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Quinn Build Guide by Paintballa33

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League of Legends Build Guide Author Paintballa33

Harrier Quinn: A Solo Top Bruiser/Pusher Guide

Paintballa33 Last updated on March 3, 2013
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Team 1

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: 9

Honor Guard

Defense: 21


Utility: 0

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While intended for the role of AD carry, Quinn can also perform very well as a situational top laner. Her range and blind combined with her Vault allow her to bully melee lane opponents and safely disengage. Once Quinn hits level 6 she also becomes an excellent split pusher due to the 80% AS/MS steroid she gets in Valor form. This allows her to quickly destroy enemy towers. Since Quinn does not have the best AD ratios, I recommend building top lane Quinn offtank with a focus on armor reduction and movement speed buff/debuffs. The idea is to kite and exploit Quinn's Harrier passive, which scales reasonably well without bonus AD. An armor reduction build will allow maximum damage from passive procs and MS buffs/debuffs allow Quinn the ability to stick to opponents and get the full benefit of Quinn's (or Valor's) AS steroid. Hence offtank items such as Black Cleaver and Frozen Mallet will be core to these objectives. Late game, items like Blade of the Ruined King and Infinity Edge synergize well with Quinn's built-in attack speed and allow her to shred tanky opponents. This build also includes enough defensive stats that Quinn will be able to dive into the fray as Valor and assassinate key low health opponents.

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Aggressive Kill Lane

Passive Farm Lane w/ Split Push and Tele Gank Potential

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Skill Sequence

I max W first for the AS steroid. W helps Quinn win trades and split push in bird form. Also reduces the cooldown on Quinn's reveal as an added bonus. Maxing Q or E first doesn't offer a whole lot of benefit since the blind and slow do not scale with additional skill points.

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Armor Pen Marks- Let base passive damage shine
MS Quints- Kite and stick to opponents to maximize AS steroid benefits
MR Glyphs- Flat for AP lane opponent, else Scaling.
Armor Seals- Flat for AD lane opponent, else Scaling.

Going all Flat MR and Armor runes is fine if you don't have the scaling ones.

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Standard 9/21 Offtank Masteries


1)Take max Resistance or Hardiness depending on lane opponent.

2)Take Relentless instead of Tenacious if your planned build already includes Tenacity (like my VS AP build in this guide)

3)Turret Dive Mastery is up to you

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Items in this build are focused on the following

Armor Reduction
Movement Speed Buffs/Debuffs
Tank Shred

The lists of possible endgame items should be built situationally. Read your death reports,
and build accordingly!

After all items are completed, boots should be sold for a Zephyr.

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Your main harass in lane will be to wait for an opponent to become marked as Vulnerable (or periodically AA them as Valor will mark opponent you attack with higher priority). Then you can detonate the mark and get as many safe AA's off as possible, finally disengaging with E and one last auto to denote the free mark from E. You can blind if they chase. Obviously you'll want to be mindful of potential farm you could miss, the enemy jungler, and minion aggro when you harass with this combo. If you get your enemy low enough you can ult into Valor form, E in + Q + ignite, then auto attack until you feel you can get the execute with the reactivation of R.

Quinn is also an excellent pusher. If you see your opponent back you can push up the minion wave to their tower and either deny them that experience and shop, or get a bunch of free damage on their turret by abusing the 80% AS steroid in Valor form. Mid and late game you can become a real split push threat if you take Teleport instead of Ignite. The movement speed bonus you get in Valor form allows you show up very quickly and apply pressure to an undefended lane, and still be able to teleport into the fray to help your team.