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Quinn Build Guide by QuinnMains

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League of Legends Build Guide Author QuinnMains

[Will be updated soon!] Demacia's Wings: r/QuinnMains' Guide

QuinnMains Last updated on Yesterday
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Guide Top

Introduction

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Important: I have added the 'safest', least risky build to use during the preseason. However, I won't be updating the guide until all the theorycrafting has been done and we have figured out exactly what our new builds are. Currently there are too many potential builds and with BotRK buffs on PBE, it is impossible to say what our new standard build will be. For now, experiment, look at our preseason megathread and come on our Discord (where a lot of discussion takes place). Thank you for your patience.

Welcome to r/QuinnMains' guide to Quinn. My name is AnonimooseUser ('Moose) and I am the author of this guide. However, this is not my guide: this is a community guide brought to you by the bird experts from r/QuinnMains. This means that instead of portraying just one person's opinion (for example mine), this guide reflects the collective opinions of everyone from the community. It covers everything you need to know about this champion including items, Masteries, Runes and playstyles. This guide is designed both for beginner Quinn players and veterans alike. Although it is a bit long, keep in mind that it is quite detailed and covers four different roles. I hope you enjoy reading it and I wish you all the best of luck in your future games with Quinn and Valor: Demacia's Wings.

Head over to our subreddit/Discord and join our community!
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Check out this awesome channel with lots of Quinn content!
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Great introduction video to Quinn:

Music for playing Quinn:


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Pros/Cons

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Pros
+ Fun and unique champion.
+ Insane mobility and map pressure.
+ Versatile: can be played in every position successfully except Support.
+ Can be lane dominant.
+ Good burst and dueling potential.
+ Good engages, disengages and escapes with Vault.
+ Bird!
Quinn is a very fun and unique champion to play. She has good burst potential and self-peel with her Vault ability, while her Blinding Assault allows her to duel others effectively. Her ultimate Behind Enemy Lines lets her travel across the map in seconds, giving her insane amounts of map pressure. Not only is this super cool, you can even out-fly spooky ghosts! All in all, Quinn is relatively easy to pick up and play, and can be quite lane dominant due to her strong harass and ranged capabilities (especially in the top lane).

Cons
- Squishy
- Low attack range
- Hard to master
- Vulnerable to CC
- Poor team-fighting
Quinn does come with her fair share of weaknesses though. She is quite squishy, which means she must build some defensive items or she will be shut-down easily. Her short auto attack range means she can often be picked out of position or bullied in lane (if she is ADC). These things make her a weak team-fighter. Lastly, she is quite hard to master as you have to learn to utilise your ultimate properly.


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Spells

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Flash
You want to take this. No, you definitely want to take this. Don't argue, just take it!


Ignite
You can take this for the extra kill pressure. Ignite is good when you need that extra bit of damage to kill the enemy. You can take this top or mid.

Exhaust
This can be taken mid, but it will be more useful top. Take this if the enemy has a lot of mobility. Remember, Exhaust can be used both offensively and defensively!

Teleport
Sometimes getting to a location right away is essential and your ultimate isn't enough. Teleport allows for even greater map pressure; you can be split-pushing one second, then joining your team for a fight the next. It also allows you to help your allies (e.g bot-lane) if they’re in trouble. Top-lane only.

Heal
Take this if you're the ADC...duh!

Smite
Take this if you're the Jungler...duh!


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Runes

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Runes are probably the most tricky subject to agree on over at r/QuinnMains. There are so many different combinations and sometimes the differences between them are tiny. Personal preferences also play a part. Because of all these things, there isn't one rune page that is simply the best. There are many different rune pages that you could take when playing Quinn. What runes you take is closely linked with what role you are playing, what build you are using and what Keystone you should take. Below I will explain the rune pages and the different combinations.

Rune Pages


Full ArPen
Runes

Greater Mark of Lethality
9

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Lethality
3
This rune page is very effective against squishy champions. However it makes CSing harder and also lacks AS.INVISIBLE TEXTINVISIBLE TEXT

AS-ArPen
Runes

Greater Mark of Lethality
9

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Attack Speed
3
This rune page is very similar to the Full ArPen rune page above. The only difference is AS Quints instead of ArPen quints. This is because Quinn tends to weave auto-attacks in between her abilities.INVISIBLE TEXTINVISIBLE TEXT

Classic ADC
Runes

Greater Mark of Attack Damage
9

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Attack Speed
3
This is the standard rune page for ADCs. If you don't have a lot of money to spend on runes or you have a limited number of rune pages, than this will probably suit you. it gives you a good mix of AD and AS; this makes CSing super easy.INVISIBLE TEXTINVISIBLE TEXT

Full AS
Runes

Greater Mark of Attack Speed
9

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Attack Speed
3
The extra AS will help stack both FoB and BC. This rune page is very effective against tanks.

Combinations
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The flowchart below shows what build, runes and Keystone combination you should take for each role.
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Masteries

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Look at the builds at the very top to see full mastery pages for each role/build-path!
What Keystone you take is closely linked with what role you are playing, what build you are using and what runes you will take. Read the Runes section to find out more about how these things are linked.

Keystones


Thunderlord's Decree is a great Keystone for Quinn. It gives her good damage throughout the whole game (although it scales off a bit late-game) and makes her skirmishes - Quinn's specialty - even stronger. In the early game, two Harrier marks in quick succession will deal a ton of damage when combined with TLD. In the mid/late game, TLD will proc upon performing your normal combo and will add more damage to your burst. This is why it's good when playing Quinn as an assassin and it's also why we take in when the enemy is squishy. TLD is recommended when playing in the mid-lane. This is because mid-lane is shorter and therefore it is harder to stack FoB. TLD is also better jungle as the burst damage is more benefical during ganks than the sustained damage from FoB.

Stormraider's Surge is another option. Using Stormraider's isn't as straightforward as the other two Keystones and requires practise, which is why we only recommend it for experienced Quinn players. You will need to learn when it will proc so that you can plan ahead. Additionally watch out that you don't overchase and take too much minion aggro. Stormraider's has lots of uses such as helping to chase, kite, escape, or gank. It is very useful in teamfights, allowing you to dodge skillshots and re-posistion easily. It allows you to escape after an assasination and also enables you to make riskier plays. Its cooldown is very short. Although Stormraider's doesn't directly add damage to your combos, the extra MS and slow resist will help you stick to your enemies, allowing you to keep attacking and chasing. Finally, the MS will help when fighting enemies such as Irelia or Olaf.

Fervor of Battle is your third option. Although it is not as strong early game (unless you go all-in), it out-scales TLD in the mid-late game. Quinn doesn't have much difficulty getting the stacks and it helps take down those pesky tanks or when kiting. This mastery is even better when ADC, as your support will protect you and provide CC whilst you get stacks. FoB is a good choice when top or bot-lane, but not mid (the lane is shorter, so it's harder to get fully stacked before the enemy retreats). It's also not that good jungle as you won't stack it fast enough during ganks. Finally, It is also great when against a tanky team, as it gives you good sustained damage.

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Ferocity

Fury vs Sorcery
Quinn is a ranged auto-attack champion. She does most of her damage through her autos. The extra damage on her abilities doesn't justify taking Sorcery. Hence taking Fury is the better option.
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Double-Edged Sword vs Feast vs Expose Weakness
Feast gives you better sustain and helps you stay in lane longer. Double-Edged Sword makes Quinn an even better duelist and gives her more damage: because she is ranged, she can deal damage whilst taking very little herself. Expose Weakness is almost useless in lane.
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Vampirism vs Natural Talent
Natural Talent is superior as the extra damage is more beneficial to us than the lifesteal you get from Vampirism.
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Bounty Hunter vs Oppressor
Both can be taken. Oppressor increases the damage you deal to slowed enemies (for example after Vault) but the damage increase isn't amazing. Hence Bounty Hunter is usually preferred.
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Battering Blows vs Piercing Thoughts
Well, Quinn is an AD champion. One of these gives you armor penetration, the other magic penetration. You can figure out which one is better.
Cunning

Savagery vs Wanderer
Savagery helps to clear jungle camps, CS early and also to CS under tower. Wanderer is a bit useless because our ult is already all the MS we need for our roams.
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Runic Affinity vs Secret Stash vs Assassin
If you're jungling, get Runic Affinity (or Secret Stash for easier early clears). If you're bot-lane take Secret Stash. If your're top or mid, you can take either Secret Stash or Assassin. Secret Stash gives you better sustain but Assassin is usually preferred as Secret Stash becomes irrelevant as the game progresses.
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Merciless vs Meditation
You don't rely on your mana as much as other champions and if you ever run out, you can always back and fly to lane.
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Bandit vs Dangerous Game
Although Bandit may sound like a good idea, it's not. The gold you get is negligible and not worth it. On the other hand Dangerous Game is more useful as it helps you to survive fights.
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Precision vs Intelligence
CDR isn't an essential stat on Quinn. You get all the CDR you need from your items. The penetration from Precision is much more useful.

You should not be going into the Resolve tree: the others benefit Quinn much more.


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Abilities

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Passive: Harrier

Valor periodically marks an enemy. Using a basic attack consumes the mark, dealing bonus physical damage.



Valor marks an enemy as Vulnerable for four seconds. If you attack the Vulnerable enemy you will deal bonus physical damage. Enemies hit by Vault or the primary enemy hit by Blinding Assault will also be marked as Vulnerable. Harrier is disabled during Behind Enemy Lines ( Quinn's ultimate) and for 8 seconds after the mark ends. This cooldown is reduced by critical strike chance.


Tips n' Tricks
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Q: Blinding Assault

Quinn commands Valor to fly forward in a line, stopping at the first enemy hit and marking them as Vulnerable whilst also dealing AoE damage. If the first enemy hit is a Champion, Valor applies Nearsight, significantly reducing their vision range for 1.5 seconds. If the first enemy struck is a monster, it cannot attack for two seconds.

This is a skill-shot that might decide the outcome of a duel or skirmish. It is the ability you should max first (apart from your ultimate). It scales with your AD and deals a nice chunk of damage. The damage is dealt as an AoE but only the first enemy hit is marked and in the case of a champion, given Nearsight (if it's a jungle monster, it will be unable to attack for two seconds). Nearsight removes allied vision and reduces their vision radius to 300 for 1.5 seconds. This basically means that unless you're standing right next to them, they won't be able to see you. This allows Quinn to duel certain champions and for some cool outplays and even jukes.

Tips n' Tricks
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W: Heightened Senses

Passive: Attacking a Vulnerable target increases Quinn's Movement Speed and Attack Speed for 2 seconds.
Active: Valor reveals the surrounding area for 2 seconds.



This ability is good for scouting in many situations, such as when you’re expecting a gank, invading the enemy jungle or contesting dragon/baron. Note that enemies can see the spell effect of Heightened Senses's active portion, even if they do not have vision of you. It has a rather long cooldown, so think carefully before using this ability. The MS and AS steroid you get from proccing Harrier is excellent, giving you extra DPS and allowing you to kite or chase effectively.

Tips n' Tricks
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E: Vault

Quinn dashes to an enemy, dealing physical damage, slowing them by 50% which decays over 2 seconds, knocking them up for 0.25 seconds and marking them as Vulnerable. Upon reaching the target she jumps off and lands near her maximum attack range away from the target.

This is arguably one of the most fun abilities in the game. There are lots of things that it can be used for (look in the Spoiler). Vault can be used to cross small patches of terrain, dodge abilites, dodge skillshots or even interrupt dashes. Check out the 'Advanced Tactics' chapter for more information.

Tips n' Tricks
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R: Behind Enemy Lines

After channeling for 2 seconds, Quinn calls upon Valor to assist her. Together they gain bonus Movement Speed equal to up to 130% of their TOTAL Movement Speed. If Quinn takes damage while channeling, the ability is put on a 3 second cooldown. Taking damage from Turrets, Monsters or Champions will cancel the ult, whereas all other forms of damage will slow Quinn and Valor temporarily. Reactivating this ability or using any sort of attack will also cancel the effect. When Behind Enemy Lines is cancelled, Skystrike activates and deals 100% of Quinn's AD in an area around her.

This is another ability that is super fun! This ability defines Quinn and makes her who she is: a unique and fun Champion! You should always put a point into this when you can. Valor arrives, picks Quinn up and and flies her around. You can achieve amazing speeds with this ability, because it takes your TOTAL Movement Speed and multiplies it. This ability has no cooldown unless the channel was interrupted. In this case, it goes on a 3-second cooldown. Taking Turret/Champion/Monster damage, reactivating the ability or using any sort of attack will cancel the ult and perform Skystrike, which deals damage in an AoE. Taking Minion damage while in ult will temporarily slow you instead.

Tips n' Tricks

Bonus Video:
Frog&Man Tips n' Tricks


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Combos

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Below you will find some common combos that you might use. Keep in mind that these are not set in stones and different situations will not only require different combos, but they will also need to be modified and changed to suit the current situation. This might mean adding more auto-attacks, doing less auto-attacks, saving certain abilities for later etc.

Lane Harass
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> > > >


This is a typical combo that you might use in lane to harass your opponent. You start by auto-attacking the enemy to proc your passive Harrier mark. The enemy will usually then try to back away to avoid further harass. You use your Vault to close the distance between you and jump over any minions which might be in the way. You then once again proc Harrier. Now that there are no minions in the way, you can use Blinding Assault and proc the final Harrier mark. Here is a video of this combo in action.

In the above example I use Vault before Blinding Assault. This is because using Vault first allows me to 'jump over' any minions which might be in the way. Then I have a clear shot for Blinding Assault. However, in cases where the enemy might retaliate rather than retreat (for example a Yasuo or Riven), it is sometimes better to use Blinding Assault first and hold on to our Vault so we can use it as a dis-engage or a dash cancel. Finally, you can add some more auto-attacks in between Harrier marks or at the end of the combo for more damage.

Maximum DPS
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AA > > > > > >

This combo is designed to get the maximum possible DPS it can. You begin the combo by using an AA whilst ulting. This will cancel your ult and perform Skystrike. Your passive Harrier will show up and you proc it with another AA. Now you have a choice. For truly max. DPS, you carry on auto-attacking for 2 more seconds (in order to use the AS steroid from our W passive). However, you can skip the extra auto's and go straight into Blinding Assault. This will once again activate Harrier and once again you have to make a choice about how many AA you want to include. Next, use Vault and for the third time proc Harrier.

This combo should only be used against tanky enemies. It uses all three Harrier marks in order to increase the damage output. You can adjust this combo by adding or removing auto's after procing your Harrier marks. You can also increase your DPS by activating Youmuu's Ghostblade or using Ignite.
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Assasination Combo
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> > > > > Optional:

This combo is the one you will probably use when assassinating people (for example the enemy ADC). You begin the combo by using Blinding Assault out of your ultimate. This will cancel your ult and perform Skystrike as well as applying Harrier to the enemy. You proceed by consuming the Harrier mark. Next you Vault and once again proc the subsequent Harrier mark. If for some strange reason the enemy is still alive (they have GA or Sterak's for example) then you can also proc your passive Harrier in order to finish them off.

You can wait a bit before using Vault to see if the enemy uses Flash or some sort of dash; if they do, you can then Vault to keep chasing. Alternatively, you can swap Vault and Blinding Assault: generally this is not a good idea, but sometimes Vaulting first is necessary (for example there is a huge minion wave in the way and if you tried going around it, the enemy could escape). The assasination combo works pretty well with Duskblade as most (if not all) of the combo can be done in the two seconds of DB's passive.
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Burst Combo
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This combo should only be used when far ahead of your enemy and only against squishies. It works best with 70% Crit as both auto's will most likely crit and do tons of damage. You begin by using your Vault straight out of your ultimate. Usually this is a bad thing to do, but in this instance we are so fed that we can be a bit reckless. Using Vault will cancel your ultimate, perform Skystrike and apply Harrier to the enemy. You auto the enemy to consume the mark and then cast Blinding Assault (if you want, you can throw out your Blinding Assault straight after using Vault for an even quicker combo). If the enemy is still somehow alive, just proc the subsequent Harrier mark to finish them off. DO NOT attempt this combo against tankier enemies or when you're not fed.


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Items

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Here are the stats that Quinn needs and benefits from the most:


Attack Damage
Attack Speed/Crit
Lifesteal
Armor Penetration
Defense

Here are some of your boots options:


Boots


Starting Items
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Doran's Blade is the optimal starting item for Quinn. It gives you a bit of health and AD as well as 3% life steal. This will help you with early trades and with sustain.

Corrupting Potion is an alternative starting item. It gives us much more sustain than Doran's Blade but less combat stats. Only take it when against difficult matchups or when the extra sustain is more important.

Hunter's Machete is the optimal starting item for Jungle Quinn. The lifesteal it provides you is more beneficial than the mana regen and slower heal from Hunter's Talisman. It gives us a healthy first clear when combined with three Health Potions


Warding Totem is the recommended trinket. It will give you an early warning of any incoming ganks. It provides your team with vision. However, you can swap this out for one of the other trinkets later on in the game depending on preference.

Health Potion is your main source of sustain. Take as many of these at the start of the game as you can. You can also buy more when you back, especially if you're losing lane or against a tough opponent (or having a tough time in the jungle).


Core Items
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Youmuu's Ghostblade is the optimal first item for Quinn. It gives her a very strong early game which can then be turned into a snowball. Quinn benefits from every single stat this item gives you. The AD is a good source of damage, the Armor Pen will help you burst squishes and the CDR is probably all the CDR you will need. Additionally, the active is great for escaping, chasing, kiting or dueling.

Duskblade of Draktharr is a core item for the Duskblade Build. It provides you with a lot of AD as well as 10 ArPen and 5% MS. These stats make this item very powerful, especially when we combine them with the passive. Building this item after Youmuu's Ghostblade gives you a very strong powerspike; we can then use this to snowball the game. Duskblade is very effective against squishy targets but doesn't fare too well with tanks.

Trinity Force is only a viable item when combined with Duskblade. We buy it instead of a Zeal item in order to get the AS we need. Apart from the AS, we also get a mixture of other useful stats including AD. CDR, HP and MS. The 'Rage' passive helps us to kite/chase more effectively whilst 'Spellblade' makes our Harrier attacks even stronger and provides additional burst.

Black Cleaver is only a core item in the Anti-Tank build. It gives you nice damage, some health, 20% CDR and up to 30% ArPen. The 'Rage' passive also makes kiting a lot easier. We only take this item first when we are against tanky enemies. It synergises well with FoB and Full AS runes and will enable us to deal with tanks effectively.

Essence Reaver is a core item for the Crit Build. It gives you damage, CDR and mana regeneration which are very useful in the early game. It also has a nice build path, making it a good first item. It will give you an earlier initial powerspike but you will have to wait longer for your big powerspike with IE.

Infinity Edge is only strong when combined with crit and AS. If you have IE and a Zeal item, your damage increases significantly. You will have 50% crit and increased damage on crits, as well as decent AD and good AS. This is why IE is a core item in most builds that also include a Zeal item. It gives you a powerful boost in your damage output.

Skirmisher's Sabre is the best jungle item to take. Stalker's Blade and Tracker's Knife are both decent and can be taken based on preference, but Skirmisher's is overall better, as Quinn really benefits from its dueling potential.

Warrior is the best choice. It offers good early game damage which can then be used to snowball. The other enchantments don't fit Quinn's playstyle.

The Zeal items found below are also considered as 'Core Items'.


Zeal Items
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Statikk Shiv is great if you're doing a lot of split-pushing or if the enemy team is squishy. It provides you with good wave-clear and burst damage. If you're not sure which Zeal item to take, take this one!

Phantom Dancer is good if you will be dueling people a lot, if you're against someone with a lot of gap-closers/dashes (for example Yasuo) or if you're against several tanks. The extra movement speed and no unit collision make this great for kiting and chasing people. The damage reduction also helps to win duels. Finally the AS helps to whittle down tanks.


Boots
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Berserker's Greaves are your default and optimal boots. The extra AS will increase your damage output. These boots can be taken in any situation and can be taken instead of any of the other 3, as they will always be useful.

Boots of Swiftness can be taken when there are a lot of slows on the enemy team.

Ninja Tabi could be taken when against a team that is very reliant on auto attacks, for example Master Yi.

Mercury's Treads could be taken when the enemy team has lots of heavy CC such as Morgana or Leona.


Lifesteal
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Bloodthirster is your default lifesteal item. It boasts 20% lifesteal, 75 AD and a shield! The large amount of AD and lifesteal make this item very powerful. The shield is also quite nice.


Mercurial Scimitar is another great option. Although it only gives you 10% lifesteal, Mercurial also has some MR and a situational active that is a life-saver in some scenarios. Take this item when you need the active or the MR. Mercurial synergizes well with Maw of Malmortius.

Death's Dance works best in the Duskblade Build, allowing us to reach 40% CDR which makes the 'Spellblade' passive of DB even more useful. The bleed effect is also more useful when playing an assasin playstyle. The build path of DD is also quite nice. Finally, DD works well with PD for even greater dueling potential. Not recommended for ADC Quinn.


Armor Penetration
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Lord Dominik's Regards is your default item against tanks. We usually get this item 5th or 6th in order to be able to deal with tanks. It also gives us a nice chunk of AD.

Mortal Reminder is an alternative to LDR. We take it when the enemy has a lot of health regen, for example a Vladimir or a Swain. Usually you want to pick up Executioner's Calling earlier in the game and then upgrade to Mortal Reminder in the late game.


Black Cleaver is the third option when it comes to dealing with tanks. It gives you nice damage, some health, 20% CDR and up to 30% ArPen. The 'Rage' passive also makes kiting a lot easier. It has good synergy with Sterak's Gage, as Sterak's shield increases with HP. We take BC when we are against only one tank or when against off-tanks. Don't take BC as ADC


Defensive Options
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Guardian Angel is a very good defensive item against both AP and AD. It is very cheap and gives both MR and armor. Additionally, it's passive is immensely useful. It will stop assassins from bursting you down and it also stops you from getting focused in teamfights (or gives you a second chance if you do get focused). However, it is important that you use the passive correctly: your positioning in fights must be so that if you die, your team is close by to help out. A drawback of GA is that the passive has a 5 min CD. This item is best against assassins and in teamfights.

Banshee's Veil is a great item to take against AP enemies. It gives you HP, HP regen and 70 MR! The passive will stop you from getting engaged on by abilities such as Rocket Grab or Death Sentence. It will also block some of the damage from enemy AP combo's. Finally, the passive has a short cooldown!

Maw of Malmortius gives decent MR, good AD, a bit of ArPen and a nice passive. The passive shield scales with bonus MR, so Maw goes well with Mercurial Scimitar. However. Maw is fairly expensive and there are other options out there which might be more beneficial. None the less, it can still be taken according to preference or situation.

Sterak's Gage is another good defensive choice. Although the shield isn't as good as the revive from GA, it is still fairly good at keeping you alive. The shield also scales with HP, so this item goes well with The Black Cleaver or Trinity Force. The passive also has a much shorter CD than GA's passive and Sterak's also gives you some AD, whilst GA is purely defensive. This item is better than GA if your going to need the shield often or if your going to be splitpushing a lot.


Builds

First things first: you should NOT be building exactly the same thing every single game. Just because we suggested a full build doesn't make that the best build. Instead, you should adapt your build based on what the enemy is building. For example, if the enemy team has lots of AP then you might want to consider taking Mercurial Scimitar instead of The Bloodthirster as your lifesteal item.

Second thing, you should always include either some lifesteal or a defensive item in your builds. If you build pure damage with no defense or lifesteal at all, you will find that you die very quickly. Quinn has a low AA range and is fairly squishy: she needs some form of defense!

At the top of the guide we have provided you with 5 different builds. Each of these builds has their own strengths and weaknesses and each of them fill a different role or playstyle. Below I will explain each build.
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ArPen-Crit Build (Top/Mid)
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> > >

This build can work with both Thunderlord's Decree and Stormraider's Surge . The recommened runes for this build are Full ArPen or AS-ArPen. The ArPen-Crit Build has an excellent early game, a good mid game and a good late game (and an excellent super late game). It is good against squishies but can also deal with tanks. It's a jack of all trades, master of none kind of build. Youmuu's will provide you with a good early game whilst the combination of a Zeal item and IE will ensure you have a good mid/late game. Because you don't have to get IE straight after Zeal, you can take an earlier lifesteal or defensive item.

The core items in this build are YGB, Boots and a Zeal item. You must also include IE somewhere in your build. This leaves you with two item slots left. You have three diferent categories of items you could buy: Lifesteal, Armor Penetration and Defense. You have to pick two of these categories. Usually, you will take a lifesteal item and an ArPen item. However, sometimes a defensive item is neccessary: in this case, you must forfeit on either lifesteal or ArPen. However, if you really need all three types of items (defensive, lifesteal and ArPen) then you can skip IE and buy all three. Then late game you can sell YGB and get IE. If you only bought two situational items and you already have IE, you can sell YGB and get ER or PD instead. Additionally, or alternatively, you can sell your boots and get PD instead.
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Duskblade Build (Top/Mid)
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This build can work with both Thunderlord's Decree and Stormraider's Surge . The recommened runes for this build are Full ArPen or AS-ArPen. The Duskblade Build has an excellent early game, an excellent mid game and a poor late game. This build is optimal against squishies. It is designed to snowball the game by giving you a very strong early and mid game. However, because of the lack of crit, it has a rather weak late game.

Because our AS item is delayed, this build needs Berserker's Greaves as it's boots. After we got our core items (YGB, Boots, DB and Triforce) we have two item slots left. You have three diferent categories of items you could buy: Lifesteal, Armor Penetration and Defense. You have to pick two of these categories. Usually, you will take a lifesteal item and an ArPen item. However, sometimes a defensive item is neccessary: in this case, you must forfeit on either lifesteal or ArPen.
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Anti-Tank Build (Top)
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This build only works with Fervor of Battle . The runes for this build are Full AS. The Anti-Tank Build makes you very good at dealing with tanks, but doesn't do well against squishy targets. Only use this build when against several tanks! You can use this build midlane but usually it's more geared towards toplane.

Because the Anti-Tank build benefits from AS so much, Berserker's Greaves are the best Boots to take. Because this build has a Zeal item, make sure you include IE somewhere in your build. Since this build uses BC instead of Youmuu's, we don't need to get another ArPen item. This means that we can get both a lifesteal item and a defensive item. Late game you can sell BC and get LDR or Mortal Reminder instead (BC is better as a first item but LDR/MR are better at dealing with tanks).
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Crit Build (ADC)
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This build works best with Fervor of Battle . The recommened runes for this build are the Classic ADC runes. The Crit Build has a weak/good early game, a good/strong mid game and an excellent late game. It is designed to give a high mid/late game DPS and requires you to play as a carry (after all, you are the ADC!). The Crit Build gives you high DPS but also good burst. Because of ER, you also get 30% CDR (which also reducs the CD of Harrier). Overall, the Crit Build is the strongest build once you complete it's core items.

As ADC, Berserker's Greaves are the optimal boots. We build B. F. Sword and Pickaxe first followed by Statikk Shiv. This will give us the optimal mix of AD, AS and Crit. Our next item (apart from boots) will be Infinity Edge, giving us very good damage. Then once you finish Essence Reaver you will be super strong. Once you complete these items, the Crit Build becomes stronger than any of the other builds. However, these items are expensive and it takes a while to build them; therefore, this build has a long wind-up time. Once you are full build, you can sell your boots and get PD. The difference in MS is negligible, you actually gain AS and you also get other useful stats too (as well as having 100% crit)!

Why a different build for botlane? Some people prefer to use the ArPen-Crit or Duskblade Builds instead of the Crit Build. However, botlane is a 2v2 and Quinn's kill potential in a 2v2 is lower than in a solo lane. Therefore, taking YGB as a first item is less beneficial as we can't really abuse it's early game power. Additionally, roaming as an ADC is more risky as you miss out on a lot of CS and risk your tower more (the enemy ADC can push the wave quickly). Therefore, the Crit Build focuses less on early game power - which we can't abuse properly as ADC Quinn - and instead aims to provide us the best mid/late game sustained damage. This fits in with our role as ADC.

Why no Crit Build top/mid? Top/mid, we have a lot more kill pressure so we can abuse our strong early game and the strong stats of YGB. We put more focus on winning the early game. We try to snowball the game by roaming and using our ultimate to its max potential. Roaming is also more efficient as we lose less CS and don't risk our tower as much. Since we're not ADC, we can also commit to an Assasin playstyle, which allows us access to certain items, runes and Keystones that ADC doesn't.
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Jungle Build (Jungle)

When Jungling just pick either the Duskblade Build or the ArPen-Crit Build and stick a Jungling item of your choice (recommended item is Skirmisher's Sabre) with Enchantment: Warrior at the front of the build. Because you're Jungle, you need to take the Classic ADC runes. Other then that, the Jungle build will share most of the characteristics, strengths and weaknesses of the 'mirror' build (DB or ArPen-Crit). However, one major difference is that you can only get one situational item; in return, you get 60 AD, 10% CDR and the passives of your Jungling item.


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Early Game

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Below you will find an example of how you might act in the game. The important thing to remember here is that this is just an example! Not one game will be the same as another and therefore your actions will also differ. How you play your lane/jungle will depend on many factors such as your/enemy team composition, lane opponent, how confident you are with the champion and many, many others. So take the following as a general guideline and as always, adapt it to your current situation! If you're new to Quinn, or if you're not confident about how to play against the enemy laner, or even if the enemy laner has a good early game, then you're obviously are going to have to adapt to that and probably play a bit safer than normal. If you want the information quick and dirty, read the summary at the end of each section.
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The early game is when most of the laners stay in their lane. Once people start going to other lanes and taking objectives such as towers or dragon, then the early game is over.

Top


As Quinn top, you will frequently be up against a melee champion. This gives you an advantage: not only can you farm your creeps from a safe distance, but you can also harass the enemy without putting too much at risk. However, there are two important things to note here:
  • You must balance harassing the enemy with farming. If you just farm, then you are wasting your advantage. If you harass too much, you will miss out on CS and put yourself at a disadvantage. Striking a good balance is critical!
  • Attacking the enemy will draw minion aggro onto you (the enemy minions will start attacking you instead of your minions). Minion aggro hurts and early game it can even kill you. After harassing the enemy, walk into a bush. Because the enemy minions lose sight of you, they'll go back to attacking your minions and you'll lose the aggro.
A good strategy is to wait in the top-lane bushes until the enemy laner comes. You walk out of the bush, proc Harrier, then E/Q (depending on which you got first) and then proc the second Harrier. Quinn's level 1 is really strong and by doing this, you can get the enemy laner to half HP straight away. This combo is even more powerful if you have TLD. Here is an example of Quinn's level one power. Getting to level two before your opponent is also a huge advantage. You will now have access to two abilities ( Blinding Assault and Vault) and three potential Harrier marks. You should try to harass and possibly even secure a kill during this period. However, be careful because some champions also have a strong level two.

Before level 6, you want to farm, harass and eventually kill the enemy. However, once you reach level 6 and unlock your ultimate, your objectives change. Quinn has a non-combat ultimate. Apart from getting to lane quicker, your ult will be pretty much useless in lane. So...don't stay in lane! Behind Enemy Lines is designed to be used for roaming. So use it! Because roaming is so important, there is a whole chapter dedicated to it below. Go there to find out about roaming.

To summarize:
  • Try to get level two first and then use that advantage to get some good damage off on the enemy or even secure a kill
  • Focus on farming and harassing the enemy
  • If they are low from your harass, go for the kill
  • Once you get your ultimate, roam!

Mid

In the early game as Quinn mid, you want to focus on farming and a bit of harass. Harassing the enemy isn't as important as it is in top lane because most mid-laners are ranged too, so you don't have that advantage over them. Try to get level two before your opponent and then use that level gap to your advantage. However, most of the time you want to focus on getting your ultimate as quickly as possible. The best reason for going mid is that you are in the center of the map and you can therefore roam to both top-lane and bot-lane. You can also help your Jungler invade both sides of the jungle. Roaming is of the utmost importance when playing Quinn mid and it should be your main objective. For more information on roaming, look at the chapter below, which is dedicated to it.

To summarize:
  • Try to get level two first.
  • Farm and get some harass on the enemy if you can.
  • Once you get your ultimate, roam like crazy!

ADC

With most matchups, Quinn actually has the ability to bully early. The damage from Harrier marks can out-DPS a lot of other marksman. This should allow you to get a lead, which you can then transfer into a continued steamroll. This is why it's important to try and get level two first: it provides a great opportunity to get first blood and snowball from there. However, even if you don't manage to get kills early game, you can still make an impact mid/late game if you keep up with farm. A late-game Crit Quinn is very powerful. Crit Quinn takes longer to reach her potential, but once she does reach it, she can do incredible amounts of damage. However, without the expensive items Crit Quinn needs, you are weak and won't be able to help your team win. Hence farming up on Quinn botlane is more important than roaming and getting early kills. You can still roam (especially if you have a roaming support) but just make sure that you don't lose too much CS when you do.

To summarize:
  • Try to get level two first.
  • Use your Harrier marks to out-damage the enemy and get an early lead, which allows you to snowball.
  • Make sure you keep up in terms of CS
  • ADC Crit Quinn is very strong mid/late game when she has her items, but if she doesn't have them and she falls behind, you will find it difficult to make an impact, let alone catch up and complete your build.

Jungle

As the Jungler, you will either want to start wherever your bot-lane is for the best possible leash or red side (because the buff from Krugs is a lot more useful than the one from Gromp). In what order you take the camps is based on how well you can kite, on what the game situation is like and your own preferences. Therefore, we cannot provide you with any jungle routes: just experiment and see what works for you! When clearing camps, it is essential that you kite the monsters. Some monsters are easier to kite than others. Try to keep out of their range but be careful not to stray too far away; if the patience bar drops to 0, the monster will quickly regain health and walk back to its camp. Use your Q to blind the big monster. You can also use your E to stop it for a second and create distance. Additionally, consider saving your second smite for blue buff (if you started red) as you will probably be out of mana by then. Check out this video, by Schmosh, showing a potential first clear.

Quinn has a very strong early game; if you can, try to gank before level 6. Look for people who are pushed up or low on health. An early gank like this will usually result in a kill or a Flash. If the enemy is playing safe, you could consider invading the enemy's jungle, but it really depends on who the enemy jungler is. If no opportunities present themselves, just farm until you get level 6.

After getting level 6, your ganks become a lot easier. Just fly into any lane and the enemies are guaranteed to Flash as soon as they see Valor flying at them. However, make sure you also keep up your farm. When ganking, consider what abilities the enemy has, whether they have summoners spells available, if the bushes are warded etc. Read the roaming section, as roaming and ganking are very similar.

To summarize:
  • Start with your bot-lane or red side (if you start red, save second smite for blue buff).
  • Kite the monsters but don't let the patience bar drop to 0!
  • Use Krug passive, Q blind and your E to help you clear camps easier.
  • Try to use your early game power in an early gank or invade.
  • Farm until 6 and unlock your ultimate; ganks will now be quite easy.


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Mid Game

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In the mid game, people leave their lane to go take objectives such as dragon or towers. This is also the stage in the game where team-fighting will take place. In the mid game, you have two options:

Split-pushing


Split-pushing is when you go to a lane and push the enemy minion wave as far as you can. This usually happens whilst everyone else is engaged somewhere else. Quinn is a great split-pusher. She can easily clear waves with Blinding Assault (and Statikk Shiv if you got it). Quinn's abilities make her a good duelist, which is helpful in case you run into an enemy champion. Finally, her ultimate allows her to travel around the map quickly, so you can apply a lot of pressure. One second you may be pushing top-lane, the next you're back with your team. Split-pushing keeps your towers safe (even if the enemy team aces you, if all the lanes are pushed up, the enemy team won't be able to take down many towers), denies the enemy farm (because you are pushing your minions towards the enemy tower, which will kill them), gives you money (from killing enemy minions) and gives your team objectives as well as global gold (from destroying towers). However, split-pushing isn't always the best option. There's no point pushing top-lane if the enemy team is taking down your Nexus towers. If you're going to split-push, make sure your team is capable of defending 4v5. Also, if you're ADC, keep in mind that your team depends on you to, well, be the ADC. You are the one who is supposed to stay at the back and deal out damage. If you're not there in team-fights, your team might lose them (and then flame you for it). Think carefully before going to split-push. And always ward the area around the lane you are pushing. This gives you just enough time to channel your ult and escape.

Team-fighting

Team-fighting is...well, fighting with your team...duh! If split-pushing isn't an option, than team-fighting is what you should be doing. It allows your team to get kills as well as objectives. That last bit is really important; there should always be a Baron, tower or dragon at the end of a team-fight (assuming you won it). It is objectives that win games, not kills. This is why it is crucial to keep your lanes pushed up: once you ace the enemy, you will be in a great position to take down several towers. However, Quinn's team-fighting isn't that great. You have two options in team-fights. You can either try to use your ult to flank the enemy and burst down a squishy. Or, you can stay at the back of your team, protecting your carries and dealing out damage (this is especially important if you are the carry). It is essential that you land your Q in team-fights, as it is the only ability that also benefits your team (apart from W, but that isn't a combat ability). If you manage to land your Q on the enemy ADC during a fight, then it is a great opportunity to take them out. Also make sure you focus the correct person in team-fights. There's no point in attacking the 4000 HP Dr. Mundo if the enemy Jinx is standing behind him, shooting rockets in your face. Bad focus in team-fights is one of the most common reasons for losing them.

Both options, if successful, should result in you taking objectives. If things go well, you might even be able to end the game at this point (for example, if your team has built up a large lead and has taken down multiple objectives). If not, however, then prepare yourself for the late game.

To summarize:
  • In the mid game, you will either be split-pushing or team-fighting.
  • There are times where split-pushing is better, but there are also times when team-fighting is the way to go
  • Make sure you use wards when split-pushing
  • In team-fights, either assassinate their carries or stay in the back and deal damage.
  • After team-fights look to take objectives!


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Late Game

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Late game is usually somewhere around 40 minutes and onward. Some games will end before you get to the late game, but not all. At this point in the game you will be approaching full build. You should have taken down several towers and dragons, maybe even a Baron. This is the point in the game where you should be actively looking to take down the Nexus and finish the game. However, if you're behind, it's best to defend against the enemy and wait for them to make a mistake or for someone to get caught out. This presents an opportunity to get objectives and perhaps even end the game. Remember, the longer the game goes on, the longer the death timers get. Being able to catch their ADC out of position might result in 50 seconds of 4v5, which could then lead to an ace. If this happens, you have about 50 seconds to end the game, which is plenty of time. While waiting for an opportunity, stick together and don't stray too far away on your own, as you will be an easy pick for the fed enemy team.

On the other hand, you want to avoid this situation when your team is ahead of the enemy team. Make sure you are not caught out of position yourself. A silly mistake might be the end of the game for you and your team. Instead, you want to focus on sieging towers. Your team is ahead, so unless you have a poor team-fighting composition, you should win team-fights. If the enemy has a lot of wave-clear and you are finding sieging hard, take Baron. Contesting it will be a risky move for the enemy team. However, you are also at risk of Baron being stolen from you, so always try to take it when the enemy is defending or dead. Baron is a great way to close down the game.

If both teams are about the same in terms of strength, then you have to wait for an opportunity. If you don't make mistakes, you can't lose. But in order to win, you have to use the mistakes of your enemies (Sun Tzu's Art of War).

To summarize:
  • If behind, defend and look for opportunities created by the enemy making mistakes. Keep your lanes pushed up and look for picks (e.g. the enemy ADC is farming your jungle alone). Catch someone out of position, fight 4v5 and then end the game.
  • If ahead, siege towers, take Baron or look for picks (which should be easy as you should be in control of the map). Don't make stupid mistakes.
  • If equal in power, ensure you don't make silly mistakes whilst waiting for the enemy to make one.


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Roaming

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Roaming is a huge part of Quinn's playstyle. It is important that you know when and how to roam.

First of all, why do we roam? Is roaming necessary? Well, yes it is! Quinn has a non-combat ultimate. It won't help you win lane. In fact, it's pretty much useless in lane. So... don't stay in lane! If you do, you will be wasting the immense map pressure your ultimate gives you. As Quinn you need to roam! But what is the point of roaming? Well, roaming is how you win the game. Winning lane is great, but it won't win you the game. Roaming will. Why win just your own lane, when you could be winning all three?! By roaming you take the advantage you got by winning your own lane and spread it to the other lanes. This ensures that your whole team gets ahead, not just you. You can help your teammates out, get kills for your team and take objectives.

There are several things you should do and consider before roaming. First of all, make sure your minion wave is pushed up. This ensures that you lose the smallest number of CS possible and that the enemy laner cannot follow you; if they do, they will lose CS themselves. There is no point in roaming when the enemy laner is taking down your tower.
Artist: monkeyyan

Secondly, analyse the situation. Let's pretend your top and you want to roam to mid. Your mid-laner is Ahri, theirs is a Zed. Consider the following: Is Zed pushed up? Has he warded? Does he have ult? Does he have Flash? Has he used his shadow already or could he use it to escape the potential gank? What about Ahri, does she have ult? Has she used her Charm yet? And what about the enemy jungler? Is s/he waiting somewhere near, hoping to gank your Ahri? Could the 2v1 suddenly turn into a 2v2? All of these things are important and you should quickly consider them all before roaming.

The most important thing about roaming is timing. Arriving too early or too late can result in your roam being a failure. If you roam too early, you will have to wait for the correct opportunity. This gives your enemies time to realize you're missing and for the enemy top-laner to clear the wave and follow you. On the other hand, if you roam too late you might miss the opportunity; the enemy Zed might kill your Ahri and escape before you arrive, resulting in you wasting your time.

Think about how the roam will benefit you and your team. There should be a clear goal or objective at the end of your roam, be it a kill (or two), a tower or a dragon. Otherwise your roam will be inefficient and not worthy.

Also, remember that roaming doesn't have to be to other lanes. You can also roam and invade the enemy's jungle. If you ward their buff and you see they are taking it, then consider trying to steal it and perhaps even get a kill. Roaming the enemy jungle also allows you to set up deep wards, which increases your team's safety as you know where the enemy jungler is. However, be wary because if your enemy laner follows you, you might become trapped in their jungle and end up giving them a free kill. Keep track of where all your enemies are when invading. Roaming the enemy jungle is riskier then roaming mid lane, because you're still going to be 1v1'ing someone instead of a 2v1 in mid-lane. Only do it if you're ahead or if you're sure you can get a kill (or ask your Jungler to come with you).

Here is an example of a good roam (credit to whoever made the video):

There are several things to notice in this video. Firstly, the Quinn pushes up the minion wave. This ensures she loses less CS, her tower isn't in danger and also that Riven can't follow Quinn without losing CS herself and risking her own tower. Next, the Quinn moves out of Riven's vision and ults: this ensures that the enemy has no warning of her incoming roam. Whilst on her way to mid, the Nocturne signals that the bush is warded by the enemy Kassadin. They take the longer route and avoid the bush with the ward. They kill the enemy Kassadin and save the Taric from a possible tower-dive from Lee Sin. The video ended there, but their next step would be to take an objective such as dragon or mid tower. The roam was very well executed and followed all the correct steps. This is how you should roam.


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Advanced Tactics

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Coming soon!


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Common Mistakes

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Here is a list of common mistakes that you should try to avoid whilst playing Quinn. The first two are really important!

  • Don't cancel your auto-attacks, especially right after using Vault. After Vaulting, wait a fraction of a second before popping the subsequent Harrier mark. This is because it's quite common to accidentally cancel your auto-attack after Vault, which wastes the Harrier mark that is applied to your target (enemies tend to back off when Valor has marked them, so you might not get another auto-attack in before they run away).
  • Make sure you balance harassing the enemy with maintaining good CS. On one side, you don't want to be missing out on CS and gold, but on the other hand you don't want to play too passive (especially in the top-lane, where your ranged autos are a big advantage over the standard melee top-laner). You have to strike a balance between those two things.
  • Try not to use Vault as an engage, especially from Valor form. Firstly, it makes it easy for the enemy to land skillshots such as Ahri's Charm. Secondly, you might need to use your Vault as a disengage or as a gapcloser. Finally, it's better to use the speed from your ult to close the distance to your enemy and then when they use some kind of dash/disengage, you will still be able to Vault to them and keep on chasing. Here is a good example of why you should wait before using your E.
  • Save your Vault! It has so many useful applications such as negating dashes and abilities, creating distance, as a pseudo-gapcloser, cancelling channeled abilites and crossing terrain! SAVE IT!
  • As Quinn, you're generally going to be pushed up to the enemy's tower (especially in top). If this is true, make sure you have wards set up and good vision of the area, because their Jungler is likely to come gank you.
  • If you get an advantage over your lane opponents, use it! Roam to other lanes and try to get the other lanes fed too (so don't just take all the kills for yourself).
  • If you land your Q, don't waste the blind by staying inside the radius. Use your E or the speed boost from Harrier to get out of the radius!
  • Finally, be careful when you use your abilities. In some match-ups its fine to spam them, but in others you want to save them for when the enemy engages.


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Conclusion

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Overall, Quinn is an extremely fun champion to play. She has a very unique kit and can be hard to deal with when ahead. Hopefully, this guide has helped you in some way. If you have any questions, queries, suggestions or feedback just write a comment and I will do my best to respond. I would appreciate any upvotes and if you downvote, I would be grateful if you left a comment saying why, so I can take your opinion into account and consider making changes. I would also like to thank everyone from r/QuinnMains for their help and support (especially u/Serene_Skies) as well as jhoijhoi for her 'Making A Guide' guide. I would also like to thank everyone who gave me feedback or reviewed my guide.

Happy Soaring
-AnonimooseUser (aka Moose) and the rest of r/QuinnMains


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Change Log

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