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About the Author
I am a currently Platinum 3 ADC main and outside of serious ranked play I really enjoy mixing things up and 'breaking the meta' to see if I can find any innovative new champions/positions (yeah, that jungle Leblanc that carried/fed could've been me :p). While experimenting I came up with the idea of the Quinn top. Which eventually brought me here due to some encouragement.
I tried to make this guide as good as a Tag Team (or as good as I imagine they would be) so if it turns out to be a terrible, Blinding Assault (Sorry I'm done with the bad puns, TO BUSINESS!), any and all feedback that you guys may provide is helpful so I can improve it for you :). So here's to hoping you take away at least a little new knowledge about Quinn and/or the game itself from my guide below, enjoy!! :)
General
Quinn is very over-looked champion in general, and I wanted to make this guide to show she has a better/ more suited use than the 'adc' position the meta placed her in, and that with practice, you can compete with all top lane match-ups. |
Pros
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+ Great at poking/harassing with harrier strike + Easy to disengage with Vault + Great at duelling with her blind + Good initiator with tag team/ Vault + Massive speed boost with Ult + Quick laugh every time you ulty, NOW! |
Cons
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+ Have to learn how to Kite (see link below) + Squishier early game + Positioning in lane is vital + Lose most speed from ulty in combat + Quinn saying NOW! starts not to be funny |
I watched this video when I was in silver 5 last season, after learning this trick and improving it as you play you will see a large increase in your dps for all champions running away from you (if you are any champion!) or champions running towards you (if your a ranged champion).
This is a obvious skill order to max. Always get the tag team upgraded when you can, as the extra movement speed/ cooldown lowering and as well as damage increase from Skystrike is better than any other single upgrade point can get you. The only other things people are tempted to do as far as leveling up abilities goes would be to put an extra point into/maxing Vault instead of Blinding Assault. Its not a recommended thing that you would want to do, the damage you get from Blinding Assault scales up +40 AD a level (+65% bonus AD) where Vault only scales up +30 AD each level (+20 Bonus AD). Unless you ABSOLUTELY need the lowered cooldown on Vault I wouldn't max it first, as you lose a lot of lane pressure (damage/zoning) by doing so, since vault is more of a disengage. |
I have done alot of experimentation with the mastery pages and I find this combination (21-9-0) to be my favorite.
I take 21 into the offense tree because of the early game power it adds through Martial Mastery and Brute Force , as well as the boost it brings late game through Executioner , Havoc , and Devastating Strikes .
I take 9 into the defence tree for the extra health through Juggernaut and Veteran Scars as well as the little bit of defence granted by Block and Unyielding .
I take 21 into the offense tree because of the early game power it adds through Martial Mastery and Brute Force , as well as the boost it brings late game through Executioner , Havoc , and Devastating Strikes .
I take 9 into the defence tree for the extra health through Juggernaut and Veteran Scars as well as the little bit of defence granted by Block and Unyielding .
- Greater Quintessence of Life Steal: I personally prefer taking 3 quintessences of life steal for the way I build. This way you get enough sustain (almost as much lifesteal as a Vampiric Scepter) so you can stay in lane longer, and not be forced into buying any lifesteal items. (read consumables for more)
- Greater Mark of Attack Damage: There has been some debate in the past between armor penetration/attack damage marks, I have tried both and I can say from experience (and from the math) that this is a better choice, it does the following for you:
- better harassing (more damage statistically speaking than armor pen.)
- easier last hitting
- scales with your abilities
- Greater Glyph of Scaling Magic Resist: Only prefer the scaling MR because 9/10 you are playing against an AD top laner, the scaling MR helps you more late game (when you will actually be facing AP opponents). But if you happen to be against an AP top laner, Greater Glyph of Magic Resist (flat MR) is a better choice. As it allows you to have more effective HP in the laning phase which is critical.
- Greater Seal of Armor: This is a pretty standard seal choice (since there really aren't any other viable picks), but if you put aside the lack of seal choices, armor is always a good thing. More armor= Less damage from auto attacks = More health for you = GOLD MEDAL
Why you don't see Quinn being played (very much) in high elo/ professional play is in no small part Valor's fault (sorry for pointing fingers Valor, but your a bird and besides you can't really argue back). Let me explain.
But someone might argue "You can still use it, then exit right away to get the extra damage from Skystrike, that's just as good as every other adc!". Wrong. If you double press r to get that extra DPS in a teamfight, although it does help as far as damage goes, it doesn't even compare to the other adc's ultimates. Here are some comparisons for you: If you don't feel like mousing over them and looking for yourself, I will summarize below.
As you can see Quinn's numbers are a little lacking in the damage department and even lacking champion ability synergy as a whole. As far as damage goes she is lacking where (the ultimate) is supposed to be the bread and butter.
*Bonus AD is just a fancy way of saying purchased AD(ex: you bought an Infinity Edge that gives you 70 bonus AD)
As I said earlier about Quinn's ultimate turning you into a melee champ being bad for an adc, it turns out she's actually not that great at the ranged part either. Here is a photo comparing the adc's and their ranges, as you can see, Quinn doesn't exactly cut the average.
ADC's JOB (Why Quinn isn't best suited to it)
Damages
As an adc it is your JOB to stay alive and do damage to the enemy team as LONG as possible, this means that you have to be alive for the majority of the fight and do damage; auto-attacking, using abilities. This also mean that you build glass cannon, which isn't optimal for quinn as it turns out. As Quinn, you are limited to 3 abilities to deal as much damage as possible in a teamfight, and far as ADC's job goes your ultimate does NOT help you (as far as doing damage from a distance goes). Whenever you turn into Valor, you are shortening your attack range to a melee champion and therefore have to get up close and personal to harvest its 'Real' benefit of giving you 3 new abilities.But someone might argue "You can still use it, then exit right away to get the extra damage from Skystrike, that's just as good as every other adc!". Wrong. If you double press r to get that extra DPS in a teamfight, although it does help as far as damage goes, it doesn't even compare to the other adc's ultimates. Here are some comparisons for you: If you don't feel like mousing over them and looking for yourself, I will summarize below.
Spoiler: Click to view
As you can see Quinn's numbers are a little lacking in the damage department and even lacking champion ability synergy as a whole. As far as damage goes she is lacking where (the ultimate) is supposed to be the bread and butter.
*Bonus AD is just a fancy way of saying purchased AD(ex: you bought an Infinity Edge that gives you 70 bonus AD)
Range
As I said earlier about Quinn's ultimate turning you into a melee champ being bad for an adc, it turns out she's actually not that great at the ranged part either. Here is a photo comparing the adc's and their ranges, as you can see, Quinn doesn't exactly cut the average.
Every Quinn players retort to my 'ultimate mocking' of Quinn's is this, "Well yeah it doesn't do as much damage maybe, but it offers you so much utility. Whether it be chasing, escaping, checking objectives, getting to fights quicker, or quick repositioning." And do you know what I say to that? Your exactly right.
The only way to truly abuse the utility your ultimate gives you, and actually MAKE USE OF tag team in a fight is to become the scariest ***** in the sky, which is bruiser Quinn.
The reason Quinn is so much better as a brusier besides her obvious weaknesses as an adc, is that her abilities (except her q) actually give her better benefits as Valor. FINALLY WE CAN USE HER ULT! Or as Quinn would say (in an annoyingly hilarious voice) NOW! Here is a little comparison between the bird and the bitc... I mean Quinn:
The only way to truly abuse the utility your ultimate gives you, and actually MAKE USE OF tag team in a fight is to become the scariest ***** in the sky, which is bruiser Quinn.
The reason Quinn is so much better as a brusier besides her obvious weaknesses as an adc, is that her abilities (except her q) actually give her better benefits as Valor. FINALLY WE CAN USE HER ULT! Or as Quinn would say (in an annoyingly hilarious voice) NOW! Here is a little comparison between the bird and the bitc... I mean Quinn:
Quinn
[*] Blinding Assault: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 1.5 seconds.[*] Heightened Senses: Bonus attack speed: 20 / 25 / 30 / 35 / 40% Bonus movement speed: 20 / 30 / 40 / 50 / 60% (for hitting marked target, disabled for Valor form) [*] Vault: Quinn dashes to an enemy, dealing physical damage and slowing the target's movement speed by 50%. This slow decays over 2 seconds. |
Valor
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Items
I usually pick berserker's for extra DPS, but if they either have lots of cc or lots of AD go [mercury's treads] or [ninja tabi] respectively. |
Youmuu's is usually my go to item, I like the additional movement speed and attack speed bonus you get from it, adding a lot of burst damage and utility that works well with you kit |
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This is a great item for Quinn as it allows for extra kiting once you steal the enemy's movement speed (from the item active) and does great damage vs tanks which is the new meta up top. |
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Great armour item, good for any off-tank/bruiser type build, just remember to use the active to help peel for your carries/slow down their back line in team fights. |
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Just a good finishing item, allows you to engage really hard and soak up all that damage and do as much as you can aslong as your team initiates, allows you too run out after dying as well |
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Great item vs those poke/heavy ap teams, almost a must have if they have mid laners like ziggs or nidalee |
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For people who are new to the game, consumables, such as potions and wards may seem like an unnecessary expense and might think, " Hey, if I dont buy these things and just save my money, I'll be ahead of the other guy in the long run!". This is in fact the opposite of the truth. Make it a habit that everytime you are back at base, you buy Health Potions ( Mana Potions if you find yourself spamming) and Stealth Wards all the time. They keep you in lane longer, allowing you to farm more gold and experience, and they allow you to do this more safely (from the extra vision and health granted.
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