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Quinn Build Guide by VLCLOUS

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League of Legends Build Guide Author VLCLOUS

Quinn & Valor; Profound Executioner

VLCLOUS Last updated on March 6, 2013
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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: 22

Honor Guard

Defense: 8


Utility: 0

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Quinn and Valor is a Ranged Attack Damage Carry. She's slightly difficult but with practice makes perfect. Her skill set works very well together and has great chasing/escaping capabilities. By far one of the most fun AD carries in the game so far in my perspective. I could compare her to the difficulty of Vayne There are many ways to utilize this champion such as bruiser top and AD carry bottom. This guide will show you my way to playing and building Quinn

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Pro's & Con's


- Great poking ability
- Amazing movement speed
- High damage
- Fun/Unique
- Low cool down timers
- Great late game like all adc's

- Her ulty does not refresh cooldowns when casted
- She's a bit slow early game but once you get boots it's not a problem
- Mid-range attacks somewhat like Vayne
- Well being a girl I think shes kinda ugly LOL... And they could of done better on the skin but ohwells.
- Her passive goes to the wrong target sometimes
- Squishy but that's kind of a given since you're a adc.

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Greater Seal of Armor
Grants 1.41 armor.
I chose armor seals for the extra sustain. There will be a lot of harassing and poking going on early game and this helps a lot with trading poke.
Greater Glyph of Attack Speed
Grants +.64 attack speed.
I get the attack speed glyph because I generally don't build much attack speed until early-mid game, I focus more on high damage items. Having this compensates for the attack speed I'm missing early on.
Greater Mark of Attack Damage
Grants +.95 attack damage.
This is pretty much straight forward. You're the AD carry, you want more AD. Having some early game gives you a better advantage over the opposing AD carry and helps with farm/poke and fights.
Greater Quintessence of Attack Damage
Grants 2.25 attack damage.
I like these Quints because it gives a early game lead. People don't usually have a lot of armor early game so I'd rather have damage. You can always build armor penetration in game such as a Last Whisper.

Glyph of Magic Resist
Glyph of Scaling Magic Resist
These runes give more sustain and are more frequently used by summoners.

Greater Quintessence of Attack Damage

Greater Seal of Armor

Greater Glyph of Attack Speed

Greater Mark of Attack Damage

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With Quinn I like to have 22/8/0 masteries. The reason behind this is because you are a AD carry, and want to do as much damage as possible. Having all the attack damage enhancements in the masteries helps a lot. I also want a bit of sustain so I'm not completely vulnerable to enemy attacks. so I get armor, and health masteries in the defense section. This is a general AD carry mastery page and there's not much to explain.

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Item Sequence

Berserker's Greaves

The Bloodthirster

Infinity Edge

Statikk Shiv

Guardian Angel

Blade of the Ruined King

Above is my general build.
Berserker's Greaves with Enchantment: Furor for the attack speed and movement speed.
Mercury's Treads If the enemy team has a lot of crowd control and you are getting caught in many stuns/slows/etc... This item reduces the duration of disables.
Boots of Swiftness These are great for extra movement speed if needed.
My Core Items
The Bloodthirster Is generally the first item I build. I like the attack damage it gives plus life steal. Giving you high damage and a bit more sustain. This is a must have in my build and is a general AD carry item.
Infinity Edge If I'm doing very well I will build this second. If not then I would purchase a zeal for extra attack speed. The reason behind the infinite edge is straight forward. It increases your attack damage and critical strikes. This is a must have on a AD carry in my perspective.
Guardian Angel I adore this item. This item grants you another life practically. When you hit 0 health this item brings you back to life restoring 30% of your life back. This added with The Bloodthirster is a great combination.
Statikk Shiv I like this item for the AOE(Area of Effect) magic damage and attack speed.
Blade of the Ruined King This item grants attack damage, attack speed and life steal it also has a UNIQUE PASSIVE & UNIQUE ACTIVE.
Trinity Force This item is never a bad item. It's just very very pricey. But its got the full package. Attack speed, health, attack damage and more.
Runaan's Hurricane Can replace Statikk Shiv This also has an AOE(Area of Effect) effect although the AOE(Area of Effect) isn't as great as the Statikk Shiv This does have more attack spead.
Phantom Dancer This is a great item if you're focusing on single targets. This grants attack speed, critical chance and movement speed.

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Skill Sequence

Blinding Assault
Quinn sends out Valor in a straight line skill shot, blinding enemy's hit.
The reason I max this last is because I generally don't hit this 100%. It is a good poking ability and has decent damage out put but easily avoided since it is a straight line skill shot.
Heightened Senses
Passively grants Quinn attack speed and bonus damage after attacking a enemy marked by Harrier. Valor's attack speed is permanently increased. If activated Heightened Senses reveals surrounding area.
The reasoning behind maxing this first is because I generally do not buy attack speed until early-mid game. Having this maxed gives me the attack speed I need plus the bonus damage. This skill can also reveal surrounding areas which is great for chasing. Overall I very much like this skill but if you dislike it or don't think it should be maxed first I suggest you max Vault.
Quinn dashes to an enemy, dealing physical damage and slowing the targets movement speed. Upon reaching the target, she leaps off and lands near her maximum attack range. Valor will immediately mark the enemy with Harrier.
This skill is great for mobility and adding your passive effect from Harrier. What I love about this skill is that if you are chasing and Vault the enemy, you land slightly closer to them and if you are up close to a enemy, trying to escape. Vault will cause you to land a slightly further distance. I max this 2nd for the cool down but can also be maxed first if chosen to.
Tag Team
Valor replaces Quinn on the battlefield as a mobile melee fighter. When ready Quinn returns in a hail of arrows, dealing physical damage to all nearby champions.
This is Quinn & Valor's ultimate. I generally use this to chase and/or escape why? Because Valor's speed is very high. One thing I dislike about this ultimate is if you activate it with cooldowns on your skills, the cool downs do not reset. This makes you think which set of skills are more important for the fight.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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Teleports your champion a short distance towards your cursor.
This skill is used either to grab a kill or escape. I generally use this summoner spell on most of my champions. Its great if you get ganked, gets you out of sticky situations and is able to go through some walls. Although at first its hard to master this skill is a must have.
Ignites targeted enemy dealing 70-410 true damage (depending on summoner level) over 5 seconds and reduces healing effects for a duration.
This skill is mainly used to gain an advantage in fights. I generally get Ignite on all my AD carry's for the extra damage and the special effect of reducing enemy heals. I cast this as soon as I get into the fight, why? Reasoning behind this is simple, if they have a healer I want to reduce the amount they heal to ensure a kill quicker.
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
You could replace Ignite with Cleanse for champions with less escape such as Kog'maw. Cleanse is used to get out of sticky situations such as a Amumu ulty.
Your champion can move through units and gains 27$ movement speed for 10 seconds.
This could replace Flash This is great for running away/chasing. I generally don't use this on a AD carry and use it on Bruisers and such. But if you really dislike flash this is a great replacement for more mobility.
Shields your champion 115-455 depending on summoner level for 2 seconds.
This could also replace Ignite for some more sustain. I generally don't use this spell often because I find ignite more useful, but this really helps in those early game fights.

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While farming try your best to hit the minions/champions marked with Harrier This adds the effect of your passive on Heightened Senses giving you extra attack speed and bonus damage on your next basic attack. Your Vault also marks the targeted enemy with Harrier. What you basically want to do is auto attack the enemy and Harrier should auto focus whatever you're hitting, once they are marked your next basic attack has bonus damage and added attack speed. Mark them again with Vault This causes them to be marked with a 2nd Harrier which makes Heightened Senses passive used twice and I think this is the best combo for Quinn.

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This is my simple explanation of how to play, and build Quinn I hope this helped everyone to understand a bit more about this champion. Leave any comments and/or questions below. I will be editing and revising as much as I can :)