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Quinn Build Guide by Bouhhsolene

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[10.15] Arrows and feathers! Complete guide to Quinn

By Bouhhsolene | Updated on July 26, 2020
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Runes: Fleet

1 2 3 4 5 6 7 8
Precision
Fleet Footwork
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Nimbus Cloak
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Basic spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Top Lane
Ranked #18 in
Top Lane
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[10.15] Arrows and feathers! Complete guide to Quinn

By Bouhhsolene
Introduction


Who am I?



My name is Solène, I started the game 2 years ago and I'm actually Platinum 4.
Last year, I started maining Quinn as the champion was very pleasing to play and she helped me climbing! And I'm actually at 300k points on the Champion !!

Informations on the guide


In this guide, I will try to explain to you how to play Quinn, mostly in the toplane but it can also work for botlane and midlane! I will try to be as precise as possible!


Why play Quinn?


is a champion that is pretty strong when mastered, especially in low-elo: as she has a small playrate, people don't really know to play against her.
She's an ADC who can easily dominate lane in the toplane, then roam to get her team to do good. She is an easy champ to carry, and she is also really pleasant to play as she is pretty smooth!
So, do you want to play Quinn, then let's read what you'll see next!


Summary



Introduction

Pros and cons

Summoner Spells and Runes

Abilities and uses


Item build

Playing in game (Laning and Teamfighting)

End
Pros and cons to Quinn Back to Top

Pros and Cons

1.
Pros

- High burst

- Good map control with R

- Good game adaptibility (can change build depending on the game)

- Good DPS

- Good 1v1 kill possibility

- Decent scaling

- Huge bully (Toplane)




2.
Cons

- Squishy
-Takes the place of a frontlaner (top)
-Low range (ADC)
-Vulnerable to gank if can't 2v1
-Easily outrange
-Vulnerable to CC
-Need to scale


Summoner Spells and Runes Back to Top


Summoner Spells




: A must have to Quinn, as she doesn't have that much escape. If you want to kill, use Flash then E on the enemy. Use it either as a tool to escape or to a gap closer.


: Most of the time, it is what you want to take as it gives you a stronger kill potential. Always take it when you don't have to take any of the spells below or against healing match ups (Vlad, Maokai,...)


: Mostly against comps where they have agressive toplaner + cc jungler (Camille+Sej, overall Elise).



: Against match ups you feel like will kill you (Pantheon, Shen,...).


: Against match ups you can't kill (Malphite, Sion, Shen), it helps you come to lane faster or to flank easier, as ignite would be useless.



: To take while playing ADC, or against matchups you feel insecure.







Runes




Quinn is a champion who have different runes depending on the match ups.
Firstly I will show you which are the runes that works with Quinn, then against which match up you should use it (when it is against specific match ups).


Conqueror:


This runepage is to take in every game when you don't have to take any specific runepage. You can choose between PTA and Fleet, depending on your preference.
For the runes, you should take to help you survive after you kill, like in a dive, then, then you should take for the healing: you don't need the attack speed as you will build it, but you can use a bit of Lifesteal. Finally you should take for the more damage it provide.

For the secondary tree, you should go Sorcery with and to go faster.
You can also go Inspirationwith for the free boots plus the bonus of Movment Speed and or depending on your preference, even tho I overall think sorcery is better with the rework from Nimbus Cloak !




Fleet footwork:
For the runes, you should take to help you survive after you kill, like in a dive, then, then you should take for the healing: you don't need the attack speed as you will build it, but you can use a bit of Lifesteal. Finally you should take for the more damage it provide.

For the secondary tree, you should go Sorcery with and to go faster.
You can also go Inspirationwith for the free boots plus the bonus of Movment Speed and or depending on your preference, even tho I overall think sorcery is better with the rework from Nimbus Cloak !

PTA:

PTA is the same as for Fleet, except that's what you want to play when you're playing on hit, always, except you are most likely to do resolve second to be tankier. Here what you should take second while playing on-hit:
Bone plating for the tankiness, and Demolish to destroy towers.


Aftershock:
Aftershock is to play when you're against very agressive matchups that you think will kill you (Irelia, Fizz, Zed,Camille).
On the principal Tree, you should go for to destroy turret faster, to be tankier, and finally because none of the others masteries are good.

For the secondary tree, you can go Sorcerywith because, while playing ignite, it's a free movment speed, and that really synergies with Quinn and to go faster, or color=#00ffff]Inspiration[/color]with for the free boots plus the bonus of Movment Speed and or depending on your preference, or even Precision with to help you survive after you kill, like in a dive, then, then you should take for the healing. Choosing between Sorcery , Inspiration or Precision depends on your preference even tho I overall think sorcery is way better with the Nimbus Cloak rework !





Glacial Augment::









Glacial Augment is to play against bruisers, and you should always build with it to get the big slow on it. On the principal tree, you should take for the free boots plus the bonus of Movment Speed, and for the movment speed.
In secondary, you should always take Sorcery with because, while playing ignite, it's a free movment speed, and that really synergies with Quinn to go faster and as it synergizes really good with the rest of your rune.





Phase Rush::


Phase Rush is to play against champion you want to poke, but can kill you if you commit with E like Riven.

On the principal tree, you should take because, while playing ignite, it's a free movment speed, and that really synergies with Quinn, then and to go faster.
In secondary, I precognize going Precision
with to help you survive after you kill, like in a dive, then, then you should take for the healing.
If you want, you can go for Inspiration or Resolve second but I presonally like Precision more.


You can also play against heavy tanks you don't feel like killing (like Maokai), for the masteries, you should go for the same as .

Finally, here is against matchups you should use specific runes (some champions might be here twice, you can choose about the runes they are in, the two or three runes they are in are good against them), if the champion your looking for isn't in the list, then you should take PTA or Fleet against them.

Aftershock:: , , , , , , , , .

Glacial Augment:: , , , , , , , , , ? .


Phase Rush:: , , , , , , , , , , , , , , , , , , , , , .

Grasp of the undying:: , , , .
Abilities and uses Back to Top







Ability:
Valor periodically marks a nearby enemy with Vulnerability for 4 seconds. If Quinn attacks a vulnerable enemy, she deals bonus physical damage equal to 10-95 (+1.16-1.5 per attack damage) depending on her level. This also activates on enemies hit directly by Blinding Assault and Vault.

Harrier is disabled while Behind Enemy Lines is active and for 8 seconds after a target's mark ends, though this cooldown is reduced by 1% per 1% critical strike chance, multiplicatively .

Use:
Use it to poke your opponent if it prokes on him. It resets on your spells (E and Q), so try to proke it first then proke it after your spells to have different procs. It is her main damage source. It doesn't procs automatically. If the mark is on your opponent, try to proc it. In low elo, your opponent will probably not back off when he sees the mark on him.






Ability:

Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy and marking it as Vulnerable. In addition, Valor deals 20 / 45 / 70 / 95 / 120 (+0.8 / 0.9 / 1.0 / 1.1 / 1.2 per attack damage) (+50% of ability power) physical damage and applies Nearsight to the target for 1.5 seconds, removing allied vision and reducing its vision radius to 300 for the duration.


Use:
When your opponent get in range in lane, Q then auto to proc your passive. In trade, always Q first as it blinds your enemy, if he's melee, he will struggle to auto you.
In teamfights or in duel, blin the ADC so he starts getting useless for the time the blind goes. It does a decent amount of damage but isn't her base damage source.






Ability:
Passive: Attacking a Vulnerable target will increase Quinn's movement speed and attack speed by 20 / 35 / 50 / 65 / 80% for 2 seconds.

Active: Valor reveals the surrounding area for 2 seconds.




Use:


Passive:Once you proc it, you get an attack speed steroid so it gives you free dps and it helps you kite with the attack speed. In trades you know will be long, wait till the W passive goes down and proc another harrier, so you always have the steroid.

Active:Use it to keep your eyes on your opponent (bush), to see if you're getting ganked, to facecheck or to take vision of the objectives.







Ability:


Quinn dashes to an enemy, dealing 40 / 70 / 100 / 130 / 160 (+0.2 per bonus attack damage) physical damage and slowing the target's movement speed by 50%. This slow decays over 1.5 seconds. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum attack Range away from the target.



Use:
Use it as a gap closer when you want to trade, or use it to try and escape a gank.
Or just use it to get a passive reset. It doesn't do a lot of damage so don't max it for damage.







Ability:
After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two gain bonus movement speed equal to 70 / 100 / 130% of their total movement speed and can cast Skystrike by taking an offensive action or reactivating Behind Enemy Lines.

Basic attacking or dealing direct damage causes Quinn to swap in. Taking damage from non-minions while flying removes Behind Enemy Lines' bonus movement speed for 3 seconds.

Behind Enemy Lines is automatically cast when returning to the Summoning Platform.

Skystrike:Quinn performs Skystrike as Valor leaves, dealing (0.4 total AD) physical damage and applying Vulnerable marks to all enemies in a large area.

Skystrike can be performed by casting Behind Enemy Lines again, basic attacking, or dealing direct damage



Use:
Use your R to roam around the map, or to go back to lane faster. Just try to avoid using it too much pre 11 as it uses a lot of mana. For Skystrike, use it to go back to lane on your opponent: do R + auto with passive + E + Q
Item build Back to Top

So, here I will explain the Three "core" build you can go for Quinn and when to go for it first, then I will explain the Situationnal items.


On-hit



Core build (against no AP): ,
Core build against Ap : , , .
Starting items : ,

You should build on-hit against Tanks like ; , . You should also go for it against Bruisers if you're playing to proc it.
With the against AP build, you should go for it against heavy AP comps when there is an AP MID/TOP, MID/JUNGLE, TOP/JUNGLE, and if they have an AP bot in addition.
This build allows you to have more DPS earlier, to destroy tank, to kite, or against AP to be tankier and have a bit of substain.

To build it, you should try to back with 1675 gold to get your , then try to back with your brk (1800g). Then, you should back with your boots and try to get a Zeal later. Then go for the rest of your build.
After you finished the two or three main items, you should go crit or for situationnal items depending about how good you are in your game.
When you are not against any of the comps I mentionned, you shouldn't go fr the On-Hit BOTRK build as I feel like it gives you a late powerspike.o

Crit



Core build : , .
Starting items : ,

So, building crit is most of the time what you gonna do, as, with the energyzed attack rework, it's pretty strong. If they build a bit of armor, you still do some damage, you have a decent scaling, and a quite good dps as much as a pretty early power spike (1,2 items). Crit build is to do against bruisers when you're not playing Glacial Augment, or against squishies, or against anything that isn't tank.

You should back early level with a and a control ward, then with a and finally with an your Stormrazor. After you
should get your IE: get your B. F. Sword, then a Pickaxe, your boots, then finish your IE and then back for your and finally get your statik. Then you should go for your situationnal items.

This build will give you a lot of damage as much as good dps, while being a one shotting adc champion.

Lethality



Core build :Sanquine Blade, .
Starting items : ,

With the new letha items, letha Quinn seems to be pretty strong, along with stormrazor.
To play it, you should rush Sanguine Blade: back with Serrated Dirk, then for your Vampiric Septer, and finally get your Sanguine blade. Then get boots, do the same as for Sanguine blade, just get a Caufield's Warhammer instead of a vampiric scepter. Then, you should finish your boots, get a BF, get a stormrazor and go crit or for situationnal items if you need it.



Situationnal



: You should go PD while playing crit, or while playing on-hit as second item. When playing crit, you should go for it second or first depending on when you need it: if you feel like you might get one shot early, go for it second, but if you don't feel like you could get one shot later, go for it third. If you feel like you don't need it, don't go for it.

: Should go for it in crit when you don't need PD, and AD.

: Same as Rapid firecannon except you want AD and not AS.

: To build 4/5 items when you need damage or to substain against assassins.

: When you need armor pen and/or anti heal against champs like Vlad or Draven.


: When you're the main target of your team but also the main carry and you can't allow yourself to die.

Playing in game (Laning and Teamfighting) Back to Top



Laning



In lane, against most of match ups, you want to freeze the wave in the middle of the lane and poke. Once you hit 3, you want to take a trade with: AA : E : AA : Q : AA : AA. If you do this multiple times, you should kill your opponent. But keep vision on the enemy jungler, if you don't have any vision, don't do it. Just farm for either your BF Sword or your Bilgewater Cutlass. Also, try not to back pre6 as backing with your R will provide you more movment speed to come in lane.

After 6, try to push and roam if you see that any of your other lane is pushed under your turret, or if you see a low HP enemy. You can also, if you have prio and so does your mid, go into the enemy jungle and ward.


Team Fighting




Once you get in teamfighting, you should try to stay back an AA, like a normal ADC, or you can try and flank if you know that your team will engage, but never engage alone: Your E is your only escape, if you use it, you will probably end up dying, so be careful and stay back. Focus the frontline and try to take it down, then try to clean up.

If you don't feel like teamfighting, you can also just split push if you are sure to 1v1 anyone and you have vision.

End Back to Top
Thanks for Reading!!

If you wanna check some of my others guide, check out my Neeko: ,Taliyah guide, Kayle guide and Senna guide !

Also, if you're looking for some Quinn streams and Video I highly recommend you to watch QuinnAD's streams and videos: https://www.twitch.tv/quinnad/ https://www.youtube.com/channel/UCHYemL_onFOLS0x-TRkVR0Q

By the way Thanks everyone for all the good votes I appreciate it :D
Thanks for reading and hope you have a good day/night !!
League of Legends Build Guide Author Bouhhsolene
Bouhhsolene Quinn Guide
[10.15] Arrows and feathers! Complete guide to Quinn