Quinn Build Guide by Elike119
Not Updated For Current Season
Not Updated For Current Season
Greater Quintessence of Attack Damage: These provide a significant boost to your damage output and scale well into late game, in addition to giving you a helping hand last hitting in lane, grabbing jungle minions early on and harassing enemy champions. You need to be last hitting really well to afford an early Bloodthirster.
Greater Mark of Armor Penetration: Due to the S3 reshuffle of starting items, you make up from the lost AD of AD Marks with a Long Sword. As such, it is a great boost to your damage grabbing these marks to supplement your AD. Remember that the enemy ADC most likely has armour runes; these marks will ensure your attacks pierce some of that defense.
Greater Seal of Armor: Your primary opponent bottom lane will be the enemy ADC; armour is the best counter. The runes will also allow you to trade damage more, as they will absorb some incoming attacks.
Greater Glyph of Magic Resist: These runes protect Vayne against early game magic damage from ADCs such as Kog'Maw and supports, such as Sona. Scaling MR is also an option if you know you won't be up against any early game magic damage; just keep in mind that you will probably be ganked by mid lane sooner or later, so it's not entirely wise to skip MR glyphs.
Flash is a fail safe, as well as being a strong offensive tool. To accompany Flash, Ignite, Exhaust, Cleanse OR Heal can be taken, depending on your lane match-up.
Starting Long Sword + 2x Health Potions is a common approach by many ADCs in Season Three. The Long Sword is either rushed into a Vampiric Scepter, The Brutalizer if you're an ADC that benefits from CDR or Avarice Blade for the gold gen.
Alternatively, starting Boots of Speed + 3x Health Potions is effective towards sustaining your health and allowing you to trade damage early game. However, the movement speed isn't as necessary early game anymore, the way it was before S3.
It is imperative that you pick up some early life steal, whether it be via a Doran's Blade, or a Vampiric Scepter. Why? You need enhanced active sustain. The lifesteal will help you in lane and in teamfights when they start. If you also grab Life Steal Quints, your active sustain in lane will be such that you will constantly be at full health, even if you get harassed in lane. To utilise such a life-steal heavy set-up, you will have to be consciously auto-attacking to regain health.
I find this item a really useful choice for players trying to adjust for Ashe's mana issues. Never buy potions after your initial spawn - instead save a little money to buy this. You will rarely use all three charges in lane, but just in case, ensure you recall back to base every now and then to recharge it. The restoration of mana and health is just great, allows you to use your abilities a little more. It is especially useful to grab this item if your support doesn't have an in-built heal to keep you on good health.
This is the cheapest attack speed item in the game. In Season Two, it was custom to buy this item on first recall, or as soon as possible. In Season Three, upgraded boots are not as necessary, so it is acceptable to delay this purchase.
There are games when you are being caught out by CC and you haven't taken Cleanse for whatever reason, or if you're getting destroyed by ability power damage. Grab these boots instead of Berserker's Greaves for the Tenacity and magic resist.
LIFE STEAL + STACKING DAMAGE
Bloodthirster is rushed mostly by caster ADCs, especially those with shorter range and thus prone to more skirmishes and trades, in addition to the fact that it is easier to rush BT due to an early Vamp Scepter. Building BT is all about dealing a lot of early game damage and out-sustaining the enemy AD. When tossing up between the decision to buy BT or BotRK, size up the enemy team and decide whether you will need straight lifesteal, or health shred.
LIFE STEAL + SLOW + HEALTH SHREDDING
This item has been popularised by it's rework and due to the current meta of entire teams buying Warmog's Armor. BotRK deals percentage health damage, and returns half that damage to you via life steal; this makes it a viable choice to replace or supplement the Bloodthirster. Equally important is the active ability to slow an opponent which is infinitely powerful on ADCs with no/little CC, or short range, such as Quinn.
ATTACK SPEED CHOICES
PHASE THROUGH MINIONS + CRITICAL STRIKE CHANCE
Infinity Edge + Phantom Dancer is a common combination; either item by itself does not do much, but together they shine. Together with Infinity Edge, it gives Quinn a 55% chance to critical strike on every attack, in addition to giving her an incredible attack and movement speed boost.
AOE DAMAGE, EARLY GOLD GENERATION
An interesting item that deals AoE damage after gathering charges. Great for crowd control, split pushing and clearing minions if your base is being sieged. Grabbing Shiv is all about an early Avarice Blade and the gold gen from it, in addition to pushing.
PERSONAL PERCENTAGE ARMOUR PENETRATION
An age-old debate that has sparked arguments since Season One and amplified due to Black Cleaver buffs. The tl;dr version is: If the enemy team has a lot of armour, buy Last Whisper. If they don't, grab The Black Cleaver. Simple.
TEAM ORIENTATED ARMOUR PENETRATION
Unlike Last Whisper, Black Cleaver applies an armour penetration debuff that your team can capitalise on. This means that if you manage to attack anyone, their armour is reduced for everyone on your team.
LAST DAMAGE ITEM
CRITICAL STRIKE DAMAGE + CRITICAL STRIKE CHANCE
This is easily the most common item to buy when building for typical ADCs. There are many reasons for it, but put quite simply, it works. The critical strike chance, coupled with the significant damage boost of AD and critical strike damage means that your ADC will be dealing huge amounts of damage, especially as the masteries we choose enhance critical strike damage and the items we buy (Phantom/Shiv) round it all up. Traditionally (Season One - Season Two), this item was bought first, but with the introduction and rework of BotRK, we're seeing many ADCs delay this item for last purchase, or not buy it at all.
JACK OF ALL TRADES
Trinity means a little survivability and slow chance from Phage; it means some critical chance strike and attack speed from Zeal and finally, it means a proc of damage from Sheen. Now, the mentality behind buying Trinity Force is that if you Tumble, it will proc the 150% increase of your base damage with that shot. However... is there a better choice for getting this proc?
SLOW + DAMAGE PROC
If you want to be tankier, but still deal damage AND slow down fleeing enemies to catch up with Night Hunter, Gauntlet does all the above for less cost than Trinity. It works well as a first defensive AND offensive item if you find yourself in a game where the enemy team doesn't focus you. With Gauntlet, we get the proc and the slow we want from Trinity + more survivability.
CLEANSE AS AN ITEM
This is the upgrade of Quicksilver Sash and should be upgraded end game after your other items. The unique active is like Cleanse, and is very useful if you are finding yourself continuously targeted by CC that would be best mitigatable (Malzahar's ult, for example).
HUGE HEALTH BOOST
Simply put, 1000HP is 1000HP. You add 1% for each point of magic resist and armour you have. So for example, at the end of the game you have Warmog's + 75MR + 75AR. Your base health will be around 2700HP. With resistances, your effective health becomes around 4700HP.
REBIRTH ON DEATH
Ideally the best survivability item for an ADC, especially against a heavy AD team. Grants the owner a nice boost in armour and magic resist, in addition to the ability to revive upon death. The cooldown for this unique passive is quite high, however, and uncoordinated teams may waste the item's potential. Always ask yourself whether a QSS will help you escape the problem of dying in the first place.
Banshee's is an optimal survivability item for players who are pre30, or playing at low elo (below 1100). It gives a great boost to health, mana and magic resist, in addition to granting the user a spell shield that takes 45 seconds to regenerated after being popped. Alternatively, it is also a fantastic item for high elo, well coordinated teams; Azubu Blaze recently ran BVs against a heavy AP team and the negated spell every minute helped them smash the opposition.
MOVEMENT SPEED BOOST ON ATTACK
You can hold off buying this enchantment until end game if you feel the need to conserve cash. However, realise that by attacking anything, you get a movement speed boost - this is great for chasing, and even fleeing if you know how to kite.
INSTANT HEALTH + MANA RESTORATION ON SPAWN PLATFORM
This enchantment is best bought if/when your base is being sieged by the enemy team. It allows you to recall and instantly regain your health and mana, in addition to give you a huge movement speed boost to help you get back into the fight.
REPLACING YOUR BOOTS
A great item to replace Mercury's Treads/Berserker's Greaves late game if you need Tenacity. Remember, Tenacity doesn't stack, so you can't have Merc's and Zephyr, else you'll be wasting a lot of gold and an item slot worth. The cooldown reduction is useful.
SURVIVE BEING BURSTED DOWN
This is the upgrade of Hexdrinker and should be upgraded end game after your other items. The unique passive is like Blitzcrank's passive Mana Barrier, and is very useful if you are finding yourself continuously destroyed by the enemy team. The passive means that you can't be burst down by one spell or attack.
BROKEN DOWN CHOICES - QUICK REFERENCE