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Quinn Build Guide by TROLLing1999

AD Carry Dominating Land and Air with Quinn and Valor

AD Carry Dominating Land and Air with Quinn and Valor

Updated on October 25, 2013
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League of Legends Build Guide Author TROLLing1999 Build Guide By TROLLing1999 13 0 21,754 Views 26 Comments
13 0 21,754 Views 26 Comments League of Legends Build Guide Author TROLLing1999 Quinn Build Guide By TROLLing1999 Updated on October 25, 2013
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Choose Champion Build:

  • LoL Champion: Quinn
    ADC
  • LoL Champion: Quinn
    BRUISER BUILD

Introduction



A little bit about the guide...

Hello ladies and gentlemen and welcome to my Quinn guide, it's me TROLLing1999 being active again after a long time. For the history, this is my third guide on mobafire presenting as in the two other ones an adc. What's different here though. is that I leave behind the quick-guide structure and focus on a more in-depth look into the champion, trying to give more information but still not overdoing it.

Some things about Quinn

Unlike many other champions Quinn doesn't have only 1 identity, in other words she can fill more than just one role. Specifically:
a) Quinn can be used as and adc/marksman at bot lane.
b)or as a bruiser on top/mid
In both cases, Quinn's kit allows her to trade with great efficiency and to outsustain her enemies, forcing them out of lane. Due to Blinding Assault Quinn works better against ASPD champions like Irelia or Jax on top and Draven or Vayne on bot.
Another reason Quinn is considered to be a unique champion is her ability to change from ranged to melee form with tag team. The bonus mobility you get as Valor allows you to gapclose or escape from sticky situations, while the ''new'' skillset and especially Skystrike provides you with increased burst that can be used to take down enemies quickly.
Playing in melee form can always be risky though.
In general, as Quinn you shall know when to play aggresively or defensively and you must also have the ability to switch between these two. In conclusion, Quinn's slightly complex skillset with the mixed cooldowns turns her into a relatively high skill cap and also very fun to play champ.
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Pros/ Cons


Pros

+Easy last hits with Harrier
+Great trading potential thanks to Blinding Assault and Harrier
+High mobility with Vault. Heightened Senses and tag team= good chaser/ escaping tools
+Area scout with Heightened Senses
+AS steroid
Cons

-Short range(525)
-Needs farm to scale into lategame, otherwise she falls off
-Needs some time to master her skillset both in melee and ranged forms
-Positioning dependant
-Squishy like every other adc
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Masteries



Offense

Fury is the best place to put your first 4 points; the little AS boost is nothing special but it will increase your ability to trade.

Deadliness gives you a some dmg per level, nothing impressive but still usefull for farming and trading.

Havoc can bring much damage to the table mid-late game considering that you can deal enough damage, and noramly you do.

Weapon Expertise ...just great, the armor pen gives the so called theoritical damage which will help you alot vs the armor carries get from armor seals.

Lethality slightly increases your dmg output from crits...i accompanies well with Infinity Edge, Statikk Shiv and Phantom Dancer.

Frenzy can increase your damage output a lot if you have at least 1 crit item.

Sunder provides you with flat ArP, which is great early game and vs squshies.

Executioner makes you deal 5% more damge to targets below 50% hp, and as carries can be brought easily under half health, this has great impact.


Defense


Summoner's Resolve will grant nice boost to your Barrier/ Cleanse.

Durability will make you slightly more tanky

Hardiness gives you a little amount of armor, which is more than just fine vs adcs.

Veteran's Scars might give you a nice HP advantage in the very first stages of the game.
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Runes



Greater Mark of Attack Damage(9): AD for AA and your abilities, which means easier last hits and better trading potential.
Greater Seal of Armor(9): Armor is always great vs adcs as well as vs AD-oriented junglers.
Greater Glyph of Scaling Magic Resist(9): In lane, the most times you won't need much MR but as the game goes on and you will have to face the APs of the enemy and in this case MR is necessary.
Greater Quintessence of Life Steal(3): Guarantees you sustain on hit. It accompannies well with Doran's Blade.

Alternatives
greater mark of armor penetration: This is also viable but on a non 100% spell dependant champ like Quinn AD marks are just better.

Greater Quintessence of Attack Damage: You can get 1 of these instead of a lifesteal one for more balance between damage and sustain, or you can 2 or 3 if you have ArP Marks or you 're about to rush a very quick Vampiric Scepter.

Greater Glyph of Magic Resist: Late game these give less MR than the scaling ones but they're stronger early game, especially vs mage supports like Zyra.
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Summoner Spells



Although you already have lots of mobility and a sort of escaping tool, Flash is still a must. Why? Because your high MS of tag team can be countered by CC and your Vault in human form might fail, where flash not. Barrier can absorb tons of damage in every stage of the game. Combine this with Flash, unless the enemy lane/team has lots of CC. Cleanse is superb vs high CC teams/lanes. In this cases, this shall be the spell you combine with flash. You can also get Quicksilver Sash/ Mercurial Scimitar or your support can buy Mikael's Blessing.
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Abilities & Skill Sequence





Ability Explanation



Valor periodically marks a nearby enemy with Vulnerability for 4.5 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (+ 50% bonus AD) bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn triggers the vulnerability. Valor will first prioritize Quinn's most recent attack target. If Quinn has not attacked anyone recently, Valor will target nearby low health units (prioritizing champions over minions).
Harrier is disabled while Tag Team is active.

Harrier adds a considerable amount of damage in Quinn's auto attacks. It can be used for last hitting and it is also applied with Vault.After hitting a marked you gain bonus MS and AS due to Heightened Senses' passive.
Harrier's Marking Priority: Most recent target>low health units( champs>minions)



HARRIER






Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 1.5 seconds.

Tag Team: Valor deals physical damage to all enemies in an area around himself and blinds them for 1.5 seconds.

When trading using Blinding Assault successfully is a must, since it deals damage while u're unable to take damage from basic attacks. It can also be used for farming. As valor this ability looses the skillshot element and becomes a close-range AoE damage+blind ability.


BLINDING ASSAULT






Passive: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 3 seconds.

Active: All area within range is revealed for 2 seconds.

Tag Team-Passive: Valor gains bonus attack speed.

Tag Team-Active: All area within range is revealed for 2 seconds.


This abilty can save your life. Some situations where you have to use this are:
  • When a ward elapses and the supp doesn't have the luxury to replace it quickly.
  • When your enemies in lane start to play defensively
  • When most enemies can't be seen and you think they're baron/dragon/making a trap.


HEIGHTENED SENSES






Quinn dashes to an enemy, knocking it back a short distance, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds.
Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable.


Tag Team:Valor dashes to an enemy and applies the same slow, knockback and physical damage, but does not mark or leap off the target.


Vault is a unique ability, as it gapcloses and then opens the gap exactly at 525 range(=your AA range), allowing you to hit your Harrier-marked target and go away immediatley, thanks to the slow. Great for trading or just harassing. As Valor you just dash to your target without going away.

VAULT




tag team


For 20 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat.


tag team transforms you into valor, giving you extra MS and changing your range into melee. Your spells have the same cooldown after the transformation. In lane and in 1vs1 situations, you can use tag team to duel or to finish off targets and then go away. In teamfights though, using tag team might be risky and cost your life if not activated at the right time.

VALOR






Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 1% for every 1% of an enemy's missing health.
If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.


An huge AoE damage ability with 50%-100% damage ratio which increases equally to the enemie's missing health, so it's great for finishing off targets. If you have the chance to use it in teamfights do it but don't force it. You're not an actual assasin, you don't want 1 for 1 situations.


SKYSTRIKE




Skill sequence


Quinn hasn't got and 100% skill sequence. You can start either with Blinding Assault or Vault depending on your enemy and of course what you like. A successfully landed Blinding Assault is more effective than Vault but there is the risk of missing it, where your E is a sure source of damage.

Get Heightened Senses at level 3 or 4 depending on how well your support wards and what the enemy jungler is(vs. Shaco i.e. you 'd better rush it lvl 3). Your 1st priority is maxing tag team and then Blinding Assault for the AoE damage and blind, which means more durability and faster wave clears. 90% of your games Vault comes next for the damage and the escape chances it gives you. If you wanna split-push however, Heightened Senses must be maxed first.
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Items ADC




Starting Items

Doran's Blade shall be your standard start since it provides you with everything you want:AD,HP, and some on-hit sustain. It accompanies well with lifesteal Quints and healing supports.
If you're against a skillshot lane Boots and 4x Health Potions is a viavble start due to the mobility(=helps you dodge skillshots) and the sustain it gives you.
Do you want to build avery quick Vampiric Scepter? Do you prefer potions than on-hit sustain? Then Long Sword and 2x Health Potions is the right start for you.



Laning Phase

Item Sequence

Doran's Blade 450
Vampiric Scepter 900
B. F. Sword 1300
Zeal 1100


This is your normal start early game, which provides with everything you need during laning phase. You have damage(AD ,AS, Crit) sustain on hit and mobility. Your very first goal shall be to have Boots, Doran's Blade(1 or 2) and Vampiric Scepter. Those 3/4 will cover you needs in tankiness, sustain and damage of course. Then get B. F. Sword as fast as possible for the huge AD boots it provides you with, getting it quickly will grant you a huge advantage in trades. Then upgrade your boots into Berserker's Greaves, for the bonus MS and AS. Zeal is optional u can skip and rush Bloodthirster immediately or get Avarice Blade for the bonus gold per 10 sec/kill. This is a bit risky though and sometimes it can even destroy your transition to late game. You don't really need to get an enchant yet but if you have lost 1 turret or the turret is about to be taken down take Enchantment: Homeguard.



Full Build Example

Item Sequence

Bloodthirster 3400
Statikk Shiv 2900
Last Whisper 1450
Infinity Edge 3300
Warmog's Armor 3100
Enchantment: Furor 450
Elixir of Fortitude 350


This is an example of your full build. Bloodthirster must be rushed asap, so that you can farm, get full stacks quickly and unlock the items' full potential early, additionally it will grant an advantage in trading especially vs carries that prefer the expensive path of Infinity Edge. The it's time for your big AS item. Statikk Shiv is my number 1 choice because of it's passive which in companion with Blinding Assault will allow you to wave clear super-quickly and split push. Additionally, the passive can be uses for more damage when poking with Vault. Then your build depends on how the game is going for you. Generally, enemies would have stack some armor by now so the % armor pen from Last Whisper will be more valuable than AD, Crit ot AS boosts. The 5th slot can be covered either by Infinity Edge for more damage output or by a defensive item for more surviveability. If you got IE buy a def item at last, if not buy either Infinity Edge or a 2nd defensive item if you have a really bad time. Then upgrade your boots into tier 3 ones if you haven't done so already; get Enchantment: Furor if you're winning and Enchantment: Homeguard if you're not. Elixir of Fortitude, Oracle's Elixir and then you have full build.

NOTE: Most games won't last long enough and might have only 4/5 big items.
NOTE: The S3 meta doesn't want IE to be a core damage item, atleast in most carries. Don't be afraid to leave it out of your build/delay getting it for a defensive item.

Your Defensive Item(s)




Alternative Offense

Item Sequence

Trinity Force 3333
Phantom Dancer 2800
Zephyr 3000


These four items are strong but not as much as the ones in the example build are. Blade of the Ruined King and Zephyr are both strong picks in duelist mid/top Quinn but in adc Quinn they come second. An adc build doesn't have a place for Zephyr, which is worth the value only as a replacement for boots if the game lasts extremely long. Furthermore, BOTrk shall be bought instead of Infinity Edge only vs high HP teams. Phantom Dancer and Statikk Shiv are equalvient but still I prefer the second one for the fact that it allows quick wave clearing and gives more AoE in teamfights. The new Trinity Force is essential on Top/Mid Quinn, however after the damage buff it can be used in an dc build as well, instead of Statikk Shiv if you get a huge early advantage. It's not always recommended, though.
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Tactical Play





Laning


In the very first stages of the game(until level 4) focus on last hitting. Where, Harrier's bonus damage is a great help in this task ,your low auto-attack range is a major disadvantage as it leaves you exposed to enemies' basic attacks. Lifesteal Quints, along with the on-hit sustain from Doran's Blade will allow you to stay in lane much longer than you would do with pots.

After level 4, where you shall have 2 points in Blinding Assault and 1 in Heightened Senses and Vault you can start being more aggresive. Jump on your enemy adc with Vault auto-attack to apply Harrier's damage and then either use Blinding Assault to block incoming damage from basic attacks or just go away. The how the enemy adc will react depends on much HP it has and his ability to trade early on.

Another harrass techinque is using Blinding Assault, you shall not force this though, just use it when you find a gap, which will happen mainly vs other positioning dependant for their poke carries like Vayne or Ezreal. In every case, you shall remember that you can't play aggresively all the time because of your low range and the lack of an escaping mechanism before hitting level 6.

After getting tag team your busrt increases a lot and the high MS makes dueling easy peasy. If you have an under 50% hp enemy change into valor dash to him with Vault, activate Blinding Assault and auto-attack 2-3 times. The enemy now will be at very low hp if not dead so Skystrike can finish them off. You can activate skystrike earlier if your supp or your jungler has strong CC. Rememeber that this combo must be casted super-quickly; if you're not sure just play passively and don't force 1 for 1 situations like turret dives.



Further Explanation on Laning Phase


WHY LAST HITTNG OVER AUTO-ATTACKING

HOW LAST HITTING WORKS

VIDEO ABOUT FARMING

HARASSING WITH AUTO ATTACKS-INFO ON TRADING




Mid Game

The mid-game has to do with your transition from early to late game. There is not really a perfect time when the mid-game starts/ends but you can understand when it starts and finishes from particular aspects like the frequency of ganks from non-junglers or generally how much people roam. In this stage of the game the first teamfights might start happening unless you're playing to passively.

What you have to do during mid-game is finishing Statikk Shiv and starting with Last Whisper or Infinity Edge. The easiest way to do this is by farming. However, now you shall leave behind last hitting and start split pushing. Quinn is an amazing split-pusher with the AoE from Blinding Assault, Statikk Shiv's passive and the bonus AS and MS from Heightened Senses, whose active allows her to scout for incoming enemies. Finally, the burst and the mobility of tag team can be used to kill enemies that try to take you down or to escape from them. A thing you have to know about split-pushing is that the most important thing is the speed, loosing 1 or even 2 minions per wave is forgivable in the beginning. Therefore, always keep an eye on the minimap and ask your support to come with you and make sure you don't die by warding and protecting.

What happens though if you did extremely well early game(around 150 farm, 2/3 kills) and you already have Statikk Shiv? In this case you can move more freely, you can attend some early 3vs3 4vs4 fights or roam around and kill some squishies with tag team. Anyways, farm shall still be your number one priority and you shall not forget about the gift you have in split pushing.



Further Explanation on Mid-Game


HOW SHALL I REACT WHEN ENEMIES SPLIT PUSH?





Team Fighting


Quinn's biggest disadvantage in late game is teamfighting. In most teamfights you can't play in melee form since you have built just few defenses and it might cost your life. Actually, sometimes palying in human form is equally risky because of the short range and the psoition dependance you have. All these make it very difficult to engage your enemies.

Before the fight starts you shall stay in safety behind your team's tanks/ offtanks. If your team has a strong initiator with AoE CC like Amumu or Malphite you can switch to Valor take advantage of your burst and take down the closest squishy enemy with Skystrike. If your team is the one to be initiated then things are not that simple. Use your Vault to stay at safe+attack range and don't activate tag team unless you want to use it to escape or you find an enemy carry completely off position. The most times though this will be impossible so stay in human form and attack the closest enemy. As Quinn you don't have the superd mobility of Vayne or the huge range of Kog'Maw so your first priority shall be to stay safe. Keep Blinding Assault to reduce the damage of the enemy adc or of any hit-reliant champion.
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ADC Matchups



Difficulty: 5/10
This math up is comepletely skill based. Ashe has more range than you and too much CC but you have better trading potential and mobility. A large amount of ashes damage comes from basic attacks and kite so if you use Blinding Assault correctly the trade is yours. Stay behind minions to dodge Volley and try to avoid getting hit my Enchanted Crystal Arrow by Vaulting on a minion or just by using the mobility from tag team. If you do all these the lane is your if not Ashe will have the upper hand.

Difficulty: 8/10
Caitlyn is a very strong adc during laning phase. She can outrange you since she has 100 more range than you and force you out of lane using auto-attacks. She can also harass while she stays behind minions using Piltover Peacemaker, while her traps guarantee her lane control. If you try to reach her with Vault, she will just jump away. There is not much you can do against her, try to force her push and let your support engage her. Also stay behind minions to reduce the damage from her Q.

Difficulty: 4/10
Riot has destroyed Corki. He has got high cooldowns and the damage Corki lost this season due to the nerfs on Trinity Force could not be replaced by other items like Iceborn Gauntlet or Muramana and now corki can have a strong presence in lane/game only if he has a strong CC support that will give him time to land his combo. Without the right supp Corki is really weak in trades. He can still flee away using Valkyrie but if you manage to force him trade once or twice then you won't have much trouble outsustaining/killing him.

Difficulty: 4/10
Draven is a nightmare for most adcs in lane but not for Quinn. Why? Well, Draven's most damage comes from Spinning Axes which work as a basic attack. If Quinn manages to blind draven she's got 1,5 second advantage when trading vs him. Also the slow+damage from Vault might bring Draven in a difficult position when it comes to catching his axes. In the end, Draven can't bully you in lane(at least after level 3) if you are able to blind him and deny him catching axes. After level 6 there is no chance of him beating your incredible burst and mobility(=dodge Stand Aside and Whirling Death).

Difficulty: 3/10
Ezreal...you can beat him, no question for that. The point is, if you can do it easily or no and this depends on the build. A blue ez with CDR and a quick Iceborn Gauntlet, will cause you some trouble with the continuing Mystic Shots. DPS or trinity ez is easier to beat. Anyways, when playing vs Ezreal you shall stay behind minions to avoid being harassed with Mystic Shot. Generally, an ez won't blink in with Arcane Shift unless he has a high advantage( i.e. 1vs2 situation). As a sequence you shall focus on outsustaining him. Make sure you have allied minions between you and him, dash on him with Vault and come back to safety behind the minions. Force him to waste Arcane Shift and then go on trades. After level 6 you will have no problem taking him down with tag team.
Note: Blinding Assault doesn't work on Mystic Shot, since it's an on-hit effects applying ability and not a basic attack.

Difficulty: 5/10
Graves is an amazing adc with burst, natural tankiness, ultility and some dps+mobility with Quickdraw. When playing vs him as Quinn you must be very carefull and always ready to change from a defensive to an aggresive playstyle and the opposite. Graves can harass you and trade against you but there is no question that in some cases(i.e. he is off position/ his abilities on cooldown) you can beat him. Use Blinding Assault after he has activated Quickdraw and try to stay away from him so that you don't take much damage from Buckshot and that you're not an easy target for his Smoke Screen and his ulti. Play passively until level 6 and then if you find him have few stacks in his passive or off position jump at the chance and take him down with tag team. In this matchup supports play a really big role.

Difficulty: 3-4/10
Kog'Maw might cause you some damage but in the end of the day you must be the winner. Kog'Maw's number one priority in lane is to farm so that he scales well into late game, you shall deny him farm by harrassing him with auto-attacks whenever he is about to last-hit a minion. Smart Kog'Maw players might force you into very small trades of maximimu 5 seconds where he clearly has the advantage because of the high range abilities. To avoid this you shall keep moving and whenever you see 2 or more of his ablities on cooldown/ or he is out of mana attack him. Kog'Maw relies a lot on magic damage early mid game and without his abilities his already low trading efficiency is vitally reduced. If you still have trouble though some early MR or a Crystalline Flask will do their job.

Difficulty: 3/10
I don't have much experience with/against Lucian as he was released just some weeks ago but i can definately say that this is a favourable matchup for you. Lucian has nice mobility due to Relentless Pursuit and good burst damage and harass with Piercing Light and Ardent Blaze but nothing more further than that. You can use Blinding Assault after he uses a spell to block Lightslinger and you can dodge The Culling by constantly moving. In conclusion, Lucian lacks the necessary sustained damage and has high mana costs so if you manage not be harrassed by his damage abilities you will have no problems beating him.

Difficulty: 6/10
You can out damage Miss Fortune in a trade- unless you stand in the middle of Bullet Time, no question for that; Miss Fortune, however has better harrass. Her slight AA range advantage is one thing, Double Up and Make it Rain are another. These two abilities allow Miss to harass you from a long range and while she stays in the safety behind her minions where she can be touched by Blinding Assault.
You still have chances though...if she runs out of mana don't be afraid to Vault on her and force her to trade, your support also plays a big role in this matchup. After level 6 the matchup becomes almost 100% fair. So although Miss Fortune is a strong lane bully, if you don't get zoned early on, you can jump at the chance and force her at an even trade where you can beat her.

Difficulty: 5/10
This is a completely skill based match up. Actually, it depends more on how well Sivir will use her Spell Shield and how often you will dodge Sivir's Boomerang Blade, which is a huge source of burst damage. So what you want is that sivir uses her shield on Vault. How you will do this? Try to harass Sivir with AA making use of you range advantage and stay behind minions to take the least damage from Ricochet. Then Vault on her at the time when you see her being least sure about whether she shall stay in lane. If her support doesn't react quickly, you'll probably get the kill. In the early levels you can also wait for the Spell Shield to elapse. After you learn tag team you have a cler advantage so you can also play safe until level 6.

Difficulty: 7/10
Tristana ouranges already from level 1 so at levels 4,5 she already has a clear advantage vs you and can harass you easily with AA or with Explosive Shot's passive. She also doesn't care a lot for your blind since her main damage source early game is her spells, so you probably have to max Vault first as a more sure source of damage. Tristana also scales better into late game but who you would normally do, deny farming, is not very easy in this case. Forcing Tristana in a trade is also difficult since she can always escape using Rocket Jump. What you shall do is play safe early on and focus on farmin under your turret, wait until mid game when tristana falls off (to become stronger again late game) and take her down there. To do this though, you shall not let her get overfarmed or fed and keep her in lane as much as possible.

Difficulty: 4-6/10
This is an (almost) even matchup. Both champs have great damage in lane( when trading) and average harass mechanisms. Quinn's advantage in this matchup is Blinding Assault, since Twitch relies a lot on basic attacks. A good Twitch however will stay behind minions and use his range advantage and farm to scale into late game ,when he's much stronger than you. So your goal shall be to trade with him and blind him. Ask your support to cover you by irritating the enemy supp and dash on him using Vault. The damage is too much for him not to respond. Get a clear path, blind him and the trade is yours, otherwise the damage from expunge will be too much for you. If you see him activating Spray and Pray, activate tag team to counter the damage with your burst- this can also be risky so if you're not sure just move to the side and go away. Also ask your supp to buy Vision Wards.

Difficulty: 6/10
Urgot doesn't care at all for Blinding Assault. More than 80% of his damage comes from his spell combo. He's also very tanky due to his ulti and passive. The only way to beat him is to force him out of lane with auto attacks and of course farming safely since you kind of scale better into late game. Urgot also has high mana costs and a small mana pool. So if you manage to escape from most of his harass he might be forces out of lane first as he's useless without his abilities. The bonus MS from tag team can also help you get out of his spell range or reacch him quickly(= without having taken much damage).

Difficulty: 8/10
This matchup is similar to the Caitlyn one. Varus outranges you both with his abilities and his basic attacks. He has a nice combination of physical and magical damage and the hard CC he gets from Hail of Arrows and Chain of Corruption is a hard-counter to your mobility. The best you can do against is trying to dodge his skillshots and the AoE abilities by moving all the time and farm safely behind minions where you also take reduced damage from Piercing Arrow.
Generally the more distance you have from Varus the more safe you are.

Difficulty: 2/10
This is the easiest matchup for you. You out damage Vayne and you also have Blinding Assault which actually dodges more than 80% of Vayne's damage. In this matchup, denying the enemy's farm is easy since Vayne's damage can't be compared with your Harrier. Just stay away from walls and keep your eyes open for ganks. NUFF SAID!!!!!!!!!
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Supports





Good picks





SPAAACE


The Chain Warden

Ranged, Tank, Support


Synergy: Medium- High
Chances of a successful gank: High
Specialty: Hook, Slow, Shield
Explanation:
Thresh is an occasionaly super strong pick for Quinn but the most of the times he is just above average. He's got the killing and trading potential wih the CC while his' lantern can save your life. And after level 6 his ulti makes a nice combo with your ulti. The point is he can easily get outsustained if not played correctly and thresh is a very skill cap champ. There are just better picks for Quinn.
SPAAACE








SPAAACE


The Tidecaller

Ranged, Mage, Support


Synergy: High
Chances of a successful gank: High
Specialty: Knockup, Stun, Heal
Explanation:
Nami is a great supp for Quinn; she offers mobility she can heal and she's goodd at harassing and fine at trading. After level 6 the when she gets Tidal Wave you have very little chances of loosing a trade. Generally, Nami's kit gives you time and space to Vault onto people and apply Blinding Assault or/and Skystrike.
SPAAACE


zeke's herald





SPAAACE


The Gem Knight

Melee, Tank, Support


Synergy: High
Chances of a successful gank: Medium
Specialty: Armor Aura, Stun, Heal
Explanation:
Taric is an overall nice pick. The bonus armor from Shatter and the heal from Imbue guarantee your long- lasting presence in lane, while Dazzle allows you to take down any of position enemies. After he hits level 6 his & yours damage output will be increased thanks to Radiance. A good supp for Quinn.
SPAAACE








SPAAACE


The Radiant Dawn

Melee, Tank, Support


Synergy: High
Chances of a successful gank: Hgh
Specialty: Stun, Dash, Slow
Explanation:
Leona is probably the best support for Quinn. She is really really tanky thanks to Eclipse and she can dash fearless to people using Zenith Blade and then Shield of Daybreak to stun them giving you plenty of time to kill them. Additionally, the bonus damage from Sunlight synergizes really well with Harrier. After hitting level 6 and she gets the AoE stun/slow laning becomes even easier.
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zeke's herald





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The Great Steam Golem

Melee, Figher, Support


Synergy: High
Chances of a successful gank: Hgh
Specialty: Grab, Knockup, Silence
Explanation:
Similar to Leona; Blitzcrank is a strong killing support with hard CC. His Rocket Grab is lethal if used correctly and Power Fist and Static Field bring to much damage to the table and don't let enemies escape. Your task is easy: ''Make the killing blows''.
SPAAACE






So-So Picks





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Maven of Strings

Ranged, Support


Synergy: Medium
Chances of a successful gank: Low(without ulti)
Specialty: Multiple Auras, AoE Stun, Heal
Explanation:
Sona is a very strong poke- sustain support, whose buffs can play a big role in a role in a 2vs2 trade. She belongs to another lane however, Quinn doesn't need a babysitter unless she is hardly countered. After level 6 the AoE stun from Crescendo is awsome and that's why the synergy is medium and not low.
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consecration



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The Starchild

Ranged, Support


Synergy: Medium
Chances of a successful gank: Low
Specialty: Mana restore, Silence, Heals, Bonus MR
Explanation:
Soraka is the best healing support in the game and probably the best babysitter. She also has some kind of poke. When trading Soraka can keep you alive due to the heals and bonuses in armor and MR and guarantee you that you will stay in lane. Great if you got countered, but still not as valuable as a killing support.
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The Minotaur

Melee, Tank, Support


Synergy: Medium
Chances of a successful gank: High
Specialty: Knockup, Knockback, Heal
Explanation:
After many nerfs Alistar's main problem is the high mana costs and the lack of sustain without using his heal. Further than that hes a very strong diver who won't be able to fight effectively in many back to back trades and in some matchups that's what you wanna force.
SPAAACE






NOTE: MORE SUPPORTS COMING SOON!
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Top/Mid Quinn- Quick Guide



tag team

greater mark of armor penetration
21/09/00
R>Q>E>W



TABLE OF CONTENTS




BUILDING

Runes
When playing top/mid Quinn your runes shall look like a bruiser's runes. greater mark of armor penetration is a great way to counter the large amount of armor many toplaners have, while Greater Quintessence of Attack Damage will alow you to last hit easier and will increase the damage dealt from your spells. Greater Seal of Armor and Greater Glyph of Magic Resist have clearly defensive use, in other words they will reduce the incoming physical/magic damage.


Masteries
The masteries of bruiser Quinn are similar to the ones you use as adc. The only difference on the offense tree is that you get Summoner's Wrath over Frenzy for the bonuses when iginiting. In defense you don't get Summoner's Resolve since you don't run any of these spells. Instead you get 1/2 points in resistance.


Summoner Spells
Flash: Great for escaping/ chasing(more in summoner spells section)>
Ignite:Use it to finish off targets or o reduce healing effects.


Abilities


Exactly like adc Quinn. Look at the abilities section for more info.


Items

Start the game with Boots and 4 Health Potions. This will offer you mbility for kiting and sustain due to the potions. If you have a clear advantage though(i.e. you counter your enemy) you can rush Long Sword and 2 Health Potions for more damage. On your first trip back you wanna rush double Doran's Blade to catch up your enemies in tankiness and increase your damage output/on-hit sustain. If you do very well you can just skip 1 doran's and go immediately for Vampiric Scepter for the lifesteal(=sustain) and Phage. Phage shall be your 1st item of the three that build Trinity Force since you scale better with AD than you do with AS/Crit/AP plus the HP and the passive that will make chasing/dueling easier. Then rush Sheen because it procs nicely with Vault and then Zeal into Trinity Force. Afterwards upgrade Vampiric Scepter into Blade of the Ruined King to counter the HP that some enemis will already have built. From now on,the build depends clearly on the game. You can grab an offensive item such as Youmuu's Ghostblade, Black Cleaver, Zephyr or Last Whisper for more damage or a defensive item according to what you need. If you're not sure what you really need buy a big HP item liek Frozen Mallet or Warmog's Armor that will cover your needs for the time being. If you jsut built offense , grab 2 defense items now. If you built defense , you can switch the purchase order depending on what you need.

What you need in your built is:
1 sustain item
1 AS item
1 ArP/ armor reduction item
1/2 big damage item( not AD-damage output)
1 big Hp item
1 Armor Item
1 MR item
Boots(1 of course)

But these are eight and i can only built 5...
Well most items provide more than one stat. For example:
Blade of the Ruined King is both an AS, a sustain and a big damage item.
Randuin's Omen is both an Armor and Hp item.
Guardian Angel is bot an Armor and a MR item.
etc.

The balanced build in the end shall have Blade of the Ruined King, Trinity Force, defense item, damage item, defense item.


Another thing you shall do when building as bruiser is adapting to the situation, which means changing your build depending on the enemy team/lane.
Vs AP Heavy lane: Mercury's Treads> 2x Doran's Blade> Hexdrinker> Phage..
or
Vs ap heavy lane: Mercury's Treads> 2x Doran's Blade> Wit's End> Phage...

The 1st build is slightly cheaper but gives you less trading potential and it's not that good in mid-late game since Hexdrinker gives less damage output, unless it is upgraded in Maw of Malmortius, which is very expensive and often not worth the money.

Vs AD Heavy lane: Ninja Tabi> 2x Doran's Blade> Phage> Warden's Mail...

You can also built Warden's Mail before phage if you have huge trouble but this decreases your damage output a lot. Generally, you must be able to beat most AD champs cuz of your blind.


Gameplay
Laning
When laning at top/mid you shall remember that there isn't a support to counter-attack you when you want to attack to a with Harrier marked opponent. Because of this kiting becomes easy peasy. Now 525 range is not a disadvantage but an advantage... so whenever there isn't an enemy to last hit you can just Vault onto an enemy attack him and run away. Make sure that you ward the river for incoming ganks and use Heightened Senses whenever they elapse(more in ability section). If an enemy is about to attack you approach you don't just use blinding assault on him, but AA him let him get marked with Harrier AA, Vault on him for double harrier and then blind him. This works best if the enemy is melee. Vs ranged enemies and especially APs you might want to use Blinding Assault as a harass as well.
After reaching level 6 dueling becomes very easy thanks to the mobility of tag team and the increased burst of skystrike.

Mid game
During mid-game you shall actually behave as you would do as adc...split push. You might not have the AoE from Statikk Shiv but you're still good at this. Now you shall also put the wards yourself and focus both on farming and on incoming enemies cuz there won't be a support to warn you.
You can also just move around and focus on killing enemies in small fights (2vs2, 3vs3) but this is not always the key to victory, especially if you didn't get fed/overfarmed early game.


Team Fights
Now you're a bit more tanky so you shall not be afraid to use tage team to catch an off position target(squishy one). You shall still be carefull ,however. Don't dash onto enemies and wait for your teammated to initiate or to get initiated. Stay someone between your pure tank and the adc and don't force situations. You don't need to attack the enemy ADC. Focus the closest enemies.
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Summary



This is the End. Hope you enjoyed the guide!

-TROLLing1999

Before i finish, i would like to thank people who contributed to this guide:
  • -NA- Veng Lmfao for the amazing template of the supports section and the Phoenix Quinn banner.
  • jhoijhoi for the awsome colored banners and the template of the summary banner in the top/mid quinn section. It can be found here.
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Change Log

08.09.2013- Guide published
15.09.2013- Ajusted ToC in the ''Top/Mid Build- Quick Guide'' section
05.10.2013- Added -NA- Veng Lmfao's Phoenix Quinn banner to the ''Top/Mid Build- Quick Guide'' section and changed the font in the ToC
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