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Quinn Build Guide by ViridityMoon

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League of Legends Build Guide Author ViridityMoon

Gouge Your Enemies Eyes Out Savagely [WIP]

ViridityMoon Last updated on July 8, 2015
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ADC Role
Ranked # in
ADC Role
Win 54%
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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

Legendary Guardian

Defense: 9


Utility: 0

Threats to Quinn with this build

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Threat Champion Notes
Vayne Vayne is a duelist. In laning phase, she will try to get an auto-auto-tumble-auto trade on you as often as possible. She also builds attack speed a lot more than other marksmen. As Quinn, people with a lot of attack speed are the people you counter the most with your blind. When you blind a Vayne, to trigger her W passive fully, she will have to auto attack you upwards of 4-5 times instead of 3. This will throw the player off immensely, as you will be destroying in trades.
Table of Contents
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Hello Friends. I'm ViridityMoon. I'm an adc main who is as of now in Silver 5. I've mained Quinn for a while now and a couple of my friends thought I should share my expertise with my favorite champion. I'll just delve right in. It is believed that Quinn is an unreliable champion, this is fair as her Passive, Harrier, sometimes applies at inconvenient times and her vault is hard to master. Her ult late game puts her at melee range which is terrible for a squishy ADC like yourself. These are her bad points, and I feel there is a need to point them out. Learning Quinn isn't easy, however if you want to learn a champion that is very strong and fun, then continue on. Quinn is extremely mobile. This allows for immense outplay potential. Her blind causes auto attacks for a duration of 1.5 seconds to miss, dealing no damage. If you hit this on the enemy marksmen, you've basically already won the trade in bot lane.

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For runes, I recommend Scaling AD Marks, Flat Armor Seals, Scaling Magic Resistance Glyphs, and Flat AD Quintessences.

Marks: I prefer Scaling AD over Flat AD on my Marks because of the damage you have late game. While Quinn is inherently stronger in the early game, her mid game does not fall off as much as people might think. Having Scaling AD outscales Flat AD at level 9. THis means that you will have more Attack Damage come time when laning phase is over and you are starting to group and push objectives.

Seals: I prefer flat armor for the purpose of early game trading. You will most likely be in lane with another AD Marksman much like yourself. Come late game, a little more armor will not make much of a difference. Once you position incorrectly, it's all over, and that's the same with any other AD carry. Having a little bit of armor won't make the difference.

Glyphs: Scaling Magic Resistance glyphs are better because you are unlikely to have to deal with mages in the bot lane, other than possibly supports, who will not do as much damage until they get a few items first, like sightstone, and their gold income item. On a support income, they won't get their third item for a while, and by that time, the Flat glyphs will become obsolete in comparison.

Quintessences: I go with one Flat AD Quint for the early game trades and last hitting. More for last hitting, though. I don't think that there is a need for all of them to be AD, however, as you already have the marks. So I normally get 2 Attack Speed Quints as well. This allows for easier last hitting early on, better trades early on, and the thing about attack speed is that it advances based on percentages, so multiplicatively, meaning that, the more you have, the more attack speed items will affect you. So by getting these, you effectively increase your end game attack speed by a margin of about .2 attack speed, which could, and I'm not saying it will, save you in a situation where you need more. Personally I prefer the better security with Attack Speed, although the three AD Quints are not bad either. They allow for very easy farming and short burst trades that aren't extended much. Late game, they are essentially obsolete however. An additional 6.75 Attack Damage is a very small margin of attack damage late game, and I don't like it personally but by all means, stick with your playstyle.

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