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Threats & Synergies
using his wind wall he can mitigate your ability to bully effectively, and his passive shield makes your initiation worthless. it's best to have a team mate swap with you if you have to deal with him.
while being an amazing powerhouse, a good quinn player can easily out maneuver his most devastating attacks, leaving him fairly vulnerable, especially cause you can move in close very quickly to avoid his ultimate.
quinn's heavy mobility and initiation makes kog'maw's range near worthless, and most of his skills are avoidable due to your high mobility.
while you can play against her, it will be difficult, as many of her abilities will prevent your mobility, leaving you helpless. certain items like a quicksilver sash or cleanse will keep her from comboing her ultimate though, so keep that in mind.
having berserker's greaves and a zephyr early will allow you to quickly go from your lane to any other point on the map, meaning you'll be able to help in any fight. this allows you to assist your entire team, rather then watching team mates fall behind and you have to carry the game alone.
after this building heavy damage and penetration through your trinity force and ghost blade, will give your global presence some astounding potency, quickly traveling between lanes and picking off anyone whom might be overextended.
your offensive items make this potency even more pronounced, either giving you even better mobility and vastly superior crit damage through the phantom dancer, target shred and additional sustain through the black cleaver, extremely potent burst through your infinity edge.
and finally, your defensive items allow you to live near the brink of death, charge through enemy fire, and take down high priority targets very quickly, either by returning damage back onto your attackers with thorn mail, escalating in power as the battle goes on with the maw, or shrugging off CC and returning the favor with heavy damage through the scimitar.
W - this is by far Quinn's least useful ability, as the active gives better vision and can see into bushes, it's on such a ludicrous cooldown it's useless even when maxed. the passive attack speed it grants does help with assassinations though, so taking a point early will be very beneficial, but no more then that until you have everything else stacked.
E - this is assassin Quinn's bread and butter ability, and in some ways, makes her a more dangerous assassin then even Zed or Talon. her E acts as her initiation, her chase, her escape and her burst all in one, and being on a really low cooldown, can be used to keep up with enemies and continuously proc your passive and your trinity force, dealing in excess of half health on squishy targets, and giving your opponent no choice but to try and match your power. max this immediately, and use it as often as safely possible, especially after getting a trinity force.
R - as her ultimate, level it as soon as you can, whenever you can. due to it's massive bonus to movement speed, you can use this to join in, or mop up, nearly any fight on the map. you still use your abilities in the same way, just in melee range. while you can chase with ease, tower diving is not advisable, so using the burst from exiting your ult, and staying just out of tower range, you can still get kills even if the enemy makes it back to their tower.
the other side of her kit is her damage. while she is better suited as a top lane fighter or a mid lane assassin, she still gets the majority of her damage from her auto attacks, and is very similar to Ashe in that she lacks the plethora of high damage abilities of other champions in these roles. this leaves her trying to stay alive long enough in a fight so her opponent exhausts their damage, allowing her to counter attack swiftly and efficently.