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Quinn Build Guide by Gemeye

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League of Legends Build Guide Author Gemeye

Flying High in Bot Lane: A Guide to Quinn and Valor

Gemeye Last updated on June 16, 2013
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Team 1


Team 2

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hello and welcome to me first serious guide!
Before you downvote because a) you disagree with a single facet of my guide or b) you also have a Quinn guide, please remember that this is a work in progress, and all constructive criticism is greatly appreciated!

Also please remember that if you did and/or do like the guide, give it an up-vote! It gets the guide out there, and it also shows that people are liking what I am doing so far.

Thanks guys!

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Background to the Champ

Quinn and Valor are an elite ranger team. With crossbow and claw, they undertake their nation's most dangerous missions deep within enemy territory, from swift reconnaissance to lethal strikes. The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends.

As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood.

On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name "Valor." The pair found strength in each other, and together they pursued the dream she had once abandoned.

The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.

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Pros / Cons

Quinn is yet another attack damage carry. However, she is a stand-out for many reasons.

  • + An interesting and fresh skill set
  • + Potential for very high damage
  • + Great mobility
  • + Has a bird
  • + As a new champ, different ways to play her will be being discovered all the time.
  • + Again, as a new champ, not everyone will know what to do against her right away.
  • + Has one of the only three blinds in the game

  • + Difficult to master, and can be painful to become familiar with her mechanics
  • + Has a skillshot blind, so some knowledge/skill with skillshots is required
  • + Her Vault can and WILL frustrate you at least once every 10 matches.
  • + Her ultimate converts her into a melee champion.Usually Quinn will not be very tanky, so using her ult to become melee is a risk in a teamfight.
  • + Incredibly weak to CC
  • + Her passive can, early on, create a pseudo-feeling, which can make you lose some CS early-game

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Skill Sequence

Harrier - Quinn's passive. Valor marks nearby enemies as 'vulnerable', causing an auto-attack against the target in the next 4.5 seconds to do bonus damage. This scales with level, so while you will last well mid-game with it, early game last-hitting with this can be troublesome. Try to only target champs who are marked.

Blinding Assault - A skillshot blind. Unique, as there are only three blinds in the game. I get this as my first ability to shut down a last hit or two on the enemy, or to prevent lethal poking in-lane, and keep it mostly even with Vault as it is a damaging ability, and a good source of safe harass in-lane. It has an AoE effect, do not forget this. A chasing enemy with 100 health can be killed by this ability. Note, the sight granted by this ability will grant sight in bushes in the affected radius. However, only the portion of the bush inside the radius is affected.

Heightened Senses - This ability is Ashe's Hawkshot, but as an AoE centred on Quinn. The passive of this ability causes any attack against a vulnerable enemy to increase Quinn's attack speed by an amount for a short time. I max this last, but get a point early.

Vault - The high mobility of Quinn comes in half from this ability. A bit complex, Quinn will jump to the targeted enemy, mark them as vulnerable, then jump back to her maximum auto-attack range, allowing for an auto-attack against the target. Vault also slows the target for 2 seconds. Use this to unleash Quinn's amazing chasing potential! I max this first, however, keep Blinding Assault just behind it in levels. You don't get it maxed right away, but I like the extra CDR on this relatively low mana ability.

Tag Team - The name of a depraved sexual act comes to you in the form of Valor! Tag Team replaces Quinn for Valor for 20 seconds. That is, you become a bird. Quinn's mobility, ironically, comes in half from this ability, as Valor's movement speed is 80% that of Quinn (out of combat, 20% while in combat). Chasing an enemy just out of reach? Use Tag Team to catch up. Be warned, however, as Valor is a melee bird.

(As of yet, I cannot access the icon for Valor, but these are Valor's abilities.
Harrier - Quinn's passive. Has no effect while in bird form.

Blinding Assault - This is still a blind, and an AoE, however it now emanates from Valor himself. The damage done and the length of the blind is the same as with Quinn.

Heightened Senses - Although the active effect of this ability is literally the same as Quinn's W, the passive is very different. Valor gains a flat attack speed boost, up to 80% at 5 levels.

Vault - Again, the same ability as with Quinn, however Valor does not jump away from the target. Valor also slows the opponent for a greater amount than Quinn does.

Skystrike - Skystrike summons Quinn back to the battlefield, however in the most awesome way possible: a hail of crossbow bolts! The damage these bolts do scales with how much remaining health enemies caught in the radius have remaining, up to 440 +100% AD.

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Items - What to Build and Why

In the above items section, I give a number of items viable for Quinn to use.

Compulsory Items

Boots are essential in any champion on the go. And, as an ADC who loves to chase, Beserkers Greaves is perfect. It gives attack speed and movement speed, and is THE boot of choice for ADCs. I get the furor enchant as this will allow for some crazy chasing, as each auto attack boosts your speed for a short while.

Ever increasing lifesteal and attack damage, the BT is, like the above Greaves, the standard second item of any ADC. This gives you sustain in a fight, and a pretty amount of AD. There is nothing worse in this world than focusing an ADC, then watching them lifesteal it all back in seconds, and killing you.

If you find yourself with 2700 extra gold in late game, sell your Berserker's Greaves and buy this item. It gives tenacity, attack speed, (more than the greaves) attack damage (not much, but more than the 0 damage the boots give you), CDR and a decent movement speed increase. Late-game, this item is much, MUCH better than the berserkers greaves are. As long as your team waits for you to enter a fight (and they should), and you don't mind the lower movement speed, this is definitely the way to go late-game.

I am not kidding. Whenever you can, buy 3 or so health potions! It is a good idea if you ever have free inventory spaces available. You can never know when a pot or two will save your life. Popping all three during a team fight allows you some health regen (which you should be getting from your BT, also).

Attack Damage

The best attack damage item in the game, it gives a very large amount of AD, as well as a 250% crit. That is, if you build crit, not only will your critical strikes to more damage due to the large increase in AD, but they will also do a greater percentage of that greater AD, resulting in tonnes of damage. Get this in every scenario, as well as one other AD item (below).

Armour penetration is a beautiful thing. Maybe not so to your enemies, but for you, it is. If an enemy team is stacking armour (Amumu, Malphite, havng a Taric) then Last Whisper is the item to build.

Recently this item was changed so that it gave a greater attack speed increase than an attack damage one. I don't care. Why? Because they didn't change the passive. This is the Liandry's Torment of attack damage. That is, it is the anti-health item. 5% of the target's current health is dealt as physical damage, and its active deals 15% of the target's health, AND steals movement speed.

I include this item into the list mostly because of its 'all-rounder' potential for an AD. It gives attack damage, CDR and critical strike chance. It gives armour penetration. Its active ability gives a pretty damn good attack speed and movement speed boost and, at a 45 second cooldown, you can use it twice for every time you use your tag team ultimate. If you buy this, I recommend getting it instead of one of the above two, and build it with IE. Plus, it builds off of Avarice Blade, so it can be slotted into the build I give above fairly well.

Attack Speed

In the competition for best attack speed item, this one comes equal first. In standard ADC play, builds include either the Shiv, or Phantom Dancer(below). I choose the Shiv due to its unique passive. That is, it shoots freaking lightning. This item is the replacement to the old ionic spark, and in many ways it is an improvement. In chasing an enemy, charges on the electric strike are built through movement, not just attacks (like the old Ionic Spark). Hence, you can chase, electricy, catch up, electrify, and repeat until target is thoroughly singed (if chasing Singed this joke is not only not funny but you are dead).

Phantom Dancer. There is only one. Unless you are AD Master Yi, in which case there are probably two or more. Phantom Dancer gives greater critical strike chance, attack speed and movement speed than the Shiv, and has the unique passive of removing unit collision. I recommend building this AND the Shiv if you are feeling like owning.

A fun little item, it gives a massive increase in attack speed. You will be shooting so fast it will feel like there are two of you. But, with the item's unique passive, there is. The Hurricane gives you a little floating Na'vi which shoots two small projectiles with each of your auto-attacks. This is a fun item, and I recommend using the other two attackk speed items instead of it. However, the Hurricane and the Shiv working together will result in a literal electric storm.


It gives armour and magic resist, and as an ADC you will be taking both forms of damage. However, what makes this item custom for ADCs is its passive. Upon death, Guardian Angel will resurrect you, allowing you to continue fighting for some time. It IS a life-saver, and does have worth other than allowing you a second or so more of survival. This assures that the enemy team cant gank your team, take our your ADC (you) and ROFLSTOMP your team.

It gives 700 health (nothing to sneeze at) and a bit of attack damage. It also causes your auto attacks to slow their target, further increasing Quinn's crazy chasing potential. I get this whenever I am not being focused too badly, and wouldn't mind not having a GA.

1000 health. If you can one-shot this item at any time in late game, do it. It doesn't give any offensive stats, but an ADC with a Warmog's is a scary thing.

Questionable Items

A list if items which people have mentioned and I think are important enough to be explained as to why I haven't added them

Why not cleaver?

When the passive of this item stacked, a Darius or a Pantheon could destroy an entire team into having negative armour with it. However, even then, The Black Cleaver was only fit for bruiser-type champions. Jayce, Darius, Pantheon all benefit from it immensely. However, I would never build this on an ADC. Why? It simply doesn't give enough extra damage output for an ADC to make use of. The only reason I would imagine an ADC building this item is in a situation where another champ on the team is carrying. The Black Cleaver is meant to shred the armour of an enemy team so that the ADC (I.e., YOU) can kill them all the easier. If health is a worry, and you want the health this item gives you, get a Frozen Mallet. It gives more health and a much more useful passive effect for a chasing ADC. If you want armour penetration, get a Last Whisper. A Last Whisper will be more useful the more armour the enemy team has, and if they don't have that much armour, then you don't need armour pen..

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Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage
  • Greater Quintessence of Attack Damage: // Quintessences provide much greater stat increases than the other runes. I get flat attack damage simply for easier last-hitting early-game, but armour penetration runes are viable, as well as attack speed.
  • greater mark of armor penetration: // Without any armour penetration runes, you will NEED a Last Whisper to do damage to any enemy with armour, so I find armour pen marks a very useful idea.
  • Greater Glyph of Scaling Magic Resist: // I get scaling magic resist on all my rune pages. 1) to save on IP across the board and 2) to do something to counter mid-/late-game mages who begin to REALLY hurt.
  • Greater Seal of Armor: // As an ADC, you WILL be focused (unless you lose the early-game, and do no damage, in which case you might be focused anyway). Armour seals give some flat armour which, while although only really viable early game (not going to exactly be very viable late-game). It can help to nullify the damage a poking ADC can do, and allow you to trade in these engages better.

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Offensive Tree

  • Fury - Flat attack speed increase. More DPS early-game, but, other than that, a percentage increase on any additional attack speed you get later into a game
  • Deadliness - Scaling attack damage, I really only get this because a) more damage and b)it is the smartest decision to get great mastery points in later rows.
  • Havoc - 2% extra damage. So what? Well, a fast, rapid-hitting DPS-ing ADC like yourself will be doing not 2% extra over 5 seconds, but 2% extra on EACH attack. That equals still not a massive amount of damage being dealt only because of this mastery, but still some good extra damage.
  • Weapon Expertise - 8% armour penetration? Remember our runes, the only armour penetration we get other than the small amount in runes and masteries is through a Last Whisper. Get this to give you that little bit extra.
  • Lethality - Extra 5% critical strike? That is equal to 205% of your basic attack on crit. strike. Don't expect critical strikes before you get something which increases the chance, but once you get your Statikk Shiv, that extra 5% will become very useful.
  • Brute Force - An extra 3 attack damage. Flat damage, while although wholly unremarkable, is useful early-game for last-hitting.
  • Frenzy - An extra 10% attack speed is nothing to sniff at, considering our earlier increase with Fury . A critical strike can build into something much greater with this mastery, Fury and Havoc .
  • Sunder - The last in our trio of armour penetration of runes and masteries. 6 ArPen might not seem like much, but if you remember that this represents 52% of the ArPen you receive from your greater mark of armor penetrations. IE, a significant increase.
  • Executioner - Wonderful for last hitting, although the damage increase is small, it procs against those you want it to: low health enemies. Remember, with our Havoc , this is 7& extra increased damage against weaker targets.

Defensive Tree

  • Durability - Extra health never hurt anything but the enemies ability to kill you (and also you when your enemy gets attack damage based on your total health, but that is beside the point). This is also a gateway to much more useful masteries down the road.
  • Hardiness - This allows you to trade early-game much more effectively (for you). Not much armour, but when that is the only thing you are relying on early-game, you will be happy you have it.
  • Resistance - I put a point in this simply to get to the next row of masteries. Again, defence is defence, and defence (for you) is good.
  • Relentless - This mastery gives what Ionian Boots of Lucidity does: tenacity. Or, rather, slowing effects on yourself being reduced. I get this point instead of the single point into Veteran's Scars because an extra 30 health is almost worthless in all situations which are not early-game. Slow reduction, on the other hand, is useful at all times.

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Summoner Spells to choose from:
Flash - The standard spell. It is a gap closer, an escape, an initiator... THE best summoner spell in the minds of many. Few builds are complete without it.

Cleanse - Becoming common for ADCs, and champions who are crippled by CC. Quinn is both of these. Her danger (and damage) comes from her high mobility. CC will not only shut down much of this damage, but also literally cripple Quinn, allowing for ganks, focusing and death.

Ignite - The other standard summoner spell, great for finishing off those last pesky 10's of health on an enemy, or as a solid source of true damage in a fight. Take this if you do not fear CC

Barrier - Another rising star among ADCs, Barrier provides a temporary shield against all damage. Take this if you fear being focused.

Poor Options

Heal - This is for supports, and players who want to be supports. You should never be in a situation where your only way to escape is using heal; it doesn't heal enough health to be very useful in a 1v1 scenario, and in a (you)v 3 situation (for example, you are caught out) it definitely will not help.

Exhaust - This is, for an ADC, a LOT better than heal, especially for chasing. You know what is even better than exhaust for an ADC? A support with exhaust supporting an ADC. Unless you are trying to play support Quinn, do NOT get this spell.

Teleport - A useful spell, I would put this in the muddy area between "Get for an ADC" and "NEVER GET on an ADC". Although a damn good spell for returning to lane quickly (for example, farm until 1550 gold, recall to get B. F. Sword then teleport back, suddenly much stronger), it is not going to be up for a damn long time, and is at max only useful once during laning. Late game, however, this is basically useless. Teleporting from base to anywhere will likely get yourself killed (not good news for your team), and teleporting out of a fight to escape death will get you killed as you wait to be teleported (a bigger target than an ADC confidently fighting in a teamfight is a scared ADC teleporting out like a scared little bunny).

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Team Work: Supports

Soraka - Possibly the token support in the game, Soraka has two heal abilities ( Astral Blessing and Wish and a mana regen/silence ability ( Infuse). Quinn laning-phase is meant to jump into the fray, poke, and jump out. Healing will nullify any damage done during this, and the silence will assure their support cant do anything about it. Plus, Infuse allows you to recuperate the mana used doing so. Soraka is considered one of the most hated supports, but only by the enemy team.

Taric - The classic gay gem-loving warrior with a mallet, Taric is a tank with the ability to not only stun enemies with Dazzle, heal you with Imbue, AND provide you with AoE armour with Shatter, but also buffs your attack damage with Radiance. A truly outrageous support all round, he synergises with Quinn mostly due to his stun. A properly placed stun can allow for a full combo from Quinn, dealing terrible damage to the enemy, at a minimum of level one. Plus, as a tank with AoE armour buffs, he will benefit the entire team.

Zilean - Now, before you slam down your mouse in anger, Zilean IS a pretty bad support. His Time Bomb and Rewind are almost exclusively offensive abilities. However, if you are feeling in the mood to troll, ask a friend to play Zilean. The combo: have your friend place a bomb on you (Quinn). As the bomb is about to go off, Vault to an enemy. if timed right, you can have the bomb explode on the enemy, dealing TONNES of Lolz. I call it the Divebomber Stratagem.

Kayle - An amazing champ in so many respects, her recent changes have further buffed her usefulness in the supporting role. Not only does Divine Blessing give a heal and movement speed increase for a temporary time (a target-able healing move on a champion makes them a definitely useful supporter), but her Intervention allows for an ally to become completely invulnerable to damage for up to three seconds. On an ADC this is amazing. With a BT, you can be lifestealing health back in the time of your immunity, allowing for amazing sustain in teamfights. Also, while immune you will not be targeted, increasing the chances of not being targeted after the invulnerability buff is lost. Finally, Kayle's Reckoning reduces the armour/magic resist AND their movement speed for a short time. Although the recent patch may have nerfed solo-lane Kayle, support Kayle just became a whole lot more lethal. If you can get a good support Kayle while playing as Quinn, you will do well.

Blitzcrank - A Blitzcrank/Quinn lane is something to be feared. Quinn, being the shorter-ranged ADC than some others will excel with the amazing gap-close Blitz provides. If your Blitzcrank support is a good one and can land his pulls, you can E + autoattack them quite safely, and continue to do so until they are forced to retreat. Plus, Blitzcrank's AOE silence and your Q will be able to completely lock down even the most slippery of Vayne's.

Janna - coming soon!

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Combo-ing and Team-Fights

Coming Soon!

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Lane Enemies

Coming Soon!

Spoiler: Click to view

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I want to give thanks to jhoijhoi, possibly one of the best guide-makers on MOBAfire. Her guide to guiding is more useful than any other guide on here, and explains many of the intricacies of coding.
I would also like to thank Kintarly, whose use of Quinn forced me yo buy her in a jealous rage.

Also, many thanks to the people who have suggested alternate items, build orders and ability sequences:

  • Ramiel Lilith, for their acknowledgement of the Black Cleaver
  • MeiMei, for their great suggestion in including Kayle to the supports list
  • Llywelyn, for pointing out a fault in my masteries
  • To Ereaper, for advice on the abilities sequence
  • To Sirell, for the amazing advice on all the parts of my guide

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Title Puns

In the making of this guide, I've come up with (too many) a few different titles I thought were funny, which I'm going to list here.

  • Essence of Quinn: A Guide to Carrying with Quinn and Valor
  • The Only Way to Fly: Carrying with Quinn and Valor