Quinn Build Guide by VLCLOUS
This Guide Has Expired!
WARNING: This guide has not been updated by the Author in a very long time. The information contained may no longer be valid. Depending on the guide and information contained you may prefer to find some more up to date guides on our browse guides page!
Champion Build: Quinn
| Health | 1920 |
| Health Regen | 14.4 |
| Mana | 840 |
| Mana Regen | 13.5 |
| Armor | 125.69 |
| Magic Resist | 60 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 282.3 |
| Attack Speed | 106.781 |
| Crit Chance | 45%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 27% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Ability Sequence + Notes





Masteries + Notes
Introduction
Pro's & Con's
Pro's
- Great poking ability
- Amazing movement speed
- High damage
- Fun/Unique
- Low cool down timers
- Great late game like all adc's
Con's
- Her ulty does not refresh cooldowns when casted
- She's a bit slow early game but once you get boots it's not a problem
- Mid-range attacks somewhat like Vayne
- Well being a girl I think shes kinda ugly LOL... And they could of done better on the skin but ohwells.
- Her passive goes to the wrong target sometimes
- Squishy but that's kind of a given since you're a adc.
Runes
Greater Seal of Armor
Grants 1.41 armor.
I chose armor seals for the extra sustain. There will be a lot of harassing and poking going on early game and this helps a lot with trading poke.
Greater Glyph of Attack Speed
Grants +.64 attack speed.
I get the attack speed glyph because I generally don't build much attack speed until early-mid game, I focus more on high damage items. Having this compensates for the attack speed I'm missing early on.
Greater Mark of Attack Damage
Grants +.95 attack damage.
This is pretty much straight forward. You're the AD carry, you want more AD. Having some early game gives you a better advantage over the opposing AD carry and helps with farm/poke and fights.
Greater Quintessence of Attack Damage
Grants 2.25 attack damage.
I like these Quints because it gives a early game lead. People don't usually have a lot of armor early game so I'd rather have damage. You can always build armor penetration in game such as a
Last Whisper.
Alternatives
These runes give more sustain and are more frequently used by summoners.
| Runes | |||||||||||||||
Greater Quintessence of Attack Damage 3 |
Greater Seal of Armor 9 |
Greater Glyph of Attack Speed 9 |
Greater Mark of Attack Damage 9 |
||||||||||||
Masteries
With
Items
| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
The Bloodthirster 3200 |
Infinity Edge 3800 |
Statikk Shiv 2500 |
Guardian Angel 2600 |
Blade of the Ruined King 3200 |
||||||||||
Above is my general build.
Alternatives
My Core Items
Alternatives
Skill Sequence
Blinding Assault
Quinn sends out Valor in a straight line skill shot, blinding enemy's hit.
The reason I max this last is because I generally don't hit this 100%. It is a good poking ability and has decent damage out put but easily avoided since it is a straight line skill shot.
Heightened Senses
Passively grants Quinn attack speed and bonus damage after attacking a enemy marked by
Harrier. Valor's attack speed is permanently increased. If activated
Heightened Senses reveals surrounding area.
The reasoning behind maxing this first is because I generally do not buy attack speed until early-mid game. Having this maxed gives me the attack speed I need plus the bonus damage. This skill can also reveal surrounding areas which is great for chasing. Overall I very much like this skill but if you dislike it or don't think it should be maxed first I suggest you max
Vault.
Vault
Quinn dashes to an enemy, dealing physical damage and slowing the targets movement speed. Upon reaching the target, she leaps off and lands near her maximum attack range. Valor will immediately mark the enemy with
Harrier.
This skill is great for mobility and adding your passive effect from
Harrier. What I love about this skill is that if you are chasing and
Vault the enemy, you land slightly closer to them and if you are up close to a enemy, trying to escape.
Vault will cause you to land a slightly further distance. I max this 2nd for the cool down but can also be maxed first if chosen to.
Tag Team
Valor replaces Quinn on the battlefield as a mobile melee fighter. When ready Quinn returns in a hail of arrows, dealing physical damage to all nearby champions.
This is Quinn & Valor's ultimate. I generally use this to chase and/or escape why? Because Valor's speed is very high. One thing I dislike about this ultimate is if you activate it with cooldowns on your skills, the cool downs do not reset. This makes you think which set of skills are more important for the fight.
Spells
Flash
Teleports your champion a short distance towards your cursor.
This skill is used either to grab a kill or escape. I generally use this summoner spell on most of my champions. Its great if you get ganked, gets you out of sticky situations and is able to go through some walls. Although at first its hard to master this skill is a must have.
Ignite
Ignites targeted enemy dealing 70-410 true damage (depending on summoner level) over 5 seconds and reduces healing effects for a duration.
This skill is mainly used to gain an advantage in fights. I generally get
Ignite on all my AD carry's for the extra damage and the special effect of reducing enemy heals. I cast this as soon as I get into the fight, why? Reasoning behind this is simple, if they have a healer I want to reduce the amount they heal to ensure a kill quicker.
Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
You could replace
Ignite with
Cleanse for champions with less escape such as Kog'maw. Cleanse is used to get out of sticky situations such as a Amumu ulty.
Ghost
Your champion can move through units and gains 27$ movement speed for 10 seconds.
This could replace
Flash This is great for running away/chasing. I generally don't use this on a AD carry and use it on Bruisers and such. But if you really dislike flash this is a great replacement for more mobility.
Barrier
Shields your champion 115-455 depending on summoner level for 2 seconds.
This could also replace
Ignite for some more sustain. I generally don't use this spell often because I find ignite more useful, but this really helps in those early game fights.
Farming/Harrassing
While farming try your best to hit the minions/champions marked with
Harrier This adds the effect of your passive on
Heightened Senses giving you extra attack speed and bonus damage on your next basic attack. Your
Vault also marks the targeted enemy with
Harrier. What you basically want to do is auto attack the enemy and
Harrier should auto focus whatever you're hitting, once they are marked your next basic attack has bonus damage and added attack speed. Mark them again with
Vault This causes them to be marked with a 2nd
Harrier which makes
Heightened Senses passive used twice and I think this is the best combo for Quinn.
Optional Items
Crowd Control Heavy.
Zephyr
AP Caster Heavy.
Sustain.
Armor Heavy.
Summary
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA June
Registration Open
|
|
Dominate Dominion #62
Registration Open
|
|
MOBAFire Community Cup EUW June
Finished
|
|
Dominate Dominion #61
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (14)




