Quinn Build Guide by QuinnMains
Demacia's Wings: r/QuinnMains' Guide To Quinn and Valor!By QuinnMains | Updated on February 18, 2019
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Choose Champion Build:
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Champion Build Guide
Welcome to r/QuinnMains' guide to Quinn. My name is AnonimooseUser or 'Moose and I am the writer of this guide. "But Moose, how can you be the writer if this is a community guide?!" Well, I am the person who collects all the data from the community and then puts it all into writing here! This means that instead of portraying my opinion, this guide reflects the collective opinions of everyone from the community. It covers everything you need to know about this champion including items, runes and playstyles. This guide is designed both for beginner Quinn players and veterans alike. Although it is a bit long, keep in mind that it is quite detailed and covers four different roles. I hope you enjoy reading it and I wish you all the best in your future games with Quinn and Valor: Demacia's Wings.
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This chapter is intended for new Quinn players to give them the information they need, quick and dirty. This guide is quite long and in-depth, which can be quite intimidating and confusing to newer players; it's easy to get lost. Here, I will answer some of the most common questions and give a quick TL;DR of the most important information. You won't get the same knowledge and understand as you would from reading the rest of the guide and the info here might not always be the best choice or suited to all roles, but it is the most popular and meta. I will try to update this chapter frequently.
- Sudden Impact
- Ghost Poro
- Relentless Hunter
- Absolute Focus
- Gathering Storm
|Quinn is a very fun and unique champion to play due to her kit being quite unique and special (particularly her Vault). She can be very dominant and oppressive in lane due to her range and kit, which is good for skirmishes and duels. This allows her to get fed. Due to her ult, she can then roam around the map and snowball. Quinn can have huge burst without relying on a long CD ability. She has a smooth transition from her strong early game to an even stronger mid game. These things make her great for SoloQ. Her ult gives her a lot of map pressure and pick potential. Quinn is also a very versatile champ; she can be played in four different lanes using a bunch of different playstyles, builds and runes.|
|Quinn does come with her fair share of weaknesses though. She is quite squishy and vulnerable to CC, which means she must build some defensive items or she will be shut-down easily. Her short auto attack range means she can often be picked out of position. These things make her a weak team-fighter. Picking Quinn can also harm your team comp (no tank top, no AP mid, no CC as Jungler, no long range as ADC). Utilising her ult to it's full potential is also quite hard (as it's not a combat ult).|
Flash is hands down the strongest and most common Summoner Spell. It is taken on almost every single champion. It's useful in a lot of situations such as dodging skillshots/CC, escaping over walls, chasing enemies, juking and more. There isn't really any reason why you wouldn't take it.
Ignite will give you extra kill pressure and will make your early game even stronger. This is the summoner spell you take if you want to be aggressive in lane and get fed/snowball. It also helps against enemies with a lot of healing as it applies Grevious Wounds.
Heal is the go-to spell for ADCs to take. It's healing will not only benefit you but also your Support or later on, your team. It also gives you a burst of movement speed. Together, these things could be what turns a fight in your favour or allows you to survive/escape from an unfavourable situation.
Smite is an essential Summoner Spell for Junglers. Without Smite you will find it very hard to clear camps and take/contest objectives like Dragon or Baron. Additionally, it is necessary in order to build your Jungle item. You simply cannot function as a Jungler without it.
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Exhaust is a more defensive alternative to Ignite. It is commonly taken against enemies which could 1v1 us and win, for example a Pantheon. It is also helpful against enemies with a lot of mobility. Exhaust can also be used in an offensive manner, something which is often overlooked.
Teleport allows for even greater map pressure. Sometimes getting to a location right away is essential and your ultimate isn't enough. Teleport can be taken when against tanks (as Ignite and Exhaust are usually less effective) or against enemies with global ultimates ( Shen). Top-lane only.
Ghost can be taken in addition to Flash when against tanks( Ignite and Exhaust are usually less effective in those situations). It helps with kiting, chasing, evading ganks, dodging abilities and posistioning in teamfights. Top-lane only.
What rune page you take is closely linked with what playstyle you will use. If a rune isn't mentioned, then we realistically never use it on Quinn.
Precision is a great rune path for Quinn when playing with a DPS/sustained damage focused playstyle. The runes in the Precision tree are also all suited to increasing sustained damage or supporting the playstyle that goes along with it.
Fleet Footwork provides great sustain in lane as well as giving you amazing kiting potential. It gives you a certain degree of safety in the lane due to the healing and MS which allows you to kite back and escape ganks. It can also be used aggressively to force trades very easily by proccing Harrier on a minion whilst Fleet Footwork is up; this gives you a large MS boost to get in range of Vault. It's also helpful when chasing retreating enemies.
Press the Attack is a good rune in matchups where you can auto-attack a lot without much retaliation. It has a little bit of burst damage but its main appeal is the +8-12% increased damage the target takes from all sources! This means it not only benefits you, but also your entire team! It helps when dealing with tanks. Additionally, it has no cooldown other than the time it takes you to auto the target 3 times. It can act as a zoning tool and it's also useful in teamfights (however, be wary that you don't waste it by constantly switching targets). If you take PtA, you will want to alter your early game trading pattern to AA --> walk with your enemy --> AA --> E --> A --> walk out. This allows you to use the MS boost from Harrier to escape a potential counter-trade or minion aggro (only autos stack PtA, so it takes a bit longer to stack). After proccing PtA, it is a good to use your Blinding Assault for the extra damage, even if you are unable to proc the Harrier from it.
|Triumph will help in those close 1v1/2v1 scenarios or when against champions with DoT. It will also help you when towerdiving (kill the guy, use the MS boost from Harrier to run away from the tower shot whilst you wait for the 0.5s delay, heal from Triumph). Finally, it is useful in teamfights.|
|Legend: Alacrity gives you up to 18% AS, which will further boost your DPS. Legend: Bloodline is quite good as it gives you up to 8% lifesteal, which is a stat that you don't always have the luxury of including in your build. It means you can lifesteal after a duel and will help you survive fights. If unsure which to take, take Legend: Alacrity.|
|Coup de Grace will help you finish off low-HP enemies as well as adding a little bit of AD during teamfights. However, it only works when enemies are below 40% HP which is why it is bad when against tanks. Cut Down will usually work all the time: since Quinn is quite squishy, it's very likely that enemies will have 150 more max HP then you and therefore you get a constant 4% increase in damage. If the enemy is really tanky, this goes up to 10%.|
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Domination is a great rune path for Quinn when playing as an assassin. The Domination tree gives AD which makes Quinn's early game stronger. The runes in the Domination tree also give assassin Quinn everything she wants, including burst damage and vision control. However, it has low AS which means you either have to take Legend: Alacrity from the Precision tree or/and build Berserker's Greaves (it also makes last-hitting harder).
Electrocute is the best keystone rune in the Domination tree. Because it scales with level and bonus AD, it has good damage throughout the whole game. It suits assassin Quinn very well because of its huge burst damage. In the early game Electrocute will do a ton of damage, especially when combined with Harrier (level 1 bush cheese becomes super strong; look in the 'Early Game' chapter for Top for more info). It will help in securing First Blood, especially if you also took Ignite. However, it does have quite a long CD early on (won't come off CD until you hit level 3, so limited level 2 powerspike). In the mid/late game, Electrocute will proc upon performing your normal combo and will add more damage to your burst, helping you assassinate your target.
|Sudden Impact will give you 10 lethality for 5s every time you use Vault. This is great for assassin Quinn where we often use Vault at the start of the combo. It will make the subsequent Harrier proc hurt even more and increase your burst. Cheap Shot can be taken in the GA Build where the target will be often slowed.|
|Ghost Poro is great for Quinn due to the vision it provides. Quinn will often push the lane and play aggressively (harassing and denying CS), which makes her susceptible to ganks. Ghost Poro gives you more safety from Junglers in lane. At the start of the game, try to predict what buff the enemy Jungler will start at and place your poro at the other buff. Check out this image for the locations. It's also useful for setting up vision in order to roam (and assassinate) effectively. Try to keep a poro in enemy territory at all times so you get the bonus stats. Eyeball Collection is an alternative, offering more AD to increase your damage.|
|Ingenious Hunter is a strong choice if you plan on building Edge of Night and/or Youmuu's Ghostblade as it will reduce the cooldown of these items significantly. Relentless Hunter is a decent choice otherwise ( Quinn doesn't deal a lot of damage with her abilities and doesn't need her ultimate CD reduced, so the other two are not suitable).|
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Sorcery should only be taken if you are going Phase Rush, usually in the Stormrazor Build. The runes in the Sorcery tree give you more early game damage, allowing for greater kill pressure in lane.
Phase Rush is the only worthwhile keystone rune in the Sorcery tree. It is a fantastic rune to take when against slows. Phase Rush serves a similar purpose to Fleet Footwork but we take it if we won't be building Crit. It is a more defensive rune for the Stormrazor Build and should be taken in losing matchups where you are unlikely to be able to kill the enemy, even if you did take Electrocute.
|Nullifying Orb can help save you in tough AP matchups like Kennen (hence why it's useful when playing Quinn mid). Its CD is low enough so that it will most likely be up for every all-in. It's scaling is decent. Whilst it certainly won't protect you completely from AP damage on its own, every little helps. Alternatively, you can take Manaflow Band to help with mana management.|
|Absolute Focus is the only decent choice here, giving you some extra damage while you are high HP. Celerity may seem like a good idea, but the MS you get is negligible and not really needed.|
|Scorch is a good rune for early game power. Waterwalking is a good rune if you are Jungle. It is also good for contesting scuttle. Gathering Storm is a good scaling rune, giving you free AD as the game goes on.|
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Resolve should be taken if you need more survivability in lane, for example against difficult matchups. If you take this tree as secondary, don't pick a rune from the third set.
Aftershock is a strong keystone rune in the Resolve tree. It is a fantastic rune to take when against difficult matchups. It will activate when you use Vault due to the knockback, giving you armour and MR. Since Vault is used in most of our combos, Aftershock gives us an edge in every trade and allows us to come out on top.
Grasp of the Undying is the equivalant of Fleet Footwork but in the Resolve Tree. Take it if you prefer the sustain over the resistances of Aftershock.
|Demolish is the only viable option here. Quinn can easily push the wave due to her range and can therefore easily proc the stacks on the tower. This helps to take down towers quicker, giving you more freedom to roam the map.|
|Second Wind will help you recover health from trades and the enemy's poke. Bone Plating meanwhile will make you recieve less damage from the enemy in trades. Pick based on preference.|
|Overgrowth will give you some bonus health while Revitalize will increase your healing when you are low.|
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Inspiration should only be taken as a primary tree when going Glacial Augment. You should not take Inspiration as a secondary tree.
Glacial Augment is the only worthwhile keystone rune in the Inspiration tree and is the only reason why you would go into the tree at all. You should only take Glacial Augment if you intend to use the GA build, allowing you to easily kite your enemies.
|Perfect Timing should be taken if you plan on getting Guardian Angel. You can also take it if you need early boots and so cannot take Magical Footwear. Otherwise, Magical Footwear is the better option.|
|Take Minion Dematerializer for extra wave push and Biscuit Delivery for extra sustain.|
|Approach Velocity has great synergy with Glacial Augment, giving you bonus MS.|
Valor periodically marks an enemy. Using a basic attack consumes the mark, dealing bonus physical damage.
Valor marks an enemy as Vulnerable for four seconds. If you attack the Vulnerable enemy you will deal bonus physical damage. Enemies hit by Vault or the primary enemy hit by Blinding Assault will also be marked as Vulnerable. Harrier is disabled during Behind Enemy Lines ( Quinn's ultimate) and for 8 seconds after the mark ends. This cooldown is reduced by critical strike chance.
Q: Blinding Assault
Quinn commands Valor to fly forward in a line, stopping at the first enemy hit and marking them as Vulnerable whilst also dealing AoE damage. If the first enemy hit is a Champion, Valor applies Nearsight, significantly reducing their vision range for 1.5 seconds. If the first enemy struck is a monster, it cannot attack for two seconds.
This is a skill-shot that might decide the outcome of a duel or skirmish. It is the ability you should max first (apart from your ultimate). It scales with your AD and deals a nice chunk of damage. The damage is dealt as an AoE but only the first enemy hit is marked and in the case of a champion, given Nearsight (if it's a jungle monster, it will be unable to attack for two seconds). Nearsight removes allied vision and reduces their vision radius to 300 for 1.5 seconds. This basically means that unless you're standing right next to them, they won't be able to see you. This allows Quinn to duel certain champions and for some cool outplays and even jukes.
W: Heightened Senses
Passive: Attacking a Vulnerable target increases Quinn's Movement Speed and Attack Speed for 2 seconds.
Active: Valor reveals the surrounding area for 2 seconds.
This ability is good for scouting in many situations, such as when you’re expecting a gank, invading the enemy jungle or contesting dragon/baron. Note that enemies can see the spell effect of Heightened Senses's active portion, even if they do not have vision of you. It has a rather long cooldown, so think carefully before using this ability. The MS and AS steroid you get from proccing Harrier is excellent, giving you extra DPS and allowing you to kite or chase effectively. Max this second (after Q) for increased kiting and DPS. Some people prefer to max this first instead of Q, usually when top-lane and in combination with a DPS build.
Quinn dashes to an enemy, dealing physical damage, slowing them by 50% which decays over 2 seconds, knocking them up for 0.25 seconds and marking them as Vulnerable. Upon reaching the target she jumps off and lands near her maximum attack range away from the target.
This is arguably one of the most fun abilities in the game. There are lots of things that it can be used for (look in the Spoiler). Vault can be used to cross small patches of terrain, dodge abilites, dodge skillshots or even interrupt dashes. Check out the 'Advanced Tactics' chapter for more information. We max this last as the damage increase is small and we most likely won't use it twice in a fight so the CD reduction is less important.
R: Behind Enemy Lines
After channeling for 2 seconds, Quinn calls upon Valor to assist her. Together they gain bonus Movement Speed equal to up to 130% of their TOTAL Movement Speed. If Quinn suffers immobilizing crowd control effects while channeling, the ability is put on a 3 second cooldown. Taking damage from turrets, monsters or champions will remove the bonus movement speed for 3 seconds. Reactivating this ability or using any sort of attack will cancel Behind Enemy Lines. When it is cancelled, Skystrike activates and deals 40% of Quinn's AD in an area around her.
This is another ability that is super fun! This ability defines Quinn and makes her who she is: a unique and fun Champion! You should always put a point into this when you can. Valor arrives, picks Quinn up and and flies her around. You can achieve amazing speeds with this ability, because it takes your TOTAL Movement Speed and multiplies it. This ability has no cooldown unless the channel was interrupted by hard CC. In this case, it goes on a 3-second cooldown. Reactivating the ability or using any sort of attack will cancel the ult and perform Skystrike, which deals damage in an AoE. Taking damage from non-minion sources will slow you temporarily.
Below you will find some common combos that you might use. Keep in mind that these are not set in stones and different situations will not only require different combos, but they will also need to be modified and changed to suit the current situation. This might mean adding more auto-attacks, doing less auto-attacks, saving certain abilities for later etc.
This is a typical combo that you might use in lane to harass your opponent. You start by auto-attacking the enemy to proc your passive Harrier mark. The enemy will usually then try to back away to avoid further harass. You use your Vault to close the distance between you and jump over any minions which might be in the way. You then once again proc Harrier. Now that there are no minions in the way, you can use Blinding Assault and proc the final Harrier mark. Here is a video of this combo in action.
In the above example I use Vault before Blinding Assault. This is because using Vault first allows me to 'jump over' any minions which might be in the way. Then I have a clear shot for Blinding Assault. However, in cases where the enemy might retaliate rather than retreat (for example a Yasuo or Riven), it is sometimes better to use Blinding Assault first and hold on to our Vault so we can use it as a disengage or a dash cancel. Finally, you can add some more auto-attacks in between Harrier marks or at the end of the combo for more damage.
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This combo is designed to get the maximum possible DPS it can. You begin the combo by using an AA whilst ulting. This will cancel your ult and perform Skystrike. Your passive Harrier will show up and be automatically procced by your auto-attack. Now you have a choice; for truly max DPS, you carry on auto-attacking for 2 more seconds (in order to use the AS steroid from our W passive). However, you can skip the extra auto's and go straight into Blinding Assault. This will once again activate Harrier and once again you have to make a choice about how many AA you want to include. Next, use Vault and for the third time proc Harrier.
This combo uses all three Harrier marks in order to increase the damage output. You can adjust this combo by adding or removing auto's after procing your Harrier marks.
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This combo is the one you will probably use when assassinating people who are alone (for example the enemy ADC). You begin the combo by using Blinding Assault out of your ultimate. This will cancel your ult and perform Skystrike as well as applying Harrier to the enemy. You proceed by consuming the Harrier mark. Next you Vault and once again proc the subsequent Harrier mark. If for some strange reason the enemy is still alive (they have GA or Sterak's for example) then you can also proc your passive Harrier in order to finish them off.
You can wait a bit before using Vault to see if the enemy uses Flash or some sort of dash; if they do, you can then Vault to keep chasing. Alternatively, you can swap Vault and Blinding Assault: generally this is not a good idea, but sometimes Vaulting first is necessary (for example there is a huge minion wave in the way and if you tried going around it, the enemy could escape).
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This combo should only be used when far ahead of your enemy and only against squishies. It is also good when you want to minimise your assassination time (either the target is very dangerous or the enemy team is close by). You begin by using your Vault straight out of your ultimate. Usually this is a bad thing to do, but in this instance we are so fed that we can be a bit reckless. Using Vault will cancel your ultimate, perform Skystrike and apply Harrier to the enemy. We don't proc the mark (you could if you want to, it's optional) and instead use our Blinding Assault. If the enemy is still alive, just proc the subsequent Harrier mark to finish them off. DO NOT attempt this combo against tankier enemies.
Below you fill find various items that Quinn commonly buys. If an item is not listed on here, it is either too situational or simply not good. For information on what items should be brought together aka 'Builds', look at the top of the guide or at the section underneath this one. The combination if items you build is very important: some items are better brought early, some better late, some have good synergy whilst other's don't.
|Doran's Blade is the optimal starting item for Quinn. It gives you a bit of health and AD as well as 3% life steal. This will help you with early trades and with sustain.|
|Hunter's Machete is the optimal starting item for Jungle Quinn. The 10% lifesteal it provides you is more beneficial than the mana regen and slower heal from Hunter's Talisman. It gives us a healthy first clear.|
|Refillable Potion can be taken alongside Long Sword for extra sustain in the laning phase. It is also your sustain for the Jungle.|
|Health Potion is your main source of sustain. Take as many of these at the start of the game as you can. You can also buy more when you back, especially if you're losing lane or against a tough opponent.|
|Blade of the Ruined King is taken in the GA Build as one of the core items. It offers a decent mix of AD and AS. It also gives you lifesteal which is great for sustain in lane. It's passive will help you deal extra damage whilst it's passive synergises well with Glacial Augment.|
|Skirmisher's Sabre is the best jungle item to take as Quinn really benefits from its dueling potential.|
|Warrior is the best choice. It offers good early game damage which can then be used to snowball. The other enchantments don't fit Quinn's playstyle.|
|Edge of Night is the third and final lethality item. Just like its siblings, it gives a good amount of AD and lethality. However, it also gives you some HP and a spell-shield active. This makes it a great item against AP champions with CC or heavy damage abilities. It allows you to assassinate people without being CC'ed straight away, for example a Lux. It's also very slot effective as you get good damage and burst as well as the 'defensive' stats and passive from one item.|
|Statikk Shiv is your default Zeal item, providing some AS, Crit and MS. Take it if you want additional burst as well as waveclear (for more efficient splitpushing) from its passive.|
|Phantom Dancer is the alternative to Shiv. Take this if you're going to be duelling people a lot, if the enemy has a lot of mobility (like Yasuo) or if you prefer a DPS-orientated playstyle/build. The extra movement speed and no unit collision make this great for kiting and chasing people whilst the damage reduction helps to win duels. The extra AS and kiting ability means this item is great for DPS builds.|
|Berserker's Greaves are your default and optimal boots. The extra AS will increase your damage output. These boots can be taken in any situation and can be taken instead of any of the other 3, as they will always be useful.|
|Ninja Tabi could be taken when against a team that is very reliant on auto attacks, for example Master Yi or Fiora.|
|Mercury's Treads could be taken when the enemy team has lots of heavy CC such as Morgana or Leona.|
|Boots of Swiftness can be taken when there are a lot of slows on the enemy team.|
|Death's Dance is the second lifesteal option. It has the best build path out of the three. DD gives the same AD as BT but less lifesteal. However, it also has 10% CDR which is always nice and the bleed effect increases Quinn's duelling potential (which is why DD works great with PD). That being said, the bleed effect will slow you in your ultimate (if you are trying to escape after a fight).|
|Bloodthirster is the final lifesteal option. Although very expensive, it offers a large amount of AD and a lot of lifesteal. It works best in the DPS builds. The passive will also help keep you save in teamfights.|
|Mortal Reminder is an alternative to LDR. We take it when the enemy has a lot of health regen, for example a Vladimir or a Swain. Usually you want to pick up Executioner's Calling earlier in the game and then upgrade to Mortal Reminder in the late game.|
|Maw of Malmortius gives decent MR, good AD, a bit of CDR and a nice passive. The passive shield scales with bonus MR, so Maw goes well with Mercurial Scimitar. Take this if you are against an AP-heavy team or against AP assassins and you prefer the shorter CD.|
|Dead Man's Plate is an alternative to Guardian Angel when against multiple AD with burst. Whilst GA is better for teamfights where your teammates can help protect you as you revive, DMP is better if you will be often solo (and so GA's passive won't be as helpful). It also makes us a bit more tankier than GA. We take it if there is no outplay to the enemy burst.|
First things first: you should NOT be building exactly the same thing every single game. There are lots of different items and builds for Quinn that can be successful. Quinn is very versatile when it comes to builds and items, a luxury that other champions don't have. The key is to adapt your build according to the game. Every single game of League will have a different mix of enemy champions and ally champions. Every single game will play out differently, with different people getting kills, gold and different items. This means that every single game, you should be actively thinking about what items are suited to your current situation and which items are not. Just because we suggested a full build doesn't make that the best build. Adapt to your team, to the enemy team, to the items that are being build and how the game is playing out.
At the top of the guide we have provided you with several different builds. Each of these builds has its own strengths and weaknesses and each of them fill a different role or playstyle. Below I will explain each build. But remember, these builds are only guidelines.
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The Stormrazor Build provides you with very good burst (especially if you take the optional lethality item), allowing you to fulfil the Assassin role. However, it also offers a fair amount of DPS, especially if you get IE to go alongside your Shiv.
If you are Jungle, then start off by getting your Jungler item. Skirmisher's Sabre with Enchantment: Warrior is the best choice, giving you good AD and dueling power. Some Quinn mains skip completing their Jungler item; instead, they build machete and finish it later on. If you back with enough gold for a B. F. Sword then build Stormrazor first. SR has a good mix of AS and AD and will give you good burst. If you don't have enough gold, you may choose to build a lethality item first, however the lethality item is completely optional. They have good build paths and provide you with AD and lethality for burst. For your boots take Berserker's Greaves, although other boots may be taken. After you have completed your first item (and boots) buy whatever item you didn't get before. If you got SR first, you can buy a lethality item if you want to, but once again it is completely optional. If you got a lethality item first, buy SR. Buying a lethality item in this build will give you a lot of burst but less DPS and will delay your other items. You finish off your core items with Statikk Shiv to give you some Crit and more AS, as well as burst and waveclear. After the core items build situationally. You may choose to build some lifesteal, although it is less effective due to the low DPS. Getting a defensive will help you survive your assassinations whilst an anti-tank item will increase your damage vs tanks (although if you are building Burst then there shouldn't be many tanks).
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The GA Build provides you with a lot of sustained damage. The GA Build is good for kiting your enemies. With this build, Quinn plays out similar to an ADC.
Start off your build by getting Blade of the Ruined King. BotRK will provide you with a mix of AD and AS as well as some lifesteal which is great for the laning phase. For your boots take Berserker's Greaves, although other boots may be taken. After BotRK you may choose to build Stormrazor to increase your damage further, although this is optional. Next build Phantom Dancer for Crit and more AS. PD's passive is also great for this build as it helps you kite and duel. Afterwards build Infinity Edge to boost your damage. After your core items you build situationally. Getting a second Zeal item will give you 100% Crit and therefore you will deal 10% true damage with every auto attack. Crit also decreases your Harrier cooldown, which results in more uptime on your Harrier steroid ( Heightened Senses passive) and therefore more MS and AS. You don't need a lifesteal item due to the lifesteal from BotRK, but you could get Mercurial Scimitar for it's active. Getting a defensive item is always a good idea. Getting an anti-tank item is less important as you will be doing some true damage because of IE, but if the enemy team is really tanky it may be worthwile.
Below you will find an example of how you might act in the game. The important thing to remember here is that this is just an example! Not one game will be the same as another and therefore your actions will also differ. How you play your lane/jungle will depend on many factors such as your/enemy team composition, lane opponent, how confident you are with the champion and many, many others. So take the following as a general guideline and as always, adapt it to your current situation! If you're new to Quinn, or if you're not confident about how to play against the enemy laner, or even if the enemy laner has a good early game, then you're obviously are going to have to adapt to that and probably play a bit safer than normal. If you want the information quick and dirty, read the summary at the end of each section.
The early game is when most of the laners stay in their lane. Once people start going to other lanes and taking objectives such as towers or dragon, then the early game is over. One of the most important skills in the early game for a laner is wave manipulation. Being able to manipulate the wave allows you to dictate how your lane plays out and dominate your lane. Below is a fantastic video by QuinnMastermind on wave manipulation.
As Quinn top, you will frequently be up against a melee champion. This gives you an advantage: not only can you farm your creeps from a safe distance, but you can also harass the enemy without putting too much at risk. However, there are two important things to note here:
- You must balance harassing the enemy with farming. If you just farm, then you are wasting your advantage. If you harass too much, you will miss out on CS and put yourself at a disadvantage. Striking a good balance is critical!
- Attacking the enemy will draw minion aggro onto you (the enemy minions will start attacking you instead of your minions). Minion aggro hurts and early game it can even kill you. After harassing the enemy, walk into a bush. Because the enemy minions lose sight of you, they'll go back to attacking your minions and you'll lose the aggro.
A good strategy is to wait in the top-lane bushes until the enemy laner comes. You walk out of the bush, proc Harrier, then E/Q (depending on which you got first) and then proc the second Harrier. Quinn's level 1 is really strong and by doing this, you can get the enemy laner to half HP straight away. This combo is even more powerful if you have Electrocute. Here is an example of Quinn's level one power. Getting to level two before your opponent is also a huge advantage. You will now have access to two abilities ( Blinding Assault and Vault) and three potential Harrier marks. You should try to harass and possibly even secure a kill during this period. However, be careful because some champions also have a strong level two.
Before level 6, you want to farm, harass and eventually kill the enemy. However, once you reach level 6 and unlock your ultimate, your objectives change. Quinn has a non-combat ultimate. Apart from getting to lane quicker, your ult will be pretty much useless in lane. So...don't stay in lane! Behind Enemy Lines is designed to be used for roaming. So use it! Because roaming is so important, there is a whole chapter dedicated to it below. Go there to find out about roaming.
- Use your level one to poke down the enemy.
- Try to get level two first and then use that advantage to get some good damage off on the enemy or even secure a kill
- Focus on farming and harassing the enemy
- If they are low from your harass, go for the kill
- Once you get your ultimate, roam!
|As before use your strong level one to get some poke down and try to get level two before your opponent and then use that level gap to your advantage. Harassing the enemy isn't as important as it is in top lane because most mid-laners are ranged too, so you don't have that advantage over them. Additionally, mid-lane matchups are typically a lot harder than top-lane, so you have to be more careful. That being said, you still want to trade with the enemy in favourable situations. In the early game as Quinn mid, you want to focus on farming and a bit of harass. However, most of the time you want to focus on getting your ultimate as quickly as possible. The best reason for going mid is that you are in the center of the map and you can therefore roam to both top-lane and bot-lane. You can also help your Jungler invade both sides of the jungle. Roaming is of the utmost importance when playing Quinn mid and it should be your main objective. For more information on roaming, look at the chapter below, which is dedicated to it. Whilst roaming is the name of the game when mid, don't forget about keeping your CS up! It's a common mistakes that Quinn players make. Finally, try to defend your tower as best as you can. Mid tower is an important objective and since most mid-laners have good waveclear, you need to be careful not to give up your tower too easily.|
- Use your level one to poke down the enemy.
- Try to get level two first and then abuse that advantage.
- Farm and get some harass on the enemy if you can.
- Once you get your ultimate, roam like crazy!
- Don't neglect CSing and don't give up your tower too easily!
|With most matchups, Quinn actually has the ability to bully early. The damage from Harrier marks can out-DPS a lot of other marksman. This should allow you to get a lead, which you can then transfer into a continued steamroll. This is why it's important to try and get level two first: it provides a great opportunity to get first blood and snowball from there. In lane, it is essential that you land your Blinding Assault on the enemy ADC in order to win trades: missing Q means no damage, no blind and no Harrier. If you don't manage to get kills early game, you can still make an impact mid/late game if you keep up with farm. A late-game Crit Quinn is very powerful. Crit Quinn takes longer to reach her potential, but once she does reach it, she can do incredible amounts of damage. However, without the expensive items Crit Quinn needs, you are weak and won't be able to help your team win. Hence farming up on Quinn botlane is more important than roaming and getting early kills. You can still roam (especially if you have a roaming support) but just make sure that you don't lose too much CS when you do. You also have to take into account what kind of support you have and what kind of support the enemy has; some supports are aggressive and good for engaging whilst others may be more passive.|
- Try to get level two first.
- Adapt your playstyle to suit the supports.
- Use your Harrier marks to out-damage the enemy and get an early lead, which allows you to snowball.
- Hitting your Blinding Assault when trading is the key to winning trades.
- Make sure you keep up in terms of CS.
- ADC Crit Quinn is very strong mid/late game when she has her items, but if she doesn't have them and she falls behind, you will find it difficult to make an impact, let alone catch up and complete your build.
Quinn needs Red Buff in order to have a good clear speed, meaning your starting clear pretty much has to be Red Buff > Wolves > Blue Buff (additionally, if you start Blue Buff on red side, you run the risk of getting invaded while you are level 2 trying to clear your Red Buff, a fight which is not likely to go your way). After your 3-camp-clear you should look to gank, invade the enemy jungler or to take Scuttle Crab. When looking for ganks, look for people who are pushed up or low on health. An early gank like this will usually result in a kill or a Flash.
When clearing camps, it is essential that you kite the monsters, walking them to the edge of their reset range. Then use Blinding Assault to disarm them, protecting you whilst you walk behind them., before using Vault to create some distance again (it will also interrupt their auto-attack animation). Try to keep out of their range but be careful not to stray too far away; if the patience bar drops to 0, the monster will quickly regain health and walk back to its camp. Here is an example of how you should be kiting camps (this is NOT an example clear!). When clearing Raptors early on, you actually want to walk out of reset range whilst you kill a couple of the small ones and let the rest of them reset; this thins them out before you kite the remaining ones. In multi-monster camps you should focus on killing the small monsters first. Finally, you shouldn't attempt to solo Dragon until you have at least two completed items.
After getting level 6, your ganks become a lot easier. Just fly into any lane and the enemies are guaranteed to Flash as soon as they see Valor flying at them. However, make sure you also keep up your farm. When ganking, consider what abilities the enemy has, whether they have summoners spells available, if the bushes are warded etc. Read the roaming section, as roaming and ganking are very similar.
- Your first clear should be Red Buff > Wolves > Blue Buff.
- After that either gank, invade or take Scuttle Crab.
- Kite the monsters but don't let the patience bar drop to 0! Use Q and E once you reach reset range.
- Always kill the small monsters first.
- Farm until 6 and unlock your ultimate; ganks will now be quite easy.
In the mid game, people leave their lane to go take objectives such as dragon or towers. This is also the stage in the game where team-fighting and small skirmishes take place. In the mid game, you have two options: Team-fighting(/Skirmishing) and Split-pushing. You should be doing a mixture of both with rotations in between, but the balance between the two may change depending on your game situation. The most important goal of the midlane is to transfer your early lead into objectives. If your team has had a bad start, the mid game is also your chance to make a comeback.
|Split-pushing is when you go to a lane and push the enemy minion wave. This usually happens whilst everyone else is engaged somewhere else. Quinn is a great split-pusher. She can easily clear waves with Blinding Assault (and Statikk Shiv if you got it). Quinn's abilities make her a good duelist, which is helpful in case you run into an enemy champion. Finally, her ultimate allows her to travel around the map quickly, so you can apply a lot of pressure. One second you may be pushing top-lane, the next you're back with your team. Split-pushing keeps your towers safe (even if the enemy team aces you, if all the lanes are pushed up, the enemy team won't be able to take down many towers), denies the enemy farm (because you are pushing your minions towards the enemy tower, which will kill them), gives you money (from killing enemy minions) and gives your team objectives as well as global gold (from destroying towers). However, split-pushing isn't always the best option. There's no point pushing top-lane if the enemy team is taking down your Nexus towers. If you're going to split-push, make sure your team is capable of defending 4v5. Also, if you're ADC, keep in mind that your team depends on you to, well, be the ADC. You are the one who is supposed to stay at the back and deal out damage. If you're not there in team-fights, your team might lose them (and then flame you for it). Think carefully before going to split-push. And always ward the area around the lane you are pushing. This gives you just enough time to channel your ult and escape. Here is a pretty good video on splitpushing.|
|Team-fighting is...well, fighting with your team...duh! If split-pushing isn't an option, than team-fighting is what you should be doing. It allows your team to get kills as well as objectives. That last bit is really important; there should always be a Baron, tower or dragon at the end of a team-fight (assuming you won it). It is objectives that win games, not kills. This is why it is crucial to keep your lanes pushed up: once you ace the enemy, you will be in a great position to take down several towers. However, Quinn's team-fighting isn't that great. You have two options in team-fights. You can either try to use your ult to flank the enemy and burst down a squishy. Or, you can stay at the back of your team, protecting your carries and dealing out damage (this is especially important if you are the carry). It is essential that you land your Q in team-fights, as it is the only ability that also benefits your team (apart from W, but that isn't a combat ability). If you manage to land your Q on the enemy ADC during a fight, then it is a great opportunity to take them out. Also make sure you focus the correct person in team-fights. There's no point in attacking the 4000 HP Dr. Mundo if the enemy Jinx is standing behind him, shooting rockets in your face. Bad focus in team-fights is one of the most common reasons for losing them.|
Both options, if successful, should result in you taking objectives. If things go well, you might even be able to end the game at this point (for example, if your team has built up a large lead and has taken down multiple objectives). If not, however, then prepare yourself for the late game.
- In the mid game, you will either be doing a mixture of split-pushing and team-fighting with rotations in between.
- There are times where split-pushing is better, but there are also times when team-fighting is the way to go. You must decide what balance of the two to aim for.
- Make sure you use wards when split-pushing.
- In team-fights, either assassinate their carries or stay in the back and deal damage.
- After team-fights look to take objectives!
Late game is usually somewhere around 40 minutes and onward. Some games will end before you get to the late game, but not all. At this point in the game you will be approaching full build. You should have taken down several towers and dragons, maybe even a Baron. This is the point in the game where you should be actively looking to take down the Nexus and finish the game. However, if you're behind, it's best to defend against the enemy and wait for them to make a mistake or for someone to get caught out. This presents an opportunity to get objectives and perhaps even end the game. Remember, the longer the game goes on, the longer the death timers get. Being able to catch their ADC out of position might result in 50 seconds of 4v5, which could then lead to an ace. If this happens, you have about 50 seconds to end the game, which is plenty of time. While waiting for an opportunity, stick together and don't stray too far away on your own, as you will be an easy pick for the fed enemy team.
On the other hand, you want to avoid this situation when your team is ahead of the enemy team. Make sure you are not caught out of position yourself. A silly mistake might be the end of the game for you and your team. Instead, you want to focus on sieging towers. Your team is ahead, so unless you have a poor team-fighting composition, you should win team-fights. If the enemy has a lot of wave-clear and you are finding sieging hard, take Baron. Contesting it will be a risky move for the enemy team. However, you are also at risk of Baron being stolen from you, so always try to take it when the enemy is defending or dead. Baron is a great way to close down the game.
If both teams are about the same in terms of strength, then you have to wait for an opportunity. If you don't make mistakes, you can't lose. But in order to win, you have to use the mistakes of your enemies (Sun Tzu's Art of War).
- If behind, defend and look for opportunities created by the enemy making mistakes. Keep your lanes pushed up and look for picks (e.g. the enemy ADC is farming your jungle alone). Catch someone out of position, fight 4v5 and then end the game.
- If ahead, siege towers, take Baron or look for picks (which should be easy as you should be in control of the map). Don't make stupid mistakes.
- If equal in power, ensure you don't make silly mistakes whilst waiting for the enemy to make one.
Roaming is a huge part of Quinn's playstyle. It is important that you know when and how to roam.
First of all, why do we roam? Is roaming necessary? Well, yes it is! Quinn has a non-combat ultimate. It won't help you win lane. In fact, it's pretty much useless in lane. So... don't stay in lane! If you do, you will be wasting the immense map pressure your ultimate gives you. As Quinn you need to roam! But what is the point of roaming? Well, roaming is how you win the game. Winning lane is great, but it won't win you the game. Roaming will. Why win just your own lane, when you could be winning all three?! By roaming you take the advantage you got by winning your own lane and spread it to the other lanes. This ensures that your whole team gets ahead, not just you. You can help your teammates out, get kills for your team and take objectives.
There are several things you should do and consider before roaming. First of all, make sure your minion wave is pushed up. This ensures that you lose the smallest number of CS possible and that the enemy laner cannot follow you; if they do, they will lose CS themselves. There is no point in roaming when the enemy laner is taking down your tower.
Secondly, analyse the situation. Let's pretend you're top and you want to roam to mid. Your mid-laner is Ahri, theirs is a Zed. Consider the following: Is Zed pushed up? Has he warded? Does he have ult? Does he have Flash? Has he used his shadow already or could he use it to escape the potential gank? What about Ahri, does she have ult? Has she used her Charm yet? And what about the enemy jungler? Is s/he waiting somewhere near, hoping to gank your Ahri? Could the 2v1 suddenly turn into a 2v2? All of these things are important and you should quickly consider them all before roaming.
The most important thing about roaming is timing. Arriving too early or too late can result in your roam being a failure. If you roam too early, you will have to wait for the correct opportunity. This gives your enemies time to realize you're missing and for the enemy top-laner to clear the wave and follow you. On the other hand, if you roam too late you might miss the opportunity; the enemy Zed might kill your Ahri and escape before you arrive, resulting in you wasting your time.
Think about how the roam will benefit you and your team. There should be a clear goal or objective at the end of your roam, be it a kill (or two), a tower or a dragon. Otherwise your roam will be inefficient and not worthy.
Also, remember that roaming doesn't have to be to other lanes. You can also roam and invade the enemy's jungle. If you ward their buff and you see they are taking it, then consider trying to steal it and perhaps even get a kill. Roaming the enemy jungle also allows you to set up deep wards, which increases your team's safety as you know where the enemy jungler is. However, be wary because if your enemy laner follows you, you might become trapped in their jungle and end up giving them a free kill. Keep track of where all your enemies are when invading. Roaming the enemy jungle is riskier then roaming mid lane, because you're still going to be 1v1'ing someone instead of a 2v1 in mid-lane. Only do it if you're ahead or if you're sure you can get a kill (or ask your Jungler to come with you).
Here is an example of a good roam:
There are several things to notice in this video. Firstly, the Quinn pushes up the minion wave. This ensures she loses less CS, her tower isn't in danger and also that Gnar can't follow Quinn without losing CS himself and risking his own tower. Additionally, it stops the Gnar from freezing the minion wave. Finally, it also creates the illusion that Quinn is pushing the lane so that she can back to base. Next, the Quinn moves out of Gnar's vision and ults: this ensures that the enemy has no warning of her incoming roam. She goes behind Ahri's tower and picks up the kill. The video ended there, but the next step would be to take an objective such as dragon or mid tower. The roam was very well executed and followed all the correct steps. This is how you should roam.
One more thing to mention is the 'fake roam'. Similar to the above, you pretend like you are about to roam and go out of vision. However, instead of actually roaming you wait in a nearby bush. The enemy laner will use their abilities in an attempt to push the wave, giving you an opportunity to fly back in and engage whilst their abilites are on cooldown! This works especially well in the midlane with the assassin build.
This chapter will cover some more advanced strategies and tactics that Quinn can use. The first one isn't actually that complicated, so focus on mastering it first; it's a quite important technique!
Dashes and blinks
This section covers the interaction between Vault and blinks/dashes. First we will look at using Vault to follow blinks and dashes. If you use Vault on someone just before they use a dash or a blink, Quinn will follow the target until she collides with them. This means that you can use Vault to follow the target's dash or blink. This works with any dash or blink, for example Flash, Zed's Living Shadow or Kha'Zix's Leap. This is particularly useful if the enemy goes over a wall, as you will follow them without having to blow Flash. In order to pull this off, you need a bit of prediction, a bit of skill and a bit of luck. Your timing must also be correct; if you do it too early, you might cancel their dash, which we will learn about next (which isn't too bad) but if you do it too late they will be out of range. Here are some examples:
The Vault-Flash technique is a bit more complex than cancelling dashes. Although it is rarely used, it can be a live-saver in some situations and allows for some cool plays! Here's how it works. You USE Vault on an enemy and wait until Quinn collides with them and starts to vault off. At that moment, you Flash in a direction of your choice. This sounds simple, but it's a bit harder to carry out. You want to Flash as soon as you hit the enemy; that way your Flash will cover the most distance. If you Flash before Quinn collides with the enemy, Vault will do no damage and you won't knock-up the enemy (but Harrier will still be applied); this is what happens in the second example. Vault-Flash is used to get out of a sticky situation or to cover more distance. Below are two videos of the Vault-Flash in action:
Here is a list of common mistakes that you should try to avoid whilst playing Quinn!
Don't cancel your auto-attacks, especially right after using Vault. Quinn's auto-attacks are fairly easy to cancel, especially Harrier ones. After Vaulting, wait a fraction of a second before popping the subsequent Harrier mark. This is because it's quite common to accidentally cancel your auto-attack after Vault, which wastes the Harrier mark that is applied to your target (enemies tend to back off when Valor has marked them, so you might not get another auto-attack in before they run away).
Make sure you balance harassing the enemy with maintaining good CS. On one side, you don't want to be missing out on CS and gold, but on the other hand you don't want to play too passive (especially in the top-lane, where your ranged autos are a big advantage over the standard melee top-laner). You have to strike a balance between those two things.
Equally try to maintain a good balance between CSing in lane and roaming. It is very common for Quinn players to spend too much time roaming and therefore fall behind in terms of XP and CS, as well as possible endangering your tower. Your roams should be efficient and hopefully end with an objective being taken.
Try not to use Vault as an engage, especially from Valor form. Firstly, it makes it easy for the enemy to land skillshots such as Ahri's Charm. Secondly, you might need to use your Vault as a disengage or as a gapcloser. Finally, it's better to use the speed from your ult to close the distance to your enemy and then when they use some kind of dash/disengage, you will still be able to Vault to them and keep on chasing. Here is a good example of why you should wait before using your E.
Save your Vault! It has so many useful applications such as negating dashes and abilities, creating distance, as a pseudo-gapcloser, cancelling channeled abilites and crossing terrain! SAVE IT!
As Quinn, you're generally going to be pushed up to the enemy's tower (especially in top). If this is true, make sure you have wards set up and good vision of the area, because their Jungler is likely to come gank you.
If you get an advantage over your lane opponents, use it! Roam to other lanes and try to get the other lanes fed too (so don't just take all the kills for yourself).
If you land your Blinding Assault, don't waste the blind by staying inside the radius. Use Vault or the speed boost from Harrier to get out of the radius!
Finally, be careful when you use your abilities. In some match-ups its fine to spam them, but in others you want to save them for when the enemy engages (for example saving your Vault when laning against a Riven).
Below you will find matchups for Quinn. The matchups are listed in the order they were added. However, you can use the alphabetical images below to quickly navigate to a particular champion (due to the large number of matchups, text and images, MOBAFire doesn't always jump to the correct matchup, scrolling to the bottom so all the images load will fix the problem). You can then go back by clicking on the "Back to matchups" button below each matchup.
One thing you will notice is that we haven't given matchups any real difficulty ratings. We feel that these ratings can be ambiguous, misleading and sometimes do more harm then good. Additionally, you will find that we try to refrain from recommending items or summoner spells. This is very important. When building your items, you should almost never itemise just against your lane opponent. You should always look at the bigger picture. Whilst your lane opponent might affect what items you buy, it should by no means by the sole deciding factor. Itemising is a complicated process where lots of variables come into play. Hence we have decided not to recommend any specific builds for any matchup.
With Catch Support: Keep your Blinding Assault and Vault up in case your support catches the enemy ADC or all-ins so you can follow up and maybe get a kill.
With Sustain Support: Trade whenever you can, as you have sustain.
With Poke Support: Together with your poke support poke the enemy down until you can get them low enough to all-in.
VS Catch Support: Try not to be caught by their CC, if it’s related to skillshots you can start with Boots of Speed + 4 Health Potions. Getting and upgrading Boots of Speed early can help. Try to stand behind minions when possible.
VS Sustain Support: Try not to trade with the enemy ADC as they will out-sustain you (if you don’t have an sustain support as well). Wait for opportunities to all-in together with your support. If it's a healing support, consider getting Executioner's Calling at some point.
VS Poke Support: If you don’t have a sustain support, you need to either dodge their poke or at least get Doran's Shield to compensate for it early on. Try to stay back and farm safety, you might have to give up some CS.
Also, remember the following:
A sustain lane has an advantage over a poke lane as they have the shields and healing to withstand the poke. A poke lane has an advantage over the catch-lane because they can poke down their opponents before they get all-ined. Finally a catch lane has an advantage over a sustain lane because they can quickly burst down the enemy in an all-in before they can sustain.
In most matchups, you want to utilise your Blinding Assault on the enemy ADC to win trades.
Back to matchups
Darius is melee. Use your range advantage to harass him and deny him CS as much as possible.
Knowing the range of Darius’ grab and being able to avoid it/bait it out is a huge advantage in this matchup.
Be cautious if he builds Phage / The Black Cleaver. He could use the movement speed from killing a minion to get on top of you.
Getting boots earlier than normal is really helpful, as being able to successfully kite Darius is a big part of winning the lane. The steroid from proccing Harrier is especially useful for this.
If you are having trouble vs Darius you could consider taking Flash & Ghost. However, Ghost is by no means necessary.
If the Darius takes Flash + Ghost and Phase Rush, the matchup becomes trickier (this is where taking Ghost could’ve really helped). Saving your Vault to disengage becomes even more important in this scenario. Try not to push the wave brainlessly as he could pop Ghost and Phase Rush and use the movement speed to outmanoeuvre you. Try to punish him for not taking Teleport by forcing bad back timings and by making plays across the map.
Darius’ TP plays can be quite effective, so be mindful of his Teleport CD when making plays botlane/around dragon.
Save your Vault to disengage after he uses his grab. However, if you are comfortable with the matchup you can still trade with your Vault; just make sure to step a bit backwards after the Vault animation so he can’t grab you whilst you are mid-auto. If he doesn’t attempt to do that, the slow from Vault should be enough to get back into AA range and proc Harrier.
If you time it right you can avoid getting hit by the head of his axe by Vaulting him. Handle hits don’t heal Darius or apply his passive. However, be careful as that leaves you exposed to getting punished by his grab or slow.
Darius’ W, Crippling Strike, increases his auto-attack range and also applies a slow. Be cautious of this, as he could use the slow to reposition in such a way that makes Vaulting off him unfavourable (aka he walks behind you). It also allows him to stack his passive on you easier.
If you time it right, Vault can be used to cancel Darius' ultimate. Blinding Assault can do so too. However, you should not be saving your abilities just for this purpose. You will often need to use your skills at other times and even if they are off-CD, cancelling his ultimate isn't reliable. Finally, the CD of his ult is refunded so it's only a very brief respite.
”If you don't make mistakes, Darius is never going to win the 1 v 1. If you misposition... get ready for the ****.“ MCrossS, 2017
Great video for the Darius matchup: Matchup Mechanics: Darius.
Back to matchups
The first thing to know about this matchup is that despite what you might think, it’s winnable. Because of its notorious reputation, a lot of people go into the matchup with the mindset “I’ve already lost”. This is not the way to go about it!
A lot of people use a very defensive playstyle against Pantheon. Whilst this playstyle may work, we believe a different playstyle is more suited. The best way to describe this playstyle is “counter-aggressive”. Essentially, we acknowledge Pantheon’s upper hand in the lane, but at the same time we refuse to give up and fight him every inch of the way. We try to punish him for his aggression but without necessarily being over-aggressive ourselves.
We recommend taking Aftershock - to help survive his combos - or Grasp of the Undying - to sustain against his Spear Shot poke. Alternatively, you can take Electrocute as your keystone, as it works well in short trades. The Resolve tree is also a good choice here (either as primary or secondary) as the runes will help protect you against his damage.
For summoners, take Flash and either Ignite or Exhaust. Ignite gives you greater kill pressure in lane. Meanwhile, Exhaust is better if you fall behind. It is also more useful if your Jungler ganks and benefits your team as well as you.
For starting items, Long Sword + 3 Health Potions will give you optimal damage and sustain. However taking Doran's Shield is an option.
Level one, Quinn can actually go even with Pantheon. Wait in the bushes and when Pantheon shows up, go Harrier> Vault> Harrier.
The #1 rule for this matchup is to not allow Pantheon to spear you for free. Pantheon’s Q, Spear Shot range is greater than our auto-attack range, so if you are going to fight back you will need to walk towards Pantheon rather than running away (and most likely getting speared anyway).
Being able to reliably cancel Pantheon’s jump and stun is a huge advantage in this lane as it cuts a significant portion of his damage. We highly recommend learning to do this. Don’t use Vault to harass unless you are certain his jump is on CD.
In the event that he does land W ( Aegis of Zeonia) on you and you want to trade back, auto-attack him before using Vault; this will get rid of his passive (which he will have gotten from his W).
In most matchups Quinn’s harass consists mostly of Harrier marks, either passive ones or ones from abilities. In the Pantheon matchup, we can’t harass him with Harrier due to his Q range being greater than our AA range. Instead, we use our Blinding Assault to harass him instead. Blinding Assault does AoE damage so you can use it to poke through minions as long as Pantheon is standing close to them (and being melee, he most likely will be). Be aware that this will push the wave though. Alternatively, you can hang back at the edge of your AA range. When Pantheon goes to Q you, he will have to move in front of his minions, leaving him vulnerable to your Blinding Assault combo. He will also take minion aggro.
If you time your attacks and position at the correct distance, you can take down Pantheon’s passive - Aegis Protection- as he goes in to CS. This opens up opportunities for trades.
Learn the general CD of Pantheon’s spears and try to keep track of it in lane. If you know his spear is on CD, that gives you the opportunity to harass/trade with him.
Remember that Quinn will outscale Pantheon, so going even or even slightly behind is a perfectly acceptable outcome to the matchup.
Back to matchups
Ninja Tabi are good boots to buy (especially if rest of the team is AD heavy too).
Consider starting with Corrupting Potion; it will make his passive, Way of the Wanderer, shield useless.
Try to poke down Yasuo’s passive shield whenever you can, for example when he goes in to CS. This will help tilt any future trades in your favour.
Yasuo’s level one is weaker than Quinn’s since he needs both his Q ( Steel Tempest)and E ( Sweeping Blade) to be effective. Harass him and punish him for going in to CS.
Try to save Vault to disengage rather than using it aggressively.
Try not to stand too close to minions so that he can’t get on top of you easily. When engaging Yasuo try to move away from your minions so that he can’t use his mobility so much.
Try to keep count of his whirlwind stacks and be cautious when he has his whirlwind up, as he might look to engage on you. Dodge any ranged whirlwinds if possible.
The best time to engage on Yasuo is when his shield and Wind Wall are down. Wind Wall has quite a long CD, giving you a good opportunity to trade or all-in. Try to force him to use it and then once your abilities are off CD, engage on him.
Try to predict his dashes and Blinding Assault him mid-dash so that he can’t block it with his Wind Wall.
When running away from Yasuo be aware of any incoming ally minion waves that he could use to catch-up to you.
You can cancel Yasuo’s dash with Vault, putting it on an internal CD (on yourself). This is high-risk high-reward, as he will most likely be going for an E>Q knock-up combo. If you Vault too late, you will get knocked-up during your Vault animation and it will be put on CD, leaving you without any escape.
Don’t get too cocky if you manage to get a kill or two early. Whilst they will definitely help to even out the odds, Yasuo has a lot of tools to stay safe and once he gets some items, will still be a big threat.
Exhaust isn’t necessarily the way to go, reason being that Yasuo can always wait it out by using Wind Wall or by dashing away and then re-engaging later.
Yasuo’s ultimate Last Breath refreshes his passive shield. Be mindful of this, especially if you are going to Ignite him.
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If you are having trouble with the matchup, try to save your Vault as a disengage, in particular to cancel Riven's 3rd Q ( Broken Wings). Being able to cancel the 3rd Q is a huge advantage.
However, if you are comfortable with the matchup then feel free to use Vault to harass; just be ready to kite back with Blinding Assault and Harrier marks if she tries to engage. Also be wary of doing this if Riven has ult and could potentially turn on you (especially if your Exhaust is on CD).
Exhaust is a very strong Summoner Spell in this matchup. It allow you to play aggressively without having to worry about Riven all-ining you
Be mindful of Riven's XP as she approaches level 6. She could try to all in you.
Try to keep track of when Riven’s ultimate - Blade of the Exile - is on CD. Without her ultimate, Riven loses a lot of her kill pressure.
Remember, if Riven ults and goes all-in, you don’t have to fight it out. Try to disengage with Vault and kite back using the MS from Harrier marks, and then re-engage on her once her ultimate is down.
Once Riven has engaged on you and used her abilities, she doesn’t have much left. After you have disengaged and kited back, make sure to keep chasing and autoing her as she backs away. Punish her for her aggressiveness.
After using Vault, Riven will most likely use her E, Valor, to defend herself against the incoming Harrier proc. Just walk towards her whilst the shield fades and then unload the rest of your combo.
Although she is melee, Riven has a lot of mobility due to her Q and E. Be careful of her large 'threat/initiation' zone, in particular when it comes to ganks.
A mind-game tactic is cancelling your passive Harrier in the last second. This could bait out Riven’s shield and open her up to trades.
If you ever get in a bad situation with Riven, try to save Flash for dodging Wind Slash.
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Try to zone Renekton away from minions so that he can’t generate his Fury.
If you cancel his first dash with Vault before it hits you or a minion, then he won’t be able to reactivate it for a second time.
If you get ahead enough that he can’t kill you even if you don’t Vault, save it in case he dashes out so you can keep chasing him and secure a kill.
If he is far enough that he has to use both dashes to get to you, save your Vault for his second dash and then chase him down.
If he can reach you in one dash, Vault it as soon as he uses his first dash (try to cancel it if possible). Make sure to walk back a little after the animation and then proc Harrier (so that you create more distance in anticipation of his second dash).
After Renekton has used both his dashes he has no disengage, so make sure to kite him and get as many autos off as possible.
Ignite is the recommended Summoner Spell. It is very hard to Exhaust Renekton’s burst and Ignite gives you more kill pressure.
Renekton needs all 3 of his abilities to pose a threat to you. Bully him early to build a HP advantage that you can then use to stay in control of the lane.
Ward the enemy jungle in order to have good vision of the enemy jungler. This gives you more freedom in lane to play aggressive and pressure Renekton.
If you have good vision, you could try shoving the wave into his tower. This draws Jungle pressure away from your team, makes it easier for you to harass Renekton (make sure to punish him for every CS he tries to take) and also forces him to use his abilities to farm (and since Renekton needs all of his abilities up in order to deal with you, it also stops him from engaging). However, it also allows him to build up his Fury and makes you vulnerable to ganks, so be cautious of doing this (not recommended if you struggle with this lane).
The vast majority of Renektons will build The Black Cleaver first item. Watch out for the movement speed they get for killing minions as they could use it to get close to you.
Try to stay at max range so as not to get hit by his AoE abilities or be in range of his E.
Don't towerdive him if he has his ultimate up.
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Fiora has a gap closer - Lunge - that has its CD reduced if it hits and true damage, so the damage reduction and slow from Exhaust is less valuable in this matchup: don't take it. Teleport and Ignite are good summoners to take. Ignite will cut the healing Fiora gets from proccing Vitals and her ultimate, Grand Challenge. However don't use Ignite when she is in her Riposte animation; it will be blocked!
Try to learn and keep track of the cooldown of her Riposte (24s on rank 1 opposed to 12s on Quinn’s Vault).
If she uses Riposte as you Vault her, you will get stunned. If she uses Riposte after you use Vault, step to the side to avoid the slow and to prevent her from blocking your Harrier (similar to the Riven matchup, you could try baiting her Riposte by cancelling your Harrier auto attack).
You can also do the same thing with Blinding Assault: after using it, walk with her a little bit to see if she would try to anticipate your Harrier auto and Riposte it. If she does, that gives you a free Vault to follow up with.
In this matchup, you could either play really safe and never Vault her aggressively or you could still be aggressive with Vault but risk getting stunned by her Riposte.
If you choose to use your Vault offensively (which is recommended), try to vary your combos to make it harder for Fiora to predict when you will Vault. Additionally, you could try Vaulting from bushes to make it harder for her to react to it.
Continuing from the previous point, don’t use Vault directly out of Behind Enemy Lines: it’s too predictable.
You can reset her passive's ( Duelist's Dance) Vital mark on you by walking out of her range. Watch out for any marks facing her that she could easily proc.
A little trick you could do is hugging a wall when she ults you (if you have no way of getting out. That way she won't be able to proc all the Vitals).
Cancelling Fiora’s Lunge is very hard and it won’t stop the damage, so it’s not worth trying as Vault can be used more effectively in a different way. Also she can use Riposte during the Lunge animation!
Fiora’s E, Bladework is a lot of her stickyness and damage. If you see her waste it, use that opportunity for a favourable trade.
Ninja Tabi could be an option, if there are other members of the enemy team relying on autoing a lot.
Always keep the wave frozen if Fiora give you the chance to do so. She has no wave clear without Tiamat, so it's hard for her to reset the wave.
Check out this game analysis featuring the Fiora matchup!
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Shen’s waveclear is very poor, so you can easily push him under his tower and make him lose CS. This enables you to roam and put pressure elsewhere on the map. If Shen decides to use ult, he will either miss CS or risk you destroying his tower. Shen will also become very tanky, so it’s better to pressure the map than try to get kills of him.
Don’t attack him whilst he is in the protective zone from his W, Spirit's Refuge. You won’t do any damage but will still draw minion aggro. Additionally, it will consume any Harrier marks but won’t deal the damage.
If Shen suddenly walks out of your vision, he could be preparing to ult an ally. Use your Heightened Senses to reveal him. You can then cancel his ultimate - Stand United - with your Vault.
Be careful when harassing him under his tower; he could taunt you with Shadow Dash and you could take tower aggro.
Save your Vault so you can disengage after he taunts you. Then retaliate.
All of Shen’s abilities have quite long CD. Harass him when they are down.
Be aware of where is Spirit Blade is and avoid getting hit by it when he recalls it using Twilight Assault.
You can cancel the dash of his taunt, but you will still get taunted.
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Dodge his Q, Winds of War, either backwards or directly forwards (since it goes in an arc).
Save Vault so that you can disengage after he uses his dash - Justice Punch. This also stops him from taunting you effectively with Shield of Durand (since Vault bounce-back range is greater than his taunt range).
When dodging his dash, move in a direction that allows you to safely Vault afterwards.
Try to kill him if possible in the first few levels, because after that he will get really tanky and you most likely won’t be able to kill him without help from your jungler.
Galio’s waveclear is very good, so roaming is risky as you could potentially lose a lot of minions and even a tower. If you are going to roam regardless, make sure your timing is correct and limit how long you roam for.
Additionally, be careful as he could follow your roams with his ult, Hero's Entrance, potentially turning the tides of battle.
Like you, Galio will also look to roam with his ultimate. Do your best to keep the wave pushed up (which has the added benefit of him using mana on creeps rather than you) and remember that you can stop his ultimate with Vault if you are quick enough.
Try to zone him away so that he can’t Q your caster minions, which will help stop him from pushing the wave.
Be careful of harassing him under tower; if he manages to taunt you, you will take tower aggro.
If you are confident that you can use it to its full extent, then Teleport could be a good choice in this matchup.
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In this matchup you shouldn’t try and get fed or bully the Irelia too much. Focus on farming and not dying and then use your superior mid game to get a lead. Also utilise your roams.
Early game Quinn can harass Irelia. Poke her with auto-attacks but save your Vault; if she tries to Q ( Bladesurge) onto you, you can then use it to disengage and retaliate. Use Blinding Assault instead of Vault to harass.
Once she has her E you have to play cautiously. If she shoots out her first E, move around unpredictably to make it harder for her to place her second E and hit you with the stun. Dodging her E is very important in this matchup.
Her E Flawless Duet and auto-attack animations are quite similar, so when she throws out her first E keep careful watch so you don’t get surprised by her second E.
Irelia can place the first blade of her E behind walls and out of sight and then surprise you with the second blade in order to stun you.
Avoid standing next to low health minions: it allows Irelia to get on top of you whilst still having her Q to follow your Vault.
You can try to predict which low health minion Irelia will try to jump to and use your Blinding Assault on that minion as she starts her animation. After you land your Q, auto-attack her (saving Vault for if she tries to engage on you).
If there is no threat of an incoming gank (from the enemy jungler OR midlaner) then you can position yourself towards the river. This allows you more freedom with zoning Irelia: there are no minions for her to use and you always have Vault if she tries to Q onto you.
Be wary once Irelia gets Phage. She could use the MS from killing a minion to close down the distance between you.
Avoid fighting Irelia when you see her stacking her passive: she will be preparing to assault you.
While she is in her W - Defiant Dance - you can keep on auto-attacking her, but save your Blinding Assault/ Vault.
It is quite tricky to manoeuvre inside her ultimate Vanguard's Edge. She can use it both for defense and offense. Don't panic Vault, most cases you will hit the wall and be unable to do anything while she chunks you down. Try to use your Harrier marks to kite towards the opening and then once you’re outside, Vault away.
Stay away from walls so that she can't ult you and force you to walk in her blades.
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Be aggressive early: zone him away from the wave so that he is unable to stack his Fury.
Tryndamere’s E, Spinning Slash, gets its cooldown reduced whenever he critically strikes: be aware of this and once again try to zone him away from minions.
Save your Vault to disengage from him if he tries to get on top of you using his spin. If you can, try to cancel it.
If you take Ignite, when he uses his ultimate Undying Rage count to 3 or 4 and then Ignite and walk away: usually this will be enough to kill him.
One thing you could do in this matchup is try to figure out what Tryndamere is maxing. If he is healing for a lot, even without Fury, he is probably maxing Q ( Bloodlust) and is looking to sustain your poke. However, this means he won’t have the additional slow from W or the reduced CD on E to pressure you.
If your AD is getting reduced heavily, or if the slow portion of his W - Mocking Shout - is particularly strong, he could be maxing W. In this case, you should not look to trade in the time when he is debuffing you. Additionally, be cautious of his spin > W combo as the slow can be significantly strong, especially if paired up with a Bilgewater Cutlass active.
If his Spinning Slash damage is greater than usual and if he has a low CD on his spin, he is probably maxing E. Be wary of trading his spin for Vault, as he could have his spin up sooner than Vault comes off CD.
Because Tryndamere will be splitting a lot, it´s important that you are able to hold him off. Therefore itemising against your lane opponent is more important in this matchup compared to others.
Only roam if you are certain you will get something out of it; if you lose your first tower, Tryndamere becomes a bigger threat as he can then put pressure on your inner tower and soon after that Inhibitor tower.
Consider getting Ninja Tabi against him (but take the rest of the enemy team into consideration too)!
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If he hits his Q, Beartrap on a Rope, at long range, simply walk out of its range. If he hits it at close range, either Vault straight away so that it breaks the chain before he manages to pull you in or wait until after the pull before Vaulting (the pull itself will cancel Vault).
Early on you can Vault him safely, but after 1 or 2 backs you will have to be more careful with your Vault usage. Only use Vault when his Q is on CD (you can try baiting it out).
If he manages to hit Q and E ( Jousting) onto you AND his W Violent Tendencies is off CD, then you are in trouble (this is the worst situation). You can either try breaking the Q rope by Vaulting him before the Q pull and then try to use the MS from Harrier to kite out his second E, or you could wait until he has used his second E and then Vault.
Avoiding either his Q or E will give you a large advantage, as he needs both of them to be able to apply his W properly.
Kled’s damage comes from his W, in particular the 4th auto. Keep track of his auto animations so you know when it is up: when it isn’t, you can trade. Make sure to apply pressure when his W is on CD.
An orange-red circle below your character indicates whether Kled’s E has hit you and therefore whether he can recast it.
Once Kled is dismounted, you have a lot of kill pressure on him. His movement speed is very low when not walking towards you and his only real ‘escape’ is his Pocket Pistol. Try not to take a full Q to the face or get autoed randomly else his passive will come up again in no time.
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Don’t Vault him if he has his Q, Blinding Dart, up: he will blind you and win the trade. The blind lasts between 1.5-2.5 seconds depending on whether they max Q or E.
Use Blinding Assault to poke him through minions. If you land it, it gives you an opportunity to do a full combo on him without him retaliating with his blind. If you can do this twice early on, it should net you a kill with Ignite.
Don’t let him Q or auto attack you for free. Don’t auto-attack trade with him; he will win due to his E - Toxic Shot. Keep out of his range when possible.
Keep a mental note of where he places his mushrooms. When walking through the Jungle, keep to the sides of the path rather than the centre.
Edge of Night is a fantastic item vs Teemo (the shield will only be procced by his Q and 'shrooms). He will either have to wait out the shield, or waste his blind.
If he blinds you, try to stay out of his auto-attack range but within Vault range so that you can retaliate when the blind wears off. You can also try blinding him yourself with Blinding Assault.
After level 6, Teemo could try throwing mushrooms at the landing spot of Vault. Be wary of this.
You could try pushing Teemo in so that he has less freedom regarding his mushroom placement.
When you are blinded, don’t bother trying to proc Harrier as it will not work (you will just waste an auto animation). Wait until the white ‘blinded’ bar above your name fully disappears.
Matchup Mechanics video on Teemo!
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The more levels he gets, the harder it will be to trade effectively with him as his auto range increases with level (whilst his Q CD decreases) making the trading pattern for Gnar easier.
Early on you don’t be afraid to trade with him, his Q Boomerang Throw will be down for several seconds even if he catches it (additionally, you out-range him at this stage).
If you feel confident in dodging his Qs, you can camp the bushes and zone him off the wave by going for trades when he tries to CS. You can also stand behind the creeps so that he can’t hit you by the full Q damage.
It’s even easier to trade with him when he transforms into Mega Gnar; he won’t be able to get CS with his Q Boulder Toss since the boulder will not fly back to him, keeping it at a pretty high CD. It’s also easier to cancel his jump ( Crunch) with Vault since the animation is slower. Just watch out for his W ( Wallop).
Once Gnar reaches 97-99 rage, he can Hop into the wave and then jump again onto you. Since he is in combat he will get the missing rage, allowing him to activate his ultimate GNAR! mid jump! Be cautious of this.
Once he gets The Black Cleaver and Frozen Mallet you should be more careful as it is a pretty big powerspike for him.
When trading with Gnar, always try to get the first auto on him as this allows you to unload your combo without him proccing his W - Hyper - passive.
Be careful as his R can cancel Vault (although he will need to time it right which is quite hard).
Check out this game analysis featuring the Gnar matchup!
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Phase Rush is a fantastic rune to take against Nasus.
Boots of Swiftness are better than Mercury's Treads to deal with the slow from Wither (Mercs simply reduce the time it takes to get to max slow).
If you time it right you can interrupt his Q ( Siphoning Strike) AA whilst his axe is in the air with Vault.
Save Vault for his Wither (look below).
When he uses Wither on you, just walk without autoattacking: the lower AA speed means auto’s take longer. Then once he gets into melee range Vault off, but don’t proc the Harrier yet: wait until the Wither wears off and then use the Harrier MS to retaliate.
If he Withers you whilst running away, do the same in reverse; follow him without autoattacking until he gets to max Vault range and then Vault (you can then proc the subsequent Harrier, since if you don’t he will most likely get out of range).
Avoid standing inside your minion wave so that he can’t poke and farm with his E, Spirit Fire (this is especially important if the Nasus is an AP Nasus).
You can use Blinding Assault to prevent him from applying his Wither on you (since he has no vision).
Be wary of his ultimate - Fury of the Sands - when moving in for the kill.
Early game you should be able to bully him freely. Try to zone him away from the minions so he can’t stack his Q.
Against AP Nasus, use his E down-time to get damage in. AP Nasus is usually squisher than normal Nasus and his late game is worse.
If you have the option of choosing whether to hard push or to freeze the lane, always go for a freeze unless you think you will be able to dive him.
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Be cautious of his Q, Dragon Strike, harass; if he chunks you down you are in danger of getting killed if he hits his E>Q combo. Dodge as many Qs as possible - it will also make him have mana trouble.
As long as you stay close to full HP you shouldn’t be afraid of his combo when you have Vault up: it will chunk you but you have an easy time retaliating with your own abilities as well as being able to kite him as he retreats.
However if you took a lot of damage before, you cannot run the risk of getting all-inned like this and should play cautiously.
If he uses his Q or E to farm, make sure to punish him for it by harassing and poking him whilst they are on CD.
After level 6 and once he has brought some AD you should respect him and hold your Vault. Harass him with autos (he will have to get close to the minions or use Q). If he uses his Q to farm, feel free to Vault him.
Don’t stand in line with your low HP minions and him unless you want a lance to your face.
A good opportunity to harass him is when you proc Harrier on a minion: you can then use the MS+AS steroid to get 1-2 quick autos without being vulnerable to his E>Q combo. If he tries it, you can juke it easier and then retaliate.
Be wary of the enemy Jungler: J4 is good at setting up ganks, especially past 6.
Jarvan IVs perfect combo would be to E>Q>AA, forcing you to use Vault. Then he uses his ultimate and you are trapped inside. There are three things you can do:
- (Korean advice) Don’t get hit by his combo.
- Flash his R ( Cataclysm) damage (possible if you Flash as soon as his ult animation goes off).
- Don’t use Vault after E>Q and instead try to get away with Harrier procs and then Vault once you get ulted.
Be careful of his roams to mid: his ultimate makes them quite potent.
Regarding the interaction between Vault and his E>Q combo:
- You cannot interrupt the combo sideways, it will cancel your Vault.
- If he is facing away from you, you will either follow him or you will not interrupt him. Only in rare cases can you interrupt him when he is comboing away from you.
- If he is comboing towards you, you have a high chance of cancelling him (as long as you are in Vault range at that time). Vault as soon as you hear the flag drop sound. You will still take the Q and E - Demacian Standard damage but the combo gets interrupted and you will Vault off him. Before level 6, this is a huge advantage as it screws him up dearly. However, this requires good timing: if you do it too late you will get knocked up.
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Exhaust could be taken in this matchup. Fleet Footwork is also recommended to help kite ( Jayce has various movement speed steroids).
Harass him when he goes in to last hit minions (try to time this with your passive coming up so he gets marked).
Your Vault can cancel his melee Q ( To The Skies!). If you manage to do this then you have a good opportunity to kite him until he can switch forms again. Always save your Vault for his melee Q!
The key to winning this matchup is knowing when you can go in with Vault without dying after. If you jump in and he has his combo, you will most likely take a lot of damage and die. Save your Vault for when he goes aggressive and instead harass him with auto’s and Blinding Assault.
A good Jayce will use the movement speed from Acceleration Gate and Hextech Capacitor as well as potentially Youmuu's Ghostblade to get on top of you. When you Vault to create some distance, they will then use Thundering Blow to cancel your Vault, putting you in a very sticky situation. Be aware of this and try to position accordingly.
If he walks up to try and melee Q you, just throw out Blinding Assault for an easy hit.
Try to bait out his ranged Q by moving unpredictably through your wave. This will help turn trades in your favour.
If you are on blue side and get pushed in beware of his Shock Blasts from the river bush if you don’t have vision. Keep to the left side of the lane.
If you are on red side he can position behind the thick wall on the right or just sit in the bushes.
Don’t let him push you in: he will then spam his Shock Blast at you whilst you are farming under turret. Force him to use his Q to clear the wave.
Later on in the game you can engage with Vault: since you now have a few items you can kill him fast enough so he can’t get away with whilst having Exhaust to keep yourself safe. If you didn't take Exhaust, you will have to be more careful!
Starting Q is safer in this matchup: if you Vault him level one he will hit his Shock Blast, switch forms and hit his Q again and then run you down.
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Exhaust doesn’t stop true damage so it's not that good, but it can still be used.
The majority of her damages comes from her Q, Precision Protocol. If she uses it on minions, you have a short window of opportunity to aggressively trade with her.
You can dodge her W - Tactical Sweep - by Vaulting at the right time, putting you inside the cone at the time when the ability goes off. This way you won’t be slowed as well.
First few levels are pretty easy and you can use Vault aggressively.
After level 6 you should stay away from walls to make it harder for her to hit her E ( Hookshot).
When fighting Camille be aware of the passive shield she gets when she autos you ( Adaptive Defenses). It’s recommended that you wait it out (1.5 seconds) as you most likely won’t out-damage it anyway.
If she ults you, walk slightly to the side and then Vault so that you end up closer to your tower. Then use Harrier procs to kite her.
Be wary of the enemy Jungler as Camille can set up ganks easily with her E and R - Hextech Ultimatum.
In the mid-late game she will be doing a lot of damage, so pick your fights carefully.
The only time you can cancel her E with Vault is if hook has attached to a wall but she hasn’t jumped off it yet. This also includes the time during which she is traveling to the wall.
If there aren't any minions in the way, throwing your Blinding Assault at Camille as she E's to a wall can be a good response: it screws with her aim and gets you a free Harrier.
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Early game you should have no problem. Try to get a CS lead and remember to reset minion aggro by ducking into bushes. Just be careful of entering bushes when you see him use his E, Sapling Toss.
After a few bases you will have a hard time killing him, so try to make best use of the early few levels. After he gets too tanky to kill, focus on roaming but make sure to keep your tower safe.
Make sure to keep track of the enemy Jungler, as you can easily be dived by Maokai.
When he has used W - Twisted Advance - on you, user Harrier procs (passive or from Blinding Assault) to kite back towards your tower. Once he retreats, you can then Vault and keep chasing him to retaliate.
If you want to dive Maokai when he's low, move in under his turret without autoattacking and Blinding Assault him. If he W's your Q press S (this stops you from autoattacking) so that you don't autoattack him while rooted, instead wait a moment for the root and his Aftershock resistances to wear off. If he doesn't W it just walk in and combo him while he's nearsighted.
You can Vault off a minion or Flash in the middle of his W to cause him to jump somewhere that he really doesn't want to be.
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Don’t stand in your minion wave: this stops him from pushing and poking you at the same time (since all of his abilities except for his ultimate are AoE).
Don’t get hit by his E ( Vorpal Spikes) flying past minions. Posistion to the side
Cho'Gath's passive - Carnivore - gives him both mana and HP whenever he kills an enemy. Deny him CS as much as you can to reduce his sustain.
You can dodge his Q, Rupture, by using Vault. This gives you a big advantage in trades, so make sure you get the timing down.
Consider getting and upgrading Boots of Speed early to help dodge his Q when Vault is on CD or when you are silenced by his W, Feral Scream.
Cho'Gath becomes stronger with stacks from his ultimate ( Feast), so try to kill him early on when he is weaker.
His AA range will get larger with his stacks.
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Take Ignite to maximise your kill pressure.
GP is weak early game and is very vulnerable to being bullied by Quinn. Deny him CS and harass him. You should be able to stay significantly ahead either by killing him or applying a lot of pressure/out-farming him. Then look to transfer that advantage to other lanes through roams.
In this matchup you can use Vault aggressively and should look for trades whenever it’s up.
Don't let him set up his triple barrel combo. In fact, try to contest every barrel he puts down: don't allow him to setup barrels in lane for free.
Be careful when trying to get rid of barrels. If you auto attack one when it is at 3 HP, he can use an AA and his Q (Parrrley) to quickly blow it up whilst placing a second one on top of you. However you can dodge this by Vaulting GP after the first barrel blows but before the second one. Being able to Vault over his barrels effectively will make the matchup a lot easier.
It would be beneficial if you knew what the range of his barrels are, as in how far he can place a barrel while still being connected to another one. Then, you will know his aggression radius and will be able to bait out his combos by taking a step back at the right moment. This is especially useful when he has a 1 HP barrel that you can't simply last hit without getting combo'ed.
Use your W to check brushes for his barrels.
After level 6 be wary of his global ultimate, Cannon Barrage, whilst roaming.
Be wary of tower-diving him due to his W, Remove Scurvy.
When you go in for a kill, Ignite him once he is about half HP so that his W heals for less.
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Level one you should be somewhat respectful since if he got his Q ( Leap Strike) first, he could jump on you after you Vault. If he took E ( Counter Strike) level one, feel free to do your usual AA>E>AA combo but cancel the second auto so that he wastes his E. Then you can proc Harrier once it goes down.
You should try to interrupt his Q with Vault. If you pull this off, you are set. However, he can still stun you if he started his E beforehand (he will reactivate it mid leap and if you Vault you will be stunned once you land). If you see him activate his E, try to stay out of his Q range.
Abuse him whilst his Q is on CD, but be careful as he will most likely be maxing it (it will go from 10s to 6s without CDR). Don’t let him jump you whilst you have Vault on CD (might be worth putting an extra point or two into Vault before maxing Blinding Assault).
Once he unlocks his ultimate Grandmaster's Might, it is crucial that you interrupt his Q and not just Vault after he lands. He will stack his 3rd auto and use W+Q to jump on you, then walk away unharmed with E. This way you cannot get damage off yourself and will lose control of the lane.
Be careful of him preparing his E and then Flashing onto you. He can then move into a position that makes escape hard.
Try to trade with him when he hasn’t got his passive - Relentless Assault - stacked or his 3rd auto (from his ult passive).
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Stand behind creeps to avoid his Q, Thundering Shuriken.
Keep track of his W ( Electrical Surge) passive (how many autos before he gets his empowered one).
As long as you avoid his Q and only trade with him when has has 1-2 stacks on his W, you are safe from his passive - Mark of the Storm - stun.
Be careful once he unlocks his ultimate Slicing Maelstrom as he can all-in you. Try to get a lead early on before he has his ultimate.
If you Vault Kennen and he activates his E ( Lightning Rush), you will receive a Mark of the Storm. Be wary of this.
Kennen’s AA range is greater than ours so auto-trading isn’t a good idea. Try to lead your trades with an ability (e.g. Blinding Assault) and abuse bushes as much as you can.
If he builds Hextech Protobelt-01 be wary of his increased threat zone.
When he uses his ultimate, Vault off him and then use the MS from proccing Harrier to get out.
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Try to keep his Granite Shield passive down by autoing him every few seconds.
Try not to get hit by his E, Ground Slam as it will reduce your AS.
Malphite can have pretty good burst in his combo (especially once his unlocks his ultimate, Unstoppable Force). Be wary of this when you have medium-low HP.
Avoid letting him poke you with his Q - Seismic Shard - for free.
You won’t have a lot of kill pressure in this lane (similar to most tank lanes) so your focus should be on denying CS whilst maintaining your own. Look for roams whenever possible.
Consider asking to switch lanes with your midlaners post 6: Malphite will be building armour primarily so an AP champion will have an easier time (meanwhile you get to roam more from midlane).
Be cautious of his damage if he goes AP.
In teamfights don't clump up next to your team-mates: this will provide Malphite with a perfect opportunity for his ult.
Check out this video about laning vs Malphite!
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He can use his E, Fling, to cancel our Vault, so be careful when you use it. Try to Vault him whilst he is blinded from Blinding Assault.
Ignite will allow you to get kills early before he becomes too tanky/slippery.
Level one you should guard your jungle entry and escort your wave so that he can’t proxy it.
If he starts proxying you have to be quick with your decision making. Don’t bother chasing him and losing HP + CS if you aren’t 100% sure you will get a kill (this goes to chasing Singed in general).
After level 6 you have to be careful when pushing the wave far up the lane, there are instances where he can use his ultimate Insanity Potion (and maybe Ghost) and run you down.
Be wary of the burst of speed Singed gets from his passive - Noxious Slipstream - when he is near a champion.
His W, Mega Adhesive, will cancel your ultimate.
Check out this Matchup Mechanics video on Singed.
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Ignite is the recommended summoner spell for this matchup. We also recommend getting Executioner's Calling early on. Buying Hexdrinker is an option and it is a must if you fall behind. Finally, you could take Nullifying Orb in your runes.
When using Ignite, use it the second you all-in in order to cut his healing from Q ( Transfusion), W ( Sanguine Pool) and ult ( Hemoplague).
Try to Ignite early game to either get a kill or blow his summs. This will hopefully give you control of the lane.
Sometimes Vladimir will wait until the last second to use his Sanguine Pool. If he is already low, you could Ignite him before he uses it and get a kill.
The key to this matchup is knowing when to go for trades. Avoid going for even trades as he will just heal it back up. His abilities have fairly high CDs early on, so trade around his cooldowns. If you can force his Sanguine Pool out early, you have an opportnity to get a kill or at leat some good damage.
Getting ahead levels 1-6 is vital to this matchup as it will let you snowball the lane. If you are even or fall behind, Vladimir will have the upper hand in every fight after level 6 and will be able to kill you from almost full health whilst healing all the damage you deal to him.
Don’t walk up to him when he is about to get his 3rd Q (don’t Vault him either). Throw your Blinding Assault out so that he can’t target you: this gives you a window of time to trade with him whilst letting his empowered Q time out. Also try to trade with him whenever it is ‘charging’.
Also be wary of him tower-diving you and of you tower-diving him (he can escape with his Sanguine Pool).
If you can get out of the range of his E, Tides of Blood, simply do so. If you are too close to him however just Vault him as soon as he starts the channel: this will cancel it and therefore it will deal less damage.
If he uses his Sanguine Pool as you Vault him you, will not bounce back, leaving you vulnerable to his E. However, more often Vladimir will use his Sanguine Pool to dodge the Harrier after Vault rather than the Vault itself.
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If you are not comfortable in this matchup, you could take Perfect Timing in your runes and rush Ninja Tabi. Aftershock is also a very good rune in this matchup.
Harass him often early on but make sure to avoid his E Shadow Slash and Q Razor Shuriken.
If you can get a feel of when your opponent likes to use his W ( Living Shadow), you can dodge the subsequent Shadow Slash with a quick backstep. This will avoid you getting slowed and help you avoid double shurikens.
You want to punish him when his W is on CD.
Be wary of Vaulting him when his shadow is out as he can switch to it and you may end up in an unfavourable position.
After level 6 save your Vault for his ultimate, Death Mark. Walk backwards as he ults you and then when he appears walk behind him and Vault (this will help avoid his shurikens). Make sure to walk behind him before you Vault however, or you will Vault straight onto his R shadow. Remember that Zed appears behind you after his ultimate (behind you from his position to you, not based on which way your model is facing).
Zed can snowball really well, so if he ever does get a lead, play safe and farm under tower. Also keep the river warded so that you can see his roams.
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Pretty easy matchup but it becomes a lot harder once she unlocks her ultimate Spirit Rush. Play aggressively early whilst she doesn’t have the mana or damage to pose a threat.
Try to push the wave; this forces her to use her small mana pool to clear waves rather than harass you. If she is using her Q - Orb of Deception - to clear the wave, she won’t be able to trade effectively with you as her E ( Charm) and W ( Fox-Fire) damage is negligible early.
Just make sure not to stand inside your minion wave so she can’t farm and poke at the same time.
Ahri will walk forward to Q the wave and then use the movement speed she gains to run back and dodge your damage. To counter this, when she goes in to clear keep walking towards her. Then, once she starts to back off use Vault to follow her and slow her. You can do this early since getting Charmed won’t pose a significant risk with her Q on CD.
Try and bait out her Charm. If you can bait it out and dodge it, you have a good opportunity for a favourable trade. It will also significantly deplete her mana pool.
After level 6 things become worse for you. She can use her ult to get out of a bad spot and disengage or she can use it to engage on you/catch you out. She can also use it to engage, use her combo, disengage again and then use the third and last dash to once more re-engage once her spells come off CD.
If you can bait out her ultimate and survive the trade, then you have a window of time where you can kill her. However, don’t rush it if you are low.
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Press the Attack could be a good choice as he has no way of farming from a distance, so it will be easy to gain and maintain stacks. However, as always take the rest of the team into consideration.
Ignite won’t help you much in this matchup and it becomes less useful as the game goes on, so taking Teleport for better map pressure might be helpful.
If you Vault Garen whilst he has his Q, Decisive Strike, active you will take the empowered damage and be silenced. However, this is only if his last command was to auto attack you rather than a movement command.
If he presses Q and starts running at you, there are two things you could do. If you can outrun him until his Q times out, do that and then Vault him afterwards or just keep running at him with Blinding Assault and so on. If not, then Vault him before and wait out the silence. Then engage with Blinding Assault and kite him with Harrier.
One way to avoid his Q is to blind him with Blinding Assault and then Vault him.
Garen can also use his Q to get rid of the slow from Vault and run at you. However, you can kite back using the MS from Harrier.
He can also use his W - Courage - to reduce the damage from your AA>E>AA combo.
Auto him whenever you can to get rid of his passive ( Perseverance) healing.
Don’t overstay when you are low: he will just ult you.
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Be wary of doing the normal level 1 bush cheese as he can out-trade you with his E ( Nimbus Strike) once you’ve used your Vault (he gets a ton of AS after using it).
Save your Vault for canceling his E (best way to do this is spamming Vault on the ground between you and him, but if you are confident with your reactions you can cancel it normally too).
Before level 6 his trading pattern will be E>Q>W out. Make sure to follow him whilst he is invisible so he doesn’t get damage off you for free.
Once he hits 6 cancelling his E is essential, as otherwise you will get knocked up by his R, Cyclone. Wukong’s ultimate can cancel your Vault, so if you’re not quick enough he will use W ( Decoy) and E to get on top of you and then Q>R.
His E CD is 4 seconds less than our Vault CD if we are talking about 0% CDR and level 1 skills. Take this into account.
Don’t get cocky if you beat him early: once he gets his lethality item he will still be able to one-shot you if you don’t play it right.
Red trinket will show Wukong’s outline when he goes invisible.
If Wukong is marked with Harrier and he uses his W, the decoy will not be marked. This is a good way of knowing if he is trying to escape or just juking you.
And once again, because it’s so important: save Vault for his E!
Matchup Mechanics video on Wukong!
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Maw of Malmortius, or at least Hexdrinker, is recommended in this matchup. Maw is particularly good as it allows you to lifesteal once you get low, which is good against his DPS.
Rumble is pretty difficult matchup for Quinn if he plays correctly. His trading pattern is superior to ours (6s CD on shield) as long as he makes sure to stand on top of the wave and avoids getting hit by Blinding Assault. He can shield our Harrier proc from Vault and trade back with Q ( Flamespitter) whilst pushing the wave simultaneously. You can’t abuse the bushes in this matchup as he can easily E ( Electro-Harpoon) you.
It’s important to play the lane correctly early, because this lane will only get harder. If you didn’t manage to achieve an advantage early, you will have to respect him after his first MPen item.
Stand in your wave to avoid his E. However this means you have to be extra skillful in hitting Blinding Assault.
Early on you have the upper hand because he doesn’t have the damage to effectively push the wave. This makes it easy to trade with him and set up an early freeze (his Q is AoE and will slow push the wave, but not enough to break your freeze if you wish to set one up. Read: freeze on him early!).
Rumble is susceptible to ganks due to his lack of escapes. If you can coordinate with your Jungler for an early gank, it’s a huge plus. Freezing the wave early will also help with this.
Another option is to hard-push the wave towards Rumble’s tower. It’s really hard to last hit with Rumble, especially under tower, so this is a great way to get ahead in gold and stay healthy from the Doran's Blade lifesteal.
Matchup Mechanics video on Rumble!
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You will be able to bully him early but later on he will get tanky enough to withstand your damage.
As with most matchups, try to zone him away from CS by using your superior range.
Trundle’s W - Frozen Domain - gives him a big boost in MS and AS, as well as increasing his healing, so try not to eat auto attacks by that time.
Be wary of his Pillar of Ice. It can be used to set up ganks or hinder you if you try to tower-dive him. Never Vault Trundle unless his pillar is on CD (he can use it to catch up to you).
In most cases he will use W and E ( Pillar of Ice) at the same time to try and get some poke onto you. Simply use Vault and kite him with Harrier procs. But don't get baited into using your Vault just because of his W else he will kill you afterwards.
Trundle has poor waveclear until he gets Tiamat: use this to your advantage by pushing the wave in and roaming at level 6, if you cant get anything done in lane.
If he ults ( Subjugate) you, try to back off and re-engage once the debuff has worn off.
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Urgot has extremely low range for a ‘ranged’ champion, so you can still kite and harass him.
You can dodge Urgot’s Q - Corrosive Charge - by Vaulting him when he uses it (it has a slight delay before exploding).
You cannot cancel his dash ( Disdain) with Vault and you will get flipped if you try.
Avoid getting hit by his Q or E ( Disdain), so that his W ( Purge) does not focus you.
His shotgun legs have more range than his auto-attacks and they pass through minions, so be careful of getting hit. Look at the indicators on his legs to know which ones are read to shoot and which are on CD. You can always look for trades whenever the legs facing you are “on cooldown”.
Blinding Urgot using Blinding Assault will stop his W from attacking you.
Don’t stay in lane when you are low. His ultimate Fear Beyond Death has a massive slow, range and damage.
You shouldn’t have a problem in lane unless you get flung out of your Vault. He gets pretty tanky with The Black Cleaver, his shield and Ninja Tabi so don't expect to snowball this lane.
He has a hard time farming under turret with his legs and Q messing up the CS, so push him in to get a gold lead if your lane is not going too hot.
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Getting Hexdrinker and taking Nullifying Orb in your runes could help if you struggle in this matchup. Aftershock can also be taken.
Don’t go Exhaust, she can just wait it out in her W, Twilight Shroud.
Your aim in this lane is to out-farm and out-roam the Akali. Focus on getting a good CS advantage until you unlock Behind Enemy Lines (don’t neglect harassing Akali and making her lose CS). Then roam the map looking for kills.
Before she unlocks her ultimate ( Perfect Execution), you can try forcing out her shroud using the standard AA> Vault>AA ( Harrier) combo. Make sure to sidestep after so that you don’t get hit by her E, Shuriken Flip, which will allow her to engage on you whilst your own disengage is down.
After level 6 save Vault to disengage from her ultimate. You should also play safer; try to farm on your own side of the lane so you can always escape to the safety of the tower. When she uses her ultimate, use Vault to disengage from one of her dashes and Blinding Assault + Harrier to disengage from the other.
Use attack move if you have trouble redirecting your champion after Akali goes invisible (to avoid walking into her Twilight Shroud).
Avoid fighting Akali in her Twilight Shroud.
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Hexdrinker can be an option. You might also want to consider getting an Executioner's Calling at some point so your team has some a source of Grievous Wounds.
Early on try to freeze the wave and get your Jungler to gank: Swain has poor mobility.
His auto attack range is higher than ours, so you will not be able to harass him effectively with autos, especially if he took Summon Aery.
His spells also have a higher range, which makes harassing him with Blinding Assault risky.
Try to trade with him after he has used his Q, Death's Hand.
His E ( Nevermove) will root you on it’s way back, so make sure to avoid it.
Be wary of his level two, which is quite strong.
His soul fragments are used up when he uses his ultiate Demonic Ascension, so baiting out his ult and then backing off is a good way to prepare for the next fight. However, this can be quite difficult to achieve.
Do not towerdive him if he has his ult available.
Later on be careful of his burst damage and Flash combos. Try to keep your distance from him to make it harder for him to hit his Q.
His Ravenous Flock will heal him when he collects Soul Fragments; be wary of this when planning an all-in.
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It might be tempting to go Ignite as it reduces healing. However Dr. Mundo will most likely just be farming with his Infected Cleavers and will become really tanky. You won’t have enough kill pressure in lane to make Ignite worthwhile. Teleport could be a better option.
There is little you can do if he is farming with his Q (cleavers). However, if he tries to farm with autos make sure to harass him. Also try to deny him the cannon creeps where possible by standing in front of them once they get low.
The most important thing in this matchup is to have good farm. Farming should be your primary aim in this lane. If you see a good opportunity for a roam then of course take it, but in general you just want to farm up until the mid game.
You most likely won’t be able to kill Dr. Mundo unless he doesn’t respect you early (or you get your Jungler to gank). However, he shouldn’t be able to kill you in lane either.
After laning phase you want to avoid sitting in a sidelane with Dr. Mundo. He will be tanky enough so that he can pop his ultimate ( Sadism) and run you down.
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Yorick will look to stack up some Mist Walker graves and then activate them with his Q, Last Rites. When this happens, make sure not to get hit by his E ( Mourning Mist). In order to land his E, Yorick will try to trap you in his W - Dark Procession. However, you can use Vault to escape the cage. You can also use Vault to dodge his E, but side-stepping it is usually the better option.
His Mist Walkers will only be trouble if he hits his E. Otherwise you don’t really have to worry about them.
Keep moving in lane to make it harder for him to hit his E. Also keep track of how many graves there are (he needs his Mist Walkers in order for his E to be effective).
Since you need to save your Vault for his cage, you will need to use Blinding Assault as your main source of harass (of course, you will also be harassing him with autos as usual). Blinding Assault makes it easier to harass him with the follow up autos/ Harrier after he is blinded, because it doesn't put you in a vulnerable spot where you can't dodge his W while you are locked in your auto attack animation.
Keep auto-attacking his Mist Walkers when you can. This will not only make him less of a threat, but it will also keep your waves pushed out so that Yorick can’t split-push and take your turrets with his Mist Walkers/Maiden.
If you get hit by his E and find yourself getting jumped on by his Mist Walkers, you can either throw Blinding Assault at them if you have enough AD to clear them all or you can wait for them to jump at you and then use Vault to create distance again.
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An early Hexdrinker could be useful in this matchup.
In this matchup you want to go to lane before minions spawn and stop Heimerdinger from setting up his turrets.
If you prevent him from setting up his turrets level one, you can all-in him level two.
Heimerdinger will want to set up his creeps and turrets so that you are stuck in your half of the lane, unable to roam and without pressure. Counter-push the wave whenever possible to avoid this.
You have to evaluate whether you will be able to out-damage him (and his turrets) when going for trades. If you see an opportunity for a favourable trade, go for it. But if he is too far back to trade with him effectively, focus on destroying his turrets and pushing the wave.
2 AA or 1 Blinding Assault and 1 AA will destroy his turrets. Blinding Assault will also temporarily disable them so they can’t attack (this works on his ultimate-enhanced turret too)!
His main burst source is his Hextech Micro-Rockets. Make sure to dodge them in lane. He will most likely try to stun you with his CH-2 Electron Storm Grenade first, so avoid that too.
You can make use of the bushes to clear the turrets, but be careful of his skillshots when doing so.
You may need to decide whether it's worthwhile to lose your tower to make plays somewhere else on the map. Ganking another lane after you back is a useful strat in this matchup).
If your Jungler comes to gank and Heimerdinger has you pinned down with his turrets, back off and use Behind Enemy Lines to flank and come the same direction as your Jungler if possible.
Check his runes to see if he took Perfect Timing: if you go for a play not expecting it, he could easily turn it around.
If you time it right, you can use your Vault to dodge his grenade.
Whenever he doesn’t have turrets set up or they are far away, go for trades.
Keep track of the bar above his turrets so that you know when they will use their extra damage beam.
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In this matchup you want to go to lane before minions spawn and destroy any tentacles which appear so she can’t use them for her level 2.
How well you do in lane depends on how well you can dodge her stuff. Her Q ( Tentacle Smash) heals her, so make sure to avoid that. If you are zoning her properly she will be forced to use it on minions, so don’t stand on top of the wave.
Her E ( Test of Spirit) has a fairly short range and has a rather long animation time so it should be fairly easy to bait out/dodge. Once it’s on CD, you have a good opportunity to trade with her. If you get hit, avoid standing on top of your soul so that she can't hit both of you with her AoE.
If you get hit by her E, you can either walk out of its range or stay and fight (if retreat would take too long). Damaging Illaoi will reduce the spirits uptime by 1s each time (from 10 seconds). As long as you know that you have a good enough lead in terms of items/HP/creeps to win the trade even with your spirit exposed, stay and fight it out.
If you got vesseled and are in dodge-mode, just dodge one hit and stay near that tentacle. Each tentacle only hits once and if you don't run around or kill it, no second one will spawn. After the duration, you can still kill it.
Whenever you can, destroy her tentacles but remember to watch out for her E.
You can cancel her W, Harsh Lesson with your Vault. However, it is not necessary to save Vault simply for this purpose.
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Ornn is a very tanky champion with very low cooldowns once he reaches the mid game. You really want to punish this lane early if possible, as once he hits lvl 9 and has some armor under his belt the lane can become scary.
Ornn has quite a bit of lane staying power with his passive ( Living Forge) allowing him to buy items without backing, so try to annoy him by harassing him when he tries to forge his items: this will force him to leave his minion exp range if he wants to forge them.
Make sure not to stand in the minion wave so he can’t hit both you and the minions with his abilities at once.
Save your abilities until right after his Bellows Breath is on cooldown: the cooldown is decently long early and his shield will negate a lot of your damage.
If he tries to aggress onto you, kite him out in a circle making sure to prioritize dodging the final proc of his Bellows Breath as well as staying away from his Volcanic Rupture pillar.
Pre level six if he places the pillar behind you and looks like he is going to go for the knock up, you can walk towards his initial direction: if he misses the knock up, you can all in him while you are autoing him as he walks back to his turret.
Post level six if you are thinking about having to Flash his ultimate ( Call of the Forge God), save your Flash for the second part of it (the knock up) as that is the true scary part of that ability.
Taking Ghost is a viable strategy for this lane as it allows you to kite his abilities better, chase him down in an extended lane early and potentially get away from ganks more often (his gank assist is pretty strong).
Post level 9 I highly recommend pushing him to his tower and then roaming before he tries to all in you.
It’s often beneficial to dodge to the side when Ornn throws his W - Bellows Breath. The range on it is greater than your AA range so if he activates it while you auto him, chances are you are not going to be able to get out in time to avoid the Brittle effect. However, because it is in a cone, dodging to the side might save you from the last tick of it (and therefore the effect). Remember, he cannot change directions during the cast.
Being able to cancel his E, Searing Charge, is a huge advantage in this matchup. You could even try baiting it out by standing near his Volcanic Rupture pillar or a wall and then input buffer your Vault so that you cancel his E as soon as he casts it.
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You need to win this matchup early as you get out-scaled very hard: Kayle will become very powerful once she has 3 items.
Taking Ignite could help you dominate the Kayle in the early game.
Early game you want to be super aggressive on the Kayle, look to fight very frequently levels 2-5.
Make sure to stay out of the minion wave, forcing her to either attack you or the minions.
Let the wave come into you at lvl 1 and thin it out a bit so you can look to set up a slow push towards yourself at level 2.
Starting level 2 you should position yourself to deny her farm when her Righteous Fury first goes on CD (stand between her ranged minions and her). When Kayle is at range, her only way of farming is AoE with her E or using her Q, Reckoning (which is very mana intensive and has an 8 sec CD). If you can keep her at range the wave will push into you most of the time as long as you don’t waste your Blinding Assault on farming.
When fighting Kayle it is essential that you hit your Blinding Assault: if you stay at max attack range while she is blinded she cannot hit you if you are not near the minion wave.
A trick you could do is to engage with Vault when her E, Righteous Fury, is close to expiring (her E lasts for 10 seconds, then is on CD for another 8s). This gives her a false sense of security because her E is technically still up, but once it expires you can chase her down without any retaliation.
Post level 6 when her ultimate, Intervention, is on CD she is very vulnerable and is easily tower-dived. It is a short CD so be careful but if you can kill her under her tower and make her lose a wave or two, you will be in a very good spot.
When it comes time to teamfights, you need to make sure to kill the Kayle; she does a deceptively high amount of damage if left untouched over a teamfight, even at one completed item.
If you can fly in at a flank angle and blind her and force her ult, you have made her very vulnerable for the rest of the fight.
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Aatrox relies on hitting his skillshots, so it’s recommended to get upgraded boots early when against him.
The first Q ( The Darkin Blade) and his W ( Infernal Chains) can be easily dodged; upgraded boots will be helpful here.
Only use your Vault defensively as he can easily punish you if it is on cooldown.
Use your Vault to avoid his second Q knockup.
If you get hit by his W, you can break the chain either by walking away (it’s better to walk out sideways rather than forwards or backwards) or by Vaulting out of it (however then you will have no Vault for his second Q).
If he has his ultimate, World Ender, available you should never all-in him under his tower. You should also be very careful when under your own tower as he can easily dive you and survive with his revive.
Later in the game you should aim to out-roam him and get kills/objectives on the map after shoving your wave/after laning phase.
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Hexdrinker can be useful if you are struggling.
Level one you want to be in lane when the creeps arrive, so that Ekko can’t spam Q ( Timewinder) on the wave and push it towards you, forcing you to wave clear rather than fight him. Pushing the wave also allows Ekko to use the extra time to back and get another Doran's Ring, so you want to prevent that.
If he goes into a bush or out of your sight, expect that he casted his W, Parallel Convergence, AoE stun on you and prepare for it.
Save your Vault to disengage when he dashes onto you with his E - Phase Dive.
Don’t stand in the minion wave so that he can’t poke you and farm with his Timewinder at the same time.
Make sure to dodge his Timewinder: combined with his passive Z-Drive Resonance it’s his primary source of damage early on. If he misses his Timewinder, punish him for it by walking him down the lane.
Once he backs and hits level 5 he can just farm the wave with his Timewinder. If he decides to turn the lane into a farm lane, keep your wave pushed up and look to roam mid and get deep vision of the enemy jungle.
Keep an eye on where his hologram version is and be wary of his ultimate, Chronobreak, as it can turn around a skirmish.
You can all-in him safely when his R is on cooldown.
If he goes tank Ekko, he will probably build Iceborn Gauntlet first and will try to trade with you constantly. His cooldowns will be low so his stun will be up twice every way. However, his wave clear will be significantly less powerful and so you should look to roam.
Be wary of his increased all-in range once he builds Hextech Protobelt-01.
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You can take Ghost with Flash if you struggle with this matchup. Fleet Footwork may also be a good option against Olaf.
Dodging his axes ( Undertow) is very important in this matchup. Try to trade with him after he just used/missed his axe early on in the game.
Use Vault only after he has thrown his axe: if he hits one of his axes and your Vault is on cooldown, he will be able to use the slow from the axe to close the distance and get on top of you, and you will be unable to disengage.
Try to zone him off CS as much as possible so that he can’t lifesteal your harass. This will also force him to use his axes to farm, which means he's not using them to harass you (and it's also pretty mana intensive).
After level 6 push the wave and roam as much as possible.
Be wary of his lifesteal when planning all-ins etc.
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Teleport can be useful in this matchup.
Early on be very aggressive and zone him away from the creeps. However make sure to keep your distance so that he cannot root you with his passive, Staggering Blow.
Try to stay behind the minions so that he cannot hook you with Dredge Line. If you get hit, he will be able to follow it up by rooting you with his passive and slowing you with his Riptide.
When he has his ult ( Depth Charge), he will have guaranteed CC on you which makes you very vulnerable to ganks from the enemy Jungler. Make sure you have good vision so that you will see the enemy Jungler coming, especially when you are pushed up.
When he gets Bramble Vest he will be a nuisance to lane against and you won't have a lot of kill pressure on him, so try to push the wave and roam as much as you can.
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If you don’t die early on, you will outscale him.
Try to get level two first and then use that powerspike to force Rengar’s Flash.
If you think Rengar is in a nearby bush, always assume he will jump on you ( Unseen Predator). Spam Vault in the distance between you two so that you will cancel his jump. Then you can trade with him (but be wary of him re-entering the bush). If instead he jumps on a minion to farm, you can just harass him.
Similarly, you can also spam Vault on yourself when he uses Thrill of the Hunt to cancel his jump and prevent him from getting into melee range and snaring you easily with Bola Strike.
Keep on the river side of the lane so that’s there’s less of a threat of him jumping on top of you from a bush. However, make sure you have good vision in case the enemy Jungler comes to gank.
If you can force him out of the bushes, you can easily harass him without having to fear retaliation.
Be careful of his bola: if he hits it, he can walk into a bush and jump on you whilst you are slowed/rooted.
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Hexdrinker can be an option if you find that you are struggling in this matchup.
Always keep your distance from him so that he cannot Q ( Mace of Spades) you, especially the third hit.
Save your Vault so that he cannot use his W, Harvesters of Sorrow, on a minion and use the speed to catch up to you.
Whilst trading with him, try to avoid or bait out his E - Siphon of Destruction. Fleet Footwork is good for this.
Don’t stand next to your minions as most of his attacks are AoE: don’t let him farm and harass you at the same time! This also prevents him from getting a bigger Iron Man shield.
Ask your team to get and maintain vision of Dragon: it’s his strongest tool to push the wave and get towers ( Children of the Grave).
Later on in the game, Mordekaiser has a lot of waveclear and tower-taking potential, so be wary of his splitpush.
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Hexdrinker can be an option.
Try not to get hit by his chain-lightning spells: don’t stand in your minion wave.
Ryze often starts with a Tear of the Goddess or Sapphire Crystal. This is the best time to trade with him, as his damage won't be as high as later on (but he will still pack a punch, so make smart trades).
Later on his waveclear will be too good for you to freeze the wave and he will be able to harass you under tower. Try to clear the wave as fast as possible.
Focus on farming and not getting poked by him. If he walks up to you, try use Blinding Assault on him and then unload your combo while he is blinded before retreating and waiting for your cooldowns to come back up.
His Q, Overload, is his main source of damage. When picking a fight with Ryze, make sure to move unpredictably in between your autos to juke his Q.
If you splitpush always try to have deep vision in the enemy jungle/river as Ryze can ult onto you with one more more teammates.
You can cancel his ultimate Realm Warp with Vault.
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Try to harass her early on and deny her as much CS as possible.|
Make sure to stay far away from walls as she can charge onto you with Heroic Charge and stun you against the wall! Also be wary of Flash and Heroic Charge combo.
Don't stay in the impacted ground from her Q, Hammer Shock: it will effectively doubl