Quinn Build Guide by Valorkyrie Quinn
Phoenix, Fly! 1.3M Mastery Toplane Quinn Guide! [10.5]By Valorkyrie Quinn | Updated on March 17, 2020
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Runes: High Burst Build
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order High Burst Build
Threats & Synergies
Skill-based matchup. Depends if you can dodge his Q knockups or not. Quinn's E can dodge his knockups if timed properly. Tip: Try to predict when he dashes forward with QE. Your E displacement can knock him backward a bit, also moving towards him to avoid the outer area knockups of Q1 and Q2. Either move towards him or sidestep his knockups.
High burst, strong waveclear. Before level 6 is your only window of hope against her. Destroy her ASAP, if not, she can burst you out once she hits 6. Tip: Play aggressive early game. When she walks up for last hitting minions, blind her with Q, land some auto attacks for more damage. After 6, look for roams if possible after clearing your minion waves. You are unable to survive Akali's high burst as Quinn.
Seldom seen in toplane due to nerfs. You can easily outdamage her in early game because of your range advantage. Tip: Quinn's E can interrupt her E1 when she hasn't collided with the wall yet. When she rebounds from the wall, Quinn's E in contact with her will be interrupted. Pay attention to the timing when you use E. If you are unable to stop her E1, blind her with Q. She will be likely to miss her stun due to lack of vision. Do a quick combo against her for damage.
He can't really kill you unless he hits 6. Just dodge his Q and W. Tip: You can dodge his Q with your E. If perfectly timed, you'll be in mid-dash when his Q pops. It can't interrupt your E unless you are in his Q area.
Bully him with your longer attack range. Kiting with W+Passive really helps a lot. Try dodging his E with your range advantage and movement speed, also avoiding your E getting interrupted by his E. Be aware of some Darius players who bring ghost to run you down.
Simply annoying as hell. He is extremely tanky, and can chase you down with the Q slow. Tip: Bring Fleet for more sustain, or either Phase Rush for slow reduction. Try sidestepping right after you use E. He can predict your E landing location and then slow you with Q. Dodging by sidestepping is really important.
More of a 50/50 matchup. She can either beat you up with her strong all-ins, punishing you when you misuse E, or either you beat her up by abusing your range. Tip: Beware of her W parry. Avoid using E when she uses W since she can stun you. Try to predict her Q dashes, and use your Q in that direction. She won't see that coming, you can land more auto attacks with your combo, and she cannot predict your E timing to stun you with her W if nearsighted.
Simply annoying with klepto proc. Also his waveclear is better than Quinn, with his barrels. Tip: Bring Fleet and buy Doran's shield if you are struggling against his poke. Attack his barrels when they almost reach the bursting state.
You can't really do much against him, because he can be so tanky that he can nullify your combo damage by his W. His E also deals a lot of damage after the recent update. Tip: Bring Press the Attack, to deal more damage and sustain with lifesteal on BORK. Try to look for more roams to take an advantage because he is impossible to kill.
Beware of his DPS with his W 3-hit passive, also his Rage bar. Once he turns into Mega Gnar, he can CC chain you if you stand near walls. Tips: Dodge his Qs. Never stand near walls when you know his Rage bar is almost full.
You cannot stop Gragas E with your E. Your E will be cancelled upon collision with Gragas E. As Quinn, it is quite impossible to stop his ganks. He has both CC and high burst damage. Tip: Play safe when he is the enemy jungler. Remember to ward well and pay attention to pings. You really can't do much against him.
He has strong waveclear and poke. He is annoying especially after he builds Rylai's. Tip: Beat him before 6. Destroy his turrets first. You can dodge his E with your E dash. Bring Phase Rush and Nullifying Orb against him to avoid slow by Rylai's and his AP damage. If you are still struggling, you can consider buying Boots of Swiftness to negate slow.
High damage, waveclear, and teamfight potential. Her only weakness is mana-hungry early game. Tip: Dodge her E. It is her main damage dealing ability to ranged champions. You can boost movement speed by auto attacking with Fleet Footwork stacks, or units marked with Harrier marks. In late game teamfights, you will look to splitpush in other lanes, this can avoid Illaoi from arriving in teamfights when clearing minions, while you can arrive teamfights and kill their team first.
Has high mobility, and strong teamfighting ability. Your only window is pre-6 when she doesn't have her ultimate. Fleet Footwork is recommended in this matchup, for the HP sustain. Tip: Pay attention to ally minion health. Irelia may dash in for minions low on health. You can use your Q to blind her, preventing her from dashing from you. Interrupt her dash onto you with your E. After 6, you would prefer to look for roams. Take down isolated enemies before Irelia arrives to a teamfight.
Be aware of his ganks. Your E will be cancelled by his EQ combo when he is facing towards you, but you CAN interrupt his combo when he is facing in your opposite direction. You can utilize your E to bounce out from his ultimate.
Some may say Jax is an easy matchup when you can abuse your range advantage, but in fact it all depends on player skills. A clever Jax seizes opportunities to all-in you all the time. He knows that your E cooldown is longer than his Q. You may stop his first jump, but you are unable to stop the second. And then he beats you to death, especially when he already has Trinity Force with the CDR. I usually bring Phase Rush to run away from him quickly when he looks for all-ins. Tip: In the early game, avoid trading with him when your E is on cooldown. He has crazy late game potential, so deny his CS as much as possible.
Jayce is a bit annoying with his EQ harass in lane, but if you can dodge it, it will be fine for you. Bringing Fleet Footwork will be better for sustain if you're struggling in this matchup. Tip: Interrupt his Q forward dash by your E. Blind him when he's in cannon form so he cannot land autos.
Kayle may be strong late game, but she is not good in the early game. Quinn can easily burst her down and snowball the advantage, to help Quinn reach her 3rd item powerspike. Tip: Always look for all-ins when she uses her E to last-hit minions in the early game.
Kennen's main damage source comes from his Q, so you should avoid his Qs from hitting you. Quinn can beat him pre-6. His ultimate is good in teamfights, and your job is to avoid him from reaching teamfights during midgame, by splitpushing in other lanes to apply lane pressure. Tip: You should look for more all-ins when he misses his Q or uses it on minions. Bring Nullifying Orb and MR runes for this matchup.
Kled can be very aggressive. He can easily burst you down if he has his W, and he can just rush at you with his EQ combo. He is a very good duelist, but lacks teamfighting power. Tip: Play passive and freeze your lane if possible. Quinn cannot win 1v1s against him. You can try to trade pre-6 if you can land your Q on him. Calling for team assistance is the best way because all of Kled's abilities are single-targeted. He will stay in a bad position if you freeze lane, and he is open to ally ganks.
Quinn can interrupt Lee Sin's Q2 with her E, if timed properly. Lee Sin will be knocked back midair. So don't waste your E early if Lee Sin is ganking you!
Lucian can deal a lot of burst damage, especially when he has Press the Attack. However, his attack range is slightly shorter than Quinn, so when he wants to trade with you, he must dash/move forward. You can throw out your Q and blind him to deny his damage. Tip: Try predicting when Lucian wants to trade. Throw your Q in that direction, AA him, then use the W passive movement speed to run away. Avoid him from activating PtA.
Malphite is just... a natural QUINN COUNTER. I'd suggest you just simply ban him. He has high armor and even some burst with his W. Your only window of opportunity is pre-6. If you can't beat him early, you'll be surely rekt post-6. Tip: Take aggressive trades early, so he cannot respawn his passive shield, and use up mana for his Q. Malphite is quite mana-hungry early game if he uses his Q often. After level 6 just roam to other lanes and take advantage from kills, because it's impossible for Quinn to beat him up. Always bring Nullifying Orb and Cut Down.
Zilean can buff your movement speed, making Quinn perfect to chase down enemies. His ult is also perfect to protect a carry.
Yuumi is one of the few champions that can follow up with Quinn's speed. She can buff Quinn's AD, and also reach out to farther enemies, by her Q. Yuumi can cover Quinn's weakness of a relatively lower attack range compared to other marksmen.
A strong roaming support that can catch up to Quinn with mobi boots. His high bursts are extremely powerful.
Champion Build Guide
I am very passionate on this beautiful champion, Quinn and Valor, and I wish to share my unique tips on Quinn with all of you.
You can find me mainly on Instagram @valorkyrie_quinn, and Discord ValorkyrieQuinn#1841. I am always free to answer all of your Quinn queries!
This guide is designated mainly for Low-elo Quinn mains who are struggling on their climb, and also players new to Quinn, hoping to discover their new main.
Thank you for spending your time going through this detailed guide, and hopefully this guide can help you to know more about Quinn!
If you're into speed, birds, arrows or flying, or either you're a lore maniac who loves the backstory about a young girl daring to face her fears and rebirth into a newer self like a Phoenix, Quinn is the perfect champion for you.
+ High burst
+ Dueling potential
+ Ranged advantage vs melee
+ Disengage tool (E)
+ Versatility of builds/runes
- Vulnerable to ganks
- Weak waveclear
- No hard CC
- Affects team composition
- Snowball dependent
(Difficult to catch up when behind)
- Requires macro game knowledge
(When to split/teamfight/roam)
|A must-bring summoner spell for escapes or flashy outplays.|
|In most matchups you'll bring Ignite, for extra damage and execution. The Grievous Wounds effect is especially effective vs healers (e.g. Vladimir, Swain).|
|This summoner spell can help you survive strong bursts or all-ins, e.g. vs Riven, Jax.|
|Not suggested to bring on toplane, or you can just buy Quicksilver Sash instead. Most matchups in toplane don't really have deadly crowd control effects.|
|Also good for surviving bursts, but its alternative, Exhaust, is better against toplane bruisers. Barrier only targets yourself but Exhaust can weaken the enemy's main damage output in 5v5 teamfights, and can indirectly help your team out.|
|Not recommended on toplane. Only take it if you are playing ADC Quinn.|
Fleet Footwork gives you movement speed and HP recovery when attacking at full stacks. It provides a stable laning phase, while having strong late game potential combined with Statikk Shiv or Rapid Firecannon.
Press the Attack is the go-to rune for shredding tanks and high DPS. In my personal opinion, this is an aggressive rune, inappropriate use, aka overextending without wards, may lead you in a dangerous position. But of course, it's very powerful when you know how to play safe and keep an eye on the enemy jungler's position!
Triumph for extra gold and health for survival after takedowns. Sometimes it may save you from an enemy's Ignite!
Legend: Bloodline provides Lifesteal which scales up to 12% in the late game. An amazing rune that enables you to save up an item slot, not buying Lifesteal. But however, buying Lifesteal or not is situational.
Legend: Alacrity gives you scaling attack speed, however I personally think that the Lifesteal stats from Legend: Bloodline is more valuable than attack speed. You can already obtain a large burst of movement speed and attack speed by maxing W, Heightened Senses.
Coup de Grace provides execution power against enemies with low HP.
Cut Down is a great rune when you are going for the tank-shredding build, with 2 or more tanks/ high HP bruisers on the enemy team.
Phase Rush is quite good for matchups with heavy slows, e.g. Malphite and Nasus. Its slow reduction effect can help you to either catch up or escape.
Nullifying Orb is useful for saving your life at the very last moment. Many champions have some AP damage, including bruisers as well, Irelia, Yasuo are some examples. This rune is especially effective vs AP matchups like Kennen and Swain.
Manaflow Band is not quite recommended because you don't spam abilities a lot. Quinn's abilities have a relatively longer cooldown time.
Nimbus Cloak is also not quite recommended because it only buffs your movement speed after you use a summoner spell, and usually Quinn's summoner spells have a long cooldown ( Flash, Ignite), so it's not really useful.
Celerity is an amazing rune for Quinn. The movement speed bonus synergizes with W, Heightened Senses passive effect and Boots of Speed. It helps you on kiting and escaping from enemies.
(Remarks: R, Behind Enemy Lines gives flat movement speed, so Celerity does not give extra movement speed upon R.)
Absolute Focus gives you bonus AD when above 70% health. It is weaker in early game but useful combined with Lifesteal late game.
Waterwalking grants you extra AD and movement speed when walking on rivers. Suitable when your playstyle focuses on roaming.
Gathering Storm provides AD scaling in the late game. The stats provided after reaching 50 minutes is worth an item of gold, so it's a very valuable rune to take.
Demolish is viable on Quinn when taking the Resolve tree. It enhances Quinn's splitpushing power.
Second Wind can help you survive poke damage, e.g. Teemo, most effective when combining with Doran's Shield.
Bone Plating is effective when the opposing laner has strong all-ins, e.g. Jax, Riven, to survive burst damage. Optimal rune when taking Resolve tree.
Personally I never take Domination as primary/secondary rune tree, because options on other trees suit better with Quinn.
Glacial Augment slows enemies on auto attacks every few seconds. It is very effective to help you on kiting melee champions, like Sett and Riven.
Magical Footwear can help you save gold for buying boots. It also grants extra movement speed that helps you on kiting and roaming.
Perfect Timing is useful as a component for Guardian Angel. However, Stopwatch has a long cooldown time and fills up an early item slot, you may not be able to buy extra items or Control Wards, so I personally think it is not quite suitable for Quinn.
Biscuit Delivery provides sustain in early game. However, nerfs make this rune weaker so I suggest the alternative, Minion Dematerializer.
Minion Dematerializer allows you to empower waveclear. Slow waveclear is one of Quinn's weaknesses. This rune can help you to deal extra damage to minions so as to clear minions faster.
Future's Market is quite a useful rune in my opinion, because you can reach your 3-crit item powerspike asap. With this rune, you can get an early B. F. Sword when you have 1150 gold. Even if you are even in the early game, you can still get an advantage by using this rune.
Approach Velocity grants you extra movement speed towards a movement impaired ally or enemy champion. This rune is mostly useful on kiting when combining with Glacial Augment, while you gain extra movement speed when walking towards a slowed enemy.
Why Crit, not Lethality?
Lethality items like Youmuu's Ghostblade and Duskblade of Draktharr can burst down squishy ADCs and Supports. However, it does not provide sustainable DPS (Damage per Second), which implies that if Quinn cannot burst down a target, she will be the one being bursted down by the whole enemy team. You are likely to die more in teamfights. Besides, if the enemy team builds Armor, it is even worse for Lethality Quinn, because she cannot deal much damage to tanks with the low-attack-speed Lethality build.
Crit items can give you more attack speed, allowing you to shred tanks and also deal sustainable damage. Moreover, the Crit chance stats can reduce your main damage source, Harrier marks' cooldown. After reaching the 3-item powerspike ( Stormrazor, Statikk Shiv and Infinity Edge), you have a lot of Crit damage, a short Harrier cooldown, and you can start to pop off late game.
Stormrazor after preseason rework is perfect for Quinn, providing AD, attack speed and crit chance, everything Quinn needs to maximize her damage. Plus, the slow effect is extremely useful for kiting or chasing down enemies.
Infinity Edge provides incredibly valuable stats for Quinn. The crit chance provided can even reduce the cooldown of Harrier for more damage.
Only downside is the expensive 1300-gold component B. F. Sword, try to save up to 1300 gold on first back. If unavailable, try to rush Essence Reaver instead. You can bring Future's Market if you want the extra gold borrowing, to get an early B. F. Sword.
Statikk Shiv provides amazing waveclear power for Quinn, covering her downsides of weak waveclear. Providing crit chance that can reduce Harrier cooldown.
Phantom Dancer gives you a shield, helping you to survive from bursts. The crit chance stats are useful, also the movement speed bonus helps you on kiting and escaping.
Blade of the Ruined King gives you AD, attack speed and Lifesteal. It is an all-rounded item providing necessary stats Quinn needs. Great for sustain in lane and shredding tanks. However, it lacks damage comparing to Infinity Edge first item power spike.
Guardian Angel allows you to survive deadly bursts. Extremely necessary for mid-late game teamfights. As a damage carry, your main goal is to survive and deal as much damage as possible.
Bloodthirster is a great item providing Lifesteal, shielding and AD. Viable when enemy has strong poke damage.
Mercurial Scimitar is very useful when the enemy has impactful crowd control effects that can kill you and turn over a fight. Examples are Mordekaiser Realm of Death and Twisted Fate Pick A Card Gold Card.
Essence Reaver give you AD, crit chance and CDR. If you need more faster Vault cooldowns, this item is good for you, especially if the enemy has Jax.
Mortal Reminder is a must-build item when the enemy has heavy healing, e.g. Soraka, Vladimir. The Grievous Wounds effect can reduce their healing.
Wit's End provides on-hit damage and magic resist. It's an effective defensive item when against 2 or more champions with AP scaling.
Rapid Firecannon provides extra attack range which helps splitpushing. Synergizes well with Statikk Shiv and Fleet Footwork stacking effects.
The downside is, if you go for an offensive item like Rapid Firecannon, you may not be able to survive in teamfights and die easily.
R: Behind Enemy Lines
Cost: 100 / 50 / 0
After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two gain bonus movement speed equal to 70 / 100 / 130% of their total movement speed and can cast Skystrike by taking an offensive action or reactivating Behind Enemy Lines.
Basic attacking or dealing direct damage causes Quinn to swap in. Taking damage from non-minions while flying removes Behind Enemy Lines' bonus movement speed for 3 seconds.
Behind Enemy Lines is automatically cast when returning to the Summoning Platform.
Quinn performs Skystrike as Valor leaves, dealing (0.4 total AD) physical damage and applying Vulnerable marks to all enemies in a large area.
Skystrike can be performed by casting Behind Enemy Lines again, basic attacking, or dealing direct damage.
1. Blind effect on Q, Blinding Assault can deny vision, so that targeted abilities of other champions can be cancelled when you hit Q on them. For example, Darius R, Noxian Guillotine, and Mordekaiser R, Realm of Death.
2. Quinn's passive, Harrier, grants vision of the marked target. Harrier only marks enemy champions when Quinn is standing in a brush.
3. Quinn's E, Vault, can leap over walls, under a condition in which you have another target behind the wall and has vision on it. Harrier marks by Q, Blinding Assault, R Behind Enemy Lines, and active effect of W Heightened Senses provide vision of the target.
4. NEVER initiate with E if you are mounted on Valor with Behind Enemy Lines. Enemies may use flash or other dash abilities to escape. Your E can follow dashes and blinks. Use it wisely to catch up with the enemies!
5. About other Quinn Vault usages, please view my video posted on Instagram:
Quinn E Usage Guide
6. Harrier target mark range is EQUAL to Vault range.
Popular Question: Why W Max?
Heightened Senses passive effect provides movement speed and attack speed while attacking Harrier marked targets. It helps you on kiting or escaping. The effect does not cost any mana.
On the other hand, Q Blinding Assault max increases the mana cost of the ability. You will always be running out of mana if you poke the enemy a lot.
As a Quinn player, your goal is to maximize your damage with your abilities and Harrier marks.
Combo 1: A -> E -> A
A small trick that you can abuse before laning phase. First, you hide in a brush, then wait for the enemy to approach. Harrier marks the approaching enemy, then apply an auto attack, then E, to maintain distance and then land another auto attack. You can proc 2 Harrier marks. This combo allows you to create a laning advantage with more HP.
Combo 2: A -> Q -> A -> E -> A OR A -> E -> A -> Q -> A
You can proc 3 Harrier marks max with this quick combo. When enemy is marked with Harrier, try to Q blind him before he uses abilities to escape. Then land an auto + E + auto. Enemies cannot react to the sudden loss of vision quickly, so the sudden attack is effective. If enemy has already used any dash ability, you can choose to do the other AEAQA combo.
Combo 3: R -> A -> Q -> A -> E -> A
Behind Enemy Lines marks ALL enemy champions with Harrier upon landing. You can right-click from Valor form to auto attack. Land a full combo for 3 Harrier marks. As passive cooldown should have been reset already, land 1 more auto attack for a maximum of 4 Harrier marks.
Level 2 Powerspike:
You have 2 abilities, Q Blinding Assault, and E Vault, that can both apply Harrier marks to the enemy. You can do a lot of damage with a quick Q-A-E-A combo.
Level 4 Powerspike:
With your second point in W Heightened Senses, you have a lot of bonus movement speed and attack speed attacking Harrier marked targets in the early game. You can apply more auto attacks to a marked enemy.
First Item Stormrazor Powerspike:
Extra AD, attack speed and crit chance helps you to deal a lot of damage. Especially the crit chance lowers your Harrier cooldown.
Level 11 Powerspike:
You have your second point in R Behind Enemy Lines. The mana cost is lowered, also the movement speed given increases. You can activate Behind Enemy Lines more frequently, so your roaming and assisting potential further increases.
3-item Powerspike with any 3 Crit items:
Here is when Quinn's damage potential is maximized. You deal a lot of crit damage, also having strong waveclear (with Statikk Shiv and Stormrazor). Plus, the 75% crit chance reduces a lot of Harrier's cooldown, you can mark enemies more frequently in a long fight.
As a ranged champion, Quinn tends to push lane against melee matchups. Beware, this may expose you in a dangerous situation. If your positioning is too far away from your turret, the enemy jungler will be able to set up successful ganks. Hence, vision control is important. Only push lane when you see the enemy jungler showing up at other lanes, or you have sufficient vision of toplane brushes.
At other circumstances, you are suggested to freeze your lane. When you freeze your lane, you are near your own turret, so it allows you to escape in time when the enemy jungler comes for a gank. Remember to play safe, because Quinn is snowball dependent, she is difficult to catch up when falling behind, so at least maintain a CS lead, earning gold from minions. NEVER GREED.
Q: How to freeze a lane?
A: Do NOT auto attack minions, only when you last hit them for gold. If the enemy deals more damage to minions than you in a minion wave, the wave will push into your turret. Hold minions in a position right in the Blue areas marked below. Ensure that the enemy minion wave always have 3 minions more than you.
Once you have your ultimate Behind Enemy Lines, you should try to look for roams to other lanes, to help other lanes build up an advantage.
Q: When should I roam?
A: Push the minion wave to the enemy turret before roaming. This avoids exp loss from minions when helping out other lanes.
Q: Where should I roam?
A: You should help out your team when the enemy is pushing their lane towards allied turrets. Enemies would be less likely to escape. If your allies have crowd control effects, your gank would be more likely to succeed.
Aiming for Objectives (Splitpushing)
Killing people doesn't win you a game. Taking down objectives do. In the mid-game to late game, your main goal is to distract the enemies by splitpushing. Statikk Shiv is recommended because it enables you to clear minion waves faster.
Splitpushing botlane is very helpful for your team. When you are applying map pressure botlane, the enemy team will try to stop you by sending 2-3 people down botlane. However, Quinn's high movement speed from Behind Enemy Lines allows her to escape to safety. The enemy cannot earn anything, while your allies can look for starting Baron Nashor .
As a ADC-assassin like champion, your main goal is to flank, doing a sneak attack Behind Enemy Lines. Land your Q Blinding Assault to the enemy damage carry to prevent him from dealing damage. Be aware of positioning, since Quinn is very vulnerable to crowd control effects.
To know whether the enemy is approaching and escape to safety, vision control is important. Here are the brushes you should ward with:
Red for Control Wards
Yellow for Warding Totems
Thank you all for spending time to read my guide!
Special thanks to inspirations from QuinnADC, a Grandmaster Quinn OTP on NA. His tips really helped me a lot, to discover my own playstyle. He makes uses of various rune pages in different matchups, but the versatility often confuses new Quinn players. I modified his playstyle a bit, making it into my present playstyle.
My playstyle is relatively more suitable for lower elo players that usually don't have much knowledge of the game. My ultimate goal is hoping that new Quinn players can understand more about this champion, and achieve success in their future games.
If you have any opinions on this guide, please comment down below! I will be glad to explain more for you. Please also give me votes to tell me if you liked it!