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Quinn Build Guide by Valorkyrie Quinn

Top Phoenix, Fly! 1.3M Mastery Toplane Quinn Guide! [10.5]

Top Phoenix, Fly! 1.3M Mastery Toplane Quinn Guide! [10.5]

Updated on March 17, 2020
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League of Legends Build Guide Author Valorkyrie Quinn Build Guide By Valorkyrie Quinn 14 2 38,055 Views 0 Comments
14 2 38,055 Views 0 Comments League of Legends Build Guide Author Valorkyrie Quinn Quinn Build Guide By Valorkyrie Quinn Updated on March 17, 2020
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Runes: High Burst Build

1 2 3
Precision
Press the Attack
Triumph
Legend: Bloodline
Coup de Grace

Inspiration
Future's Market
Magical Footwear
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Most Matchups
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Phoenix, Fly! 1.3M Mastery Toplane Quinn Guide! [10.5]

By Valorkyrie Quinn
Nice to meet you everyone! I'm ValorkyrieQuinn, also known as Kyrie in short. I am a 1.3M Quinn Main on Taiwan server, with the summoner name ValorkyrieQuinn. I've been constantly having success on Quinn, recently hitting the Platinum 4 goal, ranking up from Silver. I have a 56% winrate on Quinn, in over 200 ranked games.

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!
No one remembers her. Nobody knows what she does. Quinn's pickrate and banrate is low, so this is what makes her a hidden ace in your sleeve.

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.


Pros:


+ High burst
+ Dueling potential
+ Roaming
+ Ranged advantage vs melee
+ Disengage tool (E)
+ Versatility of builds/runes


Cons:


- Vulnerable to ganks
- Weak waveclear
- No hard CC
- Affects team composition
(No tanks/bruisers)
- 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.

Precision


Keystones



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!

Secondary Runes



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.




Sorcery



Keystones




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.

Secondary Runes




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. 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.



Resolve



Secondary Runes




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.


Domination



Personally I never take Domination as primary/secondary rune tree, because options on other trees suit better with Quinn.


Inspiration


Keystones



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.


Secondary Runes




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.

Core Items



NEW UPDATE!!!



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.

Situational Items




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.

Abilities


Passive: Harrier
Range: 675
Cooldown: 8
Valor periodically marks a nearby enemy with Vulnerability for 4 seconds. If Quinn attacks a vulnerable enemy, she deals bonus physical damage equal to 10-95 (+1.16-1.5 per attack damage) depending on her level. This also activates on enemies hit directly by Blinding Assault and Vault.

Harrier is disabled while Behind Enemy Lines is active and for 8 seconds after a target's mark ends, though this cooldown is reduced by 1% per 1% critical strike chance, multiplicatively (ex. at 50% Critical Strike Chance, Harrier's cooldown is ~5 seconds, at 100% Critical Strike Chance, the cooldown is ~3 seconds)

Q: Blinding Assault
Range: 1025
Cooldown: 11 / 10.5 / 10 / 9.5 / 9
Cost: 50 / 55 / 60 / 65 / 70

Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy and marking it as Vulnerable. In addition, Valor deals 20 / 45 / 70 / 95 / 120 (+0.8 / 0.9 / 1.0 / 1.1 / 1.2 per attack damage) (+50% of ability power) physical damage and applies Nearsight to the target for 1.5 seconds, removing allied vision and reducing its vision radius to 300 for the duration.

W: Heightened Senses
Range: 2100
Cooldown: 50 / 45 / 40 / 35 / 30
Passive: Attacking a Vulnerable target will increase Quinn's movement speed by 20/25/30/35/40% and attack speed by 20 / 35 / 50 / 65 / 80% for 2 seconds.

Active: Valor reveals the surrounding area for 2 seconds.

E: Vault
Range: 675
Cooldown: 12 / 11 / 10 / 9 / 8
Cost: 50

Quinn dashes to an enemy, dealing 40 / 70 / 100 / 130 / 160 (+0.2 per bonus attack damage) physical damage and slowing the target's movement speed by 50%. This slow decays over 1.5 seconds. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum attack Range away from the target.

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.

R2: Skystrike
Range: 700
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.


Additional Tips:



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.



Combos



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.


Powerspikes



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.


Laning Phase



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.




Roaming



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.



Teamfighting



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.


Vision Control



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 Stealth Wards
Quinn is a champion with easy abilities, but is difficult to play well due to her short range and needs of map awareness on maximizing her roaming potential. After you have read this guide, you'll be sure to master Quinn better!

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!
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