Ahri likes to go Electrocute just as us. So our goal level 1 is to proc ours but not let her proc hers.
Many Ahri players start with Fox-Fire, she will try to hit 2 of the projectiles on you with an AA to proc Electrocute. We want to bait the ability and walk near our wave so it targets our minions instead of us. Just proc Electrocute with Vault after she fails.
Orb of Deception is her wave clear, they will try to hit the wave and us at the same time. Don't allow this, don't stand in a straight line behind you minions.
Orb of Deception can deal a lot of damage because it returns to her, and it deals true damage on the way back so really try to not get hit twice.
But the whole matchup is her Charm, NEVER use Vault if it's not on cooldown, and punish her if it is on cooldown!
Spirit Rush makes it so she has 3 extra Flashes, so killing them isn't that easy anymore if they don't int. Vault can follow 1 of her dashes but this is only useful is she's low or on her last dash, because otherwise she will just dash away again.
I like Edge of Night in this matchup for her Charm, but be careful because her other abilities can also remove this.
Akali
You easily win before lvl 6, make sure you use this. Be careful of her Five Point Strike, it may take a lot of energy but it does damage.
If she hits her Shuriken Flip just Vault her away and you should be more than fine.
Do watch out of her Twilight Shroud , If she uses this run away and trade after.
After lvl 6: dont fight her, just try to avoid her, push wave and roam. She will 1-shot you with Perfect Execution, the name should give that away.
Akshan
Akshan can or delete you or be deleted by you, no in between. You just need to not lose early!
If you want to trade early then you need to hit your Blinding Assault. If you trade without then you probably lose due to his passive Dirty Fighting. If he hits you with 3 things then he gets a shield and the third "thing" does more damage. This makes it so you don't win the trade. So by blinding him he cant get this :D
Now I'll tell you what to do if he wants to trade:
If he is in his minions and he shoots you twice and Avengerang's you then you lose the trade and you can't do **** about it.
But if he tries to trade without minions you win easy. They will probably use Heroic Swing as gap closer and they are so predictable if they do this. So you Blinding Assault him and don't worry this is really difficult to miss, and then you Vault him.
This makes sure you have enough distance from him and he can't see anything so he can't do damage.
If he doesn't use Heroic Swing as gap closer then Blinding Assault him, if you miss then RUN AWAY, but if you hit do your combo on him. But try to keep vault as long as possible because if he swings you cancel!
For his ult ( Comeuppance) try to stand behind tower or fly behind your team8's, you're faster so they will have to block it :P
The last thing and maybe the most important thing you need to know is:
If you're behind and wave isn't in your fountain then leave it because there is DEFENETLY an invisible ( Going Rogue) Akshan next to it waiting like a bird waiting for it's prey (in this scenario we're not the bird ;-; ).
But this isn't important actually because you will win easily now because you've read this :D
Also 1 more thing that i have forgot to mention, I know if you get a 4k and Akshan is the only one left you want the penta, but know that if you fail and your whole team is dead because they're **** (I mean not as good as us ;) ) you lose the game because some developer thought it was a good idea to let this man revive (also Going Rogue) his whole team by getting 1 kill.
Anivia
Playing against Anivia can be annoying sometimes but she isn't the worst.
She doesn't do a lot of damage early but you do need to watch out for her Flash Frost. This isn't to difficult to dodge but if you Vault while she has it, then she gets a free stun.
If she hits her stun you lose the trade because her Frostbite is more like a tank missile. So just don't Vault before she uses her Flash Frost.
A trick to dodge her stun is to Vault when she throws it, they never play against Quinn's so they won't expect it and you win the trade easily.
The annoying thing about Anivia is her passive Rebirth, basically she gets Guardian Angel for free. This makes our ability to kill her early almost disappear.
You can try to kill her when you egg her, or at least make her low, BUT do watch out for jungle!!!
They like to protect their little egnivia with all they have.
She gets waveclear when she gets lvl 6 but you get more speed and she is immobile. If you can kill her then kill her otherwise try to clear wave fast and roam.
The basic things that you need to know about her ult ( Glacial Storm) is:
- This thing eats more mana than anything i've ever seen before
- Our Vault cancels this
- If you have stood in this for a millisecond then be prepared for the tank missile ( Frostbite)
Annie
Annie is scary because she is a burst champion but with a stun.
Laning against her before level 6 is doable. You should only be afraid of her passive ( Pyromania), if she hits with any ability when she has max stacks then that ability stuns.
So you should be fine if you only trade when she doesn't have a stun ready. If she has it ready then wait for her to use an ability on the wave.
Getting hit by a stun isn't the end of the world but you won't win the trade.
But it's a whole other story after she gets Summon: Tibbers. Getting hit by her stun now equals instant death. That's why you probably just want to push and roam from now on.
Something important to know is that she can get 4 stacks very fast in a fight by using all her abilities at once. So be careful if she has at least 1 stack (2 if she does't have Summon: Tibbers yet).
Aurelion Sol
Aurelion Sol shouldn't be a problem for us, but he can be a problem for your team if he scales.
You can know which one to cancel by answering the next question: "Do I win next fight and should I make sure he doesn't escape or should I cancel a lot of his damage?"
Singularity is the most common way for him to stack his passive ( Cosmic Creator) on minions. So don't stand in your wave because we still give him stacks by standing in it and he procs Arcane Comet with it.
Also definitely don't stand in it if you're low, it executes in the middle.
Falling Star is his stun, try to dodge it and be careful when it's the upgraded version, the impact is way bigger and it also knocks up. And it still does damage and slows if he misses.
The only problem in this lane is that his wave clear ( Singularity + Breath of Light) and roaming potential ( Astral Flight) are great. If you want a solution then try to kill him before helping your other lanes get ahead.
Why you want your team ahead is because he scales really hard so try to end early ;)
Aurora
Aurora has 2 damage abilities Twofold Hex and The Weirding.
Almost all Aurora players will use her Q first, then e and the Q recast, this will do the most damage.
Early game: If she hits Twofold Hex, then you lose the trade.
If she misses, you should win the trade (even if she hits The Weirding, because it doesn't do a lot of damage without her Q).
Most Aurora players will only use Across the Veil to escape because it cost a lot of mana and it's a great escape tool. You can try to hit Blinding Assault but if she isn't the most predictable player you will probably miss.
You should win mid and late game if she isn't too strong.
But please dodge her Q, it shouldn't be a problem if you have a lot of movement speed from or Harrier or Behind Enemy Lines. Just don't Vault if she has her Q!!!!
Azir
Azir isn't played that much because he's one of the most difficult champion in the game, but if he's played correctly then there isn't much we can do.
Normally I start with explaining Q but like Azir, I'm going to start with W: Arise!, Azir summons a sand man with which he can attack anything that is close to it, this replaces his normal AA.
Try to not stand close to these soldiers because they are a great way for Azir to poke for free.
Conquering Sands sends all the soldiers to location that Azir chooses. This is a great way for Azir to do damage on us if we avoid standing near his soldiers.
But it can almost do everything together with Shifting Sands. Let me explain, Shifting Sands makes Azir dash to a sand soldier with a small shield.
So if Azir combines these 2 abilities then he moves a sand boy to where he wants and then he moves to the sand boy. So basically he moves to where he wants with a small shields and an army of sand men.
This is a great way for him to escape a lot of situations or to finish someone.
And he can also add another ability to this combo when he gets Emperor's Divide. Then he dashes to you and makes a wall that pushes you into his turret and that will 1-shot you.
And even if you broke the turret somehow, then he can place a new one with Shurima's Legacy.
So what can you do to stop him?
He can't control his little men if he can't see so hit Blinding Assault before thinking of trading against him.
You also can follow his Shifting Sands combo with vault or use it to create space between you when he uses it aggressively.
That's it good luck!
Brand
Brand is only fire when you're on fire. So stay away from flames and you should be fine.
All brands abilities do extra stuff when the target is on fire, but the most important one is Sear.
Sear is a skill-shot that does damage when it hits you and sets you on fire, but it stuns when you're already on fire.
So if you're on fire and he has Sear then play safe, if you're stunned then he hits all his ability and passive and you can cry hoping the tears puts the fire out.
The way he will try to set you on fire is with Conflagration he will use it on a minion close to you and the fire spreads around the minion. If the target (in this case the minion) is already on fire then the range of the spread is increased.
So just stay out of range of minions and further away if the minion is on fire.
If he hits this because you didn't listen to me, then stay behind the minions so he can't hit Sear.
Pillar of Flame is Brands biggest damaging ability. He will probably use this last because it's really easy to hit if we're stunned but it does also way more damage if we're on fire.
It can also still be a way to set us on fire if it fails with Conflagration.
His passive Blaze can do a lot of damage but it should never get procced. If he hits 3 abilities then he deals extra damage after 2 seconds, this should only be possible for him to proc if you get stunned by Sear, so again DON'T get hit by Sear if you're already on fire. It also does damage to ppl around you so try not to kill your teammates.
Pyroclasm is just extra damage and an extra way to proc his passive that he gets on lvl 6.
If he uses it on you then stay away from him and teammates since it bounces between you all.
So a small summary:
- Stay Away from minions if he has Conflagration.
- Don't get hit by Sear if you're on fire
- Stay away from everyone when he ults you (and when his passive procs)
Bully him and let him know that there are no pyromaniacs allowed in my lane!
Briar
Briar mid isn't that popular but I recently have played multiple times against it.
You will almost always win if you do 1 thing: Vault her Head Rush. We always win the trade if she misses her stun. So always keep your Vault for this.
If she runs at you ( Blood Frenzy) and you use Vault early, she'll stun you and you will lose the trade and maybe even die. Also if she runs at you and you're close to turret, RUN TO THE TURRET!!! She will have to use Chilling Scream and you can do free damage.
Just so you know: if you get stunned to closed to a wall, you're dead. Chilling Scream stuns you when you collide and with that she heals and deals A LOT of damage!!!
Be ready to dodge Certain Death if you hear the ult sound and if your teammate gets hit, then get away from her, because you'll get feared if you stand too close.
Caitlyn
Really annoying before lvl 6, bcs she outranges you, but after lvl 6 just come out of the bush where she doesnt have vision and land Q and you kill her easily bcs she has no mobility.
Cassiopeia
Lvl 1 try to punish her when she goes for a minion, she won't be able to do a lot.
For the rest of the game dodge Q ( Noxious Blast) otherwise you lose the trade because she will spam her e ( Twin Fang) and you will lose the trade badly 😥.
Petrifying Gaze is something you have to dodge!!!
You do this by not looking at her. Edge of Night can help if you struggle with this.
Diana
Before 6: Only trade when she misses Q, if she hits she gets a second dash. You will have to Vault the first Lunar Rush and if you're near tower, you're lucky, otherwise you're dead.
After 6: SAVE Vault for her ult ( Moonfall), if she uses it you will be pulled in, so just e and get out of it.
If you're not behind you can win this if you hit Blinding Assault when she hits Crescent Strike, Without vision she can't dash and she won't get her dash back if she waits to long. So e her dash and ult then and just run her down.
Ekko
Ekko jungle is more popular than mid, but it is still played more than 10 times the amount of Quinn mid.
If they start Hail of Blades then they most likely start Phase Dive. You have to watch out for this because if you use your Vault early, you will die.
If he dashes (with Phase Dive) DON'T Vault right away!!!
Because after the dash he get's a teleport that goes to his next AA. Just wait for him to tp (even if he's on top of you) and then Vault him and run him down.
If he realizes it's dumb and just try to cs, AA him, he will have to base or die eventually so you normally win something.
If he starts with Electrocute then he will most likely unlock Timewinder first. Getting hit by this is just annoying since it slows and does damage. Be careful because it will still deal damage when it returns to him.
If you're able to dodge this then make sure he feels it because he can't do anything afterwards.
Parallel Convergence is the most predictable ability in the game (in my opinion).
Ekko will trow it behind you hoping you would dance in it, you run out of it, he gets small shield, we delete him from the game.
Just go away when you see his "clone" throw it because he will use everything he can to dance with you in it (flash and Phase Dive)
After 6, Chronobreak will follow him around. If he ults he will heal a percentage of the damage he took and teleports back to a few seconds ago (to the "clone").
It does also do A LOT OF damage so don't stand on the clone.
So basically he can't get 1 shotted after 6, except if he forgets to press R.
Also watch out because some times they don't upgrade ult right away after 6 so we think they don't have it.
And remember save Vault for Phase Dive and you should be fine, but be careful because it has a shorter cooldown.
Fizz
Before lvl 6 its even, after lvl 6 you get 1 shot if he hits, eon second can help with this.
They start Playful / Trickster most of the time, poke with AA until he uses it. If he uses it aggressively then Vault straight away and punish him after he lands because it's on a 16 second cooldown level 1.
Urchin Strike is a straight forward dash, he will step towards you before using it, because it's almost the same range as our AA range (550) but just Vault immediately and be careful of his Playful / Trickster afterwards.
Seastone Trident is just a AA reset with a lot of damage. He gets it back if he kills the target so its a great way for him to cs easily or kill us easily.
Chum the Waters is his most scary ability, he throws a shark at us which will stick to us if it hits and knocks us up while he does his whole combo and 1 shot us.
Edge of Night makes it not stick to us so a great second buy. I do recommend not fighting him without the spellshield if you're not winning extremely hard.
Galio
If he's AP then he will do a lot of damage, but if you dodge his Justice Punch then he won't.
I like to go an attack speed item against him + Press the Attack if he builds tanky but if he's the only tank then lethality is still fine.
I also like to upgrade W first against him, it will help you dodge his Justice Punch and Winds of War. The extra attack speed is also a big bonus in this matchup. You can still upgrade Q first if you're planning on roaming a lot for more wave clear.
You should win the trades at the start, he only has Winds of War dmg but just Vault him when he uses it and you should be fine.
Just make sure you don't Vault his Justice Punch , you will get knocked up. Just e him right after, he will probably use his Shield of Durand and you will get taunted, but you distance yourself from him.
If you can dodge his Justice Punch then go for a big trade, he shouldn't be able to do anything as long as you don't get taunted.
Do be careful when you roam after 6, Hero's Entrance is a great counter roam ability.
Also you can counter roam him with Behind Enemy Lines if he uses it to roam.
Hwei
Hwei is kinda like a Xerath with triple the amount of abilities so he can feel special.
His goal is to poke you down in lane with any of his Q's and any other damaging ability to proc his passive ( Signature of the Visionary)
Hwei his Q ( Subject: Disaster) choice is very predictable and I'll explain here what to look out for.
QQ ( Devastating Fire): The most common poke form, this gets blocked by minions so try to stay behind some.
QW ( Severing Bolt): This form has the most amount of range but is easy to dodge, it does extra damage if you're low or stunned.
They will throw this one if you're far away, as execute or if you're stunned. ALWAYS be prepared to dodge this.
QE ( Molten Fissure): This is his wave clear, don't stand in it because it does do damage. Do be careful of an EE ( Crushing Maw) with it because it's a great combo do do a lot of damage with both abilities + Signature of the Visionary.
He will most likely use this one (or combo) if you just stand behind the minions to not get hit by his QQ, just run away if he uses it (or to the side to trade).
Subject: Torment (E) are his stuns, don't engage until he uses these! (12 sec cd lvl 1)
I will also explain these quick:
- EQ ( Grim Visage) => fear he casts in a straight line, expect a QW.
- EW ( Gaze of the Abyss) => He throws a pool that roots if you come close, expect a QW
- EE ( Crushing Maw) he pulls you in and slows, expected with or after a QE.
His ult ( Spiraling Despair) is really annoying, it does damage to everyone around you but also slows. The slow increases how longer it is on you and can be a real pain in the ***.
I like to buy Edge of Night second in the matchup for anti stun if you want to catch him by surprise of to tank one of his poke abilities.
Irelia
Irelia is mostly know as a Quinn counter top but is definitely still one mid.
What makes her so scarry is her Bladesurge (her dashes). What you need to know about this ability is that she gets it back in 2 cases:
- If she kills the target with the dash
- If the target is marked (by her stun or ult).
They will unlock this ability first, but you also need to understand her passive ( Ionian Fervor) if you want to win level 1.
Ionian Fervor are the stacks under her health bar, basically she gets a stack when she hits something with an ability. Each stack gives attack speed and she gets on hit damage at max stacks.
She is very dangerous at max stacks so don't be in a situation where you can get AA by her if she has it!
But you should normally win level 1, pressure her early and make sure she doesn't get free stacks. Keep Vault in case she uses Bladesurge on you. And be careful when all the caster minions are low, it's 3 easy stacks for her.
Flawless Duet is her stun, we die if we get hit by this. Edge of Night second might be a good choice because of this but good Irelia players will try to remove the shield with Defiant Dance so try to stay out of the range when she tries it.
Also don't come near her if some of her minions are low, just wait for the minions to die and safely farm on your side of the lane.
She gets Vanguard's Edge, this is very scary because it does do a lot of damage but this is a more reliable way of getting a mark on us then her stun.
And what makes a mark so scary is that we can't escape with Vault because she will just dash again.
I would completely understand if you dodge this matchup.
Kassadin
Kassadin is the most useless champ in the game before level 6. But he is one of the few scalers we should actually be scared of late game.
Scalers like Aurelion Sol still get 1-shotted by us late game, but we can't kill Kassadin and he 1 shots us. So if you don't have any lead before 6 then hope for a miracle.
So before level 6:
Punish EVERYTHING he does: cs, warding, breathing, everything!
Normally every trade should be massively favored for you, since he has no way to get on top of you for his W ( Nether Blade)
His Q ( Null Sphere) is a bit of poke but our combo's do more damage.
(Also a bit of a special interaction but his Q can cancel our ult if we're channeling it)
The damage reduction of Void Stone and the shield of Null Sphere are only anti ap, so don't worry about this and bully him MORE.
Force Pulse is an annoying slow but just try to stay out of its range.
After level 6 is still playable for us, but he gets a great escape tool or close gap with a 5 sec cd ( Riftwalk).
Save Vault for this (to chase or to keep distant) and we should still be fine. You can roam to help your teammates get ahead, because you want to end as fast as possible.
The other levels you want to watch out for are 11 and 16:
- 11: Riftwalk gets a 3.5 sec cd, try to avoid him after this
- 16: Riftwalk gets a 2 sec cd, avoid him, he will 1 shot you!!!
So in conclusion:
Early game => Tiny
Late game => Extreme
Katarina
Skill-matchup
TRADE AGGRESSIVE lvl 1, she can only throw her little knife with Bouncing Blade but nothing more with it.
You need to be careful after this for the rest of the game.
Katarina is an assassin and has a dash, Shunpo. She can dash to enemies or her daggers with this.
So you think okay only 1 dash easy just Vault after, wrong!
She gets her Shunpo back if she picks up her dagger and she does also so do a lot of damage to enemies close to the dagger.
That's why you need to stay away from these daggers, think of it as a Zed shadow that only does stuff if she goes in it.
Her other abilities are just ways to spawn more daggers.
Bouncing Blade throws a dagger at enemies, so great for offensive usage.
Preparation throws a dagger to her location, so a great way to go back out if she places it before going in.
Do be careful when chasing her if she throws Preparation, try to not go over it if you're not full hp since she can still do a lot of burst if you're close to her dagger.
Death Lotus her just dealing damage around her while standing still. But Vault cancels this so just press E immediately when she uses it.
Sometimes it can look that this doesn't have a cooldown but that's because her passive ( Voracity):
If she gets kills her cooldown from all of her abilities are reduced DRAMATICALLY.
Karma
You can't trade bcs she has a big *** shield and her empowered Q does a lot of dmg. So just push wave and roam and when you can 1-shot her do it so she goes back to bot lane.
Early game is difficult because Sigil of Malice + any ability does devastating damage (most of the time it comes with a W).
Quinn’s Vault does interrupt LeBlanc’s W Distortion, but the timing is tight. If Quinn vaults before LeBlanc completes her dash, it will cancel both the dash and the damage.
However, if LeBlanc finishes the dash before Vault triggers, Quinn will simply tank the damage instead of interrupting it.
This is the key to winning the trade or fight. You remove a lot of her damage/1-shot power if you dodge or cancel Distortion.
Ethereal Chains is something we don't want to get hit by, it roots and does damage. Stand behind minions or dodge it.
Watch out for when she makes your caster minions low because she can Distortion them to remove your cover and then Ethereal Chains you and do a lot of damage.
Mimic makes it so she can use her last used ability an extra time. Be careful because it adds a lot more kill power to her and it hasn't got a big cooldown.
You should outscale LeBlanc though and you can always push and roam. But be careful, she is also a great roamer or counter roamer.
Locke
Locke isn't a big threat but he can be very annoying.
He probably starts with Electrocute and Ritual Nails, the only way he wins the trade is by hitting all three which procs electrocute.
The only other thing you need to know about his Ritual Nails is that it leaves a mark which slows but also does a lot of extra damage if he AA after. Just back off when you have 3 stacks.
Ashen Pursuit is just like Ekko's dash, just wait for him to attack after the dash and then instantly Vault. You should only be scared of this ability when he has 3 Ritual Nails stacks because 1 AA is guaranteed and that's massive damage.
Soul Ignition is just a bit of movement speed and attack speed, but it's not enough to count as a gap closer, so save Vault for Ashen Pursuit
Purgatory is just an execute that can be great in teamfights but not solo against us. Try to dodge it or just play a bit more passive when you get hit.
Playing against Lux is just playing dodge simulator.
Lucent Singularity is difficult to dodge, that's why you have to make her choose between damaging you or damaging the wave.
In other words by pushing in the wave and not standing in close to your wave gives her a lose-lose situation. Or she loses minions or she doesn't have anything against us and we can trade for free.
Light Binding is her stun, you don't want to get hit by this because you will die. It stuns the first 2 enemies that it hits so you should be save behind your healthy minion wave. It's also not the hardest to dodge if you're playing next to your wave to not get hit by Lucent Singularity.
Just don't Vault her if she has it, it's a free stun for her and a free death for you.
Her passive ( Illumination) is that her AA (or ult) do extra damage when she recently has hit any damaging ability. This does damage so be careful, both trading 1 AA is not worth it against her.
She will almost be able to 1-shot us when she hits Light Binding after lvl 6. Final Spark is a big line that has an big range and that does big damage. You will probably think so it has a big cooldown but no it's 60 / 50 / 40 without malignance. Lux players use this whenever they want and for everything. Is there an annoying wave that needs to get 1-shotted, no problem 1 button and its gone.
The rule whether you die or not is if she hits Light Binding, dodge this and you live. That's why I recommend going Edge of Night second.
Good luck and don't get jealous of how many skins she has and will get.
(I have used her as example of how to position yourself in lane, read it if you have trouble winning this matchup)
Malzahar
Malzahar is annoying early but a real problem after level 6
Void Shift can be easily removed with everything (AA, Tiamat, ult). So if you want to have abilities that do more than reduced damage then do one of these things before using them.
Call of the Void is a silence that you just will have to dodge, you can use Vault if he casts it to always dodge it but it isn't that difficult without it.
Void Swarm can sometimes be free gold but it can also proc comet and be just really annoying. Try to shoot them so Malzahar can't just kill every minion with his Malefic Visions and so het gets mana problems. Also Void Swarm focus things that are affected by Malefic Visions
Malefic Visions is Malzahar's main ability before 6, he will cast it on a minion and he will try to do everything he can so it spreads on to other minions or you. What you need to know about this is that any other ability he hits will refresh the ability, and that he gains mana when he kills something with it. That's why you need to kill the Void Swarm as fast as you can in lane.
Nether Grasp is the way we always die to them. They will spam every ability and ult you and it will probably 1-shot you if he isn't to much behind. If he is 0/10 then he will do this with a teammate and you still die.
So just don't fight him when he has it and when he uses it on our adc, then cancel it with Vault (make sure he doesn't have passive when you do this) and be happy you live.
You can go Mercurial Scimitar if you really wanna say f*ck you to him but it isn't worth it most of the time.
Also i have tried this but Cleanse DOES NOT work 😓
Mel
Mel is one of the most hated mages, and with good reason.
Radiant Volley is something you have to dodge if you want to stay healthy in your lane. You can trade after but the AA after she uses this deals more damage.
But something that is more important to dodge is Solar Snare, this roots if you get caught in the middle. Feel free to trade with Vault but without Blinding Assault after this.
You normally won't win before 6, the Radiant Volley poke and that the other abilities counter ours makes it not very playable. But you should be fine as long as you don't die and feed her.
Golden Eclipse will make you want to alt f4, because it will make her burst way more scary.
You normally don't want to be near Mel while you're low because of the execute in her passive but Golden Eclipse takes this to the next level. So if you're low, just base!
But I still think after 6 is favored for us, just always be in Behind Enemy Lines and none of her abilities will hit. And then you can engage and kill her when she makes a mistake.
Her execute will also make it that she gets every kill on her team. So have fun playing against a fed Mel even if you dominated lane.
Morgana mid is like morgana support, only worse because she hasn't got someone to do that damage while she only needs to press one button (her really annoying stun).
There is just 1 thing you need to do in this matchup: DODGE her Dark Binding. She is more useless than Yorick without his wife if she misses this.
Ok so you dodge her Q and you think: "she is useless now, time to take a bath in a purple pool." And all of a sudden you lost the trade. That's because Tormented Shadow still does a little bit of damage so don't just stand in it for fun.
Her Black Shield is a bit annoying but doesn't do to much against us. Our Blinding Assault just ignores it and will blind her but our Vault does not push her back. It only absorbs magic damage so we still kill her by breathing in her direction.
Soul Shackles is also useless (just like her). You can just kill her while she waits for it to stun (so never) or you can Vault her and run away.
Enjoy the free win!
Naafiri
Ban worthy if she was played more.
You need to dodge at least 1 of Darkin Daggers to survive laning phase. It's just poke if she hits 1 but its saying goodbye to your health bar if she hits both.
But the biggest problem is her passive ( We Are More), she has annoying little dogs that increase her damage a lot when she hits you with an ability or an attack.
The biggest problem is that we can't one-shot them, so killing them without help of our turret is difficult.
The Call of the Pack increases this problem even more. If we are able to kill those dogs then she respawns them with extra temporarily.
She can use this ability in 2 ways:
- Offensively since it gives also movement speed and extra ad. And more dogs = more damage.
This version is used more.
- Defensively since it makes her untargetable.
You should not come close enough so she can Eviscerate on to you but if she does then Vault away.
You won't be able to stay of her Hounds' Pursuit range, so Vault away and hope you survive.
I normally say push and roam against champions you lose to but she has insane wave clear and also insane roams. So if you do roam then watch out for her counter roams.
Neeko
ALWAYS count the minions, if you don't she will stun and 1-shot you with Pop Blossom.
Neeko is annoying and has dmg with her Q ( Blooming Burst) , but only when you're standing in it a long time. So if she misses her stun ( Tangle-Barbs) she shouldn't have that much dmg (before lvl 6). So try to bait out her stun before trading.
Most neeko players also build Hextech Rocketbelt for her ult so if she uses it just e her and she won't be able to ult you.
And the most important tip I have for you, that probably will win you many games: If you see blue buff or a blast cone in your lane, just ignore them, it's a very small chance that's Neeko.
Orianna
Orianna's whole kit is just her playing with a ball that's annoying because it's great poke.
Her poke are 2 abilities combined: Command: Attack moves her ball from one place to another and it does damage to anything it hits. It's stays at the end location until she uses Q, E or if she goes out of it's range.
It's way easier to dodge this ability if the ball starts far away from you, so don't stay to close to her or force Orianna out of it's range so it's back on her.
It's a lot of damage together with Command: Dissonance, this makes an energy field around the ball which slows us and deals damage. (Also I didn't know this but it gives a speed boost to allies)
Her ult, Command: Shockwave, makes her an amazing team fighter. It pulse all enemies close to the ball together and deals a lot of damage. It also gives her more solo kill power but we don't care about that.
She will try to poke us down before 6 and this might not be the most fun time for us.
If you see a chance to trade, so not her only doing damage to us but we also to her then take it.
These chances are way more frequent when we get Behind Enemy Lines . That's why we win from now on. If you think you can kill, then fly to her and kill her, it's that easy.
Pantheon
You will always win against Pantheon in any lane if you're able to do the next 2 things:
- Dodge Comet Spear, this isn't that important except if you're low.
- And cancel Shield Vault, our Vault doesn't need a shield so obvious ours is better. So if you time it correctly it fully cancels his annoying Shield Vault.
If you find the timing to difficult then there are 2 things you can do:
1. You can just Vault away after (but you will lose the trade)
2. You use target champions only as a toggle and put it on a keybind that you can easily press (like middle mouse button). If you do this you can't Vault minions, so you can spam e if he tries to Shield Vault.
Here are some other small tips that can help:
- Don't consume mark when he uses Aegis Assault
- Don't overstay because he will ult you if he get's the chance
- As long as you don't die you will outscale so make that your number 1 priority!!!
Quinn
Playing against a Quinn would be like playing against yourself. (or are you playing against yourself?)
I normally would place this matchup in easy, because you have this guide. But there is a chance that he also uses this guide so I'll place it in even.
If you want to sweat in swiftplay then read the following part.
You can also try to Vault her Vault, but I would have no idea what would happen. If you do it then let it know it the comments :)
Ping it if she's gone after 6 and counter-gank the living **** out of her.
This is like playing against Sylas ult but now your opponent actually knows what it does.
If you want to be friendly, then build Youmuu's Ghostblade, swifties and as much MS as you can and just race her.
Well have fun ether way, if it's racing or destroying her.
(But be nice to your fellow Quinn player, except if she speaks bad about Quinn because you destroyed her so hard then destroy her and her mental)
Sion
I don't know why but some people play this mid.
I like to go an attack speed item and maybe even Press the Attack against him, profane just does nothing to him 😥 . Critality or even lethality is also fine if he's the only tank
We SHOULD hard win early game, definitely if you read this.
His Decimating Smash gets canceled by our Vault if we time it right, so if he charges it when he's close instantly e and you hard win the trade.
But if he's far then he'll not fully charge and he still gets of a bit of damage (but we still win :D).
His Soul Furnace gives him a shield and after 3 seconds it does damage around him.
So you can do 2 things:
1. Don't hug him and you don't take damage (it's his fault he won't get the hug, shouldn't have activated the shield).
2. Or you just shoot him, he can't recast after 3 seconds if he doesn't have a shield.
Make sure you don't overstay after 6 because Unstoppable Onslaught will hunt you from across the map. He can also use this mid fight or just to start a fight, if you thing it will kill flash otherwise just take it and Vault away.
As Quinn players we all love to die a bit to much but Sion players do this on another level. They rather play with their passive Glory in Death than normally I think. Just stay away from them if they go in punch mode!!!
He will be unkillable late game but just bully adc then. Just don't underestimate his damage!
Smolder
Smolder early is like an annoying fly, he will just annoy you and play save, but he's dead if you hit him against a wall.
So you win easily early and also mid. But watch out, if you don't punish him then he will outscale.
Earlier i said something about hitting him against a wall and you maybe thought but he can just fly over it with Flap, Flap, Flap, if he tries this just Vault him and he will go cry to his mom. But his ult is pretty useless so we won't care.
He will hit you with all his abilities if he hits Nevermove and this does damage.
So dodging this ability is crucial if you want to stay alive in lane.
Nevermove is a skill shot ability that goes in a straight line and deals damage. But it will come back at max range and stun the first enemies it hit after which he can pull the stunned enemies towards him.
His Death's Hand is great poke, starts on a 7 sec cooldown but a 3 sec cd when max level. (I will come back to this later)
Vision of Empire is a slowing and damaging ability with an extremely long range but it takes a while to hit. It's not difficult to dodge except when you're stunned. That's why he will probably only use it after he hits Nevermove.
Swain gets Demonic Ascension when he reaches level 6. This is an amazing teamfight ability but it can also make the difference in a 1v1.
Try to stay out of its range so it goes away, he will do damage and heal if you stay inside it.
Swain will probably also build tanky, so we won't be able to burst him. And long fights will not be won against him since his ult is amazing at this and his Q will probably have almost no cooldown by now.
That's why I would just push and roam 😉
Sylas
Just don't get hit by his second Abduct and you should be fine.
Also don't use Vault before he uses Abduct if you want to live.
If you don't feel like dodging like a normal person, then follow the next steps (recommended by a fellow Quinn player on the discord server):
1. First put your Harrier on a minion and don´t shoot it (This is key)
2. Bring some minions between you and him - but stay in AA range and attack him when possible while dodging his Q´s ( Chain Lash )
3. Let your minion count stay the same (!)
Don't be near him without Harrier on minion OR if there aren't enough minions.
4. For the next step you must know something about Sylas. If he used E Abscond / Abduct he dashes (E1) if he used E in a short time again (E2) he throws his chains stuns you and fck you and your whole family on hit.
5. If he E1 -> proc your Harrier use the MS to dance battle around the minions always between you and Sylas. With W bonus MS you should be able to let never a "clear" angle between you 2 -> while AA him in this dance battle.
6A. If he hits a minion or miss with his E2 -> Vault -> AA until Dead (be careful of Kingslayer since it's another gap closer and heal)
6B. If he did not use E2 for ~ 4 sec -> Vault -> AA until Dead (care Kingslayer again).
6C. If he hits you with E2 -> Vault + run -> and you still dead.
Just repeat after this (if you're not dead and tilted :) )
Another important thing is his ult: Hijack.
If he steals your ult: GO ALL IN!
There are 2 things that can happen:
1. He will ult mid fight and you can kill him
2. He doesn't ult and kills you but when you respawn you can ult race.
(This is a joke but do ping it when he roams with Behind Enemy Lines our teammates don't expect it otherwise).
Have fun!
Syndra
Syndra is one of the more difficult mages for us to lane against.
Level 1 is an easy win for us, just dodge Dark Sphere (you can do this with Vault but it's also just really easy to dodge) and proc electrocute and you will win any trade.
But this stops when she gets Scatter the Weak, she probably takes this second and it will completely shut us down. Our only hope to win a trade from now on is if she misses it.
She has to hit this with Dark Sphere for it to stun, it still stops the trade if she hits us without it but with her Q then it kills us.
Force of Will will make this only worse, now she has just more damage.
If she stuns us after level 6 and she has Unleashed Power then we're probably dead.
Do be careful of when she reaches level 6, being low when this happens is asking for an execution
Syndra scales great because of Transcendent. She gets "Splinters of Wrath" if she hits us with 2 different abilities or kills large minions or by upgrading an ability.
When she gets 60 then her Force of Will will do bonus true damage.
On 80 stacks her Scatter the Weak is wider and it slows (then it's almost impossible to miss anything).
When she has 100 stacks then her Unleashed Power executes, so no chance of survival if she hits her stun after this.
And finally when she hits 120 stacks she increases her ap with 15%.
I do recommend looking at her stacks when you want to trade because most upgrades make a lot of difference in her ability to kill us.
In conclusion if she hits her stun we will lose the trade and maybe even die. That's why you shouldn't engage without hitting Blinding Assault or Edge of Night.
But you still have to be careful even if you have Edge of Night, if she hits the Dark Sphere on top of you then it will still stun if she uses Scatter the Weak even if you have spellshield.
This is a popular champ so I do ban this sometimes (if I really don't feel like getting bullied the whole game)
Taliyah
Really annoying, don't e against her if she has that stupid field. ( Unraveled Earth)
Push and roam but watch out for a counter gank with bob the wall builder
Tryndamere
At this moment Tryndamere mid has the same pick rate as Quinn mid and a higher win-rate and I'm here to say that we don't care.
We destroy a tryndamere mid. Most of the time they go Hail of Blades but again we don't care because they can't AA us.
But Spinning Slash is a gap closer right? -> I guess so yes, but Vault and he can't do anything. And it has the exact same cooldown at each level so we should have it always at the same time. (They upgrade it second so do watch out from that).
Their sustain is really good, with Bloodlust but they have to AA something for that. So if you try to freeze the wave, then they can't do anything.
I just played against him and Mocking Shout felt useless. I almost never got hit and the lane is so short it doesn't even matter if I got slowed.
Undying Rage can be scary but just try to run away with passive procs and Vault
Also a small tip can be to purchase The Collector against him, I executed him twice by criting and using the collector passive before he could ult.
Twisted Fate
Twisted Fate isn't a real threat alone. He wants to win games not by winning lane, but by helping his team win fights.
Wild Cards is his poke ability but it's really easy to dodge. The only time you normally would get hit by this is if you're stunned.
Stacked Deck is that he deals more damage every four attacks. You can see this by him having cards around him. If you don't want to take that extra damage, then wait for him to use it on a minion.
Pick A Card is what makes him Twisted Fate and then specifically the Gold Card.
But if Twisted Fate uses this ability then he can choose between 3 cards.
The blue card gives him next AA the most amount of extra damage possible and it restores mana.
The red card gives gives his next attack a little less extra damage but slows the target and hits surrounding enemies.
The gold card gives the lowest amount of extra damage, but it's stuns the target.
So if he wants to fight then he will use this one 99% of the times.
Getting hit by his stun is the only way we lose the trade. So if he has it ready then wait for him to have to use it on minions and stay out of his range. But if he used it or an other variation then feel free to bully him for 6 seconds.
Destiny helps him be more impactful all over the map. It will reveal all enemies and if he recast then he can teleport to every location in range, and the range is really big.
You can see when he uses this by the eye above you, but this is annoying for us because it's great for him to counter gank and stun us while we kill everyone.
So in conclusion:
He deals no damage but his gold card makes it so we don't do damage and die => Don't get hit by the gold card. (and be careful of ganks)
If you get stunned mid game and he has Primordial Burst then you're just dead. Edge of Night second is really nice in this matchup.
With this you can fly trough his cage multiple times and you won't get stunned.
I like to avoid him as much as possible late game, just wait for him to one-shot your adc with Primordial Burst and then kill him.
But do watch out for Dark Matter, it can do around the same amount of damage as Primordial Burst late game but it is harder to hit.
Vel'Koz
Vel'Koz is for the nerds who like to calculate the Pythagorean theorem for every Q.
Plasma Fission is most of his poke, you can dodge it in 2 different ways, but they will use it in 2 different ways:
They can shoot it straight at you, stand behind minions and you should be fine, but not to the side because it will split when it hits.
They can shoot next to you so the split hits. Then you can dodge this with Vault (if he doesn't have his stun) or by standing next to your minion.
(if none are possible then going towards Vel'Koz is less expected most of the time)
Void Rift shouldn't do much damage, but still don't get hit by it because his passive will.
Organic Deconstruction is his passive, he does true damage if he hits 3 abilities. So just back of if you have 2 stacks and you can't kill him.
Tectonic Disruption is what we need to be careful of, if he hits it then he hits all his abilities + passive for free.
Don't use Vault aggressively while he has Tectonic Disruption, but you can use it to dodge it if needed.
Life Form Disintegration Ray can do a lot of damage, definitely if he procs his passive with it because then the whole thing does true damage.
Our Vault can cancel it if we're close enough, to save ourself or our teammates.
We should be able to kill any out of position Vel'Koz with Behind Enemy Lines so look out for them. And try to dodge all his abilities while we're in ult.
Vex is kinda like an Annie who lost her a part of her burst and who has less stuns but more range.
The most important part of this matchup is Doom 'n Gloom. If her bar is full then her next ability will fear.
So just wait for her to use it on the wave but be ready to dodge anything. Definitely don't Vault her while she has it ready (except if you have Edge of Night).
Vex will still do a lot of damage without her fear so do try to dodge her abilities and don't just tank it while you trade.
We also get a mark if we Vault or if we get hit by Looming Darkness. This gives her next AA or other abilities extra damage and it fills her fear bar a bit.
Her ult ( Shadow Surge) is scary if you're low, since it has a big range and she can dash to you afterwards.
Siphon Power is 1 reason why, this does a lot of damage but also gives him a shield. So it's a great counter to our short trading or 1 shotting playstyle.
The reason why we our laning phase will be a nightmare is because of Hextech Ray, this has an enormous range and a lot of damage. It's also his wave clear so don't stand to close to your minions that are low and maybe your healtbar stays happy.
Most Viktor player upgrade this ability first with their passive ( Glorious Evolution), and this makes it so the beam happens twice. You should be able to dodge the second but this makes his wave clear one of the best in the game. Also don't get stunned because then it are 2 free hits with 1 Hextech Ray.
Gravity Field isn't the best stun because it's not going to stun if you're not standing in it for 1.5 sec. But you're definitely not going to win any trade if you get stunned.
Arcane Storm can be scary if you stay inside of it, but we can outrun it if we're not slowed. It also silences for less than a second, which means goodbye valor if we're in Behind Enemy Lines.
Viktor's biggest weakness is that he's immobile, so we can kill him after 6 with Behind Enemy Lines if he over extends and if we're not behind. But we can also just roam and what's he going to do then?
Vladimir
Vladimir early isn't strong, we should win almost every trade, but he does have a lot of sustain.
I say almost every trade with a reason, there is 1 way we lose:
If we get hit by his empowered Q ( Transfusion), just run away when he has this.
Tides of Blood is just damage that he does around himself. Just stay out of it's range or behind minions and it's useless.
Sanguine Pool is his way of saying no thanks to death for 2 seconds. It does have a really long cooldown (28 sec lvl 1), so he's way more vulnerable after it's over.
This is also a great ability to dive if he's already ahead somehow.
If he isn't behind when he reaches level 6 then just don't face him anymore. Hemoplague makes him a lot stronger so just push wave and roam.
He also scales extremely hard so try to end as early as possible.
Xerath
Playing against Xerath, is like playing dodge simulator.
Arcanopulse and Eye of Destruction are his poke but also his wave clear, make him choose between maybe hitting you (because you can dodge) or hitting the wave.
Shocking Orb is his anti Vault tool, so only use Vault if he doesn't have it. Try to bait it out before engaging or hit Blinding Assault so he throws it in a panic and misses.
Buying Edge of Night for this ability can be really helpful.
Xerath is an immobile mage. This means 2 things:
1. He's easily caught by Behind Enemy Lines if he overstays or if he just positions himself badly. Again Edge of Night can help with this.
2. You normally can roam easily without being scared of counter roams. But this is wrong, Rite of the Arcane can make his influence bigger than only mid lane.
So you should be careful of that but if he ults as a gank then you can "counter roam" him by just solo killing him from where he uses Rite of the Arcane.
Yasuo
I recommend buying: Tiamat early for his shield Edge of Night second for his tornados, no tornados also means no ult.
He will think he's good and dash the whole time, when he dashes to you just Vault him and he will cry.
But an important thing is to not stand in big minion waves, his dash has a cooldown per target. So if you stand in the minion wave then he can dash to a minion close to you, you Vault and then he can still dash to you again.
When he uses Wind Wall just wait a bit and then trade further. (Don't use Blinding Assault because it eats anything that comes even a little to close).
When he uses Last Breath just Vault and run away and you should be fine.
TIP: When he has his third Q ( Steel Tempest) he will probably dash to you, just Vault him and use your Harrier movement speed to dodge his tornado. They never expect this.
Yone is a champ that you can easily poke with AA during the laning phase, that's why I used to go statik and W upgrade first but those times are over ;-;
You should only be afraid of him when he can dash: so only if Mortal Steel part 3 is ready or if he has ult.
Soul Unbound is his best ability in my opinion, he leaves his body behind with a small dash and deals a portion of the damage he did during this ability when he returns.
He can use this ability to dodge abilities, like Blinding Assault or to help him disengage.
So there is 1 thing you need to do to not die to him, and that's dodge his dashes. If he uses Soul Unbound into a dash (his most common combo) then try to dodge it, if you fail immediately Vault and hope he doesn't have his other dash yet.
If you dodge correctly, then poke him down while he probably returns to his body (you can Vault him during his return to follow him if you time it correctly but it's hard). His Soul Unbound has a 20 sec cooldown lvl 1 so bully him after he uses it. If he engages without it dodge and kill him.
Level 2 is when he gets Living Shadow, this makes his ability to trade a lot better but he needs all 3 of his abilities to be really scary.
So you should still be able to outtrade him, just try to dodge Razor Shuriken or at least 1 of the 2 (he throws an extra with his shadow).
You should pick your trades now he has all 3 of his abilities. His combo should look something like this:
His sends his shadow on top of you and uses all his abilities.
Just try to stay away from his Living Shadow since he can replace it himself and AA you and since the shadow also does damage with Shadow Slash.
The rule is to only trade now when his Living Shadow is on cooldown. This has a 20 second cooldown level 1 and he upgrades it last.
Zed becomes really scarry when he gets Death Mark, he will be able to almost 1 shot you if he hits all his abilities and if he's not behind.
He teleports right behind you when he uses it which makes it so that we go in the direction from where he came from if we Vault. It's still probably best to do this anyway but keep it in mind.
I would just push wave and roam after he reaches lvl 6. But do watch out because Zed is a great roamer as well.
He can throw 2 Razor Shuriken when he reaches 15 ability haste. This is after boots + a item with ability haste most of the time so be ready to dodge it twice.
Ziggs
Dodge his Q's and watch out when you're low for his ult.
His W is an annoying ability that can save him many times when we go for an all-in.
Don't go through his e, it does damage.
If you can't kill him, just push and roam.
Zoe
!
!
Zoe early is stronger than most people think. Her passive ( More Sparkles! outtrades us a lot of the time, even if she misses her other abilities. We can still win but I don't recommend trying to trade if she has a summoner spell in her Spell Thief.
Mid and late game is way different. Her passive and Spell Thief damage isn't the problem anymore, but now her Q and E are.
If you get hit by Sleepy Trouble Bubble you're dead, you have 0 chance of survival.
That's why I use Cleanse and Edge of Night!!!
I don't think i have to explain edge of night, but if you have no spell shield anymore and you get hit by Sleepy Trouble Bubble, press cleanse and kill her.
Also her Spell Thief gets cleanse instead of ignite by using cleanse!
And I'm more afraid of a triple ignite than a cleanse.
Paddle Star! is useless if she can't hit a sleep, just move a little left or right and it misses and it doesn't 1 shot anymore!
Have fun bullying that annoying child!
Yuumi
She will have the ride of her life, but we won't have xp.
So if you find xp important, fly into the enemy fountain.
This is the way.
Amumu
Quinn is strong with junglers that can tank for her and that has cc.
Amumu is also ap what can help because you probably lack ap when you play Quinn mid, but it's not like amumu alone is enough ap so remember that.
Sejuani
Same as amumu, is tanky and has cc.
Evelynn
Not tanky, but is ap and if she charmes someone, and we are close, they are dead.
Synergies
IdealStrongOkLowNone
Yuumi
She will have the ride of her life, but we won't have xp.
So if you find xp important, fly into the enemy fountain.
This is the way.
Amumu
Quinn is strong with junglers that can tank for her and that has cc.
Amumu is also ap what can help because you probably lack ap when you play Quinn mid, but it's not like amumu alone is enough ap so remember that.
Sejuani
Same as amumu, is tanky and has cc.
Evelynn
Not tanky, but is ap and if she charmes someone, and we are close, they are dead.
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!)
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
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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.
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.
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
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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.
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.
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
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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)
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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)
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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:
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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. ⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶⟶
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.
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.
Hit the minions if an enemy is hiding close by them for free poke damage.
We can also outplay or escape from someone by hitting Blinding Assault and going the other way.
Hit Blinding Assault first so they can't AA us if you want to assassinate a fed adc.
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.
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.
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).
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 :)
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)
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
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, 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.
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.
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.
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.
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
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You get prio by pushing the wave faster than your opponent.
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
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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)
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.
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.
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2. Slow pushing — you mostly last hit minions so your wave slowly builds up over time.
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.
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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 😓).
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.
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
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).
We are great at ganking other lanes, but how are we at getting ganked? (by our jungler or the enemy jungler)
Our Jungler
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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
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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).
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.
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.
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.
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.
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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.
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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.
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.
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.
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:
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!
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 😎
- 26-06-2026: WE WON THE SEASON 2 GUIDE CONTEST 🥳🥳🥳 Thank you all for the support!
- 24-06-2026: Created the Locke Matchup Guide
- 23-06-2026: Added Smaller Runes to the Rune Guide
- 18-06-2026: Small Fix in the Table of Contents
- 12-06-2026: Updated the Most Important Matchup Guide: Quinn!!!
- 11-06-2026: Added How To Play Against Marksman
- 09-06-2026: Updated the How To Play Versus Mages a bit & Added some things to the Mel Guide that I forgot Yesterday
- 08-06-2026: Updated the Mel and Vel'Koz Matchup Guide
- 07-06-2026: Updated the Hwei and Kassadin Matchup Guide
- 04-06-2026: Updated the Brand and Vladimir Matchup Guide
- 03-06-2026: Updated the Aurelion Sol and Xerath Matchup Guide
- 02-06-2026: Updated the Ahri, Viktor and Ekko Matchup Guide
- 01-06-2026: Updated the Sylas and Veigar Matchup Guide & Made one for Zed
- 31-05-2026: Updated the Naafiri, LeBlanc and Vex Matchup Guide
- 30-05-2026: Updated the Annie and Irelia Matchup Guide
- 29-05-2026: Updated the Lux and Twisted Fate Matchup Guide
- 27-05-2026: Updated the Fizz Matchup Guide & Created the Swain Matchup Guide
- 26-05-2026: Updated A Lot Of Matchups ( Azir, Galio, Katarina, Orianna, Yone)
- 17-05-2026: Added an extra Combo & a Warding Guide & a small Jungle Tracking Guide & a Ward Map to Game Phases & Changed the Theme to Project Quinn. (I had to do a big update since Riot gave Quinn a big one 🥰)
- 13-05-2026: Changed Behind Enemy Lines in the Ability Explanations since it has been Buffed 🥳 (still waiting for mobafire to add Project Quinn so I can add it to this guide)
- 06-05-2026: Added Tryndamere to the Threats, cuz why not.
- 02-05-2026: Cleaned up all the builds & the Item section.
- 29-04-2026: Added new temporarily builds for the new patch & Added Evelynn to Synergies.
2026: Season 1
- 15-04-2026: Added new Vault Flash combo under the Vault ability explanation & Changed Change Log.
- 01-04-2026: Made the biggest changes EVER, You should probably read the whole thing again to find them.
- 31-03-2026: Changed Ability Order & Removed some spelling mistakes :p
- 27-03-2026: Added Lane Priority & Wave Management
- 23-03-2026: Added Positioning & Getting Ganked
- 21-03-2026: Made the changes suggested in the Review + Added More Defensive Items
- 20-03-2026: Made Syndra Matchup Guide more detailled
- 18-03-2026: Made Malzahar Matchup Guide more detailled
- 14-03-2026: Made a lot of Styling Changes, some obvious some not & Added Invisible Porofessor Item Build
- 13-03-2026: Added Roaming Guide
- 12-03-2026: Added & Changed some info near W ability & extra Ability Path
- 11-03-2026: Added Change log & fixed Table of Contents
- 10-03-2026: Added Summoner Spells & Laning Phases
I start my change log here, I feel like I have a good enough basis to do this now and that you won't always see my changes that I make directly. So you can see them now if you're curious.
I put an enter between each patch so it's more visible and so you can find changes easier.
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