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Introduction to the Guide



Quinn is an Attack Damage Carry (ADC). She is known for her high mobility in the fields of kiting
and chasing. She deals insane single target damage, and scales quite well into late game, her damage output rivaling those of hypercarries like 

Hi! I'm MoPho, and I play on the North American Servers. This is the first guide that I wrote, and I've been getting the hang of things. I'm not new to Mobafire, but I am new to actually communicating with people on it. I've started to main the role of ADC in ranked and normal queues, and I can safely say that I win my lane over 90% of the time. In addition, I feel that I have a firm grasp on how to play Quinn. My stats for the role of ADC are quite good, and I believe that all of these points qualify me to write a guide on Quinn. I appreciate any comments and suggestions, and I hope you enjoy the guide!
My LoLKing:
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Current Quinn stats:
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Current Ranked ADC stats:
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My LoLKing:

Current Quinn stats:

Current Ranked ADC stats:


Quinn and Valor are an elite ranger team. With crossbow and claw, they undertake their nation's most dangerous missions deep within enemy territory, from swift reconnaissance to lethal strikes. The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends.
As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood.
On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name "Valor." The pair found strength in each other, and together they pursued the dream she had once abandoned.
The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.
"Most soldiers only rely on their weapons. Few truly rely on each other."
I'm actually a guy and I my bird is actually a sex toy. Tell me you saw this.―Quinn
As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood.
On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name "Valor." The pair found strength in each other, and together they pursued the dream she had once abandoned.
The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.
"Most soldiers only rely on their weapons. Few truly rely on each other."
Runes




Runes




These runes give you a huge boots for damage.

Teleports your champion a short distance towards your cursor's location.
A must get for Quinn. Use for surprise attacks and as a gap closer.

Sets them on fire.
Kill securer. Also usable during a fight/duel. Enemies rarely notice their HP drain away. Also negates heals.

Shields your champion for 2 seconds.
A safe pick for aggressive and defensive use. More defense than heal, but only lasts for two seconds. Isn't weakened by


Removes all disables and summoner spell debuffs.
Pick if enemy team has a lot of CC. Can't go too wrong with this summoner spell, but you lose a tiny bit of offensive power.
Sequence

tl; dr




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More In-depth Explanation
I max out

I max out











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Usage
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Bonus damage. Activate it only when only little effort is required, or when its safe to do so.
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Max out first - Great harass and wins you trades.
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Max out second - great ASPD steroid for insane DPS.
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Max out last - only for utility.
Flash wasn't necessary, but Diana is scary.
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tag team Tag Team- This skill has a lot to explain. The super attack speed buff from



Sorry. You have to read the wall of text.
Editingthisonphoneshhhhh
Note how I am in a position so that my teammates can help peel any enemies off me. Also note how I deal my damage as Quinn, then activate tag team when only a few are left. Most importantly, dat prediction.
wahwahwahI might upload some videos later on certain skills.
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Combos
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EARLY BURST
I want to discuss your "burst" damage here. At level three, you should have a point in Q, W, and E. There is a certain combo here that has a high burst potential. It is





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Not counting Armor, A-Pen, or





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CHASING
If you have tag team, activate it and use





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TEAMFIGHTS
Only thing I can think of is HV. You'll be autoattacking for the majority of your damage now. As I explained above, you might want to save your


START

With 2x

My preferred start. Potions give you enough sustain until you need to go back. Your longsword allows you to win trades and makes all-ins deadlier. I find myself outlasting ADCs with



With 3x

The safest start by far for any ADC. I prefer to start with



Just this and your swag
If you feel like a badass today and want to go for some extreme offense, I recommend this start. I'd recommend this with sustaining supports, though, since 5 hp per hit isn't alot. With


MIDGAME

Hotfixed.
After Patch 3.03, this item became the god mode item. Sustain, damage, and attack speed. It was great for its price. However, after the hotfix, I'd only buy this if I felt that I wasn't farming fast enough for an



Use their blood as lubricant.
Wasn't much of a fan anymore, thanks to



"Critical" to your build.
Your





Huh?
Why






Pew pew pew.
Patch 3.03 made this item less important to me early on, thanks to


LATE GAME DAMAGE

What armor?
If you find that the enemy team is attempting to counter your massive carry-***, then buy this. This negates so much of their armor and your damage potential will come back.
LATE GAME SURVIVABILITY

Bruiser?
No. I'm just kidding. You're not a bruiser. However, this gives you a ton of survivability, especially against true damage. However, if you feel that you still die in teamfights, opt for a


Help! I've fallen and I can't get up!
If you find that the enemy team is attempting to target you and kill you at any cost, please buy this. Therefore, while you're doing damage and they're killing you, your team can focus on killing them. When you respawn, carry on. If it was extremely late game and you have spare money, swap with

Ashe?
You don't really need this for chasing, but it does offer great potential for it. In addition, it gives you nice survivability and a small damage boost.
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SITUATIONAL

A shocking choice.
I really hate this item on ADCs. I don't know why. I feel like you should only get this if you're bad at farming. It's true strength is more at early game, but it doesn't really scale at all into late game. If you do get it, replace it with


It's okay.
A package of ASPD, MS, CDR, and AD. In addition, it gives you Tenacity. I think that it's great. However, I'd opt for a




Pushing.
Gives you alot of ASPD with a a decent passive. I'd only buy this for insane split pushing late game, and replace another ASPD item with it. If you're only splitpushing for the majority of the time, I might replace

EARLY GAME
Focus on farming. Harass when possible. If you're playing with an offensive support like






If you're ahead
|
If you're behind
|
MIDGAME/LATEGAME
Towers are pushed down; teams are usually mid lane and dragon/baron are up. You've had one or more teamfights. What I'm going to discuss in this section is how to participate in your teamfights.
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- General tip: You can buy wards as well. Just not too many.
- General tip: Attack whoever is closest. Your job as ADC is to deal as much damage as you can before you die.
- Your
Harrier should mark the closest enemy champion. Do the
Harrier
Vault combo explained earlier.
- Try to
Blinding Assault a group of enemies, especially their ADC and bruiser.
- If you see early on that someone like
Olaf is focusing you, save your
Vault and instead use it to kite him.
- If you have
Blade of the Ruined King, I'd recommend setting it in slot 1 as a smart cast. Don't forget to use it.
- When enemy team is weak enough (either 4-5 with low hp or 2-3 with reasonable hp), use tag team. This lets you fight as Valor rather safely, and the movement speed should last long enough to catch any stragglers.
- When you reach full build, remember to buy
Elixir of Fortitude and
Oracle's Elixir whenever possible. If you're really rich, swap out
Guardian Angel with
Warmog's Armor whenever it is on cooldown.
- And of course, do dragon and baron whenever possible.
Ah! Who do I lane with? Find out here.
Ah. This guy. Just fabulous. You might have a problem with him as
Ezreal (GAAAAAAAAAAAY), though as
Quinn, he's one of the best supports. His offensive playstyle and burst complements yours. Also, I'd say a
Doran's Blade start with him is very possible. At level 3, both of your bursts should be very high; I'd suggest an all-in at this point. Normally, you should let him initiate with
Dazzle and
Shatter. You should start moving towards the enemy as his
Dazzle is still in flight. In the best situation, they will be marked with
Harrier. You should be able to pull off the
Harrier
Vault combo before the stun wears off. If they decide to engage, hitting your
Blinding Assault guarantees a won trade.
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Another top choice for support. Her CC combo goes well with HV. However, I'd preferably start out
Long Sword and 2x
Health Potion. If her
Eclipse hits, then she's done over 200 damage. At level 6, her CC combo should guarantee a kill if executed properly.
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Mooooooove over. A champion support coming through. This guy has great sustain with his
Triumphant Roar. His
Headbutt
Pulverize combo is great, especially if he
Headbutts the enemy ADC towards you. If he does, you can
Flash over them and
Vault them, placing you closer to their turret than them so they have nowhere to run. I might take a
Doran's Blade with him. His early game damage isn't as strong as Taric's or Leona's, but nothing to brush off.
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Why this guy? I dont know. His pull. Knockup. These two do almost the same thing as
Alistar does, except for the fact that he brings the enemy to you on a silver platter. You can also pull off the
Flash
Vault combo for better positioning. Great early damage with his
Power Fist.
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With a pull like that of
Blitzcrank, a shield that doubles as a getaway, and nice poke harass,
Thresh is one of my favorite supports to play with. His
Death Sentence offers some CC, and his
Dark Passage allows you to harass and trade safely.
Flay can help harass and secure kills by pushing back running victims. His initiate with
The Box at level 6 is very good as well, providing a 99% slow and a lot of damage.
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I'd consider her a bit of a
Sona, except for with an ability that's not completely useless early on. Her poke is great, and her
Aqua Prison is also very strong. However, I feel that she lacks the all-in potential that the "greats" share. You can definitely pull something off with her.
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Great poke and sustain. Her
Power Chord hits like a truck early on, especially if
Hymn of Valor is activated. Her
Aria of Perseverance helps you sustain. I find myself buying
Long Sword 2x
Health Potion with her. I prefer Sonas to use their
Hymn of Valor more than their
Aria of Perseverance, at least until my potions run out.
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A tankier support with self-sustain. His poke is alright, but his early game isn't as strong, which is where Quinn does well in. Really shines during lategame with his
Blood Boil and
Absolute Zero. I wouldn't recommend running him against counters like
Caitlyn, since he lacks hard CC and doesn't have alot of burst. However, if you can survive and possibly gain an advantage early game, your late game will most likely be better than the enemies'.
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Her passive gives the whole team bonus movement speed, allowing you a
Long Sword 2x
Health Potion start without much of a loss of movement speed than if you started
Boots 3x
Health Potion. Her
Eye Of The Storm allows you to take poke, and in the case that you trade, you will also have bonus AD. Again, your early game aggression will be slightly less than if you were with
Taric or
Leona. Janna's lategame is where her utility really shines. Aside from the bonus movement speed, her CC from
Monsoon and
Howling Gale can start and stop fights. Again, she lacks the hard CC that synergizes with Quinn's early game the most, thus gaining her a spot in the "good" section.
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I'd consider her a combination of
Sona and
Janna, since she has poke, a shield, a damage bonus (but it's her damage), a movement speed bonus, and around the amount of CC that
Janna has. Her
Glitterlance pokes quite hard, while slowing them for a large amount.
Whimsy will usually be used for the polymorph function, allowing you free hits in trades. Her ultimate,
Wild Growth, can be used to bait and can quickly turn the tide in an engagement. However, she is with the "goods" because of her lack of high damage burst. In addition, she does not have a gap closer/displacer. However, her ability to do a little bit of everything gains her a spot here.
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Playing with a
Lux support can be tricky. First, if the
Lux completely sucks at skillshots, consider her a waste. However, if she is somewhat decent, having her can make your lane quite fun. The damage from her
Lucent Singularity and
Illumination is very annoying for the targets. She has a shield that comes back twice, and her
Light Binding is a decent initiator. Once she hits level 6, her "Lux Combo" will deal tons of damage (seriously). This, aside from snaring the enemies for you, will set you up for an easy kill, as her
Illumination scales with levels, allowing her to deal decent damage while building support. Her snare is her only CC, however, and she is rather squishy. If she had sustain, I might have put her with the "great" supports.
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Rawrly do I see these
Nidalee supports anymore. She's not the best, but can be decent. My only highlights about her are her
Javelin Toss and
Primal Surge.
Javelin Toss is her poke and what characterizes her as a decent support along with
Primal Surge. However, these should be able to be dodged. Her
Primal Surge helps you win trades by giving you HP and bonus ASPD.
Bushwhack isn't too phenomenal, since the traps have to be triggered. She isn't in "great" because she lacks an initiating ability and hard CC, which is what
Quinn needs in a good support.
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Please don't. Although it is viable, I would not like a
Karma support with me. She'd be much better in jungle. With
Quinn, you need some form of reliable CC, her
Spirit Bond not fitting the bill. Her sustain is completely reliant on her Mantra, and it doesn't even heal for alot. Thus, please don't take her.

THE GREAT











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THE GOOD



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THE NOT SO GOOD




This chapter is to give tips on how to play versus other bot laners. I will provide a number out of 10 that gives you a general difficulty of the matchup. I am only listing ADCs right now, but might add a bot lane combo section later. For right now, counterapply the support info from the "Lane Synergies" section above.
3/10 (Easy) -
Ashe is a very passive laner. Abuse this to your advantage. She has close to nothing on you. Many are afraid of her passive crit, but your
Blinding Assault completely negates it. In addition,
Ashe has no escape ability. If you're aggressive, you will end up zoning her. All-ins are very strong against
Ashe in early levels, since her
Frost Shot will have generally no slow. Her
Volley will have a high CD and cannot trade well. Ashe's kiting ability increases in late game. Thus, abuse your strong early game by playing aggressive, zoning, and going for easy kills. To make this even easier, grab a support such as
Taric.
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Play aggressively. Zone and take advantage of her lack of escapes with heavy harass. Go for trades.
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8/10 (Hard) - One of your hardest counters. Arguably the hardest. A good Caitlyn will abuse her range advantage, using it to harass whenever farm is not available. She can disengage and kite you with her
90 Caliber Net Her disengage is very annoying, since she can slow you and reposition herself for more harass. Try to dodge her
Piltover Peacemaker, which is her main ability for harass. It deals a ton of damage early on and goes through minions. Know where her traps and and avoid them, as stepping in them reveals you and provides her free hits. If you want to kill her, try to bait out her
90 Caliber Net, then initiate during the CD. I'd prefer either a support that can displace her (
Alistar,
Blitzcrank, and
Thresh) or a support that can counter her long range by also zoning her (
Lux and
Janna). Another alternative is to go with high sustain and farm as much as possible, knowing that as long as
Caitlyn doesn't get ahead of you, your late game will be better. Ask for your jungler to gank, as this also reduces her chance of escaping an all-in.
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Try not to take poke. Get supports such as
Alistar,
Thresh,
Blitzcrank, and
Lux. She cannot beat you in a trade. Bait out
90 Caliber Net if you can before engaging, as it is her escape ability. Get ganks. Your support has to be a good one.
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Have yet to play enough games against him to fully explain.
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7/10 (Medium) -
Draven counters a lot of champions. You could or could not be one of them.
Draven can be tricky to lane against for a few reasons. First, he has higher base stats. Second, he has an extremely strong early game, and third, he's Draven. His early game damage is high, especially with his
Spinning Axes. If he's any good, he will try to poke you when you farm, much like
Caitlyn. You need to grab a heavy CC support or one that can zone, because prolonged trades will not work well. In addition, supports that can displace him like
Blitzcrank will help, since he does not have a good escape ability. Ganks should work quite well against him, too. You can go in for short trades with HV and your
Blinding Assault. If you're far ahead after your combo, you could stick to the trade and possibly rack up a kill or two.
to dodge it, then
Vault to him and use
Blinding Assault. tag team is also very good for a duel, since you will be sticking onto him at melee range, and axe controlling will be a little harder, especially with your
Vault.
Draven will become out of position thanks to that. If he somehow misses the axe, his DPS is lowered by a alot.
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Terrifying early game. Try to pick support with heavy CC, zoning, or displacement capabilities. Try to harass back with HV. Escape ability isn't the best, and is easy to kill when they are on CD. tag team can counter
Whirling Death and him in general if used correctly. He falls off a little mid and lategame. Jungler ganks can help a lot.
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5/10 (Medium) - Ezreal was my main ADC. I've played a lot of games with him, so I know him in and out. He is rather squishy early game, so abuse that.
Mystic Shot makes for great poke and harass. To avoid this, stand behind minions. Your
Blinding Assault won't stop it. However, your engages should be a lot stronger than his.
Arcane Shift. After he shifts,
Harrier should have him marked. Pull off the HV combo with a
Blinding Assault in between so he is blinded for the duration of this trade. You should be ahead. Therefore, let the zoning begin. I cannot stress this enough, but an aggressive support helps. This will force him to use
Mystic Shot to farm, costing him mana and CS. Dodging his
Trueshot Barrage should be easy by activating tag team, even more if you
Vault out of the way.
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To avoid poke, stay behind minions. Learn his playstyle (extremely aggressive or more passive), and win trades. Zoning
Ezreal hurts him a lot. Reliant on poke. Squishy early game, too. tag team >
Trueshot Barrage.
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6/10 (Medium) -
Graves is a high burst ADC, who synergizes well with almost the same supports as you, more with the aggressive ones. His early game burst will deal a ton of damage, so you need to learn to avoid it.
then proceed with autoattacks. To avoid this, try to predict his
Quickdraw and as soon as you see it, you can pick between two options. 75% through the animation of
Quickdraw, you can
Vault to a nearby minion, causing him to miss
Buckshot if he aims it directly afterwards. If you decide to
Vault halfway through
Quickdraw, you can just
Vault to him, because when he nears the animation's end, you will be at your autoattack distance, taking only one possible hit of
Buckshot. Doing either of these will guarantee a won trade afterwards, especially if you use
Blinding Assault to counter his ASPD boost. However, do not engage for too long if you miss
Blinding Assault, since
True Grit is OP in prolonged trades. Try to harass him with HV, since his CDs are long early game and he can't take much advantage of
True Grit against it.
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Dodge his burst and try to avoid too much of
True Grit; he has long CDs early game, so punish him for that. You can win against his steroid with a
Blinding Assault.
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More to come later!








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Play aggressively. Zone and take advantage of her lack of escapes with heavy harass. Go for trades.
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Try not to take poke. Get supports such as





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What is good for you, however, is that he becomes a tiny less effective at midgame and lategame. He
has to lose a bit a DPS just to catch his axes. In addition, a bad 
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Terrifying early game. Try to pick support with heavy CC, zoning, or displacement capabilities. Try to harass back with HV. Escape ability isn't the best, and is easy to kill when they are on CD. tag team can counter

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If he decides to
Arcane Shift aggressively towards you, he will most likely try to
Mystic Shot
after it. An optional tip is to move to the left or right right after he does the 







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To avoid poke, stay behind minions. Learn his playstyle (extremely aggressive or more passive), and win trades. Zoning


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Dodge his burst and try to avoid too much of


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More to come later!
MoPho
Quinn Guide
Quinn 2 Win - A Comprehesive Guide to Demacia's Wings
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