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Quinn Build Guide by Smokey Mcpot

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League of Legends Build Guide Author Smokey Mcpot

Quintessential Quinn: Top Lane Perfection!

Smokey Mcpot Last updated on January 3, 2015
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Contents

1. Introduction
A short introduction into the guide and why I made it.

2. Quick View
For a quick look at most of the valuable information mid game or on the go.

3. Pros & Cons
Short section for what makes this champion good and bad.

4. Masteries
Choices and information on mastery setups.

5. Runes
Why to use these types and other variations.

6. Summoner Spells
Which summoner spells will you choose?

7. Ability Information
Detailed information and stats about each ability.

8. Ability Explanation
Short explanation on what the abilities actually do and how to use them to your advantage.

9. Ability Sequence
Sequences for best utilizing your abilities and why to do so.

10. Items
Which items to choose, when and why.

11. Matchups
How well will you stand up against these?

12. Team Fights
Teamfighting Howto for Quinn.

13. Summary


14. Credits



Changelog


To-do List




Introduction




Tag Team
This is my first guide on Mobafire. I've put a lot of time and effort into making this as helpful as possible to aspiring Quinn players, if you have any issues with the guide feel free to leave a comment and I will consider any criticism.

Make no mistakes, I'm not a challenger ranked or super pro player, in fact I'm quite the opposite, in season 3 I managed to get to silver 4 and I'm ranked silver 5 in the current season on EUW. I chose to make this guide as I've done really well with Quinn and consider her to be my main AD top champion and look forward to expanding upon and improving my guide as time goes on.

Now on to the guide!




Quickview



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Pros & Cons


Pros


+ Great harass with Harrier
+ Denies enemy farm with Blinding Assault
+ Great gap closers Vault & Tag Team
+ Check Brush With Heightened Senses
+ Very versatile champion
+ Can carry the team & valor at the same time!

Cons


- Not very tanky
- Quite item dependant
- Needs plenty of practice with her burst combo
- Not much dissengage potential
- Is there any others?
- Can't think of any :)




Masteries



This mastery setup is aimed at giving Quinn the early game harass and damage needed to get that edge early, add extra defense in just the right places to increase laning potential and to just make her into your swiss army knife champion.



Offence

Fury gives faster attacks, Double-Edged Sword gives extra damage and Butcher helps with last hitting.

Brute Force gives scaling attack damage.

Martial Mastery gives straight attack damage and Executioner gives damage to enemies below 25% hp.

Warlord gives straight attack damage and Dangerous Game rewards you for killing enemies.

Devastating Strikes gives you armor and magic penetration.

Havoc gives you a 3% increase to damage.

Defence
Block gives you damage reduction and Enchanted Armor gives you armor and magic resistance.

Unyielding gives you damage reduction and Veteran Scars gives you hp.

Juggernaut gives you hp.




Runes



Runes

Greater Quintessence of Attack Damage
3

Greater Seal of Armor
9

Greater Mark of Attack Damage
9

Greater Glyph of Magic Resist
9




Summoner Spells




Ignite: Normally used to stop mid fight healing or to get that 1st blood when they start to run.

Flash: With not much to her kit escape-wise flash helps get out of sticky situations by wall flashing or normal flashing.

Barrier: Can be used in place of ignite if you would rather have 2 extra hits of life.



Ability Information
Harrier:
Valor periodically marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 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:
ACTIVE: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 1.5 seconds.

PHYSICAL DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+50% AP)
ACTIVE - TAG TEAM: Valor deals physical damage to all enemies in an area around himself and blinds them for 1.5 seconds.

PHYSICAL DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+50% AP)

Heightened Senses:
PASSIVE: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 3 seconds.

ATTACK SPEED: 20 / 25 / 30 / 35 / 40%
MOVEMENT SPEED: 20 / 30 / 40 / 50 / 60
PASSIVE - TAG TEAM: Valor gains bonus attack speed.

ACTIVE: All area within range is revealed for 2 seconds.

ATTACK SPEED: 40 / 50 / 60 / 70 / 80%

Vault:
ACTIVE: Quinn dashes to an enemy, knocking it back a short distance, dealing 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.

PHYSICAL DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)
ACTIVE - TAG TEAM: Valor dashes to an enemy and applies the same slow, knockback and physical damage, but does not mark or leap off the target.

PHYSICAL DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)

Tag Team
Tag Team:
ACTIVE: For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat.

OUT OF COMBAT MOVEMENT SPEED: 80 / 90 / 100%
IN COMBAT MOVEMENT SPEED: 20 / 30 / 40%

SkyStrike:
ACTIVE - TAG TEAM: Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 1% for every 1% of an enemy's missing health.

If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.

MINIMUM PHYSICAL DAMAGE: 100 / 150 / 200 (+ 50% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 200 / 300 / 400 (+ 100% bonus AD)



Ability Explanation


Tag Team

  • Harrier: Harrier gives extra damage to auto attacks. Valor will prioritize whoever you hit last, then try to find the nearest low HP enemy champion, then the nearest low HP minion. With Heightened Senses proc, you also gain 3 seconds of kiting and attack speed for hitting a vulnerable target.
  • Blinding Assault (Q): The blind is an excellent utility to have for duels and can save you in team fights if the enemy team is auto attack heavy. It will also apply The Black Cleaver to all enemies hit. In bird form, it changes from being a skill shot to affecting the area around you.
  • Heightened Senses (W): Reveals the area around you including brush, very helpful if you suspect incoming enemy junglers or you are just trying to check while pushing a turret.
  • Vault (E): Vault is a very unique skill. In human form, you can use it to close the gap enough to get into max auto attack range. It's useful for harassing, and for escaping ganks since it will knock the enemy back. In bird form, you don't bounce off to max auto attack range, allowing for a quick combo without losing distance.
  • Tag Team Tag Team (R): This turns you into Valor and changes you to melee. Because your skills don't change into different skills, they share cooldowns before & after transformation. It's good for initiating a duel, gap closing, fast lane changing, catching up to a teamfight, stealing dragon, pushing turrets, closing down those fleeing enemies after a teamfight or for escaping.
  • Skystrike (R): This Replaces Tag Team while Tag Team is active, it comes in handy when catching up to a team fight as you can get into the team fight, pop it and then vault an enemy to get out of the way, or you could even use it to clean up a team fight. Also handy for getting that safe killing blow when your enemy thinks he's won the duel, just back off and say bye bye.



Ability Sequence Order


[Standard Kill Combo]

> > >
The reason for this combo is to totally take advantage of Harrier that extra damage is big, when fed 3 successful Harrier marks will kill a squishy champion. Blinding Assault is mostly there to stop incoming damage from auto attacks, but still does decent amounts of damage.

[Ulti Combo]

Tag Team > > > >
The reason for this combo is Tag Team is very dangerous to use as it forces you to go melee, so use it to engage and try and fit at least 1 auto attack in and by the time you hit Skystrike, Vault is ready to get you out of range if they aren't already dead.



Items


Item Sequence

Mercury's Treads
1100

Trinity Force
3733

Blade of the Ruined King
3400

The Black Cleaver
3100

Guardian Angel
2400

Last Whisper
1300

This item works really well on Quinn because it gives her boosted damage and attack speed, %health damage works really well with Harrier procs too.

Armor shred is important to get more damage and I find this works well because it also provides a small bonus to health, in turn making you a harder target to kill.

Damage, damage, damage! You need to have this to keep your damage high mid/late game.

This is a strange one for Quinn, it's not massively helpful but all round stats make her that much more flexible, you can also get a little more burst from the Sheen proc off of it.

Does this really need explaining? makes you tankier and gives you a second chance to kill that enemy in a duel or even survive a team fight.

Boots are never a solid thing, choose what fits the game you are playing, I chose to show these because they help the most as a bruiser and unless your lane/game is a pushover you will probably need the tenacity to reduce CC and the small amount of MR to save you from pesky roaming mid champions.



Match-ups


Here we are going to look through possible opponents and how to best deal with each one in the laning phase, each one is color coordinated to show how much of a threat they are to you during those important first ten to fifteen minutes of the game, you will also find explanations on how to use Quinn to get the better of the enemy or just survive laning without feeding the enemy.



Medium
You can do it!

Easy
Free kills!

Hard
Survive!

Easy
Free kills!

Medium
You've Won!

Hard
Survive!

Hard
Survive!

Hard
Survive!

Easy
Free kills!




Teamfights


Quinn's role in a team fight is the same as most ranged AD champions, try and stay out of the fight picking off enemies and chasing down fleeing enemies. It's important to know that Quinn is a ranged assassin, you won't last long in the middle of a team fight but you can clean up pretty easily.

If you find a team fight starting before you arrive this could be the perfect chance for you to massively turn the fight in your teams favor, pop your Tag Team and target the squishiest champion first. As you enter the team fight dive the ADC (usually the squishiest) with Vault then immediately follow up with Blinding Assault this will stop any auto attack damage for 1.5 seconds which will give you time to back out of the team fight, then re-pop your ulti so Skystrike hits most if not all enemies then vault the nearest champ to you and continue attacking from range.
Being late for team fights usually ends up getting you double and triple kills quite easily because of the speed boost and duration of Tag Team.



Summary


So that is pretty much it for now. If you think this guide is lacking any information you are interested in learning about Quinn then please comment and let me know!

I've tried my hardest to make sure all the spellings are correct and that there isn't any words used incorrectly but feel free to point out any mistakes you find.





Credits



SPECIAL THANKS to jhoijhoi for the template, which you can find here, Bloofyre&PsiGuard.