Quinn Build Guide by Synthane
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Hello Mobafire! I wanted to make this guide to show how I personally play Quinn. I decided to make this guide as I feel that Harrier and the bonuses from Heightened Senses are under-looked, I almost always get positive results with this build and hopefully so will you! I would like to add that everyone has different ways of playing champions and this may not be that way that works for you when you play Quinn but hopefully you will discover this build to be a new and fun way of looking at this champion.
Quinn is ideal to play as a bot lane ADC however I occasionally go top using this build though in a solo lane she is fairly susceptible to ganks early game due to using her mobility offensively. If you enjoy poking and punishing your opponents, this guide is for you.
If you have any suggestions to add to this guide, please feel free to comment. Any suggestions will be appreciated and took into consideration.
Pros / Cons
+ Awesome mobility
+ Blind can lock down opponent
+ Her poke damage is insane
+ Able to punish opponents easily
+ Ultimate allows for an easy chase or an easy getaway
+ Easy to get last hits with Harrier
+ Able to give team sight
+ Fun playstyle (IMO)
- Ult needs to be used wisely due to CDs not resetting
- Vault needs to be used wisely as it could cost you your life
- Requires farm to rush items
- Takes a bit of practice
- Most awkward standing position in the game
Summoner's Wrath - Since we will be using Ignite, the extra damage will be very useful when going for a kill.
Fury - I only put 3/4 in here due to Summoner's Wrath however if you are going Barrier or Cleanse then put the fourth point in here instead of Summoner's Wrath.
Deadliness - The extra damage is useful for early game pokes and farm.
Havoc - The % extra damage may seem insignificant in early play however late game the damage adds up.
Weapon Expertise - Armor penetration. Nuff said?
Lethality - 5% crit increase is always useful.
Brute Force - Early game extra damage helps with pokes and farm.
Frenzy - After critting it pretty much procs another free Harrier buff.
Sunder - More armor penetration. Give.
Executioner - Obviously very useful for the extra damage below 50% health, this is beneficial to everything: dueling, chasing, punishing.
Perseverance - Early health regeneration is somewhat useful though this point could be put almost anywhere.
Durability - Extra health that scales will give you a slight advantage at every level. Every little helps.
Hardiness - Will help vs other ADCs and allow you to poke more with less risk of being killed.
Veteran's Scars - Again, more health adds up to give you an advantage.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
I go with a lot of AD runes for the early pokes with a topping of Armor and Magic Resist runes for safety when poking as Quinn is somewhat a close-range champion.
Greater Mark of Attack Damage - Awesome for early game pokes and easy farm.
Greater Seal of Armor - Extra armor allows for safer, early pokes and more offensive play in turn.
Greater Glyph of Magic Resist - Same reason as above, but there are MR.
Greater Quintessence of Attack Damage - The extra AD will always be useful, more so in early game and if you can get early kills and lots of early farm then your game is pretty much set.
I usually take Ignite and Flash, although sometimes I do use Barrier if I know I am against a hard lane setup.
Ignite is great for securing kills on escaping enemies also to reduce their healing and give you that extra damage (if you have Summoner's Wrath . Try to save Ignite for enemies below 25% health or it might be wasted.
Flash is mainly used for escaping enemies although it can also be used to chase and secure kills. I would save Tag Team for chasing and Flash for escaping but use it as you see fit. Note Tag Team has a lower cooldown.
Barrier can be used in place of Ignite if you prefer a very safe lane. If you feel that you can secure kills with Tag Team rather than using Ignite then feel free. Barrier is also useful for diving and if used wisely with Tag Team can create a very sweet and swift dive.
Cleanse should be used if you know you are against a hard CC lane such as Leona, Blitzcrank, Ashe etc. If you are not confident using Cleanse then I would advise avoiding it as if not used properly it is useless.
Ghost can be great for escaping and when used with Tag Team you can become a jet.
Heal is optional. I would never take this but if you are confident in using this then I don't see why it wouldn't be useful (especially in team-fights).
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.
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).
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%.
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, dealing physical damage and slowing the target's movement speed by 70%. This slow decays over 2 seconds.PHYSICAL DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD).
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%.
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: 120 / 170 / 220 (+ 50% bonus AD). MAXIMUM PHYSICAL DAMAGE: 240 / 340 / 440 (+ 100% bonus AD).
+ Use Heightened Senses to check nearby bushes and jungle for invading opponents.
+ Vault can also be used as an escape mechanism and an interrupt. If used correctly with Flash you should be able to escape most ganks.
+ Even though a target might be marked with Harrier don't go in to poke if you think that you will be punished for it. Try to wait for them to make a mistake and punish them for it.
+ The buff from Harrier can be used to acquire fast and easy farm so don't be afraid to switch targets in order to get a faster clear.
+ Red Buff is very useful as it adds extra damage and allows you to slow your enemies allowing for easy chase.