Quinn Build Guide by QuinnMains
Demacia's Wings: r/QuinnMains' Guide To Quinn and Valor!By QuinnMains | Updated on March 6, 2019
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+10% Attack Speed
+10% Attack Speed
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Champion Build Guide
Demacia's Wings: r/QuinnMains' Guide To Quinn and Valor!By QuinnMains
Welcome to r/QuinnMains' guide to Quinn. This community guide was a project started by u/AnonimooseUser (a.k.a. 'Moose). The idea of a community guide was first put forward by Moose in this post. Moose became the first Guide Writer, working on the guide from its creation in Febuary 2016 until he retired in Febuary 2019. MCrossS then took over from Moose as the new Guide Writer.
So how does the community guide work? The information on the guide comes from a group of high-ranking Quinn Mains picked by the Guide Writer. This group is known as the Guide Team. The information provided by the Guide Team is checked by the Guide Writer - who stays up to date on all subreddit and Discord discussion - to ensure it corresponds with the opinions of the community. The Guide Writer then transfers all this information onto the guide. They are also responsible for making sure none that of the information on the guide is outdated. The result of this process is a guide that reflects the opinions and thoughts of a whole community of Quinn Mains.
This guide covers everything you need to know about this champion including items, runes, playstyles and matchups. 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. We also have an extensive matchup section that covers almost every single champion in the game.
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 as the primary tree if you are going Phase Rush. 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 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.
- Although the attack that triggers Harrier can critically strike, Harrier's damage won't increase if it does.
- Attacking a target marked by Blinding Assault or Vault will put Harrier on a 1-second cooldown rather than its full duration.
- You can influence who will be marked by Harrier . You can do this by auto-attacking your preferred enemy a second or so before the mark appears. As long as you stay in range, that unit should be marked.
- Enemies marked by Harrier will be visible in brushes.
- Valor will still mark an enemy as Vulnerable even if you are in a bush and they don't have vision of you. However he will only mark champions, not minions.
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.
- Don't waste the vision reduction by staying inside the sight radius!
- Landing this on the enemy ADC in a team-fight will render them useless for 1.5 seconds and gives your team an opportunity to kill them.
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.