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Quinn Build Guide by nicko9090

Top [9.2]Quinn Is Bae

Top [9.2]Quinn Is Bae

Updated on February 5, 2019
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League of Legends Build Guide Author nicko9090 Build Guide By nicko9090 12,037 Views 0 Comments
12,037 Views 0 Comments League of Legends Build Guide Author nicko9090 Quinn Build Guide By nicko9090 Updated on February 5, 2019
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Runes: Assassins Core Runes # 1

1 2 3 4 5 6 7 8
Domination
Electrocute
Sudden Impact
Eyeball Collection
Relentless Hunter

Precision
Triumph
Coup de Grace
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3
Safe Top lane matchup
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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

Champion Build Guide

[9.2]Quinn Is Bae

By nicko9090
It's me! Quinn Is Bae
Hey Guys! I'm a Quinn Enthusiast who played her for a while , even before she got reworked. I used to call her Murder Bird because it was just amazing to crush people with Valor at the speed of light and they basically had no time to react that they were dead.

I'm 28 years old dad who play when he can and try to get better at this game. Started my climb on my smurf from Iron 4, currently Gold 4, but planning to reach Platinum or even Diamond this seasons. If money goes my way I'll try to buy myself a new computer and be able to stream, so stay tuned for my future appearance. Hope you guys enjoys this build and feel free to hit me up with any questions you might have.

Here is my OP.GG for reference.
http://na.op.gg/summoner/userName=Quinn%20Is%20Bae

Have a great games and fun of the rift !


Pros Of Playing Quinn
Versatile
Aggressive and Pro Active GamePlay
Ranged
High Burst and Outplay potential(Vault)


Cons Of Playing Quinn
Squishy
Risky engage
Feast and famine champion
Mana gated on early levels
Teams Compositions and Synergy
If you intend to play Quinn you got to be aware of a fews thing
Is your team requiring engage ?
Do you have front liners?


If you answered No to any of those question, you have freedom to play Quinn as counterpick or simply improve your gameplay against different type of champion

I don't recommend picking Quinn if you have no frontline or your team doesn't scale well in the game because Quinn work the best before 35 minute, after that, unless you builded crit carry, you might suffer . She fall off really hard so try to win game consitantly fast. If you really feel comfortable with Quinn, you can basically beat almost everyone.
#

For synergy, you want crowd control and front line because you remain squishy and you are an Assassins/marksmans so your job is to eliminate squishy carry, or catch up runner of a fight who lived with not a lot of HP. Quinn excel at catching foes who try to run from a losing fight.Press ultimate and run them down!

I heavily suggest you ask for your team for cooperation and maybe a early gank on top lane to make sure the lane is in your favor. Quinn snowball really hard if she get the edge. If you have issue against certain champion, asking for your allies to share their ban to help you might be a good idea (Exemple: Jax/ Nasus, Ahri etc, depending of what you dislike to face or struggle with)

However, if the game doesn't go on your favor, don't tilt. You can easily farm or rotate to provide your sidelane pressure and Quinn excel on doing so. Just safely farm and play under tower, if the enemy laner ever leave and you can safely push the minions, do so and rotate mid/bot lane to get them ahead, because let's not forget ..A losing lane doesn't equal losing game!. Stay ppositive and be pro-active.
Runes choice
Runes is a matter of preference


If your team require assassins, you can fullfil this roles by taking Electrocute section, or Dark Harvest one.
If you find yourself having more success as crit carry you can as well.
Fleet Footwork works wonder with Stormrazor build for quick repositioning or against champion that can close the gap and you need to dodge skillshot/spell. If you struggle with slow, like Nasus's Wither, I heavily suggest taking Phase Rush runes set. This rune save life when you are spammed with slow.
Press the Attack and Aftershock, is my go to if I ever end bot lane AD carry. Press the Attack for easier matchup and Aftershock against Burst carry, like Lucian/ Kai'Sa. Fleet Footwork can also be taken on bot lane for sustain and positioning against engage support, like Thresh/ Blitzcrank etc.

Glacial Augment Build main use is for top lane against Auto attack reliant champion that can often close the gap( Tryndamere/ Jax come to my mind). They have their gap closer fairly often so you need to make the gap bigger so you can't get chased down the lane and end up dieing. Whenever they use they gap closer, use Vault to interupt it if you can and Auto attack . Harrier proc will increase your movement speed and Glacial Augment will slow them down so you can escape their engage or chase them down if they ever try to run away. It's really helpful against certain matchup but you lose some damage output so be careful. Using Blade of the Ruined King when using Glacial Augment can help you as it create a freezing ray that stay on the ground for 5 second. It really can be a life saver so be aware of this build.
Prefered Summoner Spells
Common choice
Flash Ignite

Flash and Ignite is the common spells used on Quinn for top lane as it add kill pressure and can shutdown sustain champion like Vladimir, Aatrox, Garen, Tryndamere , or can be useful in teamfight if enemy team have a Soraka or another healer like Sona or Nami.

Marksman choice

If you ever get Botlane AD carry, replace Ignite by Heal . It help you and your partner during laning phase amd provide a movement speed boost on top of it.

Mid Lane Assassin

If you go mid lane, you might change for Barrier if you face a huge harass laner like Zed, or keep Ignite if you are safe and plan to go aggressive.

Jungle Choice

Smite is required if you ever end jungle but it's not really covered in this build.

Roaming/Spit pushing Choice

You can take Flash and Teleport if you have no real kill potential on your opppenent (You face a Maokai and he play under his tower and basically ignore you, you could use Teleport and make a play on bot lane , take dragon or push towers and get objective done. Be Careful if your enemy laner have Teleport too, he could follow your roaming.
Best items for Quinn
Starter items

As Starter item, you will most likely take Doran's Blade as first item with 1 Health Potion. However I recommand taking Doran's Shield if you ever face Damage over time champion like Teemo or Rumble or if you know you will get heavily poked down by ranged matchup. It can be a good starting item if you play on bot lane.
Some others player like to start Corrupting Potion but personally I've never tried it. It could be useful if you want to outsustain your laner like Vladimir­.

Core Items
My personal Cores items is Youmuu's Ghostblade. This item have so many utility and work wonder with Quinn roaming potential. The speed can make it easier to stick to someone you are chasing or escape bad gank situation from the enemy jungler. It also provide out of combat movement speed wich can help get to lane faster to avoid getting your towers destroyed while you help side lanes.

Another item I like a lot is Stormrazor. The garanted crit can be tide changing if you require instant damage and the movement speed it give work wonder alongside Fleet Footwork. It can help kite better and get out of sticky situation that could be deadly without the movement speed. Movement speed is key on Quinn and can show what make a good Quinn, into a Great Quinn.

Duskblade of Draktharr can be taken alongside Youmuu's Ghostblade if you go assassins path as it boost your burst damage with the damage proc and lethality. For Crit path, you replace it by Statikk Shiv.

Boots is a matter of preference and depend of the enemy team. Ninja Tabi should be taken against auto attack heavy or heavy Physical damage team. Mercury's Treads can be taken againse Crowd Control heavy team or Magical damage heavy team. Only time you would pick Ninja Tabi over Thread against Magic damage dealer is champion like Kayle or even Azir at an extent.
Rest of item depend of the enemy team and your team composition. Do you require an assassins ? Follow the assassin path. Do you lack late game carry? Go crit carry path. You struggle against high AD and Burst? Buy Guardian Angel or Zhonya's Hourglass or even Dead Man's Plate.
The enemy Veigar focus you every teamfight ? Maw of Malmortius, Mercury's Treads or Mercurial Scimitar can help you.

Now you can also buy sustain like Blade of the Ruined King if you face healthy foe and require lifesteal. If you get poked to much but not enought burst to take you down and you don't face tanky foe, Bloodthirster provide a nice shield to tank those poke and refill your health bar . If you took Mercurial Scimitar you already solved this issue.

Now if you end up facing a lot of tanks, I highly suggest you invest in armor penetration. If they stack Health and armor, go for Lord Dominik's Regards. If they have healing or sustain, like Soraka, Vladimir or Aatrox, you should have Executioner's Calling already so Mortal Reminder is for the situation. If you face some bruiser , need more kiting potential and some health of top of it, you can also build a Black Cleaver.

Also always remember to build Control Ward whenever you can and use it. Upgrade your trinket to Farsight Alteration at level 9.

When you reach full build, I suggest to build Elixir of Wrath if you are ahead and need more damage and sustain, or Elixir of Iron to get more tenacity and some tankyness to survive burst.
Ability Explaination
Harrier EFFECT RADIUS: 525 COOLDOWN: 8 − 2.93 (based on critical strike chance)
Harrier
INNATE: Valor periodically marks a nearby visible unit as Vulnerable,revealing them for 4 seconds. Units hit by Blinding Assault, Vault and Skystrike will also be marked as Vulnerable.

Quinn's next basic attack against a Vulnerable target deals 10 − 95 (based on level) (+ 16% − 50% (based on level) AD) bonus physical damage.

Harrier is disabled while Behind Enemy Lines is active and for a few seconds after a target's mark ends. The cooldown of Harrier is reduced by critical strike chance with diminishing returns.

Blinding Assault TARGET RANGE: 1025 EFFECT RADIUS: 210 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 11 / 10.5 / 10 / 9.5 / 9
Blinding Assault
ACTIVE: Quinn signals Valor to fly forward in a line, stopping when he collides with a unit, dealing physical damage and applying nearsight for 1.5 seconds.

PHYSICAL DAMAGE:
20 / 45 / 70 / 95 / 120 (+ 80 / 90 / 100 / 110 / 120% AD) (+ 50% AP)
Non-champion targets are disarmed instead for the same duration.

Heightened Senses EFFECT RADIUS: 2100 COOLDOWN: 50 / 45 / 40 / 35 / 30
Heightened Senses
PASSIVE: Attacking a Harrier Vulnerable target grants Quinn bonus attack speed and bonus movement speed for 2 seconds.

BONUS ATTACK SPEED:
20 / 35 / 50 / 65 / 80%
BONUS MOVEMENT SPEED:
20 / 25 / 30 / 35 / 40%
ACTIVE: Quinn orders Valor reveal the area around her for 2 seconds.

Vault TARGET RANGE: 675 COST: 50 MANA COOLDOWN: 12 / 11 / 10 / 9 / 8
Vault
ACTIVE: Quinn dashes to the target unit, knocking them back, dealing them physical damage, and slowing them by 50% which decays over 1.5 seconds, before Dash leaping back and landing 525 units away from them.


Behind Enemy Lines COST: 100 / 50 / 0 MANA
Behind Enemy Lines
BEHIND ENEMY LINES - FIRST ACTIVE: Quinn channels for 2 seconds. Upon completing it successfully, Valor picks her up and they unite, increasing her total movement speed and gaining the ability to use Skystrike .

TOTAL MOVEMENT SPEED INCREASE:
70 / 100 / 130%
Suffering immobilizing crowd control effects while Behind Enemy Lines is channeling cancels it. Taking damage from champions, monsters, or turrets while Behind Enemy Lines is active removes the bonus movement speed for 3 seconds.

If you have a least one point in Behind Enemy Lines, respawning or returning to the summoning platform will spawn Valor.

Skystrike EFFECT RADIUS: 700 COST: NO COST
Skystrike
SKYSTRIKE - SECOND ACTIVE: Quinn detaches from Valor, ending Behind Enemy Lines' effects, and deals 40% AD physical damage to all units around her.

Launching a basic attack, Blinding Assault, or Vault during Behind Enemy Lines automatically activates Skystrike.

Basic Combo
Harrier+AA+ Blinding Assault+AA Vault+AA

Typical combo when you get level 3, you basically hide in bush so Valor mark will prioritize enemy champion over minion. You get a free Harrier mark so it boost your damage potential.

Ultimate Combo
Behind Enemy Lines+ Skystrike+ Harrier+AA+ Blinding Assault+AA+ Vault+AA

Once you get level 6, this is the typical combo if you get to lane and want to push back your enemy laner with a full rotation and maybe get a kill with Ignite. Be careful, it use a lot of mana with ultimate level 1.

Chase Potential without gap closer or safe engage for you
Behind Enemy Lines+ Skystrike+ Harrier+AA+ Vault+AA+ Blinding Assault+AA

Only use this if you are safe to go close range to your opponent, they don't have hard CC, if they are CCed by your allies or low HP as assassinating pattern.

Vault+ Flash Combo

Vault+Wait for the knockback and as you start leaping back, Press Flash the opposite side of your opponent, so you will Vault behind him instead of in front of him and can trick people into going to your old position so you created a good gap to safety.
A good trick for experienced Quinn player can be pretty useful when it come to pass over an enemy blocking your path to Vault away to safety.

Blinding Assault for surprise gank/Escape

If your jungler is preparing a gank , you can try to use Blinding Assault to give your jungler opportunity to position properly as he is nearsighted. It can also be useful if you know your opponent plan to use a skillshot. Use Blinding Assault if you see they are preparing to shoot so they get nearsighted and give you chance to dodge fairly easier or position yourself to counter attack.

A common mistake new Quinn player tend to do is engage all the time with Vault and use it as soon it's off cooldown. However doing that, you use your escape tool and people will punish you for that. If you face a immobile champion, you can use it as you want but if the enemy team have gap closer, don't waste it recklessly because you will probly have a bad time. Against mobile team composition, I suggest to keep Vault as defensive tool and get out of sticky situation. It can also be used to dodged spell so have that in mind.
In Progress ... Be Patient !
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