Quinn Build Guide by Grendle
Not Updated For Current Season
Quinn and Valor, AD Hawksomene
Early Game/ First back
Not Updated For Current Season
This guide will focus on how to build Quinn and valor, Damacia's Wings. It will focus on the standard build that allows for a high output of damage, good sustain, as well as how to use her skills. i will also add a section at the end of how i feel about Quinn and Valor.
Pros / Cons
Good damage scaling
Good at getting out of ganks/ escaping chases
Valor has high attack speed and mobility
Puts out good poke damage throughout the game
Slow without boots
Not able to decide which targets get marked by valor
Other AD Carries outshine Quinn with being able to focus a target
only 1(maybe 2 depending on who you are) CC Ability
Heavily dependent on items
High Cooldown on Ulti
I chose these runes because they give a good amount of attack damage off the bat and throughout the game as well as health, armor pen., and critical strike chance. These runes should give a really good start with Quinn.
I chose these masteries because they give good damage, critical strike chance, and attack speed, as well as health and a little health regen. Good attack damage and sustain. Also, the effect from Executioner Makes killing people a lot faster and easier.
I chose these items because they allow for good sustain, speed, AD, attack speed, and some sick *** critical strike chance and damage.
The Boots of Speed and Health Potions early game allow for sustain and some speed, standard AD starting items.
The Berserker's Greaves give attack speed and movement and The Bloodthirster gives sustain from life steal and a big chunk of AD.
Enchantment: Furor Allows for good movement after basic attacks and single target spells. This means it triggers when you use your Vault and when you basic attack which allows you to escape ganks/ get away faster and easier. Also, you will be able to catch up to people after the slow from your Vault is applied. It's a great enchantment.
Phantom Dancer combos perfectly with The Bloodthirster and Infinity Edge to get off a lot of criticals, do a lot of damage, and gain back life really easy. It also gives a lot of attack speed, and some more critical strike chance.
Infinity Edge gives a lot of critical strike chance and dame, as well as a good amount of attack damage.
Frozen Mallet give a lot of health, a little bit of AD, and applies a good slow from basic attacks, which Quinn and Valor both rely on. The slows allows for you to catch up with or get away from someone. Good defense/ offense item.
Blade of the Ruined King is a great AD carry item regardless. The reason that I chose for it to be the last item in the build is because its a nice item to have. It's not a necessity with the build, but if you have it, it's just one more advantage you have over the other AD carry. The passive allows you to easily chunk down a tanky enemy early teamfight, and the active has a low cooldown as well as the ability to steal life, speed, and finish off an enemy who's trying to get away. Good item for initiating a fight (if need be) and finishing off a fight also. Not many people run this item, but it is one of my favorite items to build late game.
Harrier is Quinn's passive. Every few seconds Valor will mark a random nearby enemy for 4 seconds. If Quinn atacks the marked target, it will do (10 x Level) + (50% AD) BONUS damage. Valor won't mark someone again for another 10 seconds if the mark isn't triggered, or 3 if the mark is. He prioritizes the last enemy Quinn attacked, or a nearby low health enemy if Quinn hasn't attack anyone is a while. He will prioritize champions over minions or monsters. This ability is key for Quinn because it does a lot of BONUS damage along with initial damage. It is always a good idea to trigger the mark, even if it doesn't kill something, so that valor will mark another target 3 seconds later instead of 10 seconds later.
Blinding Assault is Quinn's Q ability. Quinn throws valor in a skill shot, dealing 70/110/150/190/230 damage plus (65% AD) and blinds the enemies in an AoE for 1.5 seconds. As Valor, you deal the same amount of damage and have the same effect. This skill is good because it allows you to throw Valor, deal damage, and blind enemies (meaning the next attack or ability they have will miss). It's a good skill to use in teamfights because of the AoE and because of the blinding effect. Also has a very good range.
Heightened Senses is Quinn's W ability. Passively, it increases her attack speed by 20/25/30/35/40% for 3 seconds after attacking a marked target. Activated, it reveals a generally large area (about the width and height of the screen) for 2 seconds. As Valor, it passively increases his attack speed by 40/50/60/70/80%. Activated, it reveals the surrounding area (about the width and height of your screen) for 2 seconds. In my opinion, this ability should be leveled up last. It should have points put in it periodically because of the passive attack speed after hitting a marked target, and the passive attack speed for Valor. I only think that the active is okay because of the long cooldown. The one thing it is very good for is if a teammate calls "mia", if you wait about 3-5 seconds depending on what lane it is called from, you can see if someone is trying to gank your lane from the river bush. Also, if the enemy players are pushing you away from the tower and trying to get you closer to the middle of the lane, use it to see if the jungler is in the bush.
Vault is Quinn's E ability. It is probably he most useful ability. As Quinn, it deals 40/70/100/130/160 plus (20% AD) and leaps to maximum range after marking the target. It also applies a slow of 50% that decays for 2 seconds. As Valor, he dashes to the enemy and doesn't leap away dealing 40/70/100/130/160 plus (20% AD) and slowing the enemy by 70% which decays over 2 seconds. This ability is the bread and butter of Quinn. Is a gap closer, a CC ability, and a good escape ability because of the fact the you slow AND jump to max range away from them. It also applies the mark which is absolutely great for doing damage. All around a great ability.
tag team is Quinn's ulitimate. She exchanges places with Valor for 20 seconds. Valor then gains a "new" set of abilities and gains an 80% movement speed buff when out of combat (what the f*ck?!?) and a 20% speed buff when in combat. When Quinn returns to the battlefield, she returns on a volley of arrows dealing 150/200/250 plus (some% AD) (not sure on this ability. It just does a lot of damage). This is what makes Quinn have such great mobility. Turning into Valor allows you to have an immense attack speed buff, movement speed buff, and the ability to come back as Quinn and deal a lot of damage. The movement makes it easy to escape ganks, get into battle faster, or kite really easy/ catch up with enemies. Valors attack speed and higher slow from Vault makes him be able to do A LOT of damage really quickly. I've gotten lots of double kills and a couple of triple kills playing as valor. I've also outrun a Master Yi Highlander. If you have extra money and your team is pushing the enemy into their base, it is also funny to buy enchantment: homegaurd for your Berserker's Greaves and go into Valor mode. Watch as your movement speed increases to 800 as you fly across the battlefield.
I will have another section at the bottom that explains more about Quinn and her abilities if you want to scroll down now.
Flash and Exhaust are my summoner spells of choice on Quinn. Flash is a given. I chose Exhaust because it allows you to catch up to them and land another Vault, trigger an untriggered mark, or finish off an enemy who had low health.
Another good choice would be Flash and Barrier. Barrier give that extra shield in case people decide to dive, you get caught in an unexpected gank, or you are in a sticky situation. I prefer Exhaust because I play more passive-aggressive, but I've also ran Barrier and it works fine also.
How to play Quinn
How to play Quinn
Quinn's passive make you able to output a lot of damage. Taking advantage of that passive and its poking power seperates a good Quinn from a bad Quinn.
The way to use her passive as a poke is wait for valor to mar a champion. When valor marks a champion that isn't high risk to attack, shoot them with one basic attack, target them with Vault, and hit them again with a basic attack. This will maximize the output potential of Harrier. Also, after using Vault, Valor should be able to mark them again around 1-2 seconds after the Vault mark is triggered. By this time, the enemy should be running back to their turret to back. The best part was that you didn't have to take any damage because you were out of range for the first mark, during the Vault they started to run away, and they were running away during the third mark. This is what makes you able to zone and dominate the lane.
Another way to use her abilities is to use Blinding Assault on a marked enemy that is chasing you and follow up with the combo above. The marked enemy is chasing you, so you use Blinding Assault/ This leads with a bit of damage, and their next attack misses. So after they are blinded, you trigger the mark, they start to run because they know they're screwed, and you're able to get 2 more marks, some basic attacks, and a CC on the enemy.
Also, the Vault can be used to escape from people. using it to escape is good because you jump to them slowing them and jumping to max range. This means you basically just applied a heavy 50% slow without them being able to touch you. It's also good if they are right behind you because it is maximum range, and not the range from which you cast the spell. Great ability.
Finally, Quinn's tag team. This is one of my favorite ultimates in the game. It gives a hugh speed buff which allows you to get away from or get closer to combat faster. The attack speed also allows you to take down enemies easily. Use tag team when near an enemy at medium health. When they try to get away, use Vault to catch up easily, do damage, and apply a really heavy slow of 70%. then if they try to run again, use tag team again to have quinn come down in a volley of arrows and use her Vault again. They should die soon.
There are a variety of different combos with quinn. I just covered some of the most useful ones here.
How I feel about Quinn
At the moment, Quinn is my main and my favorite champion to play. But there are some things Riot needs to fix. First of all, I think her ultimate should be like Nidalee's or Jayce's. I think you should be able to be a bird forever, but nerf the movement and attack speed to make it more equal. I find that being a bird for 20 seconds is helpful, but not too helpful if no enemies are around.
Another problem I have is that other AD carries such as Vayne and Twitch are able to outshine her with being able to focus someone. Quinn can't choose who valor tags, which is a problem because then she isn't as effective as she could be. Finally, Valor's tags don't happen enough and you cant pick who they tag. For example, Vayne is able to focus and demolish someone with her W's passive because she chooses when and who the passive happens to. This makes it so that she can fire shot after shot at someone and with every shot apply a mark. With Quinn, she has to wait 3 seconds-10 seconds, and there's no guarantee that Valor will tag the right person when entering combat.
I like Quinn, but these issues need to be fixed. Needless to say, Twitch and Vayne are good counter picks against Quinn. Vayne because of the W passive and her Tumble, and twitch because of his passive and E combo and his Ambush. Any assassin ADC is good against Quinn because she relies on being close to some one and in the fight.
Quinn is a very versatile and mobile AD carry. She rules the Fields of justice with her Vault and the attack and movement speed buff with hey ulti as valor. Her passive, Harrier, makes Quinn able to output a lot of damage in a short amount of time. All around a great champion. Thanks for viewing my guide. If you have an questions, send me a message, or PM from the PvP client at Schl0ngOfJesus (replace 0 with o).
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