Quinn Build Guide by anthek
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Hello everyone, I'm Anthek (once again, that's not my real name, but still, just call me Anthek), and in this guide I will show (again) you an efficient way I found to play AD Carry Quinn.
First of all, a little disclaimer. This is an efficient way to play AD Carry Quinn, but by no ways I pretend this one to be the best one. I'm not a pro player, ok?
So, let's get into the topic of today, which is...
This guide is a repost from the one I made earlier, which was a WiP. I finalized it, therefore I'm reposting it to void the heavy amount of downvotes I got for publishing an unfinished guide. I also fixed some things, like the item pick and the masteries. Hope you'll enjoy the final version!
Pros / Cons
So, why play ADC Quinn?
- Ennemy heroes and hero-related entities you attacked, then
- Ennemy minions you attacked, then
- Nearby ennemy heroes and hero-related entities, then
- Nearby ennemy minions.
Blinding Assault (Q)
This is your main harassing skill. Its blind makes it very efficient to deny the ennemy ADC's farm. It has a pretty low cooldown, so it's nice to spam it to proceed Trinity Force's damage as much as possible.
Heightened Senses (W)
Your W transforms you in a huge mobile sensor battery. It has a huge area of effect, so it can be used to check for inbound hostiles, or to keep track of fleeing hostiles after a teamfight. Remember that it also allows you to get vision in bushes!
This is your boom-boom-headshot skill. It slows the target, and it applies your passive. Try to use your E after triggering your "regular" passive, so you can apply a double-supra-mega-dual-harrier combo combined with Trinity Force for ultimate tear harvesting.
tag team Tag Team (R)
This ultimate is quite good, actually. It might be disappointing at a first glance, but it can be used to chase enemies, to escape, or to join an imminent or ongoing team fight. Remember that Valor's attacks applies on-hit effects like Icy, so it's just perfect to chase down retreating hostiles.
Flash is good on Quinn, as it is on 98% of the heroes. Use it to chase an enemy who escaped with Flash, or as a free get-out-of-jail card when tag team is on cooldown.
Since Quinn is a short-ranged ADC, Barrier may save your sorry a*s if something goes wrong. It can also be used to bait enemies and frustrate them like never before.
Ignite can be used to get that little extra burst needed to finish off a fleeing hostile. It's quite good but it gets useless after the midgame, since your items already give you an insane burst.
Runes, Masteries and Ability Sequence
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
tag team at the level 13. You don't need it before heavy teamfights begin. If teamfight'o'clock comes earlier than expected, pick it earlier.
I prefer maxing Vault before Heightened Senses because of the interaction with Trinity Force, for which a reduction in the cooldown comes pretty handy. If you mostly need sustained damage, max out Heightened Senses instead.
|Miss Fortune or Caitlyn, which will tend to zone you pretty hard early game. It will help you dodging their abilities like Double Up and will help you to "counter-zone" them.|
Trinity Force afterwards.
Trinity Force ) and some tenacity to survive if you're getting shot down in teamfights. And the extra speed will help you to place yourself correctly, escape ganks and chase down ennemies.
Attack Damage Item
Critical Strike Item
Due to the fact that there is 7 different types of items that are good picks on Quinn, you'll have to choose between Armor Penetration or Survivability to finish your build. You can also choose to pick between Critical Strike or Armor Penetration if you want to.
|Frozen Heart to complement this against heavy incoming AD damage, that's just perfect. And the active guarantees you an Ace when win a teamfight.|
Last Whisper against lightly-to-medium armored target.
The Black Cleaver to reduce their armor below 50%. This item combo can also be efficient against lightly armored targets, too, but in this case flat APen would be better to deal extra true damage.
Quinn has her place on a very offensive bot lane.
Therefore, here's the three supports that goes best with her.
Quinn & Taric make a nice offensive bot lane, that can come back and play defensively if they're in trouble. Taric's Shatter gives Quinn even more survivability, and Dazzle guarantees you a kill if the hostiles pushed too hard.
Lulu's Whimsy allows you to put Harrier often on the enemy ADC, therefore putting a nice pressure on the lane. Her Wild Growth, combined with Barrier, allows you to do some dual-wombo-combo bait that your adversaries will remember for a looong time.
Nami's Tidecaller's Blessing gives you a nice sustained CC combined with Vault. If she manages to land her Aqua Prison, your kill is almost guaranteed. Her Tidal Wave is also an amazing ultimate to initiate a teamfight.
(This is not an exhaustive list of all supports who goes well with Quinn, but I've tested her with all three of them and found them being really good with her.)
So, here's my AD Carry Quinn guide! Hope you enjoyed it, I'll keep it updated and add more content if it pleases you :) .
Have fun on the Fields of Justice!