Quinn General Guide by glory4lyfe

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League of Legends Build Guide Author glory4lyfe

Quinn & Valor: The Bird's Eye Advantage - Solo Top Guide

glory4lyfe Last updated on March 12, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hi! My summoner name is Knarley and I'm currently a Silver I player, working my way up. I am in no way a pro player so read at your own discretion. To be completely honest, I wrote this guide for personal use. I love the layout of MobaFire guides so I decided to create this for personal use so I could always reference it. After posting it, I figured, "Why not just post it for everyone?" So here it is.

If anyone likes the build please thumbs it up and/or like it. If you have any testimonials and/or questions or suggestions, please use the comment section located in the Discussion Tab.


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Pros / Cons


+Great VS. most bruisers.
+Very nice kiting ability.
+Very high mobility.
+Great vision with her W.
+High damage output.
+AOE blind.

-Naturally squishy.
-Short range.
-Enemy can see your marked targets.
-Passive does not scale well into late-game.
-Limited escape.
-Weak vs. gap closers.

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Movement Speed

Greater Mark of Attack Damage for early damage (these also help with last hitting).

Greater Seal of Armor for defense vs. AD.

Greater Glyph of Scaling Magic Resist for defense vs. AP. 'of Scaling' chosen because most AP you will face will be late game.

Greater Quintessence of Movement Speed for Quinn's low base movement speed.


Greater Mark of Armor Penetration is more damage versus champions, even with base armor. However, I still believe AD marks are better for damage and early last hitting.

Greater Quintessence of Armor Penetration is also an option for increased damage but the MS you lose is a lot. This is just a preference thing.

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Because Quinn's base damage is quite low, it's necessary to go 21 in the Offensive tree. The rest of your points will be spent in the Defensive tree.��

Quinn works very well with CD, which is why I take 4/4 in Sorcery .

After that it's straight down the AD side of the masteries, take 1/3 in Havoc . It's also viable to take 3/4 in Fury and Sorcery and then 3/3 in Havoc .

Because Quinn is not crit based, Lethality and Frenzy are not needed.

In the defensive tree, the goal is to get to Veteran's Scars .

Take 3/3 in Hardiness vs. AD top and 3/3 in Resistance vs. AP top.

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Summoner Spells

I run Flash/ Ignite about 90% of the time.

Teleport is also very useful when running split-push comps.

I would not recommend it, but Ghost is also an option if you are new to LoL or just scared you're going to get caught a lot.
IMO, Ghost is redundant because of Quinn's ult that gives 80% increased movement speed. You should also have Boots of Swiftness that will also increase movement speed by quite a bit.

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Skill Sequence

Tag Team

Because we are building Quinn tanky, this opens up many more play styles that do not suit ADCs. Because we are tanky, we can use Valor (our main source of damage) to our advantage and dive into team fights without worrying about dying instantly.

Since Quinn's Q and E do not scale very well with AD, we max Heightened Senses first to maximize damage. This also gives us a short CD on her vision which makes laning much easier and also increases our attack speed after using Harrier for nice harass and quick farming.

Put one point in each Blinding Assault and Vault early for the utility and keep them fairly even, leaning towards Vault more.

Take Tag Team every chance you get.

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Laning Phase

Laning phase is very simple;

Try to get Harrier to mark your enemy by constantly poking them with auto attacks.

Make sure you keep your river warded at all times. If enemy's hide in the top brush, Heightened Senses will reveal them so you can poke or just note where they are at.

Use Heightened Senses periodically throughout laning phase to check for ganks that come though your lane.

Use your Vault with caution. It's very good harass but it's also your only form of escape. Only use it when you are sure you can get away if needed.

NOTE; If you are facing anyone with some type of gap closer such as Darius or Jayce, save Vault for when they use it so that you can get away and usually kite them.

Tag Team is a tricky skill to use well. However, it has many uses. Use Tag Team when pushing towers. If they leave you alone for any length of time, Valor will eat towers with the passive AS steroid from Heightened Senses and AS items.

NOTE; If you are pushing towers while Quinn, make sure to pop Harrier on minions for the AS increase. Just auto the minion once and continue to pelt the tower.

If someone all-ins you, use Tag Team for the AS boost. Tag Team can also be used for chasing or when you are being chased.

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Item Explanation

Item Explanations (and Purchase Order)

Doran's Blade
This is a very strong starting item vs. most top laners. It gives you health, which you need. It also gives you extra AD for last hitting and poke and a little sustain so you don’t need to rush a vamp scepter.

↑ Take one or the other. ↓

Doran's Shield
Take this against strong auto attackers who can force trades. EX: Fiora, Jax, Tryn, etc.

Boots of Speed
Default boots.

This item builds into your CORE item. It’s also a great starting item because of the HP, AD and slow. Generally build Ruby Crystal first, unless you’re completely stomping on your opponent. This will build into Frozen Mallet.

Bilgewater Cutlass
This is a fantastic item for Quinn. This is where your sustain and damage comes from early. The USE is amazing and it also builds into another CORE item. This will build into Blade of the Ruined King.

Boots of Swiftness
Default boots. Great for chasing, kiting, escaping, etc. Sell these late game for tank boots.

Giant's Belt
Fantastic item; 380 HP for 1,000g. Enough said.

Frozen Mallet
CORE item. Builds from Phage. This gives you your mid game tankiness and the kiting ability you need. This also gives you the ability to chase.

Blade of the Ruined King
CORE item. Builds from Bilgewater Cutlass. This gives you your main damage source and allows you to continue to trade with those tanky top laners. The USE is also amazing and should be used in every trade.

Giant's Belt
Again; 380 HP for 1,000g. This one will build into Warmog's Armor.

Warmog's Armor
CORE item. Best item you can buy for the money. 2830g for 1,000 HP and HP Regen.

Defensive Options

Randuin's Omen
AD enemy becoming an issue? Buy this. Armor, HP and a cool slow/USE.

Sunfire Cape
This item is very good vs. AD champs that tend to stay close. Olaf, Tryn and Fiora would be good champs to get this against. Also good for clearing lanes and extra damage in team fights.

Guardian Angel
Pretty self-explanitory item. Armor, MR and it REVIVES you.

Maw of Malmortius
Build this vs. AP nukers. Also good vs users with magic damage executes. EX: Karthus, Lux, Garen, etc.

Wit's End
There are few champs I would build this against in top lane. I don’t really know if I would consider it a defensive item, but it definitely helps vs. Cho’Gath and Singed.

Offensive Options

The Bloodthirster
Straight damage and lifesteal. If you’re doing very well, get this.

Last Whisper
This will be your default damage increase. With the AD and ARP, great item vs. just about everything late game. At this point in the game, most people have armor.

The Black Cleaver
Little bit safer choice than Last Whisper, but not quite as much damage and not THAT effective on Quinn, seeing as it requires three AAs.

Fantastic item. LOVE it. It has everything Quinn needs but HP, which you should already have.


Boots of Swiftness
Default boots. Great for chasing, kiting, escaping, etc. Sell these late game for tank boots.

Mercury's Treads
I would not build these for the MR. The only time I would these would be for large amounts of CC. Personal preference though.

Ninja Tabi
These can be built if you’re having a hard time vs an auto attacker. EX: Fiora, Jax, Tryn.


Enchantment: Alacrity
These are really just personal preference. Would you rather have flat MS or more MS when you’re chasing?

Enchantment: Furor
These are really just personal preference. Would you rather have flat MS or more MS when you’re chasing?

Enchantment: Homeguard
If the enemy team has taken a base tower/inhib, get these. They’ll help if you need to defend near your base.

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Match Ups


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- Quinn is very good against AD bruisers that rely on auto attacks such as Olaf or Tryndamere.

- Use your kiting ability every chance you get. Why take damage if you don't need to?

- Don't forget about Tag Team. It's useful in MANY situations.

- DON'T FORGET ABOUT Blade of the Ruined King's LIFESTEAL! It will save you multiple times!

- Quinn is the ultimate split-pusher with some AS and Tag Team. If your team needs you to, run Teleport and split push like a boss.

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Change Log

- 3/5/2013
Removed Zephyr from core items and added Warmog's Armor.
Removed Runic Bulwark from defensive options and added Wit's End.
Added Zephyr to offensive options.

Added Greater Mark of Armor Penetration and Greater Quintessence of Armor Penetration to optional runes.

- 3/12/2013
Moved Doran's Blade and Doran's Shield before Boots of Speed
Added the Item Explanation section!

Will be adding top lane match ups soon!

If anyone likes the build please thumbs it up and/or like it. If you have any testimonials and/or questions or suggestions, please use the comment section located in the Discussion Tab.

PLEASE NOTE; This guide is not finished and is being updated constantly.



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