Quinn Build Guide by Pinks
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hi, my name is Pinks on the NA League of Legends Server.
I'm a 16-year old korean that lives in the United States.
I was platinum in season 3 and I am diamond 3 in season 4.
I have been playing league of legends for around 2 years now ,and I main adc.
This will be my SECOND guide on mobafire.
What's in this guide?
In this guide I will teach you how to dominate lane majority of the time with Quinn, I will also teach you basics about Quinn and I will also answer your questions if you have any.
Feel free to add me on NA, or send me a private message here on mobafire if you want my skype. I will not be doing as much mentoring through skype or custom games because I have gotten a lot of requests through my Vayne guide. I will always be there to chat or maybe play a normal game though, so don't hesitate to add me.
THIS GUIDE IS NOT MEANT TO BE FANCY, IT IS THE BAREBONES AND WHAT I WANT YOU TO KNOW ABOUT QUINN
Basics about Quinn
Quinn is known for her strong lane phase, but weak late game and turret siege phase.
But, I will teach you how to successfully carry into her late game and how to siege turrets with her short range. Quinn generally beats every adc, but of course, Caitlyn. Caitlyn has an immense range advantage over Quinn and her 90 Caliber Net can slow Quinn when she is trying to force an engage with Tag Team and Vault.
Last hitting minions is generally very easy because of Quinn's passive Harrier. Harrier provides a very high damage buff and attack speed buff on a target that is marked by Harrier. Also, Quinn's Q, Blinding Assault, provides a high burst aoe blind to targets hit by it, this makes last hitting groups of minions under tower fairly easy.
The combo you generally want to harass with is, wait for Harrier to be on the enemy adc, auto and proc Harrier then auto once more, Use Vault on the enemy adc to reapply Harrier on the enemy adc then auto once again, then use Blinding Assault on the enemy adc, and apply 1-3 more auto attacks. This combo will be your key to lane dominance.
Pros and Cons about Quinn
-Very high burst and lane dominance
-High mobility with her ult tag team
-High burst with her ult combo
-Very good synergy with high damage supports
-Decent amount of soft CC built into her kit
-Blind is strong vs enemy adc
-Passive attack speed buff
-Easy to last hit with passive
-High snowball potential
-Generally easy to play
-Easy to conserve mana
-Movement speed bonus from Harrier and Heightened Senses provides easy kiting
-Easier to clear double golems on blue side since she has a aoe blind and knockback
-Very low range
-Ult requires you to be melee range to use max burst
-Ult sometimes not used in late game unless you are chasing targets
- Quinn's Q, Blinding Assault, can be countered by standing behind a minion wave
-Usually a very one-sided lane (Dominated or Dominating)
-Ult has outrageous cooldown time at rank 1
I usually run my safe rune page on every adc.
I choose to run 9 Greater Seal of Health because I love the health bonus it gives at level 1. Also, I can now replace Greater Quintessence of Life Steal with Greater Quintessence of Armor since life steal got nerfed by .5%.
I would not recommend running armor yellows because I feel that my build with hp and armor runes works quite well.
I chose the standard 9 Greater Mark of Attack Damage, because I do not recommend armor penetration on any adc besides Draven. Quinn does not need the armor pen and it will definitely not benefit her lane phase with farming and harassing as much as AD Reds.
For blues I choose to run 9 Greater Glyph of Magic Resist which is standard. I would only replace this with Greater Glyph of Scaling Magic Resist or Greater Glyph of Mana Regeneration if you are against a heavy ad bot lane support such as Renekton, Lee Sin, or Talon. Most supports deal magic damage though and regular magic resist blues are more beneficial for lane dominance than scaling magic resist blues.
For quints I run 2 Greater Quintessence of Armor and 1 Greater Quintessence of Attack Damage. The attack speed or Attack Damage quints over lifesteal is normal nowadays, but I do run armor quints which is a little bit different. Since we will be running 9 hp yellows, instead of armor yellows, we will need another way to provide armor. The answer is through replacing 1 attack damage quint and 1 attack speed quint with armor. You will only lose 9% attack speed for 72 health. This is an amazing trade and will be highly effective in early level dominance. Attack speed is also not the most beneficial stat on Quinn.
TL;DR: Please run the rune page I have given you on this guide. It will give you the most effective early game and it is a little bit more defensive for when you get into the late game.
My mastery tree that I run is my standard attack speed/ non-caster ADC Mastery Page.
Quinn has very high scaling ratios when it comes to bonus ad. This mastery page will provide Quinn with the most bonus ad she can get from a mastery page, and it will provide her with the most attack speed she can get.
The Defensive tree masteries are very basic and not much can be changed. It provides the most defense against auto attack champions and lane minions. You can switch out some points to the utility tree if you need mana regen or movement speed. I would not recommend this because you will not get the 3% hp mastery from having 9 points in the defense tree. This mastery is very effective since you are using the 9 Greater Seal of Health.
If you read my Vayne guide, you will notice that this page is different. It's because I prefer % damage on Vayne over static base attack damage additions. Vayne does not have as many skills that scale high with bonus attack damage. On the other hand, Quinn and every other non-caster ADC have skills that have better scaling with attack damage. Therefore, I would recommend using this mastery page for non only Quinn but your other ADC's aswell.
Doran's Blade is standard for ADC's. No comment needed.
With the new patch 4.10, it is highly recommended that you buy 2 Doran's Blades since they come with 3% life steal each now. Bilgewater Cutlass's lifesteal got nerfed by quite a bit, so the 2 Doran's Blades will surely make up for it. Also, I would not recommend getting 3 Doran's Blades on Quinn because I generally do not rush Infinity Edge on her, so there is no need with going overboard with life steal
Berserker's Greaves is standard for non-caster ADC's. You will not need to buy Magic Penetration boots or CDR Boots on Quinn. They are not as effective or efficient.
Although Quinn has high scaling ad ratios, I prefer Blade of the Ruined King over The Bloodthirster. Honestly, this could be all preference, but I believe the slow from the active is effective because you can proc it mid-vault. Also, it allows her to kite better late game since she has low range and no dynamic getaway skill. The attack speed also gives you a crazy amount of hits with your passive attack speed bonus from Harrier.
I like to build Statikk Shiv because it provides a slight amount of burst with the passive and it is cheaper than a Phantom Dancer. You can choose to build your Zeal straight into Trinity Force because I generally sell the Statikk Shiv in late game for the Trinity Force. Trinity provides higher burst and it also provides mobility and health, but it is rather expensive and unnecessary for a strong early game.
Last Whisper is probably my favorite item on ADC because armor penetration makes you deal more damage than you think you should be dealing. 30% armor penetration is immense and this item is key for Quinn's high burst. Her skills deal a lot of the burst damage, so crits from the Infinity Edge won't be necessary until later. It will also help you kill tanks that are in your face such as Shyvana, Renekton, and Udyr.
Infinity Edge is pretty standard on any adc. This is the item you get that will power spike your damage tremendously. It is rather expensive and benefits auto attacks, so I choose to push this off to a later time when I play Quinn.
Last, but not least, you will need to buy a defensive item. You can choose to buy Guardian Angel if you are against high burst AD champions like Rengar or Talon. Otherwise, I would pick Warmog's Armor or Banshee's Veil. Warmog's Armor is a good choice against sustained AD damage because it provides you with enough hp that it beats the resists that GA gives you. This item will allow you to keep fighting during a fight and your team will not get destroyed while you are reviving from your GA if you choose to buy that. Also, there is no cooldown or anything, so once you get this item there is no waiting that has to be done. Banshee's Veil is a standard Magic resist item against mostly every AP Champion. It provides a large health and magic resist bonus and it also provides a spell shield against champs like LeBlanc and Veigar.
Make sure to replace your Berserker's Greaves with Zephyr in the LATE LATE LATE Game. The tenacity bonus is amazing, and it also provides attack damage and attack speed bonuses. This item will give almost the same movement speed as Berserker's Greaves if you have another % movement speed item. Also, the tenacity makes this item a semi-defensive item as well.
Quinn is not the greatest scaling adc when it comes to late game. Her range makes tower sieging almost impossible if the enemy team has any form of wave clear.
The way you play against this weakness is by shoving all lanes to enemy tower. Then you and your team want to go grab baron if your team is ahead and are just trying to end the game. The baron buff will give your team regen that will allow you to use brute force to power through the first tower. Once you get the first tower, the base will be open and it gets a lot easier after that.
You could also do a side lane split push with Quinn. Quinn can generally 1v1 any champion that does not have ridiculous burst or tankiness. The % hp damage from Blade of the Ruined King will allow you to fight tanks, and you also have ridiculous attack speed when tag team is used. You will be able to get a tower fairly easily since you are an adc and you might also have Sheen procs from Trinity Force. Lastly, Quinn's ult allows her to move swiftly back to the team if they get counter engaged on. This makes her the most mobile and versatile split pushing adc.
As Quinn you do not want to pop your ult and go for full burst straight in to the enemy team. This is stupid and I don't know what the point of it is. Rather, you want to go for sustained close range damage on any target you can hit. Use your Vault, Harrier, and Blinding Assault to take down anybody that is too close to you. I would recommend popping tag team if the enemy team is retreating or the enemy team has low hp bars. You can also use it to get away from the enemy bruiser or to execute the bruiser if you team already took care of the back line.
Overall, Quinn is a champ with large amounts of burst, but she also takes a lot of judgement. You will need to know just how much damage you can deal if you decide to go all in with tag team. Also, you will need to keep her short range in mind when you are pushing in to the enemy base.
I would highly recommend picking her up.
Thanks for reading !
Thanks Emi for the banner o: