Quinn Build Guide by OTGBionicArm
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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.
Table of Contents
Synergies and Counters
As a Marksman at top lane, you absolutely must have Flash if you expect to survive ganks. Ignite is used because Quinn has very high early kill potential and your objective is to snowball. In some match ups against assassins or auto attack oriented champions, you may opt for Exhaust to shut down their damage. Lastly, Heal is always a safe choice to save your life, but it's weaker offensive uses limit your snowballing potential.
MasteriesA dueling oriented mastery page. Feast is used for some buffer sustain and Spell Weaving blends nicely into your assassination combo. Dangerous Game can be a powerful point to have if you're forced into team fights.
About the Author
GrandmasterD coded the entirety of this guides' format and Ubnoxius created the amazing intro banner and dividers!
In this guide I will showcase a game play pattern for Quinn and Valor that focuses on snowballing, split pushing, total map domination, and assassination. Playing her as a top laner forces an entire strategy of "Duo Marksman", which is basically getting an early advantage and grouping to overpower every turret in your path. Alternatively, she's one of the strongest duelists in the game, and makes for a very powerful split pusher.
Just some Quinn mood music; Listen while reading the guide!
Who are Quinn and Valor?
Vault is maxed first because it is your primary trading ability, as well as your escape. Maxing Blinding Assault may seem attractive for burst, but you don't want to push the lane any harder than you will simply by playing Quinn with even the slightest hint of aggression. You'd be serving yourself and Valor up as a free meal for any jungler if you did this. It's maxed second for after laning phase when you want to keep split pushing and actually need to wave clear.
You'll likely have to back at least once before you can make any huge purchases, so get a Vampiric Scepter on first back to sustain yourself if you happen to get ganked. A second Doran's Blade may also help hold you over until your B. F. Sword.
The Bloodthirster goes towards your heavy AD scalings and dueling power with it's powerful Lifesteal while Trinity Force amplifies your dueling and split pushing powers exponentially. The Sheen procs will give you more burst and you'll kite even harder with Phage. Mercury's Treads are preferred to shorten nasty CC from locking you down.
Last Whisper is essential because the first reaction enemies will have to seeing a dual marksman comp is to stack armor. Randuin's Omen further amplifies your dueling powers against other AD champions with it's passive and actives. You can use the active to help in team fights by peeling or chasing down fleeing targets. Banshee's Veil is essential to avoid being blown up by mages. Get this earlier than Randuin's Omen if AP is your major threat.
With the Assassin build, Valor innately attacks very quickly to decimate targets. Heavy AD and Crit are his best friends to kill squishy targets, so if you get ahead enough an Infinity Edge is the perfect buy. Youmuu's Ghostblade is another Assassination oriented pick compliments both Valor's assaults and dueling and kiting as Quinn nicely. Statikk Shiv has multiple purposes. The first is to split push to oblivion with free wave clear. The second is to bypass enemy armor stacking by having a bit of magical DPS in the mid game. Lastly, you may find yourself buying this item if your actual marksman starts doing poorly, and you have to pick up the slack and go with a more traditional Marksman build.
If you find yourself fighting an AP Top Laner, or our main threats on the enemy team are AP, you may consider the hexdrinker early on for a defensive/offensive buy. Maw of Malmortius is there should you feel like finishing it later in the game, but the purchase is mostly for the shield passive. Blade of the Ruined King is another hybrid defense/offense item. It's active can help you to assassinate Targets as Valor or kite more effectively as Quinn. Guardian Angel is always a super aggravating buy when you're ahead. Having to kill a fed marksman twice is annoying as hell for the enemy team, especially when they have another potentially fed Marksman to deal with.
Aggressive Warding will be required to avoid the countless ganks you will endure at top lane. You will be a primary camp target for any competent jungler so be ready! Use wards and Heightened Senses to scout for enemy junglers ahead of time. If you have to escape, use Vault to gain distance and blind your pursuers with Blinding Assault. If all else fails, book it with Valor to safety, or Flash.
As Quinn is still technically a Marksman, she is very farm dependent. Your best case scenario is absolutely demolishing the enemy in CS, as well as having your boot on their neck and never letting them up. Getting a few early kills is ideal, and if your jungler helps you snowball, thank him! And obviously as a Marksman, she is very vulnerable to burst early on. Assassin Junglers such as Rengar and Kha'Zix will have Demacian Eagle for dinner if you aren't careful. Take any and every advantage presented to you and take it to group with your team, or continue split pushing.
Warding and Ganking
Once you hit level 6, you can choose to gank mid or even the enemy jungler as Valor. He moves stupidly fast across the map and enemies may miss missing pings made for you. A combination of Vault and Blinding Assault into Skystrike can easily maim or kill targets with your mid laners or junglers assistance. Use Heightened Senses to scout out the enemy jungle and see if you can make a cheesy kill on a low health jungler that's struggling to clear camps.
If you're completely ahead of the enemy Top Laner, you don't even have to gank anything. You can either keep butchering him/her 1v1 and Split Pushing, or group with your team and simply have the goal of destroying every tower in your path with your advantage of having 2 Marksmen.
Be clear to let your team know your intentions. Tell them what you want them to do while split pushing, or that you want to siege towers while grouping together with them, rather than attempting to team fight.
Should you be roped into a team fight you have multiple ways of approaching the situation. If you went with the fighter type build, You can attempt to dive carries and obliterate them with Valor, and kite your way back out of the fight. Alternatively you can try to peel for your true Marksman with Vault and Blinding Assault. Quinn creates a psychological disadvantage for many enemy teams you will face if you are doing well. Enemy teams will often watch the birdie (pun absolutely intended, thanks NateDoge) instead of attacking your actual Marksman, meaning they are safer and will have an easier time doing their job or catching up.
Also you can try to create 4v5 situations if you used the Assassin build. Using Valor, try to seek out an out of place squishy target and simply obliterate them to force a 4v5 or continue sieging towers.
Strategy and Tactics
KitingWhen fighting as Quinn, you will need to kite to maximize your dueling power by stutter stepping, or orb-walking. Quickly taking a step after an auto attack cancels out the end of the animation and "resets" the cooldown of your auto attack, allowing you to create more distance while continuing to deal damage. Quinn's Heightened Senses will make kiting even easier.
Vault has many uses and a few quirks. The Vault-back can land you over walls if you go over the thresh-hold, so if you find yourself backed against a wall, hop off an enemies face over said wall to safety! This can be done on most walls if you are close enough to the enemy and the wall, and is particularly useful when caught warding the river at top lane. Additionally, Vault will track targets until Quinn or Valor actually reaches them, meaning that if the enemy uses a dash or Flash, you may potentially get yourself killed, so be careful using it! Lastly, Vault's dash range is variable, but the Vault-back range is consistent, meaning you can gain or create distance depending on how close or far away from the target you are.
Tag team Valor: Backdoor Extraordinairetag team can be used to destroy exposed Inhibitors or even the Nexus if your team can distract the entire enemy team for long enough elsewhere. If Quinn can get to them undetected, she can either destroy it herself and use Valor to escape, or send Valor himself to destroy the structure with his insane attack speed. Valor's movement speed out of combat will help you get in faster, but then he will not be available to make your escape.
As this is a duo Marksman comp with the primary objective of becoming insanely snowballed and steamrolling Towers into the ground, having a proper Marksman at bot lane for the job is required for best results. Jinx is your best partner in structure destruction due to her Machine Gun, Pow-Pow. Additionally, Caitlyn and Sivir preform very well on siege and pick compositions and will help you not only dismantle enemy Structures, but also pick off lone targets with their utility abilities.
You will also generally require a Tank support at bot lane for the best results with this kind of team comp, such as Braum or Alistar. Typically you'll want tanks who can bait out and stall 4v5 team fights to allow you to split push.
As far as lane matchups go, the worst ones are to fight are Ryze, Malphite and Jax. Ryze can trade with you, and distance from Vault or your Blinding Assault won't help you mitigate any damage. He gets tanky with his itemization is very hard for you to deal with. Malphite generally counters auto attackers, especially when there's 2 or more of them on one team. He's also massive bait and you can't escape any jungler gank he initiates on you with his ultimate. Jax is simply borderline stupid after a while. Even if you get fed, he can still come back to lay the smack down on you with his Blade of the Ruined King and Counter Strike.