Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Quinn Build Guide by Quinfrey

Middle Fly Like a Bird and Dominate Mid with Quinn 🦅🦅

Middle Fly Like a Bird and Dominate Mid with Quinn 🦅🦅

Updated on June 26, 2026
9.6
25
Votes
1
Vote Vote
League of Legends Build Guide Author Quinfrey Build Guide By Quinfrey 25 1 49,100 Views 7 Comments
25 1 49,100 Views 7 Comments
League of Legends Build Guide Author Quinfrey Quinn Build Guide By Quinfrey Updated on June 26, 2026
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Electrocute

1 2
Domination
Electrocute
Sudden Impact
Grisly Mementos
Treasure Hunter

Sorcery
Celerity
Scorch
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

🦅 Fly Like a Bird and Dominate Mid with Quinn 🦅
"Because seeing your enemies is optional."
Table of Contents
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━


Me
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Hello!
I started playing League near the end of 2024 and honestly, I wanted to quit right away — but my friend pushed me to keep playing.
Not long after, I played against a Quinn mid and thought, *how can this be fair?!* She killed me while I couldn’t even see, and when I finally could, she’d already killed my whole team too.
So naturally, I tried her… and I loved her.

I started getting addicted to League. A little later I began playing ranked and within two months I reached Gold — even though one of those months was during exams (I swear I tried to study a bit…).

The only problem was that I didn’t know matchups or the game that well, and there weren’t any guides for Quinn mid because basically no one plays her. So I thought, why not make one myself?
I have reached Plat at the end of 2025 and I hope to climb higher now that I have more knowledge about the game and Quinn.

If this helps you — great! If it doesn’t… sorry for wasting your time
But I’m still learning (but isn't everyone?), so don’t trust me *too much* 😉

(P.S. I might joke about being toxic, but don’t actually do that. Be kind, even birds have hearts!)

Pros & Cons
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Pros Cons
  • Squishy: One mistake = gray screen simulator.
  • Teamfights? Not your thing. Pick targets, don’t 5v5.
  • Needs gold badly: Falling behind feels like being a pigeon with no wings.


Runes
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Primary — Electrocute (Domination)
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Electrocute — Boom. Burst. Gone. Your whole identity in one rune.
This is the rune you will probably use 90% of the time. Electrocute is really strong for Quinn mid because it's a short lane and you will lane against a lot of mages who will outrange you. So attacking 3 times for PTA will be less common than top.

The main way you will proc this early is AA >> Vault >> AA. This way you just need to get 1 attack against your opponent and the rest is free. Later you will proc this without trying, Behind Enemy Lines makes it free. You can never go wrong with this.
Sudden Impact — Free true damage when you Vault into them. Always good, always satisfying.
Grisly Mementos — Keep score on your enemies. Every takedown leaves a mark that weakens them, making your next strike deadlier. Perfect for a bird that hunts with precision — the more you kill, the more you dominate.
Treasure Hunter — More gold = more one-shots = more rage quits. Win-win.
This is really good for Quinn mid because we roam a lot and we snowball more with the extra gold.
Secondary Runes — Sorcery
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Celerity — You’re fast. This makes you faster. That’s it. Go zoom.
These are always useful because we can always use extra movement speed, you can go this with both Scorch or Gathering Storm
Absolute Focus — Bonus AD when healthy. Perfect since you kill before getting touched (hopefully).
This rune together with Gathering Storm is mostly focused on scaling with extra damage.
Gathering Storm — Scales infinitely. Late game? You’re a bird-shaped nuke.
If you don't feel confident you will be able to kill anyone in the early game so you just want to scale.
Scorch — Extra poke early to help you dominate lane even harder. Burn them before they know what hit them.
Less scaling but more snowballing, so if winning early will be deciding then this is your best option.

Alternative — Press the Attack (Precision)
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Press the Attack — Great for extended trades vs tanks/bruisers. Think of it as the “I actually auto more than once” build.
Less used because we don't AA a lot in lane. This can still work if you outrange so an example would be Galio or Yone. If you go PTA then you will probably want an attack speed item with it. But if you're doubting between this and Electrocute, then I would recommend Electrocute. PTA is riskier, but stronger in extended fights/trades.
Triumph — Restores health on takedowns and grants bonus gold. Stay alive, snowball harder.
Legend: Alacrity — Faster autos = faster Harrier resets = faster death (for them).
Cut Down — Extra damage vs higher-health targets. Makes tanky enemies feel light.
Coup de Grace — Finishes off enemies before they finish typing “???”
This works really good with Ignite.

Small Runes
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━

Most Used:




Situationals:




Explantion:

The Attack Speed rune is always a good choice through out the whole game. But the Adaptive Force rune can be great if the early game is really important and every small amount of damage increase can help.

Normally, the Adaptive Force rune is always the best option for the extra damage, but if movementspeed is really important in LANE then the Movement Speed rune can be a different option

Health Scaling is almost always the best option to go. I would only go Flat Health if you really need the extra hp in the early levels. Health Scaling gives more after round 6 and increases every level.


Summoner Spells
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Flash — I know we like to be special, but we are basic in this aspect. Just like almost every other champion, flash is always a must. Escaping deaths would be a good way to use this, but we are Quinn mains so we will probably use it to secure a kill and then die right after because we just used flash.
Ignite — It might not be a lot of damage, but it's all we sometimes need. Ignite just feels amazing on us, it gives us a lot more kill pressure early and it can also make the difference late game sometimes. This works amazingly with The Collector and it also makes it so that if we need anti-heal but not too much, because we don't fight that person often, then we can just ignite them and still buy Lord Dominik's Regards. We go Ignite 99.9% of games.
Cleanse — For the 1 in 10000 games we face Zoe. Cleanse is really good against annoying CC like Curse of the Sad Mummy or Solar Flare but I would only go this if you lane against a Zoe. (Go to the zoe matchup guide to see more info about why going this into her).
Ignite is just almost always superior because it gives so much extra kill power in lane.
Items
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Starter Items
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Long Sword + Refillable Potion — The bread and butter start. More damage, faster spike.
Doran's Blade — Only take this if the enemies burst makes you question your life choices.
Boots
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Boots — I can't one-shot you yet, but I can walk slightly faster.
You can buy the normal boots when you don't have enough for a better version after your first item or if you don't have enough for Pickaxe, I do recommend upgrading whenever you can (definitely when you have your quest)
Gunmetal Greaves — For when you want to shoot corpses a bit faster.
These are my favourite and mostly used boots, they help against bruisers and tanks and also with split pushing. Split pushing without attack speed just feels bad on Quinn (except if you have Bastionbreaker). They also give a bit of lifesteal which helps you stay a bit longer in lane before basing because of that annoying Hextech Ray.
Swiftmarch — Run Quinn Run!
This the most popular choice of boots. Personally I don't like them that much (we don't run we fly 😉 ), but these are always viable. If you want these, go for them it's your choice. These are good against annoying slows and dodging skillshots so maybe against someone like Cassiopeia.
Armored Advance — Ok, you can AA until my shield is gone but then I have to delete you from existence.
The defensive boots are still very strong, even after the nerfs, so it's definitely a good option into full ad or when going against something like a Zed.
Chainlaced Crushers — Why dodge abilities when you can also just eat them and get a shield for it?
These boots are like Armored Advance still strong, even after the nerfs. So it's an option into full ap, when you really need the tenacity or when going against something like a Fizz.
Lethality Build (vs Squishies)
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Core (almost always build these) :
Profane Hydra — Waveclear machine and AoE burst in one. Great for crushing minion waves while also threatening enemies who think they can 1v1 you. Buy this almost always first (except if you only buy tiamat and then later upgrade this, if you want hubris fast for example).
You can use the active ability during Vault for free extra damage, this makes the item really strong on Quinn
Edge of Night — Spell shield to dodge a key ability or prevent a chain of CC. Makes you way safer versus Lux binds, Morgana roots, or any “oops, I’m dead” moment.
You want this early, so second or third!
Mortal Reminder — Stop them from healing like it’s a free spa day.
Armor pen is necessary every game, this is now just a cheaper version of Lord Dominik's Regards with free anti-heal.

Often Used / Highly Recommended (at least 1 of these 3 are in your lethality build):
Youmuu's Ghostblade — Go zoom.
Activating Youmuu’s gives massive movement speed, perfect for macro, roams, flanks, and chasing kills. Best early or whenever you want to force plays across the map.
Umbral Glaive — Now you see me. Now you don’t. Now I do true damage ;)
Removes enemy vision and do true damage on anyone you hit with Blinding Assault. Enables roams, picks, and snowballing through fog of war.
Voltaic Cyclosword — Such a big description for saying that energized attacks do a bit more damage.
It does more damage than the other lethality items if you have an energized attack ready, but Umbral Glaive does more with the true damage and the other items give spellshield or movement speed. If you only want damage than just go critality, since it's also the most expensive lethality item (except for Edge of Night).

Situational Picks:
Bastionbreaker — Is it really diving if the tower doesn't exist?
Deletes towers fast and enables aggressive plays. Best as a second or third item, but only when you're ahead.
The Collector — Execute people for existing. Simple, effective, toxic.
If you want last hits buy this second or third, otherwise not.
Lord Dominik's Regards — Armor? Don’t care. Still dies. (if only that were true)
The passive gives a lot more damage but only against champions that build hp. So most of the time Mortal Reminder will be better and cheaper.
Serpent's Fang — Delete shields and egos, great vs anyone “supporting.”
Hard counters shield-heavy champions like Karma or Janna. Buy this when shields are blocking your burst.
Hubris — For when you’re *really* feeling yourself. Buy this as fast as you can, so after tiamat or profane. If you really want to gamble then buy this first.
Guardian Angel — “Surprise! I’m back.” Great for those 10/0 games where death is a tragedy.
Buy this last or replace an item with it if you have too much Money.
Maw of Malmortius — The anti-ap-assassin panic shield. They jump in, you don’t die, they regret their life choices.
Buy this if against full ap or if you're playing against someone that can 1 shot you and you think a small shield could make the difference
Crit Build (vs Tankier Teams)
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Core:
The Collector — Still core. Execute = dopamine. You want this second if you don't need Edge of Night otherwise third.
Lord Dominik's Regards — Always here. Shreds tanks, melts bruisers. You want this before or after Infinity Edge so third or fourth.
Infinity Edge — The big red crit numbers make you feel things.
Just don't buy this first or second, 25% crit = no crit.

Often Used / Highly Recommended:
Full Crit
Kraken Slayer — First shot: a handshake - Second shot: a hug - Third shot: WHOLE GALAXY DELETED!!!
Not the best first item for Quinn mid, but it's the best option if you go against a lot of tanks (3 or more) since Statikk Shiv has been changed. You want to go full crit after this.
Immortal Shieldbow — For when you need that “oh ****” button. Survive the burst, then immediately crit someone for 100% of their dignity.
A good last item in full crit builds, also usable in critality but then it"s 1 lethality item with 100% crit.
Critality
Profane Hydra — Sometimes you just need both waves and faces cleared.
You want this + another lethality item if you go critality. Critality can do more damage and has a lethality item with a good passive (like EoN shield) but the damage is less consistent because of the 75% crit.
Edge of Night — Because being stunned sucks.
You can always buy this (except first).

Situational:
Hexoptics c44 — Wait 1 second, I'm just going to kill you out of spawn with my infinite range.
It's a better The Collector when standing far away but worse up close. The passive can be nice in teamfights when you get a kill and it's cheaper.
Mortal Reminder — No refunds on damage taken.
A cheaper version of Lord Dominik's Regards with anti heal, so if you're playing against something like a Vladimir or Soraka or if you aren't playing against hp stackers.
Youmuu's Ghostblade — Still amazing mobility if you miss flying fast.
Can replace Edge of Night, but best early.
Voltaic Cyclosword — It will never replace opportunity in my heart
Can replace Edge of Night, is a bit more damage than the other lethality items.
Guardian Angel — No No No, you don't get my 700 bounty but I will help you get back to spawn.
Buy this last or replace an item with it if you have too much Money.
Dead Man's Plate — If you really can't decide between Swiftmarch or Armored Advance then why not get both?
I don't know if I would recommend using this item in ranked but maybe if you play against full ad and a lot of slows and you don't feel like you would get value out of Guardian Angel passive
Randuin's Omen — If you want to cheat when testing crit damage against other crits.
The anti crit version of Dead Man's Plate, so if you're against full ad but with a lot of crits.
Kaenic Rookern — Why not make the maw shield permanent?
Maw of Malmortius is better in the lethality build because you really need the damage there, but we already have enough of that in the crit build. We just need to survive long enough so we can do consistent damage, only buy this when going against full ap though.
Yun Tal Wildarrows — Auto attack until the item gives you crit out of pity.
Only vs 4+ tanks. If you ever actually build this, build this first/second and play like an adc.
When to switch from Lethality → Crit:
━━━━━━━━━━ 🦅 ━━━━━━━━━━
⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶
If the match lasts longer than a Yasuo montage, switch to Crit. So when you're full build and you have enough money to sell and buy all you need. Keep LDR, grab IE + Collector (+Shieldbow if you really want that 100%), and make your damage numbers bigger.
⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶

Abilities
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Harrier (passive)

RANGE: 525
COST: 0 mana
COOLDOWN: 8 >> 2.56
Valor, Quinn's Demacian eagle, periodically marks enemies as Vulnerable. Quinn's first basic attack against Vulnerable targets will deal bonus physical damage.

The cooldown of the passive scales on crit chance, it's a 7 sec cooldown at 0% chance and a 2.56 sec cooldown at a 100% chance. The Harrier takes priority on champions but will go on a minion if none are in range.

  • Try to start a trade when your Harrier is almost off cooldown for an extra mark proc during your trade.
  • Harrier doesn't go on minions when you're in a bush, this can be useful to make sure your mark goes on an enemy.
  • Shooting a minion who has Harrier can also be a good way to start a trade, the extra movement speed and attack speed can make a difference.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Blinding Assault (Q)

RANGE: 1050
COST: 50/55/60/65/70 mana
COOLDOWN: 11/10.5/10/9.5/9
Quinn calls Valor to mark an enemy and hinder its vision before damaging all enemies in the immediate area.

Hitting Blinding Assault is a lot of the time the difference between winning and losing a fight. Not only because it does a lot of damage but because it takes away the enemies' vision so that they can't see us and attack us for 1.75 seconds. This is also our waveclear ability so that we can roam faster.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Heightened Senses (W)

RANGE: 2100
COST: 0 mana
COOLDOWN: 50/45/40/35/30
Passively grants Quinn Attack Speed and Move Speed after she attacks a Vulnerable target. Activate to have Valor reveal a large area nearby.

Heightened Senses makes our passive way stronger, but also gives us amazing vision.

  • Face checking bushes isn't a must anymore, just press W and get info without dying, you can also use this to find the jungler, and maybe even kill him while he's doing a camp.
  • If an enemy is low and trying to escape, just go in Behind Enemy Lines and go to a spot so that Heightened Senses can see a lot. And kill them while they are recalling.
  • Just remember we can see them, but they can see us. Oh wait never mind, they can only see that we see them 😊 .
  • Don't use this while channeling in Behind Enemy Lines, this will cancel the ult and you will just lose the mana.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Vault (E)

RANGE: 600
COST: 50 mana
COOLDOWN: 12/11/10/9/8
Quinn dashes to an enemy, dealing physical damage and slowing the target's Move Speed. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum Attack Range away from the target.

We might upgrade it last, but it's still one of our best abilities. Vault is a really good trade tool, escape tool or a gap closer.


Going Over Walls with Vault




Instant Vault animation cancel with Flash
This one can be a bit tricky but the point is to cancel your leap animation so you can AA faster after using Vault.
You want to Flash right after you hit the enemy, if you do it to soon you Vault will cancel
(as you can see the second time).


━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Behind Enemy Lines (R)

CAST TIME: 0.25
COST: 50/25/0 mana
COOLDOWN: 3
Quinn and Valor team up to fly around at great speed. Ending the ability casts Skystrike, which deals damage to nearby enemies and marks champions as Vulnerable.

Probably the reason why people love playing Quinn or why they hate playing against her. A lot of champions get a really strong ability level 6 and it gives them way more killing power (like Fizz or Syndra or ...), we get something so we don't have to face those in a 1v1. Behind Enemy Lines makes Quinn mid so strong because we can roam better than every other champion in the game, so let's make the other lanes suffer :)

  • Scorch, Electrocute and probably more things work when you come out of Behind Enemy Lines.
  • I don't know if this is meant to be a thing but if you recast your ult by pressing r or an ability, then it does twice as much damage. This can come in handy for clearing waves.
  • (Don't spam Behind Enemy Lines before level 11 too much, it gives really big mana problems.) This tip is now useless, spam it so much as you want because it's almost free now.
  • Recasting Behind Enemy Lines puts a mark on anyone in ult range so it's a great way to find enemies in bushes without face checking them (if Heightened Senses is on cooldown)

Game Phases
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Level 1
Quinn level 1 is one of the strongest level 1 champion there is, definitely with electrocute. So we want to trade against most champions every time we have electrocute off cooldown.

I say against most champions because there are exceptions, we have to be careful with other champs that also have Electrocute because that will make trading a lot riskier. An example is Ahri, if she has Fox-Fire level 1 and she AA us, she procs it. So be careful and wait for her to use it on the wave before trading, it's the most free trade after she uses it. There are other exceptions like Viktor or Akshan who have just really strong abilities or passives but read my threats part to know them all.

There is also 1 more way to lose the trade early and that's minions. Try not to tank them for too long, they do a lot of damage. Also if you don't know how to trade early then look at the Early Trade Combo
Level 2
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
We get Blinding Assault level 2, this is a really strong ability but most mages get a stun and assassins get a gap closer (or better), this can make us weaker in trades. So most of the time we want to avoid trading, definitely when they have their abilities, but if you see a chance to hit Blinding Assault take it. We should win if they don't have vision.

I do recommend not using Vault before their gap closer or cc because if they have their stun, then they will use it right after we Vault which makes it a free hit which makes us dead 🫥 . And we make ourselves vulnerable for assassins if we use Vault before they use their gap closer. So in conclusion, wait for their abilities before trading or if you hit Blinding Assault.

This will be the way to play until level 6, the only difference is that you will get Heightened Senses which you can use for vision on the enemy jungler and for dodging and winning more trades but it shouldn't change that much after level 2.
Level 6
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Level 6, finally we get our reward to make every lane suffer 😋. There are 3 possible situations now:

1. You are ahead. Now you can just keep running your lane opponent down and help your other lanes after, easy peasy lemon squeezy.

2. You are behind because you haven't read my guide properly 😤. This is not that easy but try to not interact with your lane opponent. The way we can still have impact and maybe even come back is by ganking while not losing too much cs and plates.

3. You and your lane opponent are equal. Now what you can do is matchup dependent. We get Behind Enemy Lines which makes us scary for the whole enemy team but less scary in duels. Don't get me wrong it's still amazing in lane, you can surprise your opponent by pretending you have based but actually flanking him or by just baiting their spells and then 1 shotting them, but most of the time they get a more impactful ult for duels.

An example is like Unleashed Power or Perfect Execution which make them a way bigger threat in a 1v1. So if they get an ult which makes them win every possible interaction, then just try to push wave and roam.

If they don't get an ult that makes us get 1-shot then you can try to all in more, you can do this by waiting in a bush (where they don't have vision) and let them push the wave. They will probably think that you roamed or based and use a spell on the wave so they can do the same, and we come out from the shadows and kill them when they do.

An example is when you play against a Lux. They use Lucent Singularity on the wave and then they don't have enough damage, but you need to bait dodge and bait Light Binding then. And smart lux players will keep this for when we're close enough, that's why you need to wait until you have Edge of Night sometimes.

You can also just roam and kill other laners (or take revenge on junglers for existing), if you don't think you can solo kill.

Side laning
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
So after some time your adc demands to go mid, they have that right but can still ask nicely 😔. But it's a different game then. What you are going to want to do is matchup dependent again (yeah I know i have said this a lot but it is true though).

If you want to play safe then push side lane in until you don't feel safe anymore and then go mid to help kill everyone. We are really good at this because we have our bird taxi Valor .

If you don't want to play safe then you have 2 options:

1. You can wait somewhere in a bush until your lane opponent comes and kill him (you don't have to wait you can also just go flank him if you see that there is a possibility that you can kill him). We win a lot of the times because mages aren't that great on side lanes. But if our lane opponent is an assassin that isn't way weaker than us, then don't try this!

2. You can just destroy the tower, this is called split pushing and Quinn is amazing at it. We do okay damage against towers but that isn't the reason why we're so good at this. We are so good at this because of Behind Enemy Lines (and also our other abilities but I come back to this later).

With Behind Enemy Lines we can be anywhere we want, drake is going to spawn okay lets push top wave someone has to come match us and we are way sooner in the team fight.

And we can also split push safe, just fly to a faelight location (these circles where wards give more vision), place a ward and you have vision of everything. And if you see that someone is on their way, just press R and fly away. I do recommend pressing Heightened Senses to ward that spot safely and there is no risk then.

If you want to see all the warding spots I use while splitpushing then look at the map under this. The big Stealth Wards are the faelight spots, these are always good and safe to use.

I also placed some smaller Stealth Wards, these were the spots were I used to ward before the faelights were a thing. These can still be good if you're closer to them or if for some reason you're split pushing before 2nd drake has been taken.

And if you can't press R on time and they catch up the escape by using your other abilities to slow them, make them blind, and make you fast with Harrier.

Late game you just want to play with your team and if someone out of position then kill them quicker than they can realise what mistake they have made.

Combos
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Early Trade Combo Electrocute
━━━━━━━━━━━━━ 🦅🦅🦅 ━━━━━━━━━━━━━

AA >> Vault >> AA ( Electrocute)
This is your early trade combo, you should almost always win the trade by doing this. Do wait for cc spells like Charm because this will stop our E and our trade. I recommend doing this trade when you have electrocute and if you want maximum damage then start with a passive proc.
And also use Tiamat during Vault if you already have it.

1 Shot Combo Ignite
━━━━━━━━━━━━━ 🦅🦅🦅 ━━━━━━━━━━━━━

Behind Enemy Lines >> AA >> Blinding Assault >> AA >> ... >> Vault (>> Ignite)
This is the main combo you wanna use when you want to assassinate somebody, this works against any squishy (even if they are stronger than you). This is because our Blinding Assault makes sure they don't do AA us or that they miss their skill shot while we just kill them.
Try to save your Vault as long as possible because we wanna use it as they try to run for their lives and it slows them a bit. And if you're lucky you will follow a flash. You can also Ignite during the vault if you think they might have saved their flash for after our Vault and make sure you get the kill.

━━━━━━━━━━━━━ 🦅🦅🦅 ━━━━━━━━━━━━━

Vault (+ Behind Enemy Lines) >> AA >> Blinding Assault >> AA >> ...
So I have said to save Vault as long as possible but sometimes it can be used first in your combo. A reason could be that your opponent is just out of AA range since Vault has a bigger range than an AA. Vault also slows an enemy, so if you're scared to miss Blinding Assault then it could help hitting them with Vault first.

Lane Priority
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
You probably have already heard about Lane Priority somewhere else but here it is again:

Lane priority means that you control the wave and that you can move first (if you want). This has advantages and disadvantages, like everything.

If you push faster than your opponent, they are stuck farming while you are free to:
  • Try to trade / take plates
  • Roam to other lanes (with Behind Enemy Lines)
  • Help your jungler ( scuttle, invade, objectives)
  • Get vision without losing anything
  • Recall, if you have money or if you're low
Your opponent has to choose:
Stay and farm OR follow you and lose gold.

So now you think oh ok so I always want prio, but that's not always the case!
  • It's more dangerous because you're further away from your own tower
  • Your opponent can freeze the wave easily, which means less cs for you.
This is only when there won't be a big fight for an objective or just for fun so when you see that something will happen where you can make the difference then take prio.

How to Get Lane Priority
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
You get prio by pushing the wave faster than your opponent.

With Quinn, you do this by:

There are a lot of champions that have better wave clear abilities than us, but that's something we need to accept and we need to adapt to. That's also why you need to read the next part.
When You don't have Priority
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
What to do when you don't have prio, well that depends on what your opponent does. If a lane bully like Viktor has prio, then there is nothing to do but try to dodge his abilities and farm minions. You can also try to roam, but you will probably lose minions and tower plates out of this and he will take more. But free kills are free kills 😉

But if another roamer like Akshan has prio, then we want to first PING "enemy missing" and second clear the wave as fast as possible and counter roam. But watch out, we have the possibility to hide in bushes when we "fake" a roam but so do they.

But there is also a third option, but now we have to go back to the Disadvantage. If the enemy pushes the wave fast, we can just freeze and they will lose stuff 😋 (see more in the wave management section)

Wave Management
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
I know we don't like sitting in lane, but sometimes we have to and this will help you make the best out of it.

Most of the time when we're in lane there are going to be minions, or with another name a wave. And playing around this "wave" is crucial if you want to have a fun time.

There are 3 things you can do with this wave:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━

1. Fast pushing — this is the most popular one, just throw everything you can on the minions so they disappear the fastest and you can do other stuff.

The advantage is tempo: you can do other things while your opponent needs to farm (see Lane Priority). But if you don't crash the wave properly (fully under tower), the enemy can freeze and make you lose minions and gold, so it's not always the best choice.

━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━

2. Slow pushing — you mostly last hit minions so your wave slowly builds up over time.

This can be great for multiple reasons:
  • You save mana and ability cooldowns
  • The enemy can't freeze this
  • If the enemy took a bad base, then they will lose more minions than if you push fast.
But doing this loses you tempo so you shouldn't always do this either.

━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━

3. Freezing the wave — This is a type of slow pushing but one that takes it to the next level. You want to keep 3-4 enemy minions alive so the wave keeps staying at your side of the lane.
This is kinda like giving the enemy permanent prio, but now you think "Don't we want the prio?". And the answer to that is sometimes, that's why freezing isn't always the best either.

Freezing is great when there is nothing to do, so no objective or team fight or roams. You get to farm safe under tower and the enemy needs to step away from tower to farm, where he is gankable and killable.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
So what's the best thing to do, you said that all 3 of these wave management tactics aren't always the best option? That's because in games, you have to adapt to all and everything.

Sometimes you must also combine tactics. For example: if an objective spawns in 40 seconds, you can slow push first and then hard push the wave.
This forces your opponent to catch a big wave while you are free to move and kill everyone.

So in conclusion, if you want to roam or do anything, fast pushing is the way to go. Except if that would mean a free freeze for your opponent. In that case a slow push into hard would be better, freezing 2 waves won't be possible for those weak mages. If you have nothing to do and get a possibility to freeze then freezing is the best option.

In the conclusion of the conclusion:
Every situation is different and over time you’ll learn what works best, that’s what separates good players from great ones (not that I am one 😓).

Ward Guide
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Ganks mid aren't uncommon, junglers and supports love to give us a little visit to make our life so much harder, but there is a way to die less to ganks. Vision, mid has the most amount of access points of all the lanes, that's why it's important to reduce the possibilities of paths enemies can take by placing vision.
These are the Stealth Ward spots I use the most:

Let's start at the start, level 1, just before the minions arrive. Here I almost always ward the enemy Raptors. This allows us to track the enemy jungle, press tab when he's on vision and you will know his whole pathing. (see the small jungle tracking guide below this)

The other wards are all for after this point.
Warding on the Faelights (=the spots that give extra vision) are always a good choice, they are predictable though.

The other 2 wards are in or near the bushes at the side of the lanes.
The one on the right side is always worse than the Faelight ward but is closer and safer to ward, it can save time and health. Placing it in the bush near our jungle entrance gives vision in the whole bush and the entrance of our jungle. (Don't place it too low or you don't have vision of the whole bush!)

The one on the left side can be better than the Faelight ward, it shows us a possible angle (the red arrow) where enemies can gank us from. The Faelight ward only shows us river, but this ward also shows us quite a bit of their jungle.

So now you know where to ward, but how should you play around your wards? Well that's easy, stand close to your vision so that you always see the enemies coming (or through your vision or because they need to walk through the whole lane to get to you).
These are the 4 Control Ward spots that I use the most if I buy them.

2 of them are in the faelight spots, the reason why I place them in these popular spots is to remove their vision. So it's kinda like an Oracle Lens but it leaves vision for us. But don't expect for it to stay alive a long time.

The other 2 are near are own or the enemy jungle entrance, these warding spots can be good because they give good vision, but also because they aren't in a popular spot like the faelights, so they might stay alive longer.
If you want to know where I ward when I split push then click here

Small Jungle Tracking Guide
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
I'm going to make a small jungle tracking guide here, since I just made the warding guide and I feel I should explain a bit more.
So since you're reading this guide you will probably ward the enemy Raptor at the start. But how should you know the whole pathing of the enemy jungler by this?

Well each jungle camp gives 4 cs. So you should be able to calculate where he started when the enemy jungler reaches raptor.

Has he less than 12 cs when he starts on raptors, then he started Crest of Cinders (=red buff). He will go to his blue side and clear his camps there and then he will probably end with rift scuttler on that side.

Has he 12 or more when he starts on raptor then he started on his blue side and then he ends on Ancient Krug, after which he also does rift scuttler, but on the other side.

So now you know which side he is probably going to be. If your jungle is on the same side then it might be a good idea to help him fight over scuttle. If he isn't on the same side then avoid going there as much as possible.
A small tip can be to look at your jungler, he should be on the same camp as the enemy jungler (or mirrored if they didn't start on the same side).

Getting Ganked
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
We are great at ganking other lanes, but how are we at getting ganked?
(by our jungler or the enemy jungler)
Our Jungler
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
What most junglers don't understand is that it's great to gank a Quinn, definitely mid.
First because of how much map impact we have, we are one of the best roamers so we spread our lead when we have it.

But also because it's a free kill. We will Vault our lane opponent which will slow them, this makes it free for you to hit any sort of cc on him. And we bring enough damage, so you don't even have to bring any. If that's not enough reason then we can also blind them with Blinding Assault so that they can't even see you ganking them.
Enjoy your free assist!!!
Enemy Jungler
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
It's not because our jungler probably won't gank us a lot that the enemy jungler won't either. They probably will because they see a free kill when we are playing aggressive, and that's not always untrue 😓

That's why vision and jungle tracking is really important, but what if they still found a way to surprise you?

Well this is jungler dependent, sometimes there will just be nothing you can do and you will die. But not always!
A lot of the junglers will need to get on top of you to do something, like Jarvan IV or Diana or Xin Zhao or ...
But we are also great against that, our Vault makes it way harder for those kind of jungler to stun us and makes it way easier for us to run under tower. For example what is Pantheon going to do when we Vault his Shield Vault?

What makes it also more difficult for the enemy jungler is that they will come to us without any cover. This is a free Blinding Assault for us and it's way more difficult to kill someone if you can't see.

If you want an example of this then I'll give you one: Xin Zhao comes out of the bush far away, because you stand near your vision so you have more time when getting ganked. We Blinding Assault right away and he can't see anything, he uses Wind Becomes Lightning on our last known position but he misses because we're too fast and he can't see. What is he going to do now, we're to far for him to Audacious Charge and we're faster than him (because of Harrier).

If all else fails then just Flash away.

Positioning
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Laning Phase
Positioning yourself in lane is very important if you want to win lane. But how do you know where to stand?
Well you can think of it as where does my opponent don't want me to stand.

For example: you're playing against as a Lux against a Quinn, where would you want Quinn to stand? I would prefer that she would stand in the wave, I can just Lucent Singularity her and the wave at the same time and I don't need to be afraid of Blinding Assault.

So where wouldn't we want to stand Quinn?
I
Well if she is on the side of the wave I can just hit my Light Binding right?
WRONG, the Quinn dodges it easily with Harrier movement speed and if it misses then she will Vault me and 1-shot me. So I shouldn't even try it.

So now she is standing next to the wave, what do I do? Do I try to E her and miss minions or do I use e on the minion wave and just let her do whatever she wants while I'm scared of getting hit by Blinding Assault.

Oh I know it, I spam ping my jungler to help me, and this would actually work if the Quinn wouldn't have played on the side that she has vision, because now she sees the gank and will play safe for a bit.
And this is the case in most matchups because the damage spell on most opponents are also their waveclear spell.

Team Fights
━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━━━
Quinn isn't the best teamfighter but we can still make the difference a lot of the time.
There are 2 different playstyles:
1. We can play like an assassin and try to flank and 1 shot the enemy adc, they will all focus us and hopefully our team can do something with that.

2. We can play like an adc, we just try to do as much damage as we can safely behind our frontline. This is safer but not always the best choice since we have problems with killing tanks.
We don't want to get too close in both of these situations.
If you choose assassin then it's still important to realise that we are special and have range. And also we need range so that the adc can't hit us when we use Blinding Assault. Our vault is our escape or our finisher, don't start with it or you will be the one who gets one-shotted. We are also great at this because of Behind Enemy Lines, we are fast enough to flank and react when someone's out of position.

As adc we also start our damage with Blinding Assault and we also save our Vault as long as we can for self defence if other assassins try to flank or to finish someone aswell.

Roaming Guide
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Quinn mid is one of the best, maybe even the best roamer in the game. But how and when should you?

Roaming is really important to help you and your team get ahead, but something else that is also important is not losing too much out of it. There are 3 things the enemy can do while you roam:

1. Pushing wave and taking plates
2. Pushing wave and counter roam
3. Pushing wave and base

In each one of these your lane opponent will have more certainty of getting gold. That's why you should always push the wave first yourself. This way the enemy needs to catch it while you do whatever and you lose nothing.
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
Okay so now you know when to roam, but how?

Well Quinn has the best roaming ability in the game: Behind Enemy Lines.
You will probably think that this is because she can move faster around the map but this is also for the following reason.

A lot of champions with invisibility are great at ganking because they can go behind the enemy without them even noticing you (like Evelynn or Pyke) but we don't have that. Do we care? — No, we don't care that they see us coming because we are just that much faster. We fly behind them and push them in our teammate with Vault (except if you need it to survive).

Here are some small tips 💡 for when you roam:
  • If you don't know where the enemy jungler is, then it's safer to roam on the side where your jungler is. We will always have a number advantage this way.
  • You can save Heightened Senses for your roam so that if they try to hide in bushes you have vision (but you might want to use for safe travels, see later).
  • SPAM ping you're on your way when you gank, this gives the highest chance that the person you're ganking will actually help.
  • This isn't ganking but you are also great at helping your jungler invade, they will never help you but you can still sometimes help them I guess.
━━━━━━━━━━━━━━ 🦅 ━━━━━━━━━━━━━━
So one question you haven't asked yet is where?

From where should I roam and what path should I take?
That question is answered by this map, each arrow is a path you can take, if none towers are destroyed.
Iare popular ward spots that you might go over when roaming, I have not included vision on the yellow arrow because there could be vision anywhere there, you will read why that doesn't always make it the best way to go.

are places where you can use Heightened Senses if you want to spot the enemy jungler. You can do these spots if you want the dangerous path during a gank or just whenever you want.

I do recommend having a ward on the popular ward spot on the bottom side near mid if you want to use Heightened Senses over there.
---> is the safest (together with green). This one starts in a popular vision spot and ends in a less popular one but still used (I use this one if I'm autofilled top). It's the safest but slowest and least surprising, you wanna use this if you have absolutely no info on the enemy jungler and don't want to risk anything.

---> is the same as blue but it ends in a really popular vision spot, and starts in a less popular one.

---> are the fastest, these aren't the safest or the most surprising because they are easily to get to by the enemy jungler and most warded by enemy players or scuttle crab. These you wanna go if they are already fighting and you know where the enemy jungler is.

---> are the most dangerous ones. You go through the enemy jungle and you ask for free passage, but they always decline except if you're way stronger. The advantage is that the chance on vision is way smaller but the chance on getting killed by jungler is way bigger. Only go these if you know where the enemy jungler is.


How to Play vs Mages
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Here, I'm going to describe what you need to do against the most common types of enemies you're going to play against "MAGES"

A lot of mages have a stun, if this is too annoying buy Edge of Night second.

Most mages also have 1 damage ability (Q) and they need it to waveclear so when they use it on the wave you can go in for a trade. But do wait for them to use their stun before using Vault!

But how should I trade then, is what you probably asking. The best way to start any trade is with Blinding Assault, they can't see => they can't do damage. But you can also just AA and use Harrier to dodge everything and then Vault, BUT AFTER STUN!

But here is the most difficult part: he will be typing how balanced Quinn is, but recall first before calling him dumb. Because otherwise there will be a Shaco putting 10 boxes behind you and then you will die.

But our best tool for playing against mages is our ult ( Behind Enemy Lines), dodging in lane is no problem anymore and when they miss everything, then they're in spectator mode.

And if you get bored from killing them (not because they found a way to still beat us) then you can also just roam away from those immobile wave clearers. So spam this ability as much as you can, it's only 50 mana now.

How to Play vs Assassins
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
So sometimes you will meet another assassin, and they will be able to one-shot you, so you'll think what can I do against this, so you'll read this.

First, all assassins have a gap closer, so keep your Vault for this and most of the time you will survive.

"What do you mean most of the time?", yeah for some reason Diana has multiple dashes so you're dead anyway, that's what I mean.

But if they use their gap closer and you e them (and he isn't a Diana player 🤮), just follow them while they are running to tower, it's free damage and who doesn't like that?

But do watch out for random Evelynn players who were standing next to you the whole time and saw everything happen and when her teammate is almost dead she will charm you so they can 1-shot you and make you rage-quit.

How to Play vs Marksman
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
Marksman are our prey, but that doesn't mean that we always win.

We Quinn players are something between an assassin and a marksman, this means that we can burst almost any marksman but we do have less range. So we have to embrace our assassin side when fighting against them.

We have 2 "kinda" gap closers:
- Behind Enemy Lines: the most common way is just to fly straight at them.
- Vault this is less great since it puts some distance between us after using it but it slows and can help if they're just out of AA range.

But these "gap closers" aren't the reason why we win against marksman. Blinding Assault makes it so they can't use their most important tool on us: their AA. Hitting Blinding Assault makes the damage one-way, because we just kill them before their vision comes back. Do make sure that they don't come to close when they're hit by it!

But not all marksman are the same and you do have to be careful of some things if you want the kill or sometimes even so you don't die.
Here's a list:
Some special cases: But the thing you have to be the most careful of is SUPPORTS, they think their little marksman are their babies and will do everything to protect them.

Okay now you know almost everything about them so have fun bullying them!

Thank You
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━

Big thanks to the Quinn Discord for teaching me everything about this bird.
And thanks to you for reading till the end — I hope you enjoyed and learned something!



Now get out there and make the enemy ADC rage-quit 😎



Change Log
━━━━━━━━━━━━━━━━━━━━━━━━━━ 🦅 🦅 🦅 ━━━━━━━━━━━━━━━━━━━━━━━━━
2026: Season 2

2026: Season 1
Download the Porofessor App for Windows
League of Legends Build Guide Author Quinfrey
Quinfrey Quinn Guide
Vote Vote

League of Legends Champions:

Teamfight Tactics Guide