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Runes: Assassins Core Runes # 1
1
2
3
4
5
6
7
8
Domination
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
Safe Top lane matchup
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kha'Zix
Braum
Ideal
Strong
Ok
Low
None
Braum
Champion Build Guide
It's me! Quinn Is Bae
Hey Guys! I'm a
Quinn Enthusiast who played her for a while , even before she got reworked. I used to call her Murder Bird because it was just amazing to crush people with Valor at the speed of light and they basically had no time to react that they were dead.
I'm 28 years old dad who play when he can and try to get better at this game. Started my climb on my smurf from Iron 4, currently Gold 4, but planning to reach Platinum or even Diamond this seasons. If money goes my way I'll try to buy myself a new computer and be able to stream, so stay tuned for my future appearance. Hope you guys enjoys this build and feel free to hit me up with any questions you might have.
Here is my OP.GG for reference.
http://na.op.gg/summoner/userName=Quinn%20Is%20Bae
Have a great games and fun of the rift !
Pros Of Playing
Quinn
Aggressive and Pro Active GamePlay
Ranged
High Burst and Outplay potential(Vault)
Cons Of Playing
Quinn
Risky engage
Feast and famine champion
Mana gated on early levels
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I'm 28 years old dad who play when he can and try to get better at this game. Started my climb on my smurf from Iron 4, currently Gold 4, but planning to reach Platinum or even Diamond this seasons. If money goes my way I'll try to buy myself a new computer and be able to stream, so stay tuned for my future appearance. Hope you guys enjoys this build and feel free to hit me up with any questions you might have.
Here is my OP.GG for reference.
http://na.op.gg/summoner/userName=Quinn%20Is%20Bae
Have a great games and fun of the rift !
Pros Of Playing
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Aggressive and Pro Active GamePlay
Ranged
High Burst and Outplay potential(Vault)
Cons Of Playing
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Risky engage
Feast and famine champion
Mana gated on early levels
Teams Compositions and Synergy
If you intend to play
Quinn you got to be aware of a fews thing
Do you have front liners?
If you answered No to any of those question, you have freedom to play
Quinn as counterpick or simply improve your gameplay against different type of champion
I don't recommend picking
Quinn if you have no frontline or your team doesn't scale well in the game because
Quinn work the best before 35 minute, after that, unless you builded crit carry, you might suffer . She fall off really hard so try to win game consitantly fast. If you really feel comfortable with
Quinn, you can basically beat almost everyone.
#
For synergy, you want crowd control and front line because you remain squishy and you are an Assassins/marksmans so your job is to eliminate squishy carry, or catch up runner of a fight who lived with not a lot of HP.
Quinn excel at catching foes who try to run from a losing fight.Press ultimate and run them down!
I heavily suggest you ask for your team for cooperation and maybe a early gank on top lane to make sure the lane is in your favor.
Quinn snowball really hard if she get the edge. If you have issue against certain champion, asking for your allies to share their ban to help you might be a good idea (Exemple:
Jax/
Nasus,
Ahri etc, depending of what you dislike to face or struggle with)
However, if the game doesn't go on your favor, don't tilt. You can easily farm or rotate to provide your sidelane pressure and
Quinn excel on doing so. Just safely farm and play under tower, if the enemy laner ever leave and you can safely push the minions, do so and rotate mid/bot lane to get them ahead, because let's not forget ..A losing lane doesn't equal losing game!. Stay ppositive and be pro-active.
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Do you have front liners?
If you answered No to any of those question, you have freedom to play
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I don't recommend picking
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#
For synergy, you want crowd control and front line because you remain squishy and you are an Assassins/marksmans so your job is to eliminate squishy carry, or catch up runner of a fight who lived with not a lot of HP.
![](/images/spacer.png)
I heavily suggest you ask for your team for cooperation and maybe a early gank on top lane to make sure the lane is in your favor.
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However, if the game doesn't go on your favor, don't tilt. You can easily farm or rotate to provide your sidelane pressure and
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Runes choice
Runes is a matter of preference
If your team require assassins, you can fullfil this roles by taking
Electrocute section, or
Dark Harvest one.
If you find yourself having more success as crit carry you can as well.
Fleet Footwork works wonder with Stormrazor build for quick repositioning or against champion that can close the gap and you need to dodge skillshot/spell. If you struggle with slow, like
Nasus's
Wither, I heavily suggest taking
Phase Rush runes set. This rune save life when you are spammed with slow.
Press the Attack and
Aftershock, is my go to if I ever end bot lane AD carry.
Press the Attack for easier matchup and
Aftershock against Burst carry, like
Lucian/
Kai'Sa.
Fleet Footwork can also be taken on bot lane for sustain and positioning against engage support, like
Thresh/
Blitzcrank etc.
Glacial Augment Build main use is for top lane against Auto attack reliant champion that can often close the gap(
Tryndamere/
Jax come to my mind). They have their gap closer fairly often so you need to make the gap bigger so you can't get chased down the lane and end up dieing. Whenever they use they gap closer, use
Vault to interupt it if you can and Auto attack .
Harrier proc will increase your movement speed and
Glacial Augment will slow them down so you can escape their engage or chase them down if they ever try to run away. It's really helpful against certain matchup but you lose some damage output so be careful. Using
Blade of the Ruined King when using
Glacial Augment can help you as it create a freezing ray that stay on the ground for 5 second. It really can be a life saver so be aware of this build.
If your team require assassins, you can fullfil this roles by taking
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If you find yourself having more success as crit carry you can as well.
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Prefered Summoner Spells
Common choice
Flash
Ignite
Flash and Ignite is the common spells used on
Quinn for top lane as it add kill pressure and can shutdown sustain champion like
Vladimir,
Aatrox,
Garen,
Tryndamere , or can be useful in teamfight if enemy team have a
Soraka or another healer like
Sona or
Nami.
Marksman choice
If you ever get Botlane AD carry, replace
Ignite by
Heal . It help you and your partner during laning phase amd provide a movement speed boost on top of it.
Mid Lane Assassin
If you go mid lane, you might change for
Barrier if you face a huge harass laner like
Zed, or keep
Ignite if you are safe and plan to go aggressive.
Jungle Choice
Smite is required if you ever end jungle but it's not really covered in this build.
Roaming/Spit pushing Choice
You can take
Flash and
Teleport if you have no real kill potential on your opppenent (You face a
Maokai and he play under his tower and basically ignore you, you could use
Teleport and make a play on bot lane , take dragon or push towers and get objective done. Be Careful if your enemy laner have
Teleport too, he could follow your roaming.
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Flash and Ignite is the common spells used on
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Marksman choice
If you ever get Botlane AD carry, replace
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Mid Lane Assassin
If you go mid lane, you might change for
![](/images/spacer.png)
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Jungle Choice
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Roaming/Spit pushing Choice
You can take
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Best items for Quinn
Starter items
As Starter item, you will most likely take
Doran's Blade as first item with 1
Health Potion. However I recommand taking
Doran's Shield if you ever face Damage over time champion like
Teemo or
Rumble or if you know you will get heavily poked down by ranged matchup. It can be a good starting item if you play on bot lane.
Some others player like to start
Corrupting Potion but personally I've never tried it. It could be useful if you want to outsustain your laner like
Vladimir.
Core Items
My personal Cores items is
Youmuu's Ghostblade. This item have so many utility and work wonder with
Quinn roaming potential. The speed can make it easier to stick to someone you are chasing or escape bad gank situation from the enemy jungler. It also provide out of combat movement speed wich can help get to lane faster to avoid getting your towers destroyed while you help side lanes.
Another item I like a lot is
Stormrazor. The garanted crit can be tide changing if you require instant damage and the movement speed it give work wonder alongside
Fleet Footwork. It can help kite better and get out of sticky situation that could be deadly without the movement speed. Movement speed is key on
Quinn and can show what make a good
Quinn, into a Great
Quinn.
Duskblade of Draktharr can be taken alongside
Youmuu's Ghostblade if you go assassins path as it boost your burst damage with the damage proc and lethality. For Crit path, you replace it by
Statikk Shiv.
Boots is a matter of preference and depend of the enemy team.
Ninja Tabi should be taken against auto attack heavy or heavy Physical damage team.
Mercury's Treads can be taken againse Crowd Control heavy team or Magical damage heavy team. Only time you would pick
Ninja Tabi over Thread against Magic damage dealer is champion like
Kayle or even
Azir at an extent.
Rest of item depend of the enemy team and your team composition. Do you require an assassins ? Follow the assassin path. Do you lack late game carry? Go crit carry path. You struggle against high AD and Burst? Buy
Guardian Angel or
Zhonya's Hourglass or even
Dead Man's Plate.
The enemy
Veigar focus you every teamfight ?
Maw of Malmortius,
Mercury's Treads or
Mercurial Scimitar can help you.
Now you can also buy sustain like
Blade of the Ruined King if you face healthy foe and require lifesteal. If you get poked to much but not enought burst to take you down and you don't face tanky foe,
Bloodthirster provide a nice shield to tank those poke and refill your health bar . If you took
Mercurial Scimitar you already solved this issue.
Now if you end up facing a lot of tanks, I highly suggest you invest in armor penetration. If they stack Health and armor, go for
Lord Dominik's Regards. If they have healing or sustain, like
Soraka,
Vladimir or
Aatrox, you should have
Executioner's Calling already so
Mortal Reminder is for the situation. If you face some bruiser , need more kiting potential and some health of top of it, you can also build a
Black Cleaver.
Also always remember to build
Control Ward whenever you can and use it. Upgrade your trinket to
Farsight Alteration at level 9.
When you reach full build, I suggest to build
Elixir of Wrath if you are ahead and need more damage and sustain, or
Elixir of Iron to get more tenacity and some tankyness to survive burst.
As Starter item, you will most likely take
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Some others player like to start
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Core Items
My personal Cores items is
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Another item I like a lot is
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Boots is a matter of preference and depend of the enemy team.
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Rest of item depend of the enemy team and your team composition. Do you require an assassins ? Follow the assassin path. Do you lack late game carry? Go crit carry path. You struggle against high AD and Burst? Buy
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The enemy
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Now you can also buy sustain like
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Now if you end up facing a lot of tanks, I highly suggest you invest in armor penetration. If they stack Health and armor, go for
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Also always remember to build
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When you reach full build, I suggest to build
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Ability Explaination
Harrier EFFECT RADIUS: 525 COOLDOWN: 8 − 2.93 (based on critical strike chance)
Harrier
INNATE: Valor periodically marks a nearby visible unit as Vulnerable,revealing them for 4 seconds. Units hit by Blinding Assault, Vault and Skystrike will also be marked as Vulnerable.
Quinn's next basic attack against a Vulnerable target deals 10 − 95 (based on level) (+ 16% − 50% (based on level) AD) bonus physical damage.
Harrier is disabled while Behind Enemy Lines is active and for a few seconds after a target's mark ends. The cooldown of Harrier is reduced by critical strike chance with diminishing returns.
Blinding Assault TARGET RANGE: 1025 EFFECT RADIUS: 210 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 11 / 10.5 / 10 / 9.5 / 9
Blinding Assault
ACTIVE: Quinn signals Valor to fly forward in a line, stopping when he collides with a unit, dealing physical damage and applying nearsight for 1.5 seconds.
PHYSICAL DAMAGE:
20 / 45 / 70 / 95 / 120 (+ 80 / 90 / 100 / 110 / 120% AD) (+ 50% AP)
Non-champion targets are disarmed instead for the same duration.
Heightened Senses EFFECT RADIUS: 2100 COOLDOWN: 50 / 45 / 40 / 35 / 30
Heightened Senses
PASSIVE: Attacking a Harrier Vulnerable target grants Quinn bonus attack speed and bonus movement speed for 2 seconds.
BONUS ATTACK SPEED:
20 / 35 / 50 / 65 / 80%
BONUS MOVEMENT SPEED:
20 / 25 / 30 / 35 / 40%
ACTIVE: Quinn orders Valor reveal the area around her for 2 seconds.
Vault TARGET RANGE: 675 COST: 50 MANA COOLDOWN: 12 / 11 / 10 / 9 / 8
Vault
ACTIVE: Quinn dashes to the target unit, knocking them back, dealing them physical damage, and slowing them by 50% which decays over 1.5 seconds, before Dash leaping back and landing 525 units away from them.
Behind Enemy Lines COST: 100 / 50 / 0 MANA
Behind Enemy Lines
BEHIND ENEMY LINES - FIRST ACTIVE: Quinn channels for 2 seconds. Upon completing it successfully, Valor picks her up and they unite, increasing her total movement speed and gaining the ability to use Skystrike .
TOTAL MOVEMENT SPEED INCREASE:
70 / 100 / 130%
Suffering immobilizing crowd control effects while Behind Enemy Lines is channeling cancels it. Taking damage from champions, monsters, or turrets while Behind Enemy Lines is active removes the bonus movement speed for 3 seconds.
If you have a least one point in Behind Enemy Lines, respawning or returning to the summoning platform will spawn Valor.
Skystrike EFFECT RADIUS: 700 COST: NO COST
Skystrike
SKYSTRIKE - SECOND ACTIVE: Quinn detaches from Valor, ending Behind Enemy Lines' effects, and deals 40% AD physical damage to all units around her.
Launching a basic attack, Blinding Assault, or Vault during Behind Enemy Lines automatically activates Skystrike.
Basic Combo
Harrier+AA+
Blinding Assault+AA
Vault+AA
Typical combo when you get level 3, you basically hide in bush so Valor mark will prioritize enemy champion over minion. You get a free
Harrier mark so it boost your damage potential.
Ultimate Combo
Behind Enemy Lines+
Skystrike+
Harrier+AA+
Blinding Assault+AA+
Vault+AA
Once you get level 6, this is the typical combo if you get to lane and want to push back your enemy laner with a full rotation and maybe get a kill with
Ignite. Be careful, it use a lot of mana with ultimate level 1.
Chase Potential without gap closer or safe engage for you
Behind Enemy Lines+
Skystrike+
Harrier+AA+
Vault+AA+
Blinding Assault+AA
Only use this if you are safe to go close range to your opponent, they don't have hard CC, if they are CCed by your allies or low HP as assassinating pattern.
Vault+
Flash Combo
Vault+Wait for the knockback and as you start leaping back, Press
Flash the opposite side of your opponent, so you will
Vault behind him instead of in front of him and can trick people into going to your old position so you created a good gap to safety.
A good trick for experienced Quinn player can be pretty useful when it come to pass over an enemy blocking your path to
Vault away to safety.
Blinding Assault for surprise gank/Escape
If your jungler is preparing a gank , you can try to use
Blinding Assault to give your jungler opportunity to position properly as he is nearsighted. It can also be useful if you know your opponent plan to use a skillshot. Use
Blinding Assault if you see they are preparing to shoot so they get nearsighted and give you chance to dodge fairly easier or position yourself to counter attack.
A common mistake new
Quinn player tend to do is engage all the time with
Vault and use it as soon it's off cooldown. However doing that, you use your escape tool and people will punish you for that. If you face a immobile champion, you can use it as you want but if the enemy team have gap closer, don't waste it recklessly because you will probly have a bad time. Against mobile team composition, I suggest to keep
Vault as defensive tool and get out of sticky situation. It can also be used to dodged spell so have that in mind.
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INNATE: Valor periodically marks a nearby visible unit as Vulnerable,revealing them for 4 seconds. Units hit by Blinding Assault, Vault and Skystrike will also be marked as Vulnerable.
Quinn's next basic attack against a Vulnerable target deals 10 − 95 (based on level) (+ 16% − 50% (based on level) AD) bonus physical damage.
Harrier is disabled while Behind Enemy Lines is active and for a few seconds after a target's mark ends. The cooldown of Harrier is reduced by critical strike chance with diminishing returns.
Blinding Assault TARGET RANGE: 1025 EFFECT RADIUS: 210 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 11 / 10.5 / 10 / 9.5 / 9
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ACTIVE: Quinn signals Valor to fly forward in a line, stopping when he collides with a unit, dealing physical damage and applying nearsight for 1.5 seconds.
PHYSICAL DAMAGE:
20 / 45 / 70 / 95 / 120 (+ 80 / 90 / 100 / 110 / 120% AD) (+ 50% AP)
Non-champion targets are disarmed instead for the same duration.
Heightened Senses EFFECT RADIUS: 2100 COOLDOWN: 50 / 45 / 40 / 35 / 30
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PASSIVE: Attacking a Harrier Vulnerable target grants Quinn bonus attack speed and bonus movement speed for 2 seconds.
BONUS ATTACK SPEED:
20 / 35 / 50 / 65 / 80%
BONUS MOVEMENT SPEED:
20 / 25 / 30 / 35 / 40%
ACTIVE: Quinn orders Valor reveal the area around her for 2 seconds.
Vault TARGET RANGE: 675 COST: 50 MANA COOLDOWN: 12 / 11 / 10 / 9 / 8
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ACTIVE: Quinn dashes to the target unit, knocking them back, dealing them physical damage, and slowing them by 50% which decays over 1.5 seconds, before Dash leaping back and landing 525 units away from them.
Behind Enemy Lines COST: 100 / 50 / 0 MANA
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BEHIND ENEMY LINES - FIRST ACTIVE: Quinn channels for 2 seconds. Upon completing it successfully, Valor picks her up and they unite, increasing her total movement speed and gaining the ability to use Skystrike .
TOTAL MOVEMENT SPEED INCREASE:
70 / 100 / 130%
Suffering immobilizing crowd control effects while Behind Enemy Lines is channeling cancels it. Taking damage from champions, monsters, or turrets while Behind Enemy Lines is active removes the bonus movement speed for 3 seconds.
If you have a least one point in Behind Enemy Lines, respawning or returning to the summoning platform will spawn Valor.
Skystrike EFFECT RADIUS: 700 COST: NO COST
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SKYSTRIKE - SECOND ACTIVE: Quinn detaches from Valor, ending Behind Enemy Lines' effects, and deals 40% AD physical damage to all units around her.
Launching a basic attack, Blinding Assault, or Vault during Behind Enemy Lines automatically activates Skystrike.
Basic Combo
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Typical combo when you get level 3, you basically hide in bush so Valor mark will prioritize enemy champion over minion. You get a free
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Ultimate Combo
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Once you get level 6, this is the typical combo if you get to lane and want to push back your enemy laner with a full rotation and maybe get a kill with
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Chase Potential without gap closer or safe engage for you
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Only use this if you are safe to go close range to your opponent, they don't have hard CC, if they are CCed by your allies or low HP as assassinating pattern.
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A good trick for experienced Quinn player can be pretty useful when it come to pass over an enemy blocking your path to
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If your jungler is preparing a gank , you can try to use
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A common mistake new
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In Progress ... Be Patient !
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