Triggering the mark grants you additional attack speed (once you've obtained Heightened Senses) and deals bonus damage to your target. Valor will always opt to mark targets you are attacking. If you havent attacked anyone recently, Valor will mark a low-health champion or minion near you. Getting Harrier to proc as many times as possible, and on the correct targets in teamfights, is the key to success with Quinn.
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Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+ 50% of AP) physical damage and blinds nearby enemies for 1.5 seconds.

TAG TEAM: Valor deals 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) physical damage to all enemies in an area and blinds them for 1.5 seconds.
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Max this ability first. It does more damage than Vault, is a good poke tool, and allows for easy golems on blue side.
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This ability really helps Quinn in duels. For one, a 1.5 second blind on an ADC is incredibly useful in 1v1 situations against heavy auto-attacking opponents. This allows you to out-trade a lot of other ADC's throughout the game, as well as being an extremely mana-efficient poke in lane. Additionally, the skill is AOE, meaning you can blind more than one target with a well aimed Blinding Assault.
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TAG TEAM: In bird form, Blinding Assault does the same thing except it is no longer a skillshot. Pressing Q will blind all targets in an AOE around Valor, and does damage as well. This is also incredibly useful for getting up in another ADC's face, as you can blind them and have the additional attack speed from being in bird form.
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PASSIVE: Attacking a Vulnerable target will increase Quinn's attack speed by 20 / 25 / 30 / 35 / 40% and movement speed by 20 / 30 / 40 / 50 / 60 for 3 seconds.

ACTIVE: Valor reveals the surrounding area for 2 seconds.

TAG TEAM: Valor has 40 / 50 / 60 / 70 / 80% bonus attack speed.

ACTIVE: Valor reveals surrounding area for 2 seconds.
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Max this skill last as it is your utility spell.
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Heightened Senses is another really nice ability on Quinn. It offers your team a lot of utility in that you can reveal an area before going in. An example could be revealing parts of the Baron pit to check if the enemy team is doing Baron or baiting it. Additionally this ability gives you an attack and movement speed boost after attacking marked targets and grants you ridiculous passive attack speed in Valor form.
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ACTIVE: Quinn dashes to an enemy, dealing 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD) 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.

TAG TEAM: Valor dashes to an enemy, dealing 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD) physical damage and slowing the target's movement speed by 70%. This slow decays over 2 seconds.
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Max this skill second as its damage is second to that of Blinding Assault.
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So this is probably Quinn's most well known ability! Basically it dashes you towards a target and then puts you back at your max attack range, while simultaneously marking and slowing your target. While not doing a lot of damage, this ability allows you to proc Harrier on targets, which is essential to maximizing your damage output. This ability can also help you escape enemies by increasing your distance between them and slowing them. You can even jump over walls with this ability if done right!

TAG TEAM: When in Valor form, this ability is a complete dash. You target an enemy and this ability will make you dash to them. It serves as a nice gap closer when your chasing enemies in Valor form.
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tag team
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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 / 90 / 100% bonus movement speed that gradually decreases to 20 / 30 / 40% while in combat.

After casting Tag Team, Valor gains the ability to cast Skystrike once for its duration.
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Max this ability whenever it is available as it it your ultimate.
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So this is Quinn's ultimate. Basically it allows you to turn into a Valor for up to 20 seconds. While in Valor form you gain a HUGE boost in attack speed and movement speed. It's best used as an escape or chasing ability. For example, if your in bot lane and there is a large teamfight happening in mid, you can be there in seconds to assist your team if you quickly use tag team and then fly over there. You can also exit tag team and change back into Quinn at any time by reactivating tag team. Doing this will activate Skystrike, doing AOE damage around Quinn. Skystrike does more damage based on the missing health of enemies it hits, so it is a very nice ability to finish people off.


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Masteries, Runes, and Summoner Spells

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OFFENSIVE TREE:


This is the standard offensive setup for ADC's. Taking these masteries will maximize your damage output by giving you some armor penetration with Weapon Expertise and Sunder , additional Critical Strike damage with Frenzy and Lethality , and other nice stats that an ADC needs.
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DEFENSIVE TREE:


I suggest this setup to make Quinn more durable in lane with more armor, starting health, and some health regen. I don't advise putting any points into the Utility tree as you'll almost never run out of mana as Quinn, which makes Meditation basically useless on her.________________________________________________________________________________________
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For QUINTESSENCES I recommend the setup of 1x Greater Quintessence of Attack Damage and 2x Greater Quintessence of Life Steal. This setup is for lanes where you feel like the match-up could go either way (ex. Caitlyn, Graves). This will give you some lifesteal if you need it and a little boost in attack damage if you decide to go aggressive. Conversely, in tough lanes (ex. Draven, Varus) you can take all lifesteal quints for survivability and in easy lanes (ex. Vayne, Kog'Maw) you can take all attack damage quints to bully them.
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For GLYPHS I recommend taking 9x Greater Glyph of Scaling Magic Resist. I suggest taking scaling magic resist because during the laning phase you should basically only be taking magic damage from the enemy support. Once teamfights start breaking out you will start taking much more magic damage from other sources on the enemy team. By the time this rolls around, the scaling magic resist glyphs will have given more magic resist than the flat magic resist glyphs would have. For this reason, I find the scaling magic resist glyphs to be much more useful.
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For SEALS I recommend taking 9x Greater Seal of Armor. Pretty much every ADC runs these runes because they're simply the most effective seals. The armor this gives will negate a lot of the harass from the enemy ADC and make the laning phase easier.
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greater mark of armor penetration
For MARKS I recommend taking 9x Greater Mark of Armor Penetration. Having some more armor penetration will increase the damage you can do to the enemy ADC by shredding their early armor (especially useful against Graves!) and is really useful against tankier supports like Leona. You can also switch these Marks out for Greater Mark of Attack Damage if you want to have an easier time last hitting. I usually take 3x Greater Quintessence of Attack Damage which makes taking greater mark of armor penetration extra effective.
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Your going to want to take this spell in every game. Because ADC's are so heavily focused and vital to team damage output, its important that you have every means possible to escape or prolong your life.This ability can also be used offensively to catch up to targets or get better positioning in fights. You can also use Flash to jump over walls, dodge skillshots and just escape situations in general. Incredibly versatile and useful spell.
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This spell is best used when the enemy team, or enemy bot lane, contains potentially fatal CC. For example if the enemy bot lane was Varus and Leona you would 100% want Cleanse. Getting caught in their combination of CC would certainly kill you. So basically when the enemy team has CC that you think you can't safely escape from for whatever reason, don't hesitate to take Cleanse.
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This is my summoner spell of choice on Quinn after Flash. Because your naturally a very mobile ADC with your abilities, Cleanse isn't as useful on you as it would be less mobile ADC's like Kog'Maw. This isn't to say Cleanse isn't good on Quinn! If the enemy team is comprised of high CC champs like Amumu, Nautilus, Leona, etc. then definitely consider Cleanse. But because Quinn sometimes has to get up close with enemies (because of her ultimate and short range), Barrier can help negate some damage from this.
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I've included Ignite as a possible choice because I feel a lot of new players may be tempted to take this Summoner Spell. I want to quickly point out that this is not an optimal spell for
Quinn or any ADC. At level 18 Ignite does 410 true damage over 5 seconds. In 5 seconds as Quinn you could do well over 3000 damage with just auto attacks and your passive. Late-game is where ADC's shine, and prolonging your life will maximize your damage output. Ignite wont help you survive longer or escape the tough bruisers that may focus you.


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Item Explanation

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These are the suggested starting items for Quinn. They're pretty much taken on every ADC with little variation. Sometimes you will see an ADC start Boots of Speed and 3x Health Potion's, but this sacrifices a lot of AD early game. You may also see some ADC's start Elixir of Fortitude, but this is a risky start. It gives you a temporary boost to you AD and health, but you have to be able to use it at the right time, and if you don't capitalize on it, then your basically 475 gold behind the enemy ADC. So for this guide, I recommend either of the above starting items.
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You should start Doran's Blade when your confident in either your ability to out-trade the other ADC or you think you'll be able to safely farm. This is because Doran's Blade restores 5 HP every basic attack while a Health Potion restores 150 HP over 15 seconds. Therefore you would need to do 30 basic attacks to restore an equivalent amount of HP as one Health Potion (disregarding life steal). So if you get in a position where its almost impossible for you to safely last hit (maybe you got poked really hard or there was an enemy gank leaving you with low health), you'll be stuck with no way to safely regen your health without exposing yourself to further harass. It's a somewhat risky item but pays off if you can successfully out-harass/zone your opponent.
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Another strong starting item set. This is the more safe, and gold efficient starting items choice. It saves you 475gold by buying a Long Sword instead of a Doran's Blade which doesn't actually build into anything. A good strategy for playing in an unfavorable lane is to take this starting item set, rake up 400 gold, then push lane and back to get an early Vampiric Scepter. This allows you to get your early game items faster and easier. Also, using Life Steal Quintessences can somewhat negate the lack of early lifesteal, as you won't have any until you get a Vampiric Scepter or Doran's Blade.
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The above group of items is my suggested final build for ADC Quinn. This is the build I will end up with in about 80% of my Quinn games and I find it to be a very effective build for her. This build strays away from the typical Critical Strike based builds of most ADC's. Instead of buying an Attack Speed/Critical Chance item like Phantom Dancer, I purchase the combination of The Bloodthirster and Blade of the Ruined King. This combination gives me my needed Attack Speed, while also giving me extra AD for Harrier damage, and a greater ability to duel/kite with Blade of the Ruined King's passive.
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All these suggested items are great fits for Quinn's kit and could be bought in almost any game. The purchase order (or general purchase) of these items will differ for you from game to game depending on your needs. In this section I'll try to explain when and in what situations you should purchase these items.
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HOWEVER please read when I advise purchasing Phantom Dancer in the "Other Items" section below, as it is very important!!!
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I advise buying Blade of the Ruined King as your first major item. Why? Well it vastly increases your ability to outduel enemies. Quinn is possibly the most mobile ADC, and with Blade of the Ruined King it becomes almost imposible to get away or catch her. Combined with Vault's slow/dash, tag team's incredible speed boost and Blade of the Ruined King's active, you'll become a true kiting/dueling machine with this item!
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I suggest buying berserker greaves after buying your first major damage item. Why? Because the stats Berserker's Greaves gives are somewhat wasted on Quinn early game. Sure, having additional attack and movement speed is nice, but Quinn gains these stats already by proc'ing Harrier or using tag team. Because you have these attack speed buffs, you want to capitalize on it by focusing on increasing other stats. This is the same reason why you see carries like Miss Fortune and Draven concentrate on early game damage, because they also have attack speed buffs in their kits.
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I suggest taking Infinity Edge as your second or third major damage item. Depending on how the games going, you'll want to purchase either this item or Last Whisper as your second damage item. After you have completed Blade of the Ruined King and at least Boots of Speed, determine if you think you'll be in lane much longer. If you see yourself remaining in lane for awhile longer, then purchase Infinity Edge. The reason for this is if your going to be continually battling bot-lane, then Infinity Edge will be more effective as they will have less armor than the enemy jungler or bruiser.
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As stated above, Last Whisper should be either your second or third damage item. But when should you purchase this item before Infinity Edge? The answer is when you've completed Blade of the Ruined King and feel that you'll be leaving the lane phase very soon. Last Whisper wil be the smarter buy at this point because when you leave lane you will have to start dealing with the enemy jungler and bruiser who could be stacking armor and be quite tanky.
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The Bloodthirster is the last damage item you'll want to be picking up. This will add a massive boost to your Harrier damage and boost your lifesteal dramatically. You can also get this as your first major item if you choose, but you will be giving up the extra kiting ability that you would otherwise get with Blade of the Ruined King. However, you'll gain considerable more AD with this item than with Blade of the Ruined King, so picking either item as a first major buy is really up to personal play-style.
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Of all the survivability items you can choose from, this is by far my favorite. As if you weren't mobile enough, Frozen Mallet will make you even more slippery by giving you a fantastic auto-attack slow. Essentially, it's a Warmog's Armor, but sacrificing 300health for an incredible passive. Note however, that red buff will also slow targets for you, but in situations where you cannot obtain red buff (your stuck in base, enemy is stealing it, teammates are taking it, it's not up, etc.) this item is almost a must have.
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This is the "Other Items" section. These are items that you could buy in place of some of the suggested items I've discussed above. These items are situational though, and if your ever in doubt about what to buy, just buy all the "Suggested Items" above. I try to explain when to consider purchasing any of these items below.
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I've put Warmog's Armor in the "Other" section because it's a possible defensive item you can purchase as your final item, but to be honest, I wouldn't advise ever buying this item. Why? It's because all the other potential "Other Items" are much better. For one, Quinn doesn't make use of Warmog's Armor's passive which is really meant for tanks. Additionally, Frozen Mallet only gives 300 less health than this item, and Quinn greatly benefits from it's passive. So in conclusion, don't buy this item, in my opinion it is a NOOB TRAP. If your looking to have more health buy Frozen Mallet instead.
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This item is a great defensive pick for any ADC an can even be picked up before your final item if you feel like you need it. So when should you buy this item? I suggest buying Banshee's Veil when the enemy team comp has a lot of magic damage or there is an assassin or AOE ability you want to try to stop. For example, this could potentially block an Amumu ult, a Blitzcrank pull, etc. The potential ways this item *could* save you is endless. However, don't really on this item for survivability. Remember, positioning is everything!!
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Ohhhh Guardian Angel, the fallback defensive item. When in doubt, buy a Guardian Angel. It's never really a bad buy as it gives you a second chance in teamfights if you die. The thing to remember though is that you need to position very carefully with this item. If you die right in the middle of the enemy team, your going to just die right away when your revived. Try to stay on the outskirts of fights so your team can peel for you and protect you if you die.
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Randuin's Omen works very well with Quinn as it helps her dueling capabilities immensely. Anyone who hits you with auto-attacks is instantly debuffed, it gives you a 2-3 second slow, and gives you a nice mesh of armor and health. I personally prefer Frozen Mallet however, for the simple reason that its slow is more reliable. Where as champions must auto-attack you or be in range of Randuin's Omen active to be slowed, Frozen Mallet will slow any champion you auto-attack. This comes in handy if a mage targets you who does not use auto-attacks. Frozen Mallet's slow can also be constantly reapplied where as you must either have the active available or be taking auto-attack damage for Randuin's Omen slow to be applied. However in games where the enemy team is primarily auto-attacking champions, Randuin's Omen would definitely be more useful than Frozen Mallet.
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So this item is basically Banshee's Veil, except you can only cleanse away debuffs. Additionally, it grants you some nice attack damage and some magic resist. However, it doesn't give you any health so you'll still be pretty squishy so keep that in mind when considering this item.
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Zephyr is a really cool item. However, you should only build this item once every other item in your build has been built. Swap out your Berserker's Greaves for this. While you'll lose a bit of movement speed in the trade, you gain other considerable stats such as cooldown reduction and tenacity. Don't buy this item instead of Berserker's Greaves early however, as it MUCH MORE EXPENSIVE than Berserker's Greaves and will greatly prolong you being able to build your core items.
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IMPORTANT, PLEASE READ Phantom Dancer INFORMATION:


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If your looking for an Attack Speed/Critical Chance item, this is your best bet. I suggest replacing either The Bloodthirster or Blade of the Ruined King if you decide you want to purchase this item. I personally prefer taking Blade of the Ruined King as it increases my dueling/kiting abilities tremendously. However, there are situations in which I prefer Phantom Dancer.
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If you find yourself rarely getting in 1v1's or have a very efficient frontline to protect you in teamfights, this item will increase your DPS more than the Blade of the Ruined King and
The Bloodthirster combination. In short, if you find you are not being focused or are very safe in teamfights, take Phantom Dancer to max out the damage your doing to the other team. If you buy Phantom Dancer, buy it as your second to last item, instead of either
The Bloodthirster or Blade of the Ruined King.
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This is a great item for split pushing. It's basically Phantom Dancer with an AOE/Crit damage passive, helping you clear creep waves faster. However, If I'm looking for an Attack Speed/Critical Strike stat boost I will usually purchase Phantom Dancer instead as it will increase your single target damage more than Statikk Shiv will, which is what Quinn excels at. Quinn is also an incredibly fast pusher as it is without this item. I don't find Statikk Shiv to make a BIG ENOUGH difference to warrant purchasing it over Phantom Dancer. I don't find it makes your split push ability dramatically quicker, and the additional AOE damage you do with this item isn't all that much in my opinion. You'd fair much better with Phantom Dancer instead of Statikk Shiv in almost all cases.
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Runaan's Hurricane is a very interesting item that is often picked up by only a few ADC's. Champions like Kog'Maw and Twitch will frequently take this item. But why? Well the secret lies in the fact that Runaan's Hurricane's bolts apply on-hit effects. This is great for a champion like Twitch because now he can apply his Deadly Venom to multiple targets. This is also the reason you shouldn't take this item on Quinn. Quinn is an ADC that excels at single target damage and has no on-hit effects. This means that Runaan's Hurricane's passive is partially wasted on Quinn. This isn't to say that it is a bad item on Quinn, because the 70% attack speed boost is great on any ADC. It's just that that other items take more advantage of Quinn's kit. Because Quinn gets a large chunk of her damage from proc'ing Harrier, Attack Damage items scale much better with Quinn than Attack Speed items.
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Guide Top

The Laning Phase


During the laning phase you want to be primarily concerned with farming. However, you also want to be aggressive when it's safe to do so. Your ultimate goal in laning phase is not to simply farm every creep, it's to out-farm and out-level the enemy ADC. However, this wont be a realistic goal in every game. Some games you will be forced to be passive and just play the farm game. This could happen if you have a very passive support like Soraka or the enemy ADC might be too much to handle, like Draven. The key thing to remember is that your goal is to get your items for late game. Whether thats by crushing the enemy ADC or by farming every creep you can get, remember that gold is the key to success when playing an ADC.

In lanes where you feel you can be aggressive, you can begin poking at level 2. The preferred combo is to auto-attack the opponent and allow them to get marked. Once marked, attack the target and then use Vault to get another Harrier proc on him. Once you've triggered both proc's, you can decide to continue attacking or disengage with Blinding Assault in either case. Most of the time however, once marked, the enemy ADC wil back off. So in most cases you'll have to begin the engage with Vault and probably only be able to trigger one Harrier proc.
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An example of this ability combination:



1. Playing Passively:


In lanes where you want to play more passively, just try to get every creep and freeze the lane. If your being out-harassed or your scared of the enemy bot-lane, allow their ADC to push the lane to your tower. It can be very hard to farm under tower at early levels, but the important thing is that your safe from being engaged on. Also, if you signal your jungler, you may be able to get a gank if the enemy is staying near your tower.
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2. Using Your Ultimate:


Once you turn level 6 and you get your ultimate tag team, you become a real menace to 1v1. With the 40% attack speed increase you basically out-DPS any other ADC at that level in terms of raw attack speed. However, you should still fight in Quinn form almost all the time as you can't receive Harrier proc's while in Valor form, and you have no escape mechanisms once you use tag team besides your speed. However, in situations where you know you'll have a 1v1 with squishier targets, or you feel safe using it, tag team can be used to turn a fight in your favor, finish off targets, or as a gap closer. This is also an incredible ability to use for split-pushing, either to take down towers or escape quickly if you get caught.
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3. Objectives:


Also remember to keep an eye on Dragon during the game. Since your closest to this objective it's partially your responsibility to let your team know when a good time to take it might be during the lane phase. If you've just forced the enemy bot-lane back to base and you see the enemy jungler is top-lane, now is the perfect time to coordinate with your team to take Dragon or the enemy tower.
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4. Ending the Laning Phase:


The last thing to keep in mind during the laning phase is when to end it. If your crushing the enemy ADC and zoning them hard, you want to prolong the laning phase for as long as possible to continue denying them XP and gold income. If however, the rest of your team is struggling, you should start to roam and help them out. If your doing very poorly in lane, call for ganks, focus on farming, and look for opportunities to take global objectives such as Dragon or towers.
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Lane Matchups

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So before we discuss which lane opponents counter Quinn, I thought it would be a good idea to talk about exactly who Quinn is as a Champion, so we can better understand her counters.
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1. What are Quinn's strengths?


Quinn's strength as an ADC relies on her ability to be more mobile than her lane opponent. In a sense, she is a hybrid Assassin/ADC, specializing in 1v1's and kiting. She is able to stick to targets better than any other ADC, and also has superb disengage skills. She fairs best against opponents with low amounts of mobility or disengage potential.
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2. What are Quinn's weaknesses?


Quinn's greatest weakness is her lack of range. With a range of only 525, Quinn is highly susceptible to being poked down by opponents with longer range than her. Additionally, like all ADC's, Quinn is weak to hard CC. Roots or stuns will typically spell the end for an ADC in fights, and Quinn is no different.
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So now that we have an idea of Quinn's strengths and weaknesses, lets look at her potential lane opponents.________________________________________________________________________________________
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1. Why is Varus a tough opponent for Quinn?


Varus is a really hard opponent for Quinn. For one, he has a range advantage over you, which means he can poke you in lane without too much trouble. Secondly, he has a slow in Hail of Arrows and and a 2 second snare in Chain of Corruption. This means he has the tools to lock you down and make it incredibly hard for you to use your great mobility to either get in his face or harass him without taking much damage yourself. Blighted Quiver is also really annoying, which augments his abilities if you have blight on you, making his already somewhat hard to dodge abilities hurt even more when they connect with you.
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2. How should you play against Varus?


The fact that you have to outplay a Varus to win lane or kill him is what makes him a counter to Quinn. But that's what you have to do in this situation. Do your best to dodge his skillshots and most importantly his Chain of Corruption. If you can successfully dodge most or all of his abilites you'll have no problem taking him 1v1. It's best to take an aggressive support against Varus if you can, as your level 2 is stronger than his and you can potentially kill or gimp him very hard at this point in the game. An aggressive support can also take some pressure off you when you engage the enemy bot lane.

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1. Why is Draven a tough opponent for Quinn?


The early game god himself, Draven is a huge pain for almost every ADC in the laning phase. He's extremely aggressive and can almost always come out on top of any trades. Why is he especially problematic for Quinn? In general, the problem is he greatly outdamages Quinn with equal footing. It's almost impossible to out-trade him in lane, which wouldn't be a problem, but Draven's typically play over-aggressive and won't let you catch your breath in lane. Even if you blind him with Blinding Assault, Wicked Blades will still proc on you and Draven will probably still out-damage you. A really exceptional Draven will save his Stand Aside for when you go in to Vault as well, canceling this abilities damage and more importantly the instant Harrier proc.
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2. How should you play against Draven?


Draven's main weakness is in his utter inability to escape CC. Call for ganks or make sure to have a heavy CC support and Draven will be easy prey for you. You can also easily dodge Draven's ultimate Whirling Death by quickly using
tag team and moving to one side. Try not to 1v1 a Draven either unless your sure you can kill him as his damage is never to be underestimated.

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1. Why is Tristana a tough opponent for Quinn?


Tristana is not a tough opponent in the same sense that Draven and
Varus are. The reason that she is a counter to Quinn is that it's really hard to stop Tristana from reaching her godly late-game as Quinn. It's nearly impossible for Quinn to kill Tristana because Tristana both out-ranges her and has two reliable ways to get away from Quinn. If you go to engage
Tristana this is what will probably happen. She will Rocket Jump away, and then if you follow, she will Buster Shot you away, all while auto-attacking you and melting your health away. This combo only gets worse too, as she gain more auto-attack range as she levels up.
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2. How should you play against Tristana?


When playing against a Tristana you should be super-aggressive before she reaches level 6, and especially before she gets Rocket Jump if she didn't take it at level 1. Once she reaches level 6 it'll be almost impossible for you to stick to her if you engage. Try to be aggressive whenever her Rocket Jump or Buster Shot is down as you will have more chance of being able to kill her. In general, you can out-trade a Tristana if you can get in range of her and stay there. However thats nearly impossible, and late game she will just melt you before you can even touch her. I don't suggest playing Quinn against Tristana if you can avoid it for the simple reason that it's difficult to stop her from reaching late game, and when she does, she completely outclasses Quinn.

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1. Why is Caitlyn a medium opponent for Quinn?


Despite her seemingly obvious advantages over Quinn (her 650 range and good disengage with 90 Caliber Net) this matchup really isn't too bad. It's a challenging lane to be sure, but certainly not impossible. Quinn's saving grace against Caitlyn comes in the form of her damage. Quinn will out-damage
Caitlyn in a 1v1 all game, provided Quinn can get in range of her.
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2. How should you play against Caitlyn?


The most important thing to remember when playing against Caitlyn is to not let her bully you. Most Caitlyn's think that they instantly win the lane because they outrange you, but they are sorely mistaken. She's going to try to get free auto-attacks on you and you have to fight back whenever it's safe to do so. Take Vault at level 1 and if she uses an ability or comes in to attack you, engage her! You'll win almost every trade against a Caitlyn as long as you can stick to her. You can blind her auto-attacks with Blinding Assault and you can potentially get Harrier to proc three times before she even gets one Headshot if you play it right. You do far more damage than her early game so don't be afraid to engage her. Caitlyn will run out of mana long before you do, so use this to your advantage as well. High CC support like Leona can also make this lane easier by helping you lock
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1. Why is Ashe a medium opponent for Quinn?


This lane plays a lot like playing against Caitlyn, except it's harder and more annoying in my opinion. Ashe has less range than Caitlyn, but it's still more than enough to poke Quinn with. Ashe can actually kite you as well with
Frost Shot, where as Caitlyn only has 90 Caliber Net to really kite you with. I almost made this a hard matchup but this lane is very winnable during the early game due to Quinn's damage advantage once again.
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2. How should you play against Ashe?


You want to play this lane like you would against Caitlyn. Ashe only has
Volley for a damage ability and no way to increase her auto-attack damage besides the occasional Crit from Focus. Ideally, whenever Ashe fails to hit a
Volley you want to try and go in for some harass. Her damage output drops dramatically early game when this is on cooldown while yours is incredibly high with your Harrier passive and other abilities. As all hyper carries, Ashe is weak early game, and although she counters you to some degree, you need to try to push this advantage in order to beat her. Your early game is far better than hers and you need to try to punish her for this. If you let her get to late game unscathed your gonna have a bad time.

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buck shot


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1. Why is Graves a medium opponent for Quinn?


This lane is about as even a skill matchup as you'll find for Quinn. Both Quinn and Graves are good early game ADC's with good burst. Trades can go either way depending on who hits their skillshots and who doesn't. You have to be careful when playing against Graves though, as whoever gets an early advantage will typically snowball the other ADC due to the matchup being so evenly matched. This lane really comes down to skill but I'll give you some tips to win this lane right below.
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2. How should you play against Graves?


This lane all comes down to timing and hitting your Blinding Assault at the right time. One of the typical combo's you'll see Graves try to use is Quickdraw to get into range, followed by Buckshot, and then Smoke Screen to blur your vision. Buckshot is usually hard to dodge unless your behind minions, but the rest of his combo is easy to counter. Whenever he uses Quickdraw, do your best to hit him with Blinding Assault. This will greatly lower his DPS and directly follow this up with Vault to dodge his Smoke Screen. This effectively negates two of his abilities and will allow you to win out the trade. Dodge his skillshots and you'll win trades. If you don't dodge them then you'll lose trades. Simple as that.

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1. Why is Miss Fortune a medium opponent for Quinn?


This is another skill match up for Quinn and actually plays quite similar to playing against Graves. Once again, it comes down to dodging abilities and good timing on Quinn's part.
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2. How should you play against Miss Fortune?


The primary concern for you in lane is to dodge Double Up and auto-attack pokes from Miss Fortune. It's tough to win a straight 1v1 with Miss Fortune because of her high damage, and it's nearly impossible if your low on health. Be sure to stand next to minions instead of behind them, or farther back to dodge Double Up. If she wastes this ability you can go in for some harass. Do your best to dodge Make it Rain and if your very observant you can blind her when she uses Impure Shots as her guns will light up when she uses the ability. If she ever uses Bullet Time don't be afraid to use tag team to either quickly escape from it or to dodge it and go around. Other than that, that lane will be decided by jungler presence and supports. The best support for this matchup is Alistar as he can heal you from being poked, is extremely tanky, and has the CC to cancel Bullet Time if needed.

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1. Why is Twitch a medium opponent for Quinn?


At first glance you would think this would be an easy matchup for Quinn. Twitch has lower range than Quinn and has no real way to escape form her besides Ambush. However, Twitch hits like a truck, his Deadly Venom will still apply on you if you blind him, and he will outrange you once he gets Spray and Pray at level 6. In order to win this matchup Quinn has to shut down
Twitch early and quickly.
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2. How should you play against Twitch?


The key to winning this matchup is bursting down Twitch as quickly as possible. Why? The reason is that Twitch will kill Quinn in any form of prolonged fight. Deadly Venom will quickly melt her health and if Twitch uses expunge on Quinn with full stacks she's as good as dead. Twitch needs time to apply his Deadly Venom stacks though, and this is where his weakness lies. Bursting down Twitch quickly won't allow him to stack up his Deadly Venom and greatly reduce his damage. The best way to do this is to ask for jungler ganks or get a high CC support like Leona. If neither of these are possible, just try coordinate with your support to attack at the same time as to maximize your chances of killing
Twitch quickly. Additionally, you can dodge his Venom Cask by using Vault on him when he throws it at you.

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1. Why is Corki a medium opponent for Quinn?


There's a champion called Corki?! Yes, a nearly never seen ADC nowadays,
Corki is a true powerhouse in the right hands. What problems does he present to
Quinn though? The main problem is that he relies less on auto-attacks than other ADC's which makes Blinding Assault less useful. Additionally, he has a very long poke in Missile Barrage and a good escape from Quinn by using
Valkyrie. Quinn greatest advantage against Corki though is his high mana costs. Once Corki runs low on mana, he is a sitting duck for Quinn.
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2. How should you play against Corki?


In a straight 1v1, Corki should usually beat Quinn once he gets his Missile Barrage. Because of this, the key to beating Corki is beating him during the laning phase so he doesn't pose a threat later in the game. The best way to do this is to make Corki waste his mana early on. Once he is out of mana it will be easy to zone or kill him. A good strategy is to use Vault and then Blinding Assault like your planning on engaging but then instantly retreat. Most Corki players will instantly use Gatling Gun and possibly a Phosphorus Bomb in defense. Little fights like this will drain his mana quickly as his costs are quite high. Look for safe engages where you'll take little damage. Try to keep your health up and when he is out of mana, zone or kill him. If you do get in a 1v1 or a general fight with Corki, try your best to dodge his skillshots while hitting your abilites. If he uses Valkyrie to distance himself from you it may be in your best interest to back off as he'll hit you with Missile Barrage as you catch up to him and you may be taking
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Working on this right now! Coming soon!


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Supports and You

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So, who's your support and what do they do?!
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1. They ward for you
2. They die for you
3. They sacrifice gold for you
4. THEY CARRY YOU
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One of the worst things you can do in Solo Queue is to blame the support for your own failures. Basically, supports do all the hard and bothersome jobs (like warding and babysitting you) so you can have a good early game. If your support is dying a lot, it probably isn't his fault. It's yours! Supports put their lives on the line to protect their carries, and if your support is continually dying, more often than not, it's a reflection that your doing something wrong. Most likely getting into bad situations where your support has to save you.

The best way to have a successful early game is to have a good and communicative relationship with your support. Watch for when he engages so you can follow up, watch for ganks from the wards he's placed, even give him a kil if your far ahead! Don't be shy to communicate with your support either. They're there to support you. If you want them to buy a particular item or place a ward in a particular spot, let them know. They're usually very accommodating.

Lastly, it's not just the supports job to ward. Anyone who tells you that is playing the game wrong.
It's everyones job to ward! Yes, the support takes on the burden of placing the most wards, but everyone should be helping. Even the ADC! If you have money to spare, buy a ward, it's never a bad purchase!_______________________________________________________________________________________
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These are the ideal supports when laning with Quinn. All these supports have hard CC, strong engages, and are tanky enough to pose offensive threats to the enemy laner. These kind of aggressive supports allow Quinn to get her full combo off on targets and can take the focus off of Quinn by going aggressive. Each of these supports also offer very good peeling abilities with heavy CC to lock down enemies targeting Quinn._______________________________________________________________________________________
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These supports fall in the "Decent' category. Each of these supports have good CC, shields, and/or heals for Quinn. However, they are generally too squishy to start an engage or soak up much damage for Quinn in fights. They all do have some form of hard CC to peel and initiate for Quinn if they have to though.________________________________________________________________________________________
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So I put Soraka and Zilean in the "Bad" category because they offer no initiate capabilities. Neither one of them offers any kind of hard CC either for peeling for Quinn. Zilean is good for a poke comp but if Quinn ever gets engaged on Zilean doesn't have any way of peeling enemies off her, or does Soraka. Neither one of them can lock down targets for Quinn either.


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Team Fighting


So this is where it's your turn to shine in games. Your the primary damage dealer for your team, and as such, it's your responsibility to deal as much damage as possible. To do this you need to stay alive, target the correct enemies and know how to kite.________________________________________________________________________________________
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Kiting is a very essential skill for ADC's to learn. Essentially, it's when you attack an enemy while simultaneously moving away from them so to deny them the ability to attack you back. In teamfights this skill is crucial as you'll often be targeted by assasin's, tanks or bruisers from the other team. A lot of these enemies will destroy you 1v1, so it's key that you keep as much distance between you and them as possible. Remember that you have your Vault to distance and slow whoever targets you, along with Blade of the Ruined King's active to slow and leech some health back, and also Frozen Mallet to slow them even more. You also have tag team to run away if things go really badly. Someone on your team should also be helping peel these targets off of you, so if they aren't, ask them politely to help out.

Here's a good video I found of kiting. Note, it's a little corny and old, but you can see how Ashe perfectly kites Udyr by proc'ing her slow on him by auto-attacking and moving away from him every other second or so.

Kiting starts at 0:17seconds.
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So who should you be targeting in fights? Ideally it should be the enemy ADC or Mid-laner, but this won't always be possible. In fights you should always "target" the highest priority enemy. However, only do this when it is safe to do so. If the enemy ADC comes in range of you and you think you can safely attack him, then do it! If the only target in range of you is the enemy tank, attack him! Remember that your very squishy and need to remain behind your tanks and fight through their front-line first before you can get to their squishier players. It's your job to deal as much damage as possible to whoever you can while staying safe. Your team needs your DPS to take objectives like Baron and towers after big teamfights.
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Below is a video of me using good targeting mechanics to score a triple kill.


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1. So what exactly happened in this video?


At the beginning of this clip, you'll see we catch Shen alone in his jungle. As my team begins to chase him I quickly use Heightened Senses to scout out the bushes for a potential bait by their team. As there are no enemies in sight, we take chase. We realize we can't catch him and Fizz then attacks Master Yi. This is where targeting comes in to play.
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As we engage their team, I initially try to focus Ezreal. However, you'll see me quickly change focus to Anivia as she is much more fed than Ezreal and is close enough for me to attack her safely. I chunk her health pretty good and force her to Flash. I then turn my focus to the two nearest targets at this point, Irelia and
Shen. As I see the rest of their team is not close enough to help them, and they're losing the fight, I use
tag team to max out my DPS. I focus Irelia as she is the higher priority target, and then turn my attention to
Shen after killing her. Master Yi then makes the mistake of jumping in and I focus him, scoring a triple kill with the help of my team.
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2. What is the importance of this video?


This video demonstrates how you should attempt to prioritize your targets in team fights as an ADC. You always want to try to attack the most valid target at any given time while remaining safe. As you can see in the video, I initially targeted Ezreal. However, when the more highly valued target of Anivia came within range, I quickly changed my focus to her. Notice I also kept good positioning and didn't get greedy. After forcing Anivia's Flash I didn't chase her into the enemy team, instead, I remained behind my frontline and changed targets to next highest valued target within safe range. This turned out to be Irelia.
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Note however, that while I was able to target the squishier and higher priority targets in this fight, this won't always possible. If, for example, Irelia or Shen had jumped me at the beginning of this fight, I would have focused them first as they would be immediate threats to me.


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Ending Notes

So I hope you've enjoyed this guide and learned some useful tips about playing Quinn and ADC's in general!

Feel free to leave me comments or questions, I'll be sure to read and answer them as soon as I can!

Good luck taking flight on the Fields of Justice with the dynamic duo, Quinn & Valor! :)

- tLayZ

--- I hope to be making a "Lane Matchup" and "Gameplay" section soon!

*Special Thanks to JhoiJhoi for making such an intuitive and helpful guide about getting started on Mobafire. I used a lot of techniques referenced in her starter's guide in my own guide.


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Change Log

(7-3-13)
- Fixed some grammatical and format issues with the Guide
- Inserted a "Lane Matchups" Section
- Further detailed information about purchasing Statikk Shiv (see "Item Explanation" section)

(7-5-13)
- Included a video on how to focus the correct targets in teamfights (see "Team Fighting" section)
- Further detailed information about purchasing Phantom Dancer (see "Item Explanation" section)

(7-6-13)
- Extended the "Lane Matchups" section

(7-7-13)
- Included Randuin's Omen as a potential item purchase (see "Item Explanation" section)