[13.23] QuinnAD's CHALLENGER Season 13 Quinn Guide
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Runes: Fleet- Best Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Against Ranged Matchups
Threats & Synergies
Level 1 you can use your vault aggressively on him after he uses his second Q to prevent him from punishing you. Aatrox Q1 & Q2 are long range, and will interupt vault often, but his Q3 is very short, and our vault will put us in safe distance when he's using it against us. Level 3 onwards be careful for his E->Q combo, and also his W (the ability that brings you to the centre of his box). Early game, Aatrox will be able to trap you in his W if he lands it on you, but Quinn hard claps Aatrox when you get your W maxed out. Essentially, if Aatrox Ws you, hit him with a harrier proc to use the increased MS to run out, OR you could also vault out of it! A lot of times you can vault to aatrox if he's far out from his W, and you will escape effortlessly. PTA is good for lane domination, but if you run it, be careful of his W. Stand behind minions to prevent his W engage. If he Rs you, Instantly AA-E-AA and run away. If you have PR, even if he lands W on you, you get slow resistance to side step it easily. Ignite early during his R to reduce healing. If Aatrox misses E-Q poke in lane, instantly run him down for a very big trade. His W is a 26 second Cd, so if he ever uses it, you have a huge window to dominate lane.
Definitely a tough matchup, so be careful with her later on. Your goal is to win early game hard so that she doesn't become problematic later on. If you are even in CS and don't kill her before level 6, then that's a win for her, so remember that. Level 1 you can trade aggressively with your vault, but try to go in for a trade after she Qs the minion wave. Try to stay out of range of her Q because if she hits it on you, her passive will activate to grant her enhanced movesment peed + an enhanced autoattack. Her Q is a 1.5 second CD, but it costs 120-100 (scaling down in cost with points in her Q) energy out of her 200 energy, and energy restores 10 per second. Essentially, 1 Q clutters her energy pool for a while, and if she misses the Qs on you, she won't be able to activate her passive to deal extra damage. Her Q range is 500 and your AA range is 525, so if you stay in your AA range you will be able to prevent her from landing her Q on you. Level 3 onwards is when the matchup gets spicy. The key to beating akali early game is to bait out her W. It has a 20 second CD, but with it activated, she gains energy and MS and will be untargettable. Don't try to fight her when it's up. Simply run away when she uses it to avoid being hit by her Qs to grant her a passive mark. When her 5 second W is down, THEN go for the trades because akali pre 6 is VERY WEAK without her W. Akali's second cast on her E can be cancelled with Quinn's E vault, so don't vault akali agressively. Instead, bait akali's E, and when she reactivates it, vault her in mid air and then run her down. Without akali's W and E, she is a minion and Quinn with W max will eat her alive. Now, when Akali gets 6 you must be careful. You can cancel her Rs with your vault, but the main thing is to try to play back and avoid being poked down in lane. Nullifying Orb is key in this matchup for surviving her R if you want to go a safer route to help with Akali's Second R activation. Your goal in this matchup is to hard win early game, and avoid akali landing E on you at all costs in engages. I like fleet in this matchup not for sustain, but more for the movement speed it provides. If Akali is trying to run at me, I proc fleet and get a bursty of MS to run away being ready to side step my movement, making it more difficult for Akali to land her E on me and chase me after she wants to assassinate me.
Anivia wins if she keeps ranged advantage on you, but like all mage matchups, top lane is their weakness. Use E to dodge Anivia Q if she ever launches it, and if you do this, she is useless because her E does no damage early game without her Q to empower it. Stay in E range of Anivia always so that you can E her if she launches Q. Anivia wins if you play long distance because her range is longer than yours. Post 6, use E to cancel her R if she uses it. This is good to mitigate the slow that it provides. What I like to do is freeze wave in front of my tower, and this puts Anivia in a tough spot. If she walks up to break freeze, you instantly engage on her and run her down since you are faster than her. With top lane being so long, you can chase her down all the way to her tower and kill her since the lane is long from her tower.
Play around Annie's stun passive. Level 1 she only gets 1 per ability, so play level 1 super aggro. When she levels up more, her ability to punish you increases. You want to ideally kill Annie pre 6 so her R isnt as scary. Early game she can't one shot you, but her stun makes it hard to all-in her. Take trades when Electrocute is up, and remember that she has no sustain, so one good short trade is incredible for you. Her W range is the same as your E, but her Q range is longer. Stay close to Annie so if she throws abilities on you, you can retaliate with ease. Try to freeze against Annie so she over extends to an unsafe position. If you want to engage on her, E her first, and she will eventually get her stun off. That is okay thought because if you E first, she is slowed and you can still run her down after the stun wears off so long as you land E first. If Annie ever uses stun, punish her instantly hard, especially if she uses it on minions. If you freeze, Annie will lose CS because she will not be able to last hit that well if she holds on her stun. She is forced to use Q on a minion eventually, but if she does then she is dead. If she doesn't, then she will lose CS. Freezing is op in this matchup.
Most Quinn players typically hate Camille and might think that Camille in this matchup is tough. However, the Quinn vs. Camille matchup is a confidence/snowball matchup, and if you go in playing scared, you will get smashed. Quinn hard wins if Camille misses her E. Level 1 Camille starts W most times, and rare chances of E start. Be cautious of cheese level 1s in case she starts E first, and to avoid the potential cheese, just stay away from walls until you see what ability she starts. When she Ws the wave, engage level 1 with your auto - E - auto combo. Level 2 Camille is when you will play the matchup differently. Do not, and I repeat, do NOT vault camille as a trade until her E is down. Stay in the middle of lane in this matchup so that Camille can't use her E on you! If she paths towards one wall, simply walk towards the other direction and vice versa so that if she grappes towards a wall, you have enough time to space to the other end of the lane so that you are out of her Wall Dive range. Quinn's Vault can ONLY cancel Camille's first activation of her E, Hookshot, when she grapples towards the wall only. I say that this matchup is a confidence matchup because Camille's E is actually pretty difficult to land on Quinn if you play it right because Quinn's W grants her an MS steroid, and Camille has to kinda shoot her E like a skillshot to stun you. If Camille misses her E, then Quinn can bully Camille and hard trade her for free. Also, If Camille uses her E AWAY from you, and Quinn is playing on the offence, then Quinn's vault will follow Camille and actually cancel her grapple altogether when you collide with her. That's why I say it's a confidence/snowball matchup. If you play confident, you have a better chance of dodging her E when she uses it, and if you dodge it, you hard win the trade. It's a snowball matchup because the champion on the winning side of the matchup usually screws over the other champions E ability. Camille, while behind, will likely only use her E to grapple away from you, which can be easilly cancelled by Quinn's vault, and Quinn, while behind, can't use her vault until after Camille engages & potentially stuns you with her E. Post 6 is Camille's edge of course, but keep in mind guys that her R level one only lasts for 2.5 seconds! Play the lane like I said and Camille shouldn't be able to get you low enough to kill you with R. At full health, Camille's combo shouldn't kill you early on if you are even, and she kinda requires to get you a bit low/land her combo on you before she can combo you to death during laning phase. When you complete Galeforce the matchup becomes incredible because you can use Galeforce to dodge Camille E. If Camille misses E, punish her hard with a huge trade to come out on top. If you're comfortable in this matchup, I like to vault Camille randomly in the middle of the lane and back off right away. Camille will likely E you instantly, but if you know your distance well, Camille will miss this E, thereby putting her in a bad position without her disengage, which allows you to then autoattack her to death if she misses this E. This tip is really good for punishing Camille, but only do it if you are confident in this matchup.
Cass matchup is Quinn favoured if you play it correctly. First, let me make this clear: if you vault Cass the moment before she presses her ult, then Cass will ult backwards because Quinn's vault knocks the target in the opposite direction for a brief second. This seems difficult to reproduce, but I have learned to recreate this mechanic almost every single time I vs a Cass now. The reason it isn't as hard as you might think to do is because if you try to engage on cass early, Cass's from every elo's natural instinct is you ult you immediately, and by the time they press it, your E will hit them and make them ult backwards. If you land blind on Cass in lane, go ham and proc PTA and combo her because class can’t retaliate with her E on you. If Cass misses a Q in lane, this is your window to engage on her because she relies on that ability to spam her E. Next, Cass W screws over your E since you are grounded, so the objective is to bait Cass W whenever you can. If her W is down, you are free to use vault to combo her if it’s Pre-6. Cass has lots of healing and will beat you up if she lands Q on you, so try your best to dodge her Qs. Utilize the bushes in this lane because Cass is ranged, and the only way she can trade if you walk in the bush is with her Qs, which are hard to land if you're out of vision. Forcing her to miss Q allows an opportunity for you to run her down.
Darius wins the matchup in close range, so the purpose of phase rush/glacial is to able to kite Darius and out run him. Level 1 BE CAREFUL! Most Darius players run ghost AND/OR phase rush. Be attentive and make sure to see what he is running before the game starts. If he has Ghost/Phase Rush, be cautious level 1. Wait for Darius to use an ability level 1 to see what he starts because some cheese Darius players will start E and run you down with ghost level 1 after you use your vault. Otherwise, if he starts Q, you can trade aggressively level 1 with your Vault. TIP! If you E Darius when he's chanelling his Q, which has a 0.75 delay, your vault pushes you out of perfect distance so that his Q damage won't hit you at all if timed correctly . Level 2 onwards BE CAREFUL and only use your Vault AFTER Darius uses his pull. If he wastes his pull, be free to vault him if their jungler isn't top because he has no gap closer otherwise & his E has a 24 sec cooldown level 1, which is double your vault cooldown of 12 seconds. Trade Darius in lane with AAs and your Q Blind + AA in lane whenever possible because Darius can't retaliate unless he's trying to all-in you, which allows you to get him low in lane. If Darius uses Ghost, you can pop ignite for nimbus to act as a mini ghost. This trade is worth it for you becasue ignite is 30 seconds shorter CD than ghost is. If he pulls you, instantly press vault to push you to safety and the key is not to hesitate. NOTE: Good Darius players will instantly run behind you when he pulls you, and if he's fast enough, you will vault in the opposite direction away from your tower, so be careful of that. Glacial is my favourite for this matchup because slows directly counter Darius's ghost and his potential to all-in you, so this is the one matchup I prefer glacial into, even in season 11.
Start Cull into him so that you proc Cut Down every auto attack level 1 because his MAX hp with doran's is heavy. Mundo isn't difficult if you play smart aggression. First, hide behind minions so he can't cleaver you. His cleavers are long range, but easy to side step with W harrier procs. If he misses cleaver, HARD ENGAGE for a trade by vaulting him, combo, proc PTA, and DPS effectively with Q as well, then back off before his cleaver comes back. By doing this, you legit get a free trade. His R is 110 seconds cooldown, so your goal post 6 is just to get him low and bait his R, and I suggest not to fight him when his R is up unless he's really low WITH your ignite ticking on him. When his R is down, you can kill him next time with ease.
Draven is tough, but one of the easier ADCs compared to others. Draven wins all long trades, but you win short trades with your blind. How to play the trades is to Q Draven, and if you land it, go for a trade before backing off. Draven E can cancel your E, so be careful about using it. If I blind Draven, he will likely use E in front, so walk to the side when blinded to avoid it. You can use E after his Q nearsight expires to slow him when it ends. Draven is easier to land Q on because he will always try to pick up Axes, so throw Q where his axes are about to land. Pushing for level 2 first is huge in this matchup, and remember that going even is a big win for you. If you get 1-2 items, you can destroy Draven in all 1v1s because now you have enough damage to kill him in his blind. Even if you're behind in lane, 1-2 items is all you need to kill him when he is blinded later on in the game.
Level 1 Fiora will start Q 99% of the time, and if she uses Q on minion or you, trade with your AA - Vault - AA combo immediately. If she Qs the minions level 1, her Q is a 6.5 second CD, so your vault will come up after her Q returns. If she Qs you, vault away and trade because that's all she can do. Be cautious after though because her Q will be up about 3 seconds before your vault cooldown comes back up if she hits you with it. Level 2 onwards is where you must be careful. DO NOT USE VAULT OFFENSIVELY after level 2 fiora because she will use her W- Riposte and you will be stunned from your vault, which often leads to death. The only time you should use E offensively is if you do it when she doesn't expect it. If you E aggressively, instantly walk side ways because Fiora will Q+W forward, but if you side step quicker, you will dodge her W entirely, which is huge for the matchup. Essentially, with W max, you should be able to maintain distance from fiora indefinitely to the point where Fiora is FORCED to use her W- Riposte offensively on you as a slow to engage on you, which means she should never be able to stun you with it. When she uses W offensively, immediately follow with Vault + harrier auto attack to push you to safety and grant you movement speed from your passive to outrun her. Your Attack speed will be slowed if she hits you with her W- Riposte, so just be cautious of that since it will likely make you cancel your AAs if you don't know about that part in Fiora's W. After level 6, whenever Fiora presses R on you, you can use ignite + nimbus for speed.
I recommend Fleet for this match-up, though PTA is better to punish GP in lane. Electrocute is good too, but you must be better than GP to succeed with this. If you take bad trades with Electrocute or PTA, you will have a tough laning phase. The choice is yours, and if you are playing against Easier GPs in lower elos, then PTA/E-Cute will be the better choice to win lane easier. I recommend Fleet overall against GP though because GP can sustain quite well with his corrupting pots in lane along with W, and he also has reliable poke that is a lock on ability with his Q. If you run fleet, you can sustain his poke in lane. Level 1 Gangplank has no pressure to out trade you, so use your vault aggessively. If Gangplank ever Qs you, retaliate with Vault + many Auto Attacks to win the trade. Since most GPs run corrupting pot, it's very important to keep tab on if he has the pots active. To check if he has a corrupting pot active, click on Gangplank's character and on the top-left of the screen, it will show the corrupting pot timer under his name. Do NOT trade with Gangplank while he has corrupting pots active because these consumables grant him more damage while active. Your goal in the early laning phase is to get GP to consume all 3 corrupting pots as soon as possible, and every time he uses one pot, back off until it wears off before you go in for trades. Level 3 onwards the lane gets really fun. The most important interaction is to practice dodging his barrel explosing with your E, Vault. To do so, when Gangplank explodes a barrel, he will try to throw one in front of you to hit a Double/triple barrel combo. The key to time this correctly is when Gangplank explodes his first barrel, immeditately retaliate with Vault, and if timed correctly, Quinn will dodge the explosions from the other barrels. Master this mechanic and GP has no chance in lane. If he misses his Barrels, immediately run him down and launch your whole combo on his to get a big trade win. Ideally, you want to land your Q on Gangplank in lane first, and if you land it, go in for a quick trade becasue Gangplank cannot retaliate with his Q since it is a lock on ability, which means you will get a free trade in lane. Even if you are behind in this lane guys, when you get 1-2 items, you will be able to 1v1 GP ALWAYS because your crit build will provide enough damage to destroy him. All you need are 2 crit items and you will out DPS him in 1v1s. GP is a bad 1v1 champ, and you can think of him as a poke AD caster mage. He is quite squishy for the most part, which means our crit build will do wonders later on :) Side Note: Gang plank can win level 1 if he plays it correctly. The only GP player that I ever struggled with level 1 was Solarbacca, the best GP in the world, but most GP players wont do what he does. If you see GP with ignite start, be careful of his level 1 cheese. He will poke you 2 times with his Q, and then he'll flash forward to AA you, and this AA is his passive so he gets MS from it. When you flash away, he'll ignite and then Q grasp you to kill you. Overall, you hard win level 1, but if the GP plays like this, just be a little mindful of long trades early game. Also, Solarbacca rushed bramble into me last time I vsed him, which was not fun lol. If you see bramble GP, go Kraken rush and wait for 1-2 items. You win 1v1 with 2 items no matter what.
After Garen's mini rework, the matchup is heavily one sided towards Quinn's favour. The main thing to note is that now Garen's Q is programmed as an auto attack, which means that Quinn's E, Vault, can cancel the damage AND silence from Garen's Q, Decisive Strike. You should play the lane extremely aggressive and auto attack Garen whenever you can to proc your PTA every time the PTA proc is off CD. The only thing to watch out for is to only use your E to counter Garen's Q. Whenever Garen presses his Q ability, you should react immediately with your vault because he loses the movespeed bonus when it's cancelled. Keep in mind that his Q is an 8 second CD while our vault is 12-8 seconds, so he will have it up before your vault is up basically every time. To maximize your effectiveness in lane, play back a little bit when your vault is at arround 4-6 seconds if you vaulted his Q in an earlier trade to prevent the good Garens from silencing you before your vault comes back up. Post level 6 the only thing you need to know is that Quinn's Q can cancel Garen's R lmao. How this works is if you blind Garen and you leave his nearsight vision radius when he presses his R ability, his ult animation goes off, but the damage is cancelled and his R is placed on a very short cooldown. Keep in mind that his R will be back up in a matter of seconds, so if you are able to pull this cancel off, then don't get greedy and overextend because he will have it back up momentarily. You outscale Garen incredibly hard, this is a dodge worthy matchup for him and arguably the biggest counter pick in all of League.
Matchup is Quinn favoured with experience. I run fleet footwork against Gnar because you get sustain for his boomerangs, and the movespeed helps you to juke his Q, which is his main form of damage. The essential part of the matchup is to dodge his boomerang with your W max + fleet, and when his boomerang is down, go in for a trade. Mini Gnar is quite easy to beat, while Mega Gnar's damage is quite terrifying. Don't go near walls when he is in Mega Gnar. Use your W passive marks to side step Mega Gnars rocks. Quinn's vault CAN interrupt both of Gnar's jumps (mini and mega), so keep that in mind :) I like stormrazor to help kite mega gnar, and also run either gnar down. If you dodge the boomerang, go for a big trade because he can't do much. Be cautious of Gnar's W passive though. 3 AAs give extra dmg and grant him MS. If you blind mini gnar, he can't retaliate much, so short combos after he's blinded will help you to win the lane. Try to leave the trade before he can get those 3aas on you so that he doesn't get the proc bonus MS and damage. Mega Gnar in lane is much easier to deal with because he can't boomerange to trade with you, and his Qs don't fly back towards him so he can't CS as well. Also, Mega Gnar is much easier to Vault cancel his jump because the animation is much slower. In Mega Gnar, be careful of Gnar's W because it can stun you, and the range is 550 (25 more than our vault range and auto range). Ideally, save vault to retaliate AFTER Mega Gnar Ws you.
Gragas poke is annoying early game, and his range is slightly longer than yours. Stay in E range of Gragas because his Q range is longer than yours, and his Q hurts you a lot. Stand behind minions in this matchup so he can't E you as easily. What I like to do is E Gragas when I'm behind minions, and then Gragas will E me back right after, but since vault is so fast and pushes you back to your original position, you will actually force him to E the minions in front of you. This is really helpful to beat Gragas becasue if he misses his E, he is vulnerable. His E is 4 secondsl onger than your E CD, so it is huge to bait it. However, if he lands E, the CD does refresh back quicker, so keep that in mind. Post 6, use Galeforce + E to dodge his abilities and to also make his R put you in a place he doesnt want. If you anticipate Gragas R, E him first because your E animation is so fast. This will shoot you in a place Gragas doesn't want to hit you since he Rs in a certain angle to launch you to a certain place. If you E first, his R can actually push you to safety, depending on the circumstance of course.
I have played against Gwen twice, so I will update this matchup with more helpful advice when I face it more. For now, it seems that Gwen sucks into ranged champs. The main goal is to bait her W, and if she uses it, blind her and then walk back, Her W lasts 5 seconds, and I typically just wait for it to expire before engaging on her. If I blind her she can't even hit me, so even though she is untargetable, I am too with blind. Play really aggro, and play around her W CD. Do not dive if her W is up.
Heimerdinger turret range is 350, while your auto attack range is 525, so you can freely hit his turrets from afar. His turrets requires 2 AAs to kill, OR 1 Q + 1 AA to kill them. If you blind a turret, the turret is disabled for 1.5 seconds INCLUDING his ulted tower. In lane, Heimerdinger wants to stack his towers and shove you in. Ideally you DON'T want to leash if possible so that you can come to lane first. Hard shove him early so whenever he puts down a tower, you can kill it with ease. Without lane control, you will back Heim your BISH. Stand behind minions in lane because Heim W is easy to hit, the beams, and if he hits you with them, his towers get 20% increased range. Now, the most important thing, DODGE HEIMERDINGER E STUN AT ALL COSTS! His E is 970 range, which means he can land it from far away. To counter this, whenever Heim Es you, either vault a minion OR Heimerdinger himself, and by doing so, your vault will juke & dodge his E stun, which is important because if he lands his E on you, he can follow up with his W AND all turrets within 1000 range will gain 100% beam charge. If his E is down, it is a 12 second CD, so you can retaliate with a combo and you will win. Even if he has a few turrets up, I like to hard combo him and you will deal more damage, even if he has some turrets up. Even better, if you let him W after he Es and both abilities don't hit you, now you HARD win the engage. Post 6 be mindful of his R. Ulted Turret only has 450 range and Heim usually uses it defensively if you try to all in him, so if he uses it, save blind for it to disable it. His empowered W has immense range and damage, so if you are low, play far back because he can snipe you with it. Finally, ulted grenade can bounce, so be careful not to be hit by it. With this lane, DO NOT ROAM because heim can push so fast and take so many plates. You can resort to a farm lane if you need to, but I find that Heim is easy to beat when you play around juking his E stun and punishing him when this ability is down :) Just remember, GET LANE PRIO and you will find the matchup to be easier than expected :D
Illaoi's biggest weakness is ranged champions, so keep this in mind. I believe that it is ESSENTIAL to run fleet into this matchup for sustain and MS to help juke Illaio's E and Qs. I vs Dirtymobs (best illaio world) often, and so far I have beaten him every single time to the point where he fears the Quinn matchup. The only time I lost against him was when I accidently ran PTA and also mr runes because I thought I was vsing their AP midlaner top instead of illaoi top. From that experience, I've learned to value fleet for sustain in lane over PTA to allow you to control the lane. First, DODGE HER Qs. Her Q range is 825 and will go through minions, which is much longer than our auto attack range. However, it's quite easy to dodge when you get the hand of it because her Q animtion is delayed a bit. In lane I like to pay close attention to illaoi, and usually she wants to Q low health minions, so anticipate this and try not to stand directly in a line away from her to make it harder for her to Q you. If Illaoi Es you, don't fight her and just run away out of the range. When you are vesseled, just dodge one hit and stay near that tentacle. Each tentacle only hits once and if you don't run around or kill it, no second one will spawn. After the duration, you can still kill it. Now, this is how you win the illaoi matchup. Make sure to stand behind minions because her E does not go through minions, but more importantly, if Illaoi misses her E, INSTANTLY use your entire combo on her including your vault. Illaoi legit gets countered by ranged champions (Dirty Mobs agreed with this as well), and I see so many Quinn players make this mistake. When Illaoi E is down she is useless against Quinn, so pressure her and punish her if she misses her E. I like to bait out illaoi E by walking towards illaoi away from minions, and instantly stepping sideways or back because Illaoi thinks I'm walking towards her, but I'm really just trying to bait out her E. When her E is down, I then combo her and get a big trade win. Now, post 6 is more scary, but if you blind illaoi during her ult, then you mitiate so so much damage because she is unable to see to land her Qs and abilities on you/your teammates. I go stormrazor rush because slowing illaoi is huge to help you out run her all-in, or punish her harder for missing Es. Very easy matchup, just dodge Qs in lane and especially her Es! Legit the only way Illaoi wins early lane is by landing multiple Es on you. If illaoi doesn't land E on you, then her R isn't scary at all!
First, I have tried every keystone imaginable, and I can confirm with my experience against high elo irelias that Phase Rush is 100% the best option atm. The question remains: why Phase Rush? Well, Irelia only has the advantage over Quinn post Level 6 because her ultimate slows for 90% for 1.5 seconds, AND it allows her to get a reset on her Q. This means that the slow allows irelia to dash onto you for a reset, and secure land her E on you for another reset on her Q for a total of 3 dashes onto you. Now, phase rush works wonders because when Irelia ults you, instantly proc your phase rush, and the slow resistance allows you to now be slowed much by her R, and grants you MS to run away. First, pre level 6 laning phase is heavily quinn favoured. Play aggressive, and save vault to dodge irelia E OR vault away from irelia if she lands E on you. Even if she stuns you with E and gets a Q reset, if her E stuns you and she Qs on you, vault away with auto-e-auto, and then if she dashes again, your phase rush + w max allows you to out run her with ease after. Her E range is 775, but it's easy to tell when she wants to use it because she'll put the first mark of her E down before she engages. It's quite easy to dodge with W max! Her Q range is 600, which is 75 more than our auto range, so keep that in mind! Also, our E does not reset her Q if we are marked, BUT if you vault irelia before she Qs a minion, Her Q will go on cooldown lol. Do not try this at home though because her Q is so so fast, and this requires smurf-like prediction timing. IMPORTANT: If you blind irelia, she CANNOT Q you if you are outside of nearsight. Use this to your advantage in laning phase, and also when she tries to all-in you post 6. NOW, irelia is level 6 and you're scared. When irelia dashes onto you, her character goes slightly behind you, so it's hard to land Q on her after she dashes towards you. The best thing to do is to predict her engage. Irelia wants to dash on a minion likely before ulting you, so anticipate this. When she ults you, she will follow with Q 99% of the time, so retaliate with your Q when she ults. Now, irelia will Q onto you, and you then vault instantly. You will proc phase rush AND irelia is blinded, so now you can outrun her, and by the time her nearsight wears off, she is now too far to Q onto you again. Master this, and Irelia should never be able to full- combo you with her ultimate :)
Jax is an incredibly easy matchup. The main point to note is that Quinn's E can cancel Jax's Q damage and it will interrupt his Leap from his Q. To play this matchup, save your vault in lane only to counter Jax's engage. Typically, Jax will active his E, Counter Strike momentarily before he will engage with his Q. The timing is important, but essentially just be ready to vault Jax when he is in mid air. By doing this, you should leap out before he could get his stun off, and if you can avoid being stunned by his counter strike, then the matchup is quite easy. Keep in mind that Jax's Q is now on an incredibly low cooldown, so he can leap onto you before your vault will come back up. If you use your vault at all against Jax, be mindful of your positioning and do not walk in leap range of jax if your vault is down. If you are able to successfully dodge Jax's E stun, then you should aggressively auto attack him quite a bit because he will have no way to trade with you cancel his leap/counter strike. Important interaction is that Jax CANNOT use his Q to hop onto wards OR enemy champions, including you, if he is blinded. If Jax activates counter strike and you blind him, he is unable to leap onto you so long as you stay out of his vision range, so you can screw jax over super hard if you're able to do this :) If you have the opportunity to trade flash for flash with jax, do it becasue his only counterplay is E-Flashing you. If he doesnt have flash, you can E his Q jump, and then run him down after because he has no way to ever land his E stun on you without flash.
Both you and Jayce are ranged ADs, but his attack range is 500 while yours is 525 so you have the advantage! I run fleet in this matchup because the sustain helps you against Jayce's poke. The most important interaction is to save vault to counter Jayce's engage. Jayce, after using his ranged-form combo, will swap to melee form and use his Q dash (To the Skies!) on you, and your vault actually cancels the damage and dash of this ability. This is important because when jayce swaps to melee form, he cannot swap back for 6 seconds. So, when he goes into melee and Q dashes onto you, if you can cancel this dash with vault, you now have a window of 6 seconds to bully jayce and combo him without him being able to retaliate. Be careful though. Jayce's E in melee form can cancel your vault, but it's actually quite difficult to do, and that's why I say only vault him when he Q dashes onto you so that he can't E you in time to cancel your vault. Ideally, vault his Q ASAP so that he can't hit you with his E knock back. Jayce's E range is 240, which is less than half of our auto attack range, so he can't do much at all if you cancel his Q. In ranged form, stand behind minions so that he can't Q you, or more important, E-Q you through his Acceleration Gate. Try to bait out his ranged Q by moving unpredictably through your wave and also away from minions. Build ninja tabis in lane, and you just mitigate most of Jayce's Damage. Also note that when Quinn completes 1-2 items, jayce is unable to 1v1 you for the rest of the game. His ONLY edge is getting a lead in lane phase, but with tabis and 1-2 crit items, you can all-in jayce whenever you want and he simply cannot win. I have yet to lose to jayce in lane ^-^ Incredibly easy matchup with practice.
This matchup sucks. Level 1 try to get prio, but be careful because Kalita wins level 1. You literally can only take trades against her if you land Q. Take long ranged Qs so if you miss, Kalista can't punish you after. If you Land Q, you can E her before Q expires to slow her to prevent retaliation. Be careful standing behind low health minions because Kalista will throw Q to kill it, and if it hits you, the rend stacks transfer. Post 6 she gets free ganks for her jungler to dive, so be very careful. However, just know that you hard win 1-2 items in the 1v1. Going even in this lane is a HUGE win for you. Do short trades with Q blind, and this is your main form of fighting her in lane. You win at 2 items becasue you have enough damage to kill her when she is blinded.
This matchup isn't common, but it is quite easy for Quinn. It appears that her W root always hits you until about level 9. You need boots rush in this matchup if you want to escape her W root. If she roots you later, instantly E her, auto harrier, then run back to escape her W root. If karma ever Qs a minion or misses Q on you, instantly run her down becasue that's legit all her damage. You must punish her every time she uses Q. Do not sit there and farm, you have to punish her for this since it is free. If she uses Q, instantly vault her then run her down for a big trade. Even if she lands W root on you, without Q she does legit no damage. Her empowered Q does a lot of damage, but the CD is 40 seconds so it isn't problematic. Play behind minions so her Qs can't hit you as easily.
This matchup is free top lane. Goal is to bait karthus W, and if he ever uses it, he can't play the game for 15 seconds. Ideally, freeze against karthus, which will force him to over extend. If you freeze, he has to be far away from his tower, so you can E him when he walks up and run him down until he flashes to his tower. You must play close range to him because he out ranges you. Karthus only wins if you play far back, so always be in E range of him if you can. Use Q on him during trades, which makes it almost impossible for him to land his Qs on you while blinded.
Kayle is really easy, but the key is to be extremely aggressive early on. Create a mindset before the game begins that you will punish Kayle for every minion she goes for, and then make this goal a reality. In lane, proc PTA literally every single time it’s up because you will win every trade when your PTA is up. Try to dodge her Q when she shoots it because that’s the only form of damage she has early on. The range on her Q is 900, so it's quite easy to land from afar, but the cooldown is 12 seconds early on, so when it's down you have a window to punish her for free. They removed klepto so kayle’s sustain got destroyed this season. The best way to play the lane is to ideally set up a freeze in front of your tower, and zone Kayle from XP. By doing so, kayle legit cannot farm or play the game because she is forced to last hit with her Qs. If she walks up, combo her with everything because you hard win any sort of early game fight, even in her minion wave, especially with ignite and PTA. After level 6, if you blind kayle when she’s low, she’ll likely retaliate with her Ult. This is good because she needs this ability to do survive you. When her ultimate is used, just patiently wait for it to expire, then immediately vault her and combo her right after it expires. Kayle level 11 onwards grants her 525 attack range, which is identical to yours, and her W grants 40% Ms late game that scales also with AP, but you should be able to out run her if you vault her since vault provides a slow on her as well. Late game is more difficult, but actually quinn wins the late game 1v1 if you play it right. The matchup late game legit relies solely on you landing blind on her. If you land it on her, combo the HECK out of her, and in the frame of 1.5 seconds, you should be able to get her low enough for her to use her ultimate. Then you vault her, auto to consume harrier proc MS, then wait for Q cooldown to comeback. When kayle ultimate is down, re-engage with blind when it's up, and then you will be able to combo her and kill her with ease. You can run stormrazor against kayle because good kayles will use her W movespeed to sidestep our Q, but stormrazor allows us to walk up to kayle, initiate with auto that will heavily slow her, and then this will allow us to land blind with ease, which is our win-con like I've said.
I hear about a lot of Quinn's who struggle into Kennen, but recently I've come to almost master the matchup and I hardly have trouble into Kennen now with this build/playstyle. Read this section carefully, and if you can apply it, then Quinn will hard win the Kennen matchup during laning phase. I will first explain Kennen's passive because it's important to know Kennen's objective in the lane in order for you to be one step ahead of him. Kennen's passive functions where Kennen's abilities mark enemy champions with Mark of the Storm for 6 seconds that stacks up to 3 times, and if he stacks 3 marks on you, then he will stun you and restore energy. To win the Kennen lane as Quinn, your objective is to bait out his Q either by side-stepping Kennen's Q in lane, OR wait for Kennen to wiff his Q on minions. Now, when Kennen uses his Q ability and it does not hit you, then you should immediately engage on Kennen for a trade. Your goal in the trade is to proc your PTA on him, and if you are able to land your Q blind on kennen, then go for a longer trade because he can't retaliate if he is blinded. The reason we wait for Kennen to waste his Q before we go in is because Kennen will simply not be able to apply his passive on us during the trade if he doesn't land his Q, which will result in Quinn hard winning the trade. Important to note is to try to not use your E vault on Kennen while Kennen's E, Lightning Rush, is up because us vaulting kennen with his E active will apply a mark of his passive on us, so keep that in mind. If you want to play the matchup even more 5head, then click on Kennen's champion in lane, and on the upper-left corner it will say how many stacks he has on his W passive. Kennen's W passive functions where every 4th auto is empowered that also applies a mark of his passive. If you see that he wastes the 4th hit on a minion, then you can engage on him to go for a quick trade before backing off because you will be able to back off in time before he is able to reach 4 stacks to apply the passive mark on you. Now, post level 6 is obviously the scary part. Quinn's E, vault actually pushes you at perfect range outside of Kennen's ult, but this interaction is quite difficult to pull off because usually Kennen will ult you not directly in front of you, which means he will likely stun you and nuke you before you can vault away to avoid the stun. Just play post level 6 a bit safely and don't take bad trades. If you aren't super far behind, then Kennen's R shouldn't be able to 100-0 you with Nullifying orb rune. Your goal though if he ults on you is to vault away when you can, and don't fight him inside his ultimate. The cooldown is 2 minutes, so if he ults you, then you can play the latter part of the lane the way I recommended by engaging when he dodges Q. Just don't play too aggresive when Kennen's R is up :) I recommend to watch youtube videos for how I play against Kennen on the side here so you can see exactly how I win trades against Kennen in action.
I have been stomping high- elo Kleds pretty hard basically every single time now, and if you follow what I say here, then you should as well :) First, it's important to understand Kled's kit at a basic level at least in order to succeed in this matchup. Before, I used to hard lose every single kled matchup simply because I did not understand his kit or Kled's objective in the lane. To succeed in league for any matchup, you must understand what your opponent wants to do at a basic level and be a few steps ahead of them just like in the game of chess. Kled's main ability in lane is his Q, Beartrap on a Rope, where he whips out his lash in a line, and if it hits a champion, they become attached for 1.75 seconds. This ability goes through minions, and as a Quinn player, SAVE YOUR VAULT for after the ability pulls you in. I recommend to NOT vault while the tether is latched onto you because if you somehow are not able to escape the tether (whether kled then flashes on you to keep in range or he's just able to keep in range), then you will instantly die without your vault. Vault is such a good ability to counter Kled's Q becasue when he pulls you in, your vault will slow him and put you at a safe distance away to escape and kite kled thereafter. Next, level 3 onwards be mindful of Kled's E, Jousting, which is essentially just a dash. Kled will E dash and then Q to get into range and suprise you with his Q. The important thing to remember guys is to try to not be close enough to kled in lane because if he lands his E on you (if his dash hits your character), then Kled gets a second dash within 3 seconds. You will beat kled up in trades so long as you A) maintain distance so he can't get his double dash from his E hitting you, and if you B) save vault for AFTER his Q pulls you in. If you follow these two simple tips, you will hard beat kled pre-6. If kled misses Q on you, then don't be afraid to retaliate with vault/a bit trade because Kled's damage relies on him landing his Q pull on you! In lane, try to use your fleet movespeed/W max harrier movespeed to sidestep his Q if possible and bait it becasue if he wiffs it, you will win the following trade hard. Quinn's goal in lane is after kled misses Q OR if he pulls you in and vault out to safety, immediately retaliate with big trades. With your W max and fleet Movespeed, you will be able to chase kled down and get a handful of autos in. Your goal is to get Kled to dismount in lane, and how he dismounts is when his red HP bar goes to 0! When he is dismounted, quinn can run kled down super hard and destroy him. Keep in mind guys that Kled's Q is a 9-7 CD and your vault is a 12-8 second CD, so don't overextend when your vault is on CD because his Q will be up first! Now, for the post 6. Kled's R makes him untargettable so don't vault him until it ends. His R is annoying and grants him a perfect gank set-up, but on an insanely long CD. Try to sidestep his Q if possible and wait for his ult to expire. If you can bait it out and live, then save your vault for after his Q pulls you like I recommended earlier. I say run Stormrazor rush in this build because with that complete along with celerity + nimbus cloak, you actually have incredible MS and slows on kled to allow you to survive all ins from kled post 6 and re-engage on him after he blows his CDs on you. I recommend to watch vids to watch how I play against Kled post 6 to see how I position/kite him when he ults me!
This matchup is meta rn, and I am so glad for it. First, your E cancels Lee Sin Q, so save E for this. A good Lee will Q you if you E first and he will hard win the trade. Only use E to cancel his Q in this matchup. If you blind Lee, he can't ward hop, he can only hop on his minions. He does a lot of damage, but the matchup is so Quinn sided it doesnt even matter. Use Q and AAs to bully him, and only E his Q. If you follow this, then Lee Sin is unable to do anything. The only thing you have to worry about is post 6. Lee will ward hop, kick flash, or stride breaker after Q to set up a good gank on you. If he kicks you from insec, instantly E his following Q and you will be okay.
This matchup is easy early game. Your E pushes you outside of her Q range, and your E cancels her W dash. Use E aggressively in this matchup because it pushes you outside of her Q range. If she Qs during your E, she can hit you at the sweet spot if she times it right, but if you E during her Q, you can dodge her sweet spot. The best bet is to E first so that she can't get the chance to hit you with the edge of her Q. Pre 6 play super aggro because you hard win. Post 6, if you get tagged by any ability then she can put you to sleep. Run cleanse if youre afraid of post 6, otherwise just try not to be low when she has R. She cant 100-0 you, but her R is perfect for gank set up. Ideally, do not push up in this matchup post 6 if you dont know where enemy JG is. If enemy JG is far away, you can push up because her sleep isn't enough to 1 shot you with null-orb.
Easy matchup. Like any mage matchup, if she uses her Q on the minions, instantly go in for an E trade and punish her becasue this is her damage. Stay close range to liss because she out ranges you. Her Q goes through minions, so if I stay on the side, her Q can't hit me unless she uses it on me. If she does, she isn't using Q on wave, which makes liss have a predicament if she wants to push the wave with Q or gamble for a Q on you. Freezing is broken in this matchup because you can punish liss for over extending and run her down. If she Es, use E at the very last second before her claw finishes- this will cancel her E. This is easier than timing your E to follow her. If she ults you, instantly E away and you will be okay.
This matchup sucks. Level 1 you must fight for 2 first. If you see lucian is winning in the push, then back off because his 2 spike is strong. If you get 2 first, instantly jump on him with E for a big trade. A good lucian will save E to dodge your Q, which is why this matchup sucks. Dont stand behind minions in this matchup because his Q range is longer if he hits a minion. If you are on the side, his Q range is only 500 range, which is less than your AA range if he uses Q to click on you. Ideally, only do long range Qs in this matchup so if you miss, he cant punish you for it. If you want to engage, Use E first to slow him. If you E first, lucian might panic and E away, which gives you a free blind. Be careful with this though because if lucian holds onto E, he can punish you. It really depends on how lucian plays, but overall just take short trades when you land Q, and if Lucian Qs the wave, you can engage on him with E for a trade. His Q is his bread and butter combo. Post 6, save E to cancel his R, but stay in E range of him post 6 so if he jumps on you to engage, you are in range to cancel his R. Going even in this lane is a win for you because you outscale lucian in 1v1.
lol. Ok guys breathes If you have a dodge, this matchup is dodge worthy. Otherise, let me start off by saying you should never try to fight malphite post 6 because you will actually hashinshin smash your keyboard and want to retire from playing Quinn if you try. Also note that 99.999999% of Malphite players don't actually play malphite at all, and about 60% of malphs you face will actually be first timers! They legit picked malphite to counter your Quinn! OMG! This knowledge means that the Malphite will actually be a useless cannon minion after laning phase if they don't gobble smack you in lane because they are playing a champion that they do not play lol and a champion designed to only counter squishy AD champions. ANY ap champ on your team will destroy malph if he is even/not substantially ahead from laning phase. Pre 6 is heavily in Quinn's favour, and most Malph's run comet keystone, so if malph Qs you, retaliate with vault so that you can juke his comet with your E when his Q hits you. Be aggressive early on and try to bait malph's corrupting pots. When his 3 pots are down and he gets low, you can go for an all in if possible because he has no way to really do anything in lane without his ult. Your goal, if possible, is to accumulate a lead while he doesnt have his R. Ok, now malph is 6 and you're scared. First, to understand how to effectively play against Malphite post 6, you must first understand what Malphite's Strengths/weaknesses are, and Quinn's strengths/weaknesses for the matchup. Malphite will hard destroy you post 6 because not only does he do a lot of damage with heavy armour, but he basically sets up a perfect gank for his jungler that you cannot avoid at all if your flash is down. Quinn's strength is that she has incredible roaming potential. Malphite's weakness is that his waveclear is kinda mediocre, while Quinn's weakness is that, as an squishy AD marksman, malphite can stack armour with his passive and do incredible damage while you will heal him with your autos. Understanding this, to effectively beat malphite post 6 is to ROAM ROAM ROAM! I typically never roam early on Quinn, but in Malphite I actually run TP and perma roam post 6 because the lane is death zone if you go there. Malphite REQUIRES him to gain a lead early game to do anything because, like I said, he picked malphite to legit counter you, and he will not know how the champion works after laning phase. If malphite goes even in lane, you have accomplished your goal and you will find that his pick will be useless as the game progresses simply because he won't know how to play him/keep up with CS later on. I find this to be the most effective because not only do you get your team ahead and prevent malphite from killing you, but malphite's poor waveclear means that he likely will not be able to punish your roams as hard as other top laners could. Malphite will be forced to use his TP to counter your roams, and if he doesn't, you can help your bot/mid/jungle get ahead and get objectives while malphite won't be able to push your lane hard enough to punish you for the roam. Edge of Night with Hexdrinker makes you unkillable btw cuz he needs to pop EON with an ability, and his combo can't kill you through hexdrinker shield and EON shield. If he can't kill you with his R, he is useless afterwards.
First, Maokai players will use their W, Twisted Advance when you use your Q on him to dodge your Q. His W is 525 range, which is spot on perfect with our auto attack range. However, our Q is 1025 range, so the goal for maokai is to try to land longer ranged Qs on him. Legit the only way you'll get this ability off because if you walk to close then he will dodge your Q with his W every time. If you blind Maokai, he cannot W you since it is a lock on ability, but make sure he is actuall nearsighted first before walking up so that he doesn't get his W off before the nearsight de-buff applies. Maokai actually does incredible damage, but he relies on his all-in combo to really ever do damage to you. His Qs are easy to dodge in lane, which makes his sapplings his only form of threat, which aren't that easy to land. If maokai Ws you, just retaliate with vault insantly and consume a harrier proc to out run the rest of his combo. Be careful of entering bushes top lane becasue maokai will likely stack those with sapplings. You can't really outrun Maokai R, and so just watch out for his engage post level-6. If he iniates with his R, and you can't get out of it, save vault for after. Let the R root you, then when Maokai Ws you, vault away after his W to allow you to escape his engage. When you get 3 items you will SHRED maokai. I'm telling you guys, this build on the left is hands down the best tank shredder build for Quinn. You COULD get away with bork into mao, but I still prefer IE- Runaan's - Lord Doms because Bork just delays your Lord Doms spike. You want this item ASAP to shred their armour, and bork just simply delays this 3 item spike.
You guys seem to hate Morde, but he isn't that bad. I classify Morde as an "easier Darius." Why? Because Darius and Morde's win cons are landing their E pre level 6, right? And both of them have a similar E ability. But, Darius builds CDR while Morde does not, so Morde's E is a long cooldown (24-12 seconds). However, Darius runs ghost almost every game and phase rush some games, while Mordes, even in high elo, seem to always run TP and conq against me, which means he isn't as brutal as Darius is at punishing you for mistakes. Now, to play the lane, keep in mind that Morde's Q range is 625. This is important because our vault range is 525. Make sure to try to side step Morde's E if you can, and if his E is EVER down, go ham on him becasue he can't gap close pre 6 without his E ability. Now, play a bit back to avoid being hit by Morde's Q because it out ranges our Vault push back and auto range. If morde presses E, most times it's ok if he pulls you in. Just retaliate with vault, and try to side step his Q that he will follow with. Then, reengage since his Q and E abilities are down. Pre 6 is heavily quinn favoured, so be aggressive, and proc PTA whenever possible. Be cautious of using a "clapback fadeaway" ignite all in kill on him because I have been baited by Morde's shield/heal from his W too many times, where I flash ignite combo him, and I miscalculate that Morde has his shield/heal up, and he would then live off my ignite. NOW, post 6 is fun lol. kk so, Firstly, if morde isn't substantially ahead in lane, then he CANNOT 100-0 you in his death realm. Morde requires you to be kinda low to kill you in it early game. IYou should get low ever if you play early laning phase like I recommend, but if you make mistakes, just back and fly back to lane. Now, if Morde death realms you, he ONLY hard wins if his passive is up. Morde's passive comes up by hitting you with 3 aas or abilities, so our goal in the death realm is to juke his Q and E to delay his passive coming up! Vault over terrain if you're in an area to do so, otherwise just try to use W max speed to kite him. Early game, try not to fight him, but focus on trying to run and kite his abilities to prevent his passive from going off. I typically don't build QSS ever into morde simply because late game, you actually hard beat morde in his R when you have your items lol, so being in his R is actually a safe zone for you. I run stormrazor rush to help slow him in his R to kite him a bit. Morde's spike is level 6-13ish, but when you get about 3 items, then you should find that, even in his R, it isn't that bad. NOW, this is hard to do, but if you press your Q right when morde ults you, then you can actually cancel morde's ult and put it on a few second cooldown! Check side clips :D and watch vods for how I play the matchup ^-^
Run MR runes because nasus will go E max and his only damage early is his E. Why Phase Rush? Well, think about how Nasus ever wins against Quinn. Nasus only wins with his W wither ability, where he slows you with wither, which also slows your Attack speed, and then walking up to you to cane you to death. Now, I go 5head mode on Nasus and counter his legit only way to win lol. If nasus EVER withers me, I then instantly proc phase rush. The Move speed from phase rush is nice, but I run it because it also applies 75% slow resistance, which actually renders Nasus Wither USELESS!!!! If he withers, you proc phase rush and now you're able to run away to safety until it wears off. Play the lane very aggressively early, deny stacks, and the most important thing is to try to weave autos level 6 onwards because we don't want to waste procing phase rush in later levels. If we accidently proc phase rush post 6, a good nasus will immediately wither after your PR is down and cane you to death. If you save it up, then he has no way to ever beat you in lane. Nasus has incredible lane sustain early, but extremely weak, so make sure to play bully mode because he can't do much if your PR is up. How to win early if nasus plays passive is to slow push the waves, then when it crashes, the wave will slow push back towards you, and when it does, you will FREEZE AND ZONE TO DENY NASUS FROM FARMING! Fun Fact: If you blind nasus right when he presses W, you will actually cancel his wither lmfao. This requires perfect timing of course, but very cool if you succeed with it :) Also, your Vault can cancel Nasus's Q if you time it correctly since it is programmed as an auto attack, so keep that in mind!
Watch these Neeko Interactions to see combos for every ability and how to counter them as Quinn. Play aggro early, and use E aggressively, then side step after E to bait her Root. Stay in E range of Neeko because she out ranged you, so if you are in E trande, you can trade with her at all points in the lane. Your harriers reveal which neeko is real. Post 6, E her when she ults to bounce of of it. Like any Mage matchup, if she uses Q on the wave, instantly vault for a trade because that is most of her damage.
Grasp nidalee is easy, but be careful of conq nidalee level 1. Try to save E to counter her Cougar W in this matchup. If you E early and shes good, she will then jump on you with W and make you cry. You win level 1, so be aggro, but level 2 onwards you have to side step Qs. If she lands Q on you, she will cougar form W you, so E this W and you are ok. Boots rush are op here because it is a speed matchup. She will likely go bruiser/tank nidalee, so her spears dont do damage. She relies on couger to hurt you. This matchup is quinn sided though with your E. You are faster than Nidalee with W max, which makes it tough for her to succeed in this matchup if you are smart with your E useage.
Pre 6 he can't do anything. The only thing you need to keep in mind is if Noc tries to engage on you, you MUST Q-E-AA instantly. Q first becasue your Q will eat his spellshield. If your E hits his spellshield, this is terrible becasue he wont be knocked back or slowed, which means you will get feared every time. PR is op because if noc fears you, with PR MS, his fear makes you flee super fast (the interaction is the same as if you fear Master Yi in R if you ever saw Fiddlesticks Fear a Yi in his R) You actually live with PR even through fear becasue of that. Save your combo to counter this engage and you are golden. Noc has HARDCORE mana problems, so he cannot combo you much. The matchup is free in lane, and if you Q-E-AA his R combo, you will live throug his only chance of ever killing you.
Seems like an impossible matchup post 6, but I classify it as medium if you run phase rush. First, make sure to side step Olaf's Qs in lane with your harrier procs. If he lands a Q on you and tries running you down, Auto E Auto combo him to proc phase rush and run away. This keystone provides move speed along with 75% slow resistance, so if Olaf is chasing you down and lands Qs on you, phase rush counters the slow from his axes. The matchup pre 6 is heavily quinn favoured, so side step his axes and then play the matchup as any other melee matchup, which is be aggressive when olaf misses Q. He has no gap closers without it, so you can hard trade him. If you are getting in an intense 1v1 with him, ignite kinda earlier to apply griev wounds to mitigate his W heal and conq heal, and also to proc nimbus cloak from your runes to grant you extra MS. Now, post 6 Olaf DO NOT DO NOT DO NOT vault olaf while his R is active. If you are extremely low and have no choice, then that is the only time you should vault him when his R is active. The reason you don't is becasue R grants him slow immunity, and so your E will not slow NOR knock olaf back, and that is a critical part about Quinn's vault ability. How to win post 6 olaf is, when he activates R, instantly proc phase rush by either auto auto auto, OR Auto - Q - Auto. By procing PR, you have slow resistance and insane MS to make his Qs unable to slow you, and enough move speed to out run olaf in his R ability. Side step the axes if you can, and focus on trying to just run away by procing harriers from passive or q when you can. NOW, when his 6 second R ends, IMMEDIATELY use vault on olaf, and then re-engage on him because he will have no gap closer without his ult :) I rush bork here, so you should also save bork active for after his R expires to apply a slow on him. Practice makes perfect for this matchup, but post 6 is actually not bad with phase rush! Just save that E boys until his R expires always.
The matchup isn't that bad if you take these tips into consideration. First, Orrn's W makes him unstoppable, and therefore, try not to use vault on his when it's active (the bellow's breath flame spitter ability). Next, Quinn's E can, in fact, cancel Ornn's E dash SO LONG as he doesn't collide into terrain. The reason is becasue colliding into terrain stuns all enemies around him, but if he doesn't collide with terrain, then his E is programmed as a simple dash, and Quinn's e cancels regular dash abilities. To beat Ornn, firstly avoid being near Walls, and if he throws his Q rock out, make sure to walk away from it. If ornn wants to charge at the Q, I recommend not to try cancelling his dash with your E because if you're at the wrong angle or mess up the timing, then he will cancel your vault and stun you. Try to juke his stun, and with this, I typically stand near his rock pillar, and when I anticipate that he will dash towards it, I'm 1 step ahead and leave the target range before he charges so that I can bait out his E. If he dashes and doesn't hit you with his dash, then you are free to engage on Ornn and make him cry. Are you ready for one of the most exciting interactions in the game? If you vault Ornn while his R2 is coming after you (the timing must be perfect). you will ACTUALLY cancel Ornn's ult lol. The reason because Ornn must collide with the elemental, but your vault is a brief knock back that pushes him backwards for a split second, and if you time it correctly, you will cancel Ornn's ultimate. This requires EXTREME practice, so please be careful with it lol. Practice :) You will E him the milisecond before his R hits his body. When you get lord dom's, you will start to deal damage to ornn, even if he stacks armour.
I really like this matchup after Panth's rework. First, panth was a hard Quinn counter because he had lock on Qs, and his passive meaning that you legit cannot trade with him because he will block your autos. Now, the rework made the matchup Quinn-favoured (Thanks Rito!!) First, Quinn's E can actually interrupt and cancel Pantheon Q if he is charging it up, but I don't recommend to do this unless his W is down of course lol. W max harrier procs to side step his spears (which isn't that hard to do since Quinn is so fast under these haste buffs). Next, the most important interaction to note is that Quinn E CAN cancel Pantheon's W stun, but it's harder to do with new panth. How it works is if Panth is mid jump, immediately press vault,and if you vault him while he's in mid air, you will cancel the stun and be pushed back to safety. However, even if you mess this up, it's not that bad because other times, you will still get the vault off even if his stun lands, which is fine because you are still pushed back to safety. If you anticipate panth using his W and you want to be ready to smurf, (ideally when no minions are near), what you do is hover your mouse cursor in between you and pantheon, and you legit hard spam your E key. By doing so, since no minions are near, Quinn won't vault anything since you're clicking the ground, BUT, if pantheon uses his W while you are spamming your E between you and him, whenever he uses his W, you will instantly vault him mid air and cancel the jump :) After you vault from his W, you should retaliate with autos. Panth will likely use his E right after, and that's ok. Let Panth wear out his E and DON'T auto him when his E is up because not only does he cancel the damage, but also, if a harrier mark is on him when his E is up, you will consume the mark and do no damage, which wastes the mark. Instead, if your mark is on him while his E is up, just be patient and wait for his E to expire, and since his W is down already, NOW go in for a thiiiicccc trade and you will hard win it. Quinn hard outscales panth, his only chance is laning phase. At 2-3 items, you hard DPS him, and with ninja tabis, you mitigate most of his nuke anyway!
Honestly, it's not that bad of a matchup contrary to popular belief. In theory, Poppy should hard counter Quinn because Poppy can use her W (the forcefield ability) to cancel your vault, which will then knock you down, slow you, and also ground you. However, We are W MAX QUINN BABY!!!!!! We have speed. Poppy gains 40% MS while under her W active, but we get 40% MS from our harriers too! :O So, essentially, NEVER use vault on Poppy unless her W is down. Next, avoid being near walls so that Poppy can't stun you against them. Play the middle of the lane whenever you can. Also, since we are so fast, if Poppy ever wants to chase us, she MUST use her W during the chase because she legit will not catch up to us without her W movespeed. Now, Poppy uses W and is fast, you use your harrier proc from Q or passive and you match her move speed, and all you have to do is wait for her W active to expire, and now you have 2 choices: Either you INSANTLY vault Poppy. if she used her dash ability earlier to get onto you. Or, if poppy has her dash still up, you wait for her to use her dash to catch up to you, then you IMMEDIATELY vault after since her W is down. By doing this, poppy has no gap closers after you retaliate with vault, and you can now kite her quite a bit. Fun fact: if you E poppy when she presses Q, poppy will use her Q hammer smash backwards lol. Also, you can cancel poppy R with a well timed vault (you must have smurf timing). Do not stand in her Q after she presses it because it has a delay, and will deal extra damage. Finally, Poppy's passive shoots out a buckler on the ground, just make sure to step on it if you are close enough because she can't pick it up if you do :) At 3 items, you will be able to shred Poppy when you build your lord doms. If Poppy uses R, instantly vault it to cancel it.
To start off, Quinn is the notortious counter pick to Renekton in LCS and competitive. Why? Because Renekton has no counter play to Quinn's kit. Level one you can use vault aggressively into him without any fear. Level 2, only vault AFTER his second dash, and then he can't ever do damage to you. Renekton's Q range is 450 and your auto range is 525, which means he can't get his Q on you if you maintain auto attack range. At level 6, the matchup doesn't change too much because if you save vault for his second E like I recommend, then he can't get onto you ever. Save E for his second dash. The second he does the second dash, instantly vault and he will never be able to land his W stun on you. Let me make this clear, Renekton's ONLY way to kill you is Flash - Empowered W - Combo you. This is why pros ran Cleanse into him, to cleanse this combo. However, if you position correctly, you don't even need cleanse tbh. If his bar is red and he's level 6 with flash, just play a little bit more back until his fury expires. He can't one shot you unless he has empowered abiltiies with flash. If Renekton tries the Flash W combo, I like running bone plating to eat up a lot of the damage and save your life so that you can vault to safety afterwards :) Boots rush in this matchup makes the matchup unplayable for Renekton because he can't ever cath up to you.
Play the lane away from bushes. Ideally, shove him under tower or let him shove so he can't bush cheese you. He wins if the lane is neutralized. If he is in bush, E his Q leap, and then when he walks back to the bush, Q him before he enters so that he can't get the second leap off. This combo is essential to take good trades against him, so only walk near the bush with your E up. If you go even in this lane it is a big win for you because you outscale him if he isnt crazy fed. If rengar cant one shot you post 6, you hard win the fight. Thats why i like bone plating and plated steelcaps in this matchup.
Quinn's kit counters Riven hard. First, Quinn E can Cancel Riven's Qs. If Riven tries to engage on you, you MUST save your vault for her 3rd Q ideally because otherwise, if you vault her Q1 or Q2, she will have more Qs to chase you after, and she can still knock you up with her Q3. If you use vault in the animation of her 3rd Q, you will cancel this ability and push you to safety and prevent her W stun. Only Riven's 3rd Q knocks you up anyway, and that's the one that you can cancel :) Really the only way Riven can use her W on you is if she is close to you, then she dashes and Ws you early on with her first few Qs and Es. Just stay composed and save vault for that 3rd Q always and you will be okay. If you cancel riven's 3rd Q (and if her E is down of course), make sure to retaliate with big trades because she will no longer have ANY gap closers. When she has R, be careful of her Flash-W because this is the only way she can land her W on you.
I put the matchup as hard because to inexperienced Quinn players, Rumble will bully you quite heavily. However, when you learn the matchup I place it at medium difficulty. First, understand how Rumble's passive works. When Rumble's heat is above 50 (over half), his abilities are empowered, which means all of his abilities and their effects will be 50% stronger. However, if Rumble's bar becomes RED, then he will be silenced for 6 seconds, but his auto attacks will be stronger if this is the case. If Rumble ever goes red, then hit him with a nuke because he will be rendered useless for 6 seconds since he is a melee champ who cannot use abilities. Now, if Rumble is yellow, play back because his Q will burn you alive. How to win the rumble matchup is to WAIT for Rumble to Q the wave. As an ADC top laner, we can control the wave with our AAs only, and so we can push if needed without using abilities. Other champs like rumble must use their abilities if they want to match our push to freeze the wave, so he will use his Q quite often to push the wave and harrass. Rumble Q is 600 range, so play extra fat back because it outranges your auto attack range. Save your abilities (though you can Q the wave if needed, just save vault always). When Rumble Q is Down, INSANTLY go for a huge trade on him and proc your PTA as well. You can weave Q and your autos, along with E for a big, big trade. Rumble only has his harpoons up, which don't do much damage when his flamespitter is down. Keep mimicking this, and you will find that you will hard win the trades. Post 6 is scary, but just make sure not to take dumb trades because he often can't 100-0 you in lane. He'll need to poke you down first, and then finish you with his R all in combo. But, if you play the lane like I suggested (stay back, wait for him to Q wave, then engage after Q is down), he won't be able to get you low ever enough to combo you. Play confident, and his Es are sidesteppable, especially with your harrier proc MS too. I don't like building hexdrinker early, but if you need to, then run along with it. Nul orb is critical in this matchup.
Make sure to ideally land blind on Ryze first, and if you do so, you can easily win the trade because Ryze will only be able to use his Q on you, which is hard to land when he can't see you. Next, be cautious of Ryze's flux. Don't stand near low health minions because Ryze E can spread the flux to you, and if you have flux on you, his abilites will be empowered. Ryze W doesn't instantly root you anymore, but now, his W only roots if you have flux on you. If Ryze uses Q or E on minions, you can safely go in for a trade and you will hard win it because PTA along with him not having one of his core abilities means that he won't be able to retaliate in time. Ryze Q only spreads around to other enemies with flux, so it's just important not to be marked by it. Quinn's E can cancel Ryze R, so if he channels his R, just vault him immediately. The matchup is easy if you play aggressive in lane because Ryze is weak early on, and with PTA, Quinn has limited sustain, but incredible damage. Constantly harrass him when you can, but ideally only when you land your blind on him first. Make sure to get your side stepping fingers ready to juke his Qs when you consume harrier marks :) I like to walk up close to ryze and move in unpredicable patterns to bait his Q because if he Wiffs his Q and it misses you, you can now go in for a trade with PTA because you will win it. Proc PTA and weave autos with Q and E, and then walk away to chunk Ryze without much retaliation. Late game Ryze is scary, but honestly Quinn can win the 1v1 if you land blind on him! You are able to DPS like crazy, but just make sure to side step his Qs because late game they do incredible damage. Build a maw if you are having trouble with him later on in the game, and mercs to help lower the duration of Ryze W root/slow.
Quinn's kit HARD COUNTERS sett. In lane, be careful of Sett's Gray bar on the bottom. Essentially, when he receives damage it stacks up, and the longer the bar, the more damage his W does to you. He gets a shield and if you are in the middle, you take true damage instead. So, first, Sett's Q grants him 30% MS which is nothing, so it's actually hard for Sett to get onto you. Sett's E range is 490 and it WILL cancel your vault, but it's difficult for Sett to get into range to use this on you. Ideally use vault to counter him using his E. Next, his W range is 790 which is longer than your vault range, so if you vault away from him, Sett WILL be able to retaliate with W and hit you with it every single time. Sett's R range is only 400, so it's actually very difficult for him to land these on you. Maintain distance against him, and if his W is down, you are free to go in for a big combo because his kit legit revolves around this ability. If sett Rs you, wait for him to use E first because if you vault him, he will likely E cancel you after, BUT Sett should never be able to get into R range of you without using his E on you first. Don't EVER be that close to him, and you should be ok. You hard outscale him in late game 1v1s because not only can you kite him hard, but your build will be an HP shred to make him cry :) Boots rush is broken in this matchup to prevent him from ever coming close to you.
So first, Shen's E range is 600, which is 75 longer than our auto range. This is important becasue if we are autoing shen, he can easily taunt us to retaliate. The most important rule is to BE CAREFUL when he's under tower because he can taunt you OR flash taunt you, and you will likely die. First, in lane you can vault aggressively level 1 because Shen has no way to punish you. Level one is yours. Level 2 onwards, be careful of aggressive vaults because a good shen will taunt you when vault is down and make you cry. Next, it's important to understand Shen's W. Shen summons a barrier that blocks ALL auto attacks and damage for 1.75 seconds. When this is active, don't attack him and play back. I recommend, like with Panth E, when your harrier marks him and his shield is up, wait for the shield to expire before consuming the harrier proc on him so the amplified damage isn't wasted, and when his shield goes away, you now have your attack speed steroid and move speed to DPS him. The cooldown of Shen's W is 18-12 seconds. It is the only win con he has in lane, and if he uses it, immediately punish him for the next 18 seconds. Don't let him walk up to CS and harrass the living hell out of him. Play this lane aggressively because Shen can't really out damage you. For the advanced Quinn players, what I like to do is consume a harrier proc on a minion, and then run towards shen to PRETEND that I'm engaging on him. The Shen will think you are trying to jump on him, and he will use his Taunt towards you, but since you're trying to bait this ability, you run back right away with your enhanced MS from harrier to prevent his taunt from hitting you. By doing this, you now have baited Shen's 18 second taunt AND made him dash towards you. If shen doesn't land taunt, he is a tanky cannon minion, and you should auto attack him to death.
This matchup relies on two methods to win: save vault, and phase rush. Level 1, be aggressive because singed will start posion, and can't do anything to you. Next, when Singed is level 2 onwards, only vault him after he flips you. The only advice I have after that is to be catuious of autoing singed too quickly. By doing that, you will proc phase rush in lane, and a good singed player will W you after your phase rush is on cooldown. If your phase rush procs from trades, thats ok, but just play back and safe until it's back up to ensure that he doesn't W you and combo you. Singed has very limited kill pressure in this lane, and you legit hard out run him, even with his R active lol. He gets 30/60/90 flat MS, but your W max harriers, bork active, stormrazor slow, and phase rush active allow you to out run him later on in the game with ease :)
Quinn's E actually CANCELS Sion's Q, but puts it on a 2 second CD. To play the matchup correctly, play back to dodge Sion E (just watch out for your minions and try to not stay in a straight line from Sion behind your minions so Sion will be unable to use his E on you). Next, if Sion EVER charges Q, immediately vault him to cancel his Q, and then go for a quick PTA proc trade and back up before his Q comes back up (canceling his Q puts it on a VERY short 2 second CD, so don't be greedy). 99% of Sion's don't know that you can do this, but after you do this mechanic a few times, the Sion's will start reactivating their Q quicker. However, Sion's Q ONLY knocks you up if it's charged for at least 1 full second. So, you must vault Sion very quick to avoid being knocked up, because otherwise Sion will Q you mid vault if you wait too long and actually cancel your Vault, putting you in a dangerous position. Post 6, your goal is to try to side step his R (quite hard to do, but it's really the only option). If Sion lands his R on you, then don't panic. If his R was fully charged, you will be stunned for 1.75 seconds, but if the charge isn't for long, it goes 0.75 seconds (the duration is .75-1.75 depending on his charge time). If he lands R on you and he isn't charging for long, then you are quite safe because Sion will use Q after, but if you're stunned for 0.75 seconds, then you can vault away from his Q after safely because Sion will be unable to channel his Q for 1+ seconds to knock you up. TLDR, just don't get hit by Sion's fully charged R, If you hear that Sion sound, then RUN FOREST, RUN!!! Go Lord doms 3rd to pen his armour, when you have it then you beat sion up later on (:
First, Sylas Q is 775 range, while your auto range is 525, so he has the range advantage with his Q poke. Be mindful of this because his Q detonates after at the end, which does additional damage, so try not to be at the end of his shackles when he uses this ability. In this lane, SAVE YOUR VAULT ALWAYS! Let Sylas use his Chain E on you, and when he dashes towards you, use vault to RETALIATE and push you back. When you vault from his chain pull, you can indefinitely kite him since his gap closer is gone. The matchup is pretty easy so long as you don't get hit by his Qs in lane, and you vault to retaliate against his engage in lane. You beat Sylas pretty hard too because he relies on using his R against champs, but him stealing your R means that both of you don't have a combat ultimate. If sylas steals your R, just inform your team that he has it and might plan a roam! Play aggro in lane :)
Literally all you need to know is that if Tahm Q slows you, AA-E-AA to proc phase rush. This means he cant walk up to hit you with W, ever. Stand behind minions, and if he Q slows you, use phase rush to escape. He relies on this slow to use W on you, which is all of his damage. If you go even in this lane then it is a win for you becasue Tahm relies on getting ahead to do anything in this matchup.
Lane phase is Teemo favoured. Early game, the ONLY time you should ever trade with Teemo is if you land your Q blind on him first. If Teemo blinds you first, he wins the trade and you legit can't retaliate. If you blind him first, he can't blind you because his Q is a lock on ability, which means you hard win that trade. However, be mindful of good Teemo players. The main reason is because good teemos are actually able to make the matchup super one sided by using their good reaction time to Press their W when you press Q, and use this MS bonus to easily side step your Q since Quinn's Q travels quite slow for a skill shot. If Quinn misses Q, teemo will hard run Quinn down and make her cry. These two teemo players give me a hard time because they have mastered that lane mechanic, so watch out for good teemos when you VS this matchup. However, Teemo's ONLY edge is lane phase guys. You have to play under your strengths. Quinn's Q is 1025 range, while Teemo's Q is 680. Play back, and if you want to trade, try to go for max range Qs so that if you miss, teemo won't be in range to immediately Q you and run you down (because the good teemos will try punish you for missing your Q). Take short trades with Electrocute. He has no sustain, so one combo when he is blinded will chunk him heavily and make the lane very hard for him. Also note that Teemo's passive is that if he isn't hit for 5 seconds, he gains passive MS indefinitely, so keep that in mind (like Garen's passive, but not being hit grants him MS instead of missing health regen). If you're able to hit him with any AA or ability, then Teemo will be a lot slower than normal :) Late game just run teemo down, land blind amd then one shot him.
Push for level 2 first and start Q. If trist Es you, W her to win the trade. If you get 2 first, instantly jump on her with E to punish her. When trist is 2, only use vault to counter her jump. Your E cancels her W in mid air, and so use e only for this. If she jumps, E her, then Q right away to go for a short trade. Landing Q is critical so that she can't stack up her E charges to get her W reset. At 1-2 items you hard win all 1v1s and can one shot her, so going even in this lane is a win for you. Positioning is key and always be cautious of her W engage. If she ever uses W, do not let her breathe for 22 seconds since it is a long CD.
Trynd will go Q max and likely fleet most games into you, and if he does, he will legit have perma sustain early on so you don't have much kill pressure unfortunately. Important to note that Quinn's vault in fact cancel's Trynd's spin, so legit just save your E every time to cancel his spin. Phase rush and boots rush are important to always outrun tryndamere. Constantly punish him with auto attacks and Qs, and save E always to counter his E. By doing this, he can't play the game. Post 6, if he Es you, he needs flash to even come close, buth PR with boots and nimbus cloack effect on ignite makes you faster than him, always. He can't ever out run you. If you go galeforce, use this dash to help escape as well.
Early game, if Urgot throws a Q at you, trade with your vault and autos and you will win the trade. Also, you can use your vault to dodge his Q early on, but do this ONLY when you are certain Urgot doesn't have his E leveled up, of course (level 1, and level 2 if you see urgot started W second). Now, level 3 onwards, this is how you beat urgot. Urgot's E range is 475 after a 0.25 second delay, and vault pushes you back to 525 range. This trade requires practice, so please limit test with this in normals before trying in ranked, but when you master it, you will consistently beat Urgot in trades. So, what I like to do is vault Urgot aggressively post level 3 in lane randomly, and then I quickly auto him quick to consume my harrier proc (and also potentially fleet MS proc if your auto is energized), and then I immediately run backwards away from Urgot. In absolutely every single elo you are in, the enemy Urgot will immediately retaliate with his E because he thinks "oh, Quinn vault down, let me use my E to flip him!" However, his E is a .25 second delay, and your vault with MS allows you to not only out range him, but grant enough MS to consistently outrun his flip every time. Why is this trade important? Well, Urgot's E is a long cooldown and a big part of his kit, so you can safely trade with him in lane after this, but ALSO, in teamfights, if you do this, Urgot will actually Dash straight into your team for free and will have no escape afterwards. He relies on flipping you, but if you can bait his flip, then he's legit dashing into your team for free lol. Post 6 BE READY TO SIDESTEP HIS R! Quinn's in combat MS with fleet and W max is incredible, and It actually gets quite easy to dodge his R with Quinn if you have your reaction speed up. If he lands it on you, try to vault away before he flips, or if he lands flip, save vault to push yourself away afterwards.
Level 1, start Q or E depending on comfort. Q is good to get better trades, but E is better if you are brush cheesing level 1. Shoot for level 2 first, then run her down if you get it. E her, then auto, Q, auto her to death. This matchup requires you to land Q, so make sure to not go near Vayne if your Q is down early on. I like to try long range Qs so if I miss, then I'm not screwed. Only use your Q if you can land it on her, try not to Q the minions because a good Vayne will run you down the second you use your Q. To bait Vayne Q, you can auto-e-auto her randomly, and she will panic and likely use her tumble or condemn. The, when her Q is down, you use Q on her and beat her up. Stormrazor spike is huge in this matchup, where you will fly up to Vayne, auto her once then IMMEDIATELY use Q. The slow from stormrazor will zap her, which leads you to land a free Q on Vayne. When you land Q on Vayne when you have 1-2 items, you can 1 shot her, even if she is full HP. Post 6, if you blind Vayne she CANNOT reset her tumble invisibility, so go ham if you land Q on her post 6 with a huge trade. Biscuits is legendary in this matchup because it helps you to sustain a whole lot.
This matchup I have only played twice toplane, but from my games, I think it is okay. I will update this more when I face him more. E cancels his W stun, and basically play the lane aggro, and if he uses his stealth ability, try to fight him after it expires because you have a short window to do a lot of damage to him. Post 6, if he Rs you, Vault him instantly and run away to escape his engage. Do not dive him when his stealth ability is up becasue it is such a good ability to prevent diving from happening.
Vlad matchup is quite easy, but the key is to play aggressive during lane phase. Vlad will hard outsustain you, so if you take short trades every so often, vlad will overtime, win the trades because he will be able to sustain while you cannot. However, Quinn with PTA will hard out damage vlad in these trades, so the key is to constantly apply pressure in lane. First, know how vlad's passive works on his Q. When his crimson rush bar is red, this means that his next Q on you will deal extra damage and heal him for more, so DO NOT GO NEAR VLAD when his crimson bar is red. Wait for the bar to wear off, and never trade with him or go near him when it's up. The bar will fade momentarily, and he will be forced to use his empowered Q on a minion. Next, make sure to initiate trades with vlad by landing your blind on him first. Once vlad is blinded, he cannot retaliate with his Q, Transfusion, on you because it is a lock on ability. If you land your blind on vlad, then go for a quick trade, and ideally walk away when the nearsight wears off so that he can't use his Q on you. Post level 3, Quinn's objective in lane is to bait out Vlad's W, Sanguine Pool, because it is a long cooldown, and vlad having that ability up means that you cannot all in him. During lane phase, just keep trading him when your PTA proc is up and when you land blind on him (so that he can't Q you), and repeat these trades in lane to get him low. The key point is to not let vlad breathe, and punish him all throughout laning phase. Once vlad is low enough, he will try to pool your Q or pool when he thinks you are trying to all in him. This ability is a 28 second cooldown level 1, and when it's gone, you now have 28 seconds to hard punish vlad, and potentially all-in him becasue he is weak early game without that ability. After level 6, be careful for his engage. Nul orb is really good to save you from his R. When vlad Rs you, your goal is to run away. Ideally, initiate Q on him because vlad will either press his pool to dodge your Q blind, making it unavailable for later on so you can vault him and run away, or, your blind will hit him, and he will be unable to press his Q on you while under his R, Hemoplague.
First, to beat Volibear, you will start off with your tier 2 berzerker boots FIRST. Legit do not buy long swords, you will be rushing boots first. So, in an ideal world, you will stay in lane until 1100g, where you will buy the boots in full. If you back early don't worry, just get tier 1 boots/dagger and pots/pink ward. Why early boots? Because volibear is a champion where movement speed counters his entire kit. When Voli tries to engage on you (he will press Q and start running on the ground and make a sound, so you will know when he presses his Q), Vault him whenever BEFORE he comes at you. Your vault CANCELS his Q stun and pushes you to safety. So, how to play this lane is to legit just shove him in and poke him with 3 autos whenever PTA is available, use Q and autos along with passive whenever possible, but NEVER USE YOUR E! The only time you use your E in this matchup is to cancel his Q and his Q only (his Q is when he runs at you to stun you). Do not ever vault his R cuz he's unstoppable, so post 6 when he ults, wait for him to land and press Q, then E the Q and auto to consume harrier proc, then run away. The only thing to watch out for is his W, voli will like to use W to summon his circle to slow you before engaging, so try to dodge it if you can with your fast speed. Make sure to constantly apply pressure and auto him because this matchup is literally volibear's toughest matchup top lane. You hard counter him, so play with confience.
Early game play as aggro as you can. WW wants you to get him low so he can barrier bait you. He gets extra healing below 50% hp, so don't fall for his trick. It's like shaco backing while low in front of 10 boxes trying to bait you. If you want to kill him, ignite early so you mitigate his healing. Be careful of your E usage because WW can Q you after you use it, but his Q range is only 350 units, which is super short. Constantly harras him with autos, and if he Qs you, E away to escape. Play the matchup like this and he can't do much at all. If he has R, try to blind him when he is getting low cuz WW will only R when he is low. If you blind him first, this makes it so muich tougher for him to land R. If he misses R he is dead.
Early lane, save vault for Wukong E. Wukong's E scales from 10 seconds to 8, while vault is 12 seconds level 1. That means that Wukong gets his E up 2 seconds before your vault, so PLAY BACK after your vault is on cooldown after you counter his E and only get into range of wukong again when your vault comes back up. Early laning phase you hard win, so no need to play afraid. Wukong's W is a 20 second cooldown level 1, so if he ever uses his clone, you have a large window to get a kill. When he combos you and he uses clone, re-engage on him and you should easily be able to run him down with ignite for an easy kill because wukong is useless without his clone/e dash. He literally can't do anything. Be careful trading him after he dashes on you level 3 onwards because you don't want to hit his clone. If your harrier mark vanishes, this means that Wukong used his clone! Now, level 6 onwards, what you do is when Wukong engages on you, you want to vault on him AFTER he uses his ultimate first knock up and then run away. This is your best chance of survival. Play back level 6 onwards though, the way wukong wins is if you get into melee range of him after 6. Ideally, you want Wukong to engage on you with E first so that he wasted that dash at the start, so always play back level 6 and be cautious of his engage. He will E you, then R/W. Let it knock you up once, then E him right after the knock up to outrun the second one. Your E pushes you back further than his W leap
With Yasuo, you must be extra careful with your minions especially. Yasuo wants the lane to be frozen in front of his tower so that he can pressure you in your minion wave and dash through them to punish you. First, it's important to save your E always because if you waste your E, Yasuo will dash onto you and all-in you. What I like to do is use blind on Yasuo in lane, and most times Yasuo will use his windwall to block your Q. However, this is amazing because his windwall is a very long cool down. Our goal is to pretend that we wanna all-in, and then when he wastes his windwall, just play back until it goes away. Our vault has prio on Yasuo’s E, so if he Es onto you, just retaliate with vault always. Watch out for his empowered Q tornados by using your move speed to dodge it, or out run it by playing a little bit back. After level 6 it’s critical not to get hit by his tornado to avoid his ultimate hitting you. If Yasuo ults you, instantly retaliate with vault and run away. Most Yasuos will windwall after, but make sure to quickly E-Auto before he windwalls so that you get your harrier move speed mark consumed before his windwall blocks your auto. If Yasuo ever wastes his Windwall or misses his empowered Q, retaliate with an engage because he relies on those two moves to win trades.
He is an easier Yasuo. Your E pushes his W backwards, and his Qs make him launch forwards, so if he Q2s, he leaps into int range. Jump on him after he uses Qs. Level 3 onwards care about using E because he will use E right after to trade you when your E is down. I save E to counter his E engage, and use my range to win the rest of the fight. Your E follows his E, so keep that in mind if you time it correctly. If he Es you, instantly E back and he can't trade at all. When he has R, side step his R then E him AFTER the knock up ends. Don't E too early because if his R knocks you up during your E, then you are dead.
The Yorick matchup is pretty easy for a ranged champion, and especially for Quinn. Yorick relies on using his W cage, Dark Procession to trap the enemy, and then uses his ghouls and combo to punish them. The cage early on only requires 2 hits to break, but later it's 4 hits. To escape Yorick's Cage, when his ghouls are sent to you, just vault on his ghouls and you will escape every single time. If your E is down, auto the cage until it breaks, though you should be saving vault to counter his cage engage in laning phase. Next, Yorick's E is a cone ability that is his main source of damage; try to dodge this ability by side stepping it since it goes in a line. The range is 700, so play kinda far back, or away from Yorick to prevent him from landing this. If he lands it and sends his ghouls at you, simply vault his ghouls and you will be pushed back to safety. Yorick relies on his ghouls to damage you, but if you escape from his cage and his E is down, instantly engage on him becasue he is a useless melee champ at that point. If his E hits you, Q his ghouls and auto them until they die. Yorick relies on his E for his ghouls to be effective. If he doesn't land this ability on you, then you don't have to be afraid of his ghouls. His ultimate is a bit scarier because the range is 600, so we can't just go into auto range to beat the maiden up. We ideally want it dead, but only go for autos on it when Yorick isn't threatening you with his abilities off cooldown.
Early game play aggro, and save E to cancel his E jump. If you only use E to cancel his E, then he is useless and can't do anything in laning phase. Use your range advantage to bully him, and scale up your tank shred items to stomp him later on in the matchup. Step on blobs to prevent his healing whenever you can. Ignite early during an all-in to prevent his blob healing
Champion Build Guide
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I also held accounts for Rank #1, 2, and 3 Quinn NA on league of Graphs all at the same time, and in Season 9 I hit Rank #1 Quinn World on Lolskill.net. Down below are all me. On the left are my 3 accounts NA, and on the right is the site showing me being Rank #1 Quinn WORLD
If you are unsure which match-up I recommend each keystone, I have it ALL layed out in this Complete Toplane Matchup Guide.
Quinn is fun to learn, play, and master because you are going to tilt the living HELL out of your enemies #CancerRangedTopFTW. She is a champ who can CARRY games. Quinn has a strong Early Game, Mid Game, and Late Game. Quinn can also run ignite every game to win lane easier, which gives you an edge since most enemies need to run Teleport. Quinn can also play ANY role your team needs: the role of an AD Carry, Assassin DPS, split pusher, etc.
She is arguably the best 1v1 champ in the game due to her versatility. Yes, ANY champion. For example, Against Duel champs like Jax , Fiora, Tryndamere, Quinn can out duel these champions by running Glacial Augment to perma slow them and make them useless. Even FoggedFTW2 admits in his matchup guide, after vsing my Glacial Augment Quinn multiple times that Tryndamere cannot beat this Quinn build, and he recommends for Tryndamere players to group with team because he cannot win the 1v1. Quinn can also beat scaling range champions like Vladimir or Syndra or Vayne some champions who have incredible late games, because if you land your Blinding Assault, you have 1.5 seconds to nuke them. Since your build scales as a crit build, 1.5 seconds is all you need to kill the enemy.
She has no losing matchups 1v1 pre 6 (very few hard matchups early on, but no losing matchups levels 1-6). Also, Quinn is the fastest Champ in the game with Behind Enemy Lines: Very great champ to improve macro with. Her Ultimate that allows you to pressure the map like no other champion in the game
Lastly, She NEVER gets boring!! Never picked or banned either, perfect for one tricking :)
|Harrier (Passive): Quinn's passive is Harrier, which periodically marks a nearby visible enemy with a harrier mark. This mark will reveal the enemy for 4 seconds. If you hit an enemy with Blinding Assault, Vault, or Skystrike, the target will also be marked with a Harrier mark as well.|
This passive scales with critical strike chance. At level one, Harrier's cooldown is 8 seconds, and at 100% crit, Harrier will mark enemy champions every 2.93 seconds. Quinn's passive Harrier will mark minions if there are no nearby enemy champions, but if there is an enemy champion nearby, your Harrier will mark the champion instead. The range of Harrier is supposed to be 525, which is the same as our auto-attack range, but valor seems to have a mind of her own, and your harrier will oftentimes mark champions a bit outside the 525 range.
If you NOT VISIBLE by enemy champions (AKA if you are in a bush , then Harrier Will ONLY MARK ENEMY CHAMPIONS! This means that, if you are hiding in a bush, your Harrier will not mark any nearby enemy minions, and if an enemy champion walks in your Harrier range, then your passive will mark that champion.
|Blinding Assault (Q): Quinn's Q ability is Blinding Assault. Quinn signals Valor to fly forward in a line, and if your Blinding Assault hits an enemy champion or minion it will stop and deal physical damage to all nearby enemies. The PRIMARY target that Blinding Assault hits will Nearsight them for 1.5 seconds.|
Here are some mechanics you can do with Quinn's Blinding Assault
Using Q To BREAK ANKLES!
- In order to do this juke correctly, Quinn must use Blinding Assault, and after the Q nearsight the target, DO NOT AUTO ATTACK THEM! The reason is because when you auto attack a champion when they are blinded with Blinding Assault, the enemy champion will see you switch directions because they get vision of you for a slight second.
- To do the juke, walk in a certain direction, then after Blinding Assault hits them, IMMEDIATELY switch directions, and then when the nearsight wears off, auto attack the champion to consume your harrier proc from Harrier to gain bonus movement speed from your passive
Using Q To CANCEL LOCK ON ABILITIES!
- How lock on abilities work is that, if a champion has a lock on ability (for example, Mordekaiser's Realm of Death, Garen's Demacian Justice, etc. Doesn't have to only be ultimate abilities, it also applies to abilities such as Nasus's Wither as well. Essentially, ANY point-and-click ability in the game works where if the target leaves vision when the ability goes off, if the enemy is out of vision, the ability is cancelled and put on a very short cooldown. Since Quinn's Blinding Assault nearsights targets, we can take advantage of this by CANCELLING these point-and-click abilities with our Q. You must be out of their nearsight range for it to work of course, and if you time it correctly then you will cancel it. The animation goes off, but the damage on their ultimate ability will not. Be mindful though that it will put the ability on a short cooldown, so they can recast it very shortly!
Heightened Senses (Q): PASSIVE: Attacking a target marked with a Harrier mark will grant Quinn bonus Attack Speed and
for 2 seconds. The Attack Speed bonus scales to 20/25/50/65/80% and the
increases to 20/25.30/35/40% and based on how many points you have in Heightened Senses.
ACTIVE: Quinn will signal Valor to reveal the area around her for 2 seconds. The range of Heightened Senses active is 2100 Units
|Vault (E): Quinn will dash towards her target, knock them back, deal physical damage to them, slow them by 50% that decays over 1.5 seconds, and then leap back 525 units away from the target (which is the same range as Quinn's auto-attack range)|
- First, let me make this clear that Quinn's Vault is programmed as both a DASH and a KNOCK UP. What this means, essentially, is that our Vault can knock champions up, which synergizes with champions like Yasuo's Last Breath. Quinn's Vault can interrupt any standard dash like Lucian's Relentless Pursuit, Vayne's Tumble, and also follow blinks, such as Ezreal's Arcane Shift and Flash
- However, Quinn's vault is programmed as a DASH too, which means that any ability with ANY FORM OF CC will cancel Quinn's Vault. Think of abilities like Vi's Vault Breaker (lmfao it's legit in her Q name XD), Gragas's Body Slam, etc. The weird interactions are like Camille's Hookshot. Quinn's Vault CAN CANCEL Hookshot when Camille is leaping towards the wall, but when Camille dashes towards you away from the wall, Hookshot will cancel Vault. This is because Hookshot towards the wall is programmed as a dash, but when Camille leaps towards a champion away from the wall, this part of the ability has CC attached to it, and thus, will cancel Vault.
- A fun part about Quinn's Vault is that it is a KNOCK BACK, which means that when Vault hits an enemy champion, for a split second their body will flip directions to the other side. This means that, with practice and good timing, Quinn can make many champions use their skill shots backwards. Just to name a few, Vault can make champions like Ashe use Volley backwards, Shyvana's Flame Breath, Twisted Fate's Wild Cards, and my favourite, Cassiopeia's Petrifying Gaze.
Using E To MAKE CHAMPIONS USE SKILLSHOTS BACKWARDS
- To do this, the timing must be perfect. You can re-enact this against champions like Cassiopeia pretty consistently with practice because they tend to use Petrifying Gaze as soon as you approach them, and by using Vault right away, you typically pull this off. PROCEED WITH CAUTION
Using E To JUKE ABILITIES
- With this, when you learn the timing of certain enemy abilities, you can use Vault to dodge certain abilities like Gangplank's Powder Keg. And yes, that is Solarbacca in the clip (rank 1 GP).
Using E To Insta Vault Flashes
Here, in this clip, you can see that if you time Vault perfectly, then you can cancel a champion who uses Flash on you. This is tough to re-enact and you have to get lucky most times, but essentially Vault acts as the perfect disengage tools towards standard dash abilities and Flash.
(Credits to Areon for this clip)
|Behind Enemy Lines (R): Quinn channels for 2 seconds. When the channel is successful, Valor takes control, which increases your TOTAL MOVEMENT SPEED , and the ability to cast Skystrike.|
If you take damage from ANY champion, monster, OR turrets, you remain in Behind Enemy Lines, but you lose the bonus movement speed from the ability for 3 seconds. If you don't receive any damage for 3 seconds, then you will regain the movement speed from Behind Enemy Lines
If you level up Behind Enemy Lines, now whenever you respawn or enter base, you will automatically be cast in Behind Enemy Lines. The movement speed increase scales to 70/100/130% TOTAL MOVEMENT SPEED depending on the amount of points Quinn has in Behind Enemy Lines.When Skystrike hits an enemy champion, that champion will be marked with Harrier. This will stack up to however many champions are hit, so if you hit 3 champions with Skystrike, then they will ALL receive a harrier mark.
My favourite thing to do with Quinn's Behind Enemy Lines is, since you are insanely fast, I like to use it to bait out skillshots. For example, if I fly towards Thresh and I get close enough, then Thresh will most likely cast his Death Sentence trying to catch me. HOWEVER, since you are so fast in Behind Enemy Lines, you can easily side step this ability, and thus, baiting the skill shot to go on cooldown, which can help your team win the team fight since this crucial ability is down. You can do this against any champion like Sona's Crescendo. Of course, only do this if you are comfortable and confident with your Quinn ability. If you mess up you will die, but with practice, this is worth learning!
Early game on Quinn you want to be AGGRESSIVE. Level one, I recommend to wait in the top bush, and perform a cheese on the enemy. Essentially, Quinn's passive Harrier will mark minions if you are near them, but if you are hiding in a bush, your passive will ONLY MARK CHAMPIONS! Wait in this bush until the enemy walks close to farm the wave, and stand by the edge of the bush.
Here is a key part about laning phase. When your Harrier passive cooldown is coming up, walk towards the enemy champion when it is about to come off cooldown. By doing so, your Harrier will mark the enemy champion instead of a minion , which means that you will be able to trade against your opponent even better since your Harrier marked them instead of a minion . Do this all throughout laning phase whenever possible. The range is 525, which is the same as Quinn's auto attack range
You are able to use Vault aggressively level 1 because almost no champion levels up their gap closer level 1. Some rare cases champions like Darius will level up Apprehend or Camille with Hookshot. Be cautious of this, and if you are unsure and afraid, wait for them to use their ability first on the minions to see what ability they leveled up first.
Level 2, level up Blinding Assault. For basically every single matchup in the game after level 2 onwards, be cautious of your Vault usage. Almost all match-ups will level up their gap closers, like Darius's Apprehend. USE YOUR Vault FOR REACTION ONLY LEVEL 2 ONWARDS! What I mean by this is, when the enemy uses their pull, like Darius Apprehend, that is the ONLY TIME you should use Vault to push you AWAY from them after they pull you in. Level 1 you can Vault aggressively because basically no champion levels up their gap-closer, but level 2 onwards they will likely have it, so be careful.
If they walk into range of you, your Harrier will mark them. If it does, then immediately auto attack them, Vault them, and then auto attack one more time. This combo will proc two Harrier procs and two auto attacks along with Vault damage. If you are running Press the Attack, then auto attack them one final time after your Vault to proc your Press the Attack mark for even more damage.
Level 3 you will have Heightened Senses leveled up, which means the way you play the lane changes. Like I said before, when you have at least one point in Heightened Senses, every Harrier proc will now grant you an ATTACK SPEED and MOVEMENT SPEED steroid for 2 seconds. So, when you auto attack a champion with a Harrier proc, you will want to use this DPS steroid to trade more after every auto to make the most out of our Harrier steroids.
Level 3 onwards, and this works best the more points you have in Heightened Senses, I like to use my Harrier move speed to go in for engages, and also to juke skillshots. For example, if my enemy is playing back and I'm in kill potential since they are low on HP, I stand back a bit, and when my Harrier passive marks one of my minion s, I consume this Harrier proc on the minion, and instantly run towards the enemy champion with my enhanced movement speed from Harrier. This will catch your opponent off-guard since they underestimate your movement speed , and thus, will allow you to secure a kill on the target.
Now that you have Behind Enemy Lines leveled, you can use ult to fly back to lane quicker. This means that if you are low, you can back and fly back to lane without worrying about losing too much CS.
I want to make this note that I recommend not to roam much early game on Quinn because you only gain 70% Total movement speed level 1 Behind Enemy Lines, which isn't as fast as you think. This means that if you roam bot, for example, and it doesn't work out, now you just lost multiple plates and a whole lot of CS top lane, which will set you SUPER far behind. Only roam when you have the perfect opportunity to. You can roam mid more often since it's close in proximity to top, but only roam bot when you have the perfect opportunity to do so!
I will update this mobafire guide frequently, and right now I know I am missing a whole lot of information. As it stands, this mobafire is in the VERY EARLY works, and I plan to put in a whole lot of work until I find that I can provide all of the information that I know about Quinn on here. I started making this guide on March 16th, and I wanted to drop it along with my video guide on the 17th. I will update it a whole lot, and transfer over a lot of the information from that guide & my Ultimate Quinn Guide Spreadsheet onto here to make it easy to read and understand! :)
If this guide is helpful, please shoot an upvote! VALOR ON BABY <3