Quinn Build Guide by Trumpets
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Starting Items #2
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.
Hello Mobafire! I've made this guide today to show how I personally play Quinn & Valor. With that said, this guide has more changes to come soon. I know that Quinn & Valor can be built many different ways besides my build, but here are my two cents. Quinn & Valor somewhat has a similar play style like Vayne. Without further ado, let's get into Quinn & Valor.
Quinn & Valor are an ideal bot lane ADC with a terrifying blind at bot. With high mobility and clever tricks, Quinn can chase down fleeing prey, or escape from sticky situations. Throughout the game you’ll be playing as either Quinn, a ranged DPS with a crossbow, or Valor, a swift melee-range eagle.
Pros / Cons
+ Great mobility.
+ She has a CC.
+ Her damage is great.
+ Secure kills easily.
+ Ult allows her to turret dive or escape in sticky situations.
- Using her ult does not refresh cooldowns on skills.
- Needs farm and early kills to do well.
- Takes a bit of practice.
I take a 21/9/0 tree taking all the necessary masteries a standard ADC takes along with some defensive masteries giving me HP p/LVL and Veteran's Scars giving me the additional 30 HP.
Summoner's Wrath - Since I'm taking Ignite, might as well get the mastery that give me an additional 5 AD/AP while on cooldown.
Fury - I only put 3 points into this. Optional, you could take the one point out of Summoner's Wrath and put it into Fury if you are going to take Cleanse
Deadliness - Gives 12 Attack Damage at level 18, it's pretty useful I suppose, but you won't really notice it when you have your full build.
Weapon Expertise - 8% Armor Penetration, who doesn't love that?
Havoc - 2% Damage increase, pretty helpful.
Lethality - 5% Crit Increase, pretty helpful.
Frenzy - 10% increased AS after landing a crit. That's pretty OP if you have the full build.
Brute Force - Additional 3 Attack Damage. Now isn't that helpful? /end sarcasm.
Sunder - MOAR ARMOR PENATRATION WOOOOOOWOWOWOWO
Executioner - 5% increased damage to opponents 50% or less health? SHUT UP AND TAKE MY MONEY
Durability - 108 Health at level 18? That's pretty helpful I suppose...
Hardiness - Additional 5 Armor.
Resistance - 2 Magic Resist, uhm alright...
Veteran's Scars - An additional 30 Hp. Great for starting out.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
I go all out on AD for Quinn & Valor. I take all the standard runes for an ADC carry as usual.
Greater Mark of Attack Damage - These will give you some nice burst damage early game and help you with csing early game.
Greater Seal of Armor - Quinn & Valor can be pretty squishy against the opposing ADC and this is an awesome choice for her. I chose these runes because you'll need the defense to survive.
Greater Glyph of Magic Resist - Magic resist will always be helpful against a support who does magic damage at bot. Besides that, they can also partially reduce magic damage from their AP carries.
Greater Quintessence of Attack Damage - Even more attack damage. What more could you want? These runes are essential to give more damage output early game.
Viable Rune Alternatives
Greater Mark of Armor Penetration - You could take this, but from all the armor penetration you're getting from your items and masteries, I wouldn't recommend this.
Greater Seal of Scaling Health - More HP early game could potentially help but I don't usually recommend this since you're already squishy and this would be waste of runes in my opinion.
Greater Seal of Scaling Armor - I'm pretty sure that these will beat flat Armor Runes at level 7 or so, I guess this is a viable alternative.
Greater Glyph of Scaling Magic Resist - The same reason as above, but these are MR glyphs.
Greater Quintessence of Armor Penetration - Again, items and masteries make this rune a bad choice, but it's your runes, not mines. Do what you please.
As for Summoner Spells, I take Ignite and Flash.
Flash is great for when your Tag Team is on cooldown and you need to get away from an enemy. It can also be a good tool for closing the gap to your enemy! Save yourself from using your Tag Team even though Tag Team has a lower cooldown.
Ignite is great for securing that kill on the escaping enemy. I normally use this after I've reduced them to 1/4 of their health or I am sure to get the kill. I can't tell you how many times I've taken a kill from an escaping enemy.
Cleanse is great for removing disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. You don't know how this spell can save your life. Replace Ignite if you're going to take Cleanse
Ghost is great for escaping. 27% extra movement speed along with Tag Team giving you a 107% movement speed boost not including your items.
Heal is an optional spell. I wouldn't probably take this ever, but who knows? It might save you in dangerous situations.
Harrier - (Passive) 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.
Blinding Assault - Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) 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.
Base CD: 11/10/9/8/7
Cost: 70/75/80/85/90 Mana
Heightened Senses - PASSIVE: Attacking a Vulnerable target will increase Quinn's attack speed by 20 / 25 / 30 / 35 / 40% for 3 seconds.
ACTIVE: Valor reveals the surrounding area for 2 seconds.
PASSIVE - Valor has 40 / 50 / 60 / 70 / 80% bonus attack speed.
ACTIVE: Valor reveals the surrounding area for 2 seconds.
Base CD: 50/45/40/35/30
Cost: No Cost
Vault - 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.
Base CD: 12/11/10/9/8
Cost: 50 Mana
Tag Team - 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% bonus movement speed that gradually decreases to 20% while in combat.
Base CD: 140/120/100
Skystrike - Quinn returns to perform Skystrike, dealing at least 120 / 170 / 220 (+ 50% bonus AD) physical damage to all enemies in a large area. The damage increases depending on how much health they are missing, up to 240 / 340 / 440 (+ 100% bonus AD). If Skystrike has not been cast before Tag Team ends, it will be cast automatically.
Base CD: None
Heightened Senses Is a great starting move to max out first. That bonus 80% attack speed is useful as hell. It's also a great way to farm/harass. I max this out as soon as possible.
Blinding Assault Is your main harassing ability. It does damage, and blinds in an AOE effect. I get this at level 2 and max it out by level 13.
Vault Is a great way to clear creeps and to apply Harrier. I take a point at level 4 and max it out by level 18.
Tag Team Skystrike I take this at the available levels of 6, 11, and 16. It's your pushing, chasing, and escaping skill. This ability can save your life due to the 80% movement speed from Tag Team.
Tips and Tricks
+ Use Heightened Senses to check bushes and jungles!
+ If used correctly Vault also be used to help you escape a gank. If in dangerous situations, Vault -> Flash -> Tag Team if they continue chasing.
+ Always try to get Red Buff. This will help you with your damage output and gives out a nice slow. Its really great since you've picked up Phantom Dancer, Infinity Edge, and The Bloodthirster so you can effectively chase them down.
+ Never forget to buy Sight Ward They're good to help you foresee any ganking. Even if you have your Heightened Senses, it's better to be safe then sorry. Even more so if your team is horrible at calling MIA.
+ As with almost all champions while laning, try to get the last kills on the minions. The more gold you get the faster you get your build. Sometimes when I try to let the other person push a bit more so I can farm at the very least. I let my minions do the work and make sure to last hit the enemy ones that are low. I still have to remind myself to do it sometimes. Using Heightened Senses is a great way to get last kills if there are a lot of them low at a time due to the effects that Heightened Senses gives.
This is my item build. Each and every build is different and can be customized. There are a bunch of things that you can replace my items that I build with. It is your preference, my build is just a sample of what you could potentially build. There are items like you will always build on an ADC ex. The Bloodthirster, and there's items you don't normally get ex. Statikk Shiv. If the item that you build isn't in my build, it does not mean that you chose the wrong item. To me personally, I think that if you change the build to fit your play style and it works? Go with your build, I hope you do read this section.
Boots of Speed and three Health Potion is my new favorite choice. Since the nerf to Doran'a Blade and what not, I've tried using boots more and I find it to be more effective in helping me dodge attacks and move faster since moves slow.
Long Sword and two Health Potion is an alternative to the Boots and 3 pots start. Since you took this start, that means you'll move slower, but the good thing is that you'll be able to increase your damage output early on into the game. It can also help with csing.
B. F. Sword if you were able to farm enough due to help from your support, you should be able to pick this up on your first recall
Vampiric Scepter I buy this whenever I have the 800g for it (400g if you bought a Long Sword). The lifesteal will help you sustain and keep you in lane for the longest possible time.
Zeal I pick this up after I get my Vampiric Scepter. The attack speed, movement speed, and crit rate will especially help when I'm either running away, catching up to enemies, or trying to farm.
Berserker's Greaves I will pick this up whenever I can. The attack speed helps and so does the movement speed.
The Bloodthirster I go for this straight away when I have enough gold. The attack damage and lifesteal is sure to keep me sustained and I can farm effectively. Not to mention the bonus 30 AD and 6% Lifesteal I get when The Bloodthirster is fully farmed.
Phantom Dancer I go for this after my The Bloodthirster and what this item allows me to do is farm, move faster, and that bonus crit rate helps.
Infinity Edge I go for this after I have my 2 core items. The attack damage from Infinity Edge is definitely going to help me get cs. Infinity Edge also gives my critical strikes a 50% boost in damage, so that'll be helpful with getting crits on your opponent. Did I mention that it also gives an additional 25% Crit Rate?
Enchantment: Furor I buy this whenever I have extra gold. This is purely optional, but I buy it whenever I have extra gold for that bonus attack speed
and movement speed after attacking.
Last Whisper gives me armor penetration. That is what is going to bring out your maximum potential damage. I take this after I get my Infinity Edge. This item is going to be devastating to your opponents especially Tanks.
Mercurial Scimitar This item gives you a similar effect to cleanse but, it does not stop incoming cc. I recommend you to take this if the other team has a lot of cc.
Maw of Malmortius This item is pretty helpful if the other team has a lot of AP casters. Also gives you 1 attack per every missing 2.5% of your maximum hp.
Frozen Mallet This item gives out a pretty nice slow (40% for using Valor and 30% for using Quinn and gives a 700 hp boost.
Guardian Angel Pretty standard for an ADC. Rebirths you after your death with 30% of your maximum hp.
Blade of the Ruined King This item is completely optional, but it is great against tanks due to it getting buffed along with the release of Quinn. I'd replace The Bloodthirster if you take this.
Runaan's Hurricane This item is also optional, but the attack speed from it is pretty helpful. The minor bolts will also help if you have a full build because it's 10+(50% of your attack damage). I'd replace Phantom Dancer if you were to take this.
Statikk Shiv This item is pretty good on Quinn. Gives 40% attack speed, 20% Crit chance, and 6% movement speed. Not to mention it's passive which gives you the ability to strike 4 enemies when it's fully charged. I'd replace Phantom Dancer if you were to take this.
Trinity Force Not too sure about this item, but you benefit from all the items used to make this. The Sheen procs with your skills. Zeal gives you attack speed, crit, and movement speed. Phage gives you hp and slow. Overall, if you were to take this item, I'd consider you to build this instead of Frozen Mallet if you were going to take that.
Youmuu's Ghostblade I'm not too sure about this item due to me mostly not building it in some games, but it might work. Gives 30 AD, 10% CDR, and 15% Crit. Not to mention the 20 armor penetration it gives and the passive which gives 20% movement speed and 40% attack speed.