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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Harrier (PASSIVE)
Quinn Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
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.
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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