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Introduction

Hey there summoners, my name is Noirova. This is my guide for the brand new (amazing) champion known as ''Quinn'' or ''Quinn and Valor''. So far, this champion is my favourite. Her high mobility and damage is what attracted me to her, and due to her passive, every few seconds she does bonus damage to the enemy, which is very good for poking and trading damage. Quinn is really a force to be reckoned with, her 'E' ability,

Every game I've played as Quinn, I've used this build and the outcome was I got fed, and carried the game. With this guide I will try to explain all of my choices for Quinn, and give new Quinn players some guidelines as to what to do with her, and convey as much information as I can so you can win the games for your team too!
* If you have any suggestions on how to improve this build, please pm me and you'll be added to the credited users list at the bottom!
KEY:
AD - Attack Damage
AP - Ability Power
AoE - Area of Effect
DoT - Damage over Time
CC - Crowd Control
OFFENSE - 21 POINTS
Fury
Fury is for the added attack speed, which is what every carry needs, and it's a nice little addition to set you off. Maxing this gives you a nice 4% attack speed which is rather handy.
Deadliness
Deadliness is kind of like a
Greater Mark of Scaling Attack Damage, it gives 0.67 attack damage per level when maxed, and at level 18 you have a nice 12 AD bonus. End game it really wont show, but early to mid game it can make a difference.
Weapon Expertise
Weapon Expertise is essentially like a Greater mark of armor penetration. Only needing a single point, it gives a nice 8% armour penetration, which can help along with your flat AD runes, and it's a nice little bonus to counter those pesky armour runes.
Havoc
Havoc is a good mastery, since it gives a 2% damage increase when maxed. This useful to have since it's a nice increase on your damage, it isn't much, but it could make all the difference in battle.
Lethality
Lethality is like a mini
Brawler's Gloves since it gives an added 5% critical strike chance when maxed, it's not much, but it's good to have a small chance of a crit instead of none at all.
Brute Force
Brute Force is like a sronger
Quintessence of Attack Damage rune, since it gives an added 3 AD when maxed. It's not much, but it's good for early game due to the small added amount of damage it brings.
Frenzy
Frenzy links in with
Lethality
since critical strike grants 10% attack speed for 2 seconds when maxed. This added attack speed can really turn the tides in an attack since you'll get more attacks out meaning you'll have the most damage output.
Sunder
Sunder is a really nice mastery since it gives an added 5 armor penetration when maxed. With this on top of
Weapon Expertise
you'll ignore more of your enemies armor mean you'll have the upper hand on damage.
Executioner
Executioner increases damage dealt to enemies under 50% health by 5%, which is good to have since you can kill your enemies quicker, resulting in you winning your lane and getting fed.
DEFENSE - 9 POINTS
Durability
gives you 6 health per level when maxed, which may seem like an insignificant amount of health, why should you get it? Well, since carries are kinda squishy, you wanna get some extra health, and it's free so why not?
Perseverance is very useful because it gives you bonus health regen, which is good for longer sustain but you won't really need it so I'd advise you only put one point in here.
Hardiness
must be maxed due to its 5 bonus armour, which will keep you alive more since you will take reduced damage. As I have said before, carries need to stay alive but they have to build AD items, so, free armour that doesn't take inventory space? Yes please!
Veteran's Scars
gives you 30 bonus health for a cheap 1 point! And with nothing else to spend it on, and it'll stack with
Durability
, so put your last point in there. The extra health will keep you alive longer.
CONCLUSION: This is what I'd recommend to use, it's what I use and it works for me. If, however, you disagree with me, then feel free to just use this as a guideline, you don't necessarily need to use these masteries, it's just what I think would work best for you!














DEFENSE - 9 POINTS





CONCLUSION: This is what I'd recommend to use, it's what I use and it works for me. If, however, you disagree with me, then feel free to just use this as a guideline, you don't necessarily need to use these masteries, it's just what I think would work best for you!
Runes





The

The

With Quinn, there is a few summoner spell combinations you can choose from which will benefit you;
Flash This is a must for Quinn, it can get you out of sticky situations easily. Take this over ghost as Quinn naturally has high mobility and doesn't need ghost.
Ignite Ignite is good for securing kills early game, later on in the game you forget to use this mostly so really it is an early game spell. Quinn can easily secure kills without this, however.
Barrier Barrier is very good at keeping you alive, like any carry, Quinn is pretty squishy. Barrier can negate the effects of ignite, which while most likely kill you is your support hasn't got a heal. Also, barrier can take damage away from incoming attacks, for instance, if you're on about 50 health, and running, and the enemy champion has high range abilities, you can pop barrier to take the damage and keep you alive.
Cleanse Cleanse is good at getting out of CC and DoT abilities, such as
Twitch's poison, or
Amumu's annoying ultimate - which generally wins team fights. This is better than barrier if the enemy team has a lot of CC or DoT abilities. Otherwise, take barrier.






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