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Quinn Build Guide by ifound1dollar

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Quinn: The Crit Assassin (Patch 10.19)

By ifound1dollar | Updated on September 16, 2020
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Runes: Consistent/vs squishies

1 2
Domination
Electrocute
Sudden Impact
Eyeball Collection
Relentless Hunter

Precision
Triumph
Coup de Grace
Bonus:

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

Spells:

1 2 3
Standard Burst
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Top Lane
Ranked #18 in
Top Lane
Win 54%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Quinn: The Crit Assassin (Patch 10.19)

By ifound1dollar









Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). I like to think I have a good amount of experience on Quinn, so I decided to make a guide reflecting her assassin playstyle.

This is my guide to Assassin Quinn. I hope you learn a thing or two!







Pros:
+Strong early game
+Two hard CC abilities
+Self-peel
+High mobility/roam potential
+Huge burst
+Great pick potential
Quinn's best attribute is her ability to roam early and create leads in other lanes; she wins almost every lane early game, and can push her lead on other lanes with her ult, Behind Enemy Lines. What makes her such an oppressive laner and roamer, though, is the fact that she has two hard CC abilities. Blinding Assault and Vault both act as self-peel and allow her great gank potential. Finally, thanks to her high-damage kit, she's able to one shot enemy squishies with ease. This is what gives her such great pick potential; all she has to do is wait for the right opportunity.

Cons:
-Falls off late game
-Squishy
-Weak to hard CC
-Relies on cooldowns
-Weak when behind
-Difficult playstyle
Quinn falls off late game, and simply gets outscaled by many other toplaners. As an assassin without invisibility or mid-fight mobility, any hard CC later in the game will likely result in death, so you'll have to sit and wait for an opportunity to burst an enemy carry. Another issue is that Quinn is also gated by cooldowns; Harrier procs are crucial to your rotation, so without Blinding Assault and Vault off cooldown, you're going to have a very hard time bursting anyone. Lastly, like many assassins, Quinn's biggest issue is that she's basically useless if she falls way behind.






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

This is the standard ability sequence for Quinn. Starting off with getting a point in Vault is a good idea if you want more level 1 pressure, but Blinding Assault is also fine. Level 2 you'll want to get either Q or E, depending on which one you took level 1. Level 3, you should put a point in Heightened Senses. Blinding Assault should be maxed first if you want more burst, otherwise Heightened Senses should be maxed first for more DPS. Either Q or W should be maxed second, based on which one you maxed first. Vault should always be maxed last. A point in Behind Enemy Lines should obviously be taken at level 6, 11, and 16.



Passive: Harrier
Cost: None
Cooldown: 8-2.93s
Range: 525

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 it's 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)

Quinn's passive is the cornerstone of her kit, as it's her main source of DPS. Her other abilities revolve around the damage it deals, so without it, she wouldn't have very high burst.



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

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 total Attack Damage) (+50% of Ability Power) Physical Damage and applies Nearsight to the target for 1.75 seconds, removing allied vision and reducing its vision radius to 300 for the duration.

Blinding Assault is Quinn's highest damage ability, and one of her two CC abilities. The Nearsighted debuff is vital to both surviving in lane and bursting, as it blinds and completely disallows enemies to return damage. It also applies Harrier to the first target hit, which is why it's such a vital skillshot to land. Harrier is where most of Quinn's damage comes from, so getting the proc is crucial.



W: Heightened Senses
Cost: None
Cooldown: 50/45/40/35/30s
Range: 2100

Passive: Attacking a Vulnerable target will increase Quinn's Movement Speed and Attack Speed by 20/35/50/65/80% for 2 seconds.

Active: Valor reveals the surrounding area for 2 seconds.

Heightened Senses' active is an incredibly useful tool, as it can be used to scout enemy vision or champions. When assassinating, the enemy may also try to flee, but Heightened Senses' wide range allows you to get vision and finish them. However, this ability's passive is the most important part. The burst of Attack Speed greatly increases DPS, and the Movement Speed helps her stick to her target if they try to flee. This is why it's so important to land Blinding Assault and Vault on the enemy you're trying to burst.



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

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.

This ability is crucial to Quinn's ability to burst. It's a reliable way to get guaranteed Harrier proc, and the knockback/slow makes it incredibly easy to land a follow-up attack. It's also her form of self-peel; it knocks her back a set distance from the target. If a melee champion is in your face, you can use Vault to get distance between the two of you. Also, when this ability is used while Behind Enemy Lines is active, Behind Enemy Lines's damage + Vault > auto attack will instantly proc Electrocute, which is quite an effective way to one shot a squishy champion.

Tip: Because Vault knocks you back a set distance from the target, it can be used to jump over thin walls ( Anivia's Crystallize, midlane's brush wall, etc.). Just put yourself between your enemy and the wall, and use it.



R: Behind Enemy Lines
Cost: 100/50/0 Mana
Cooldown: 3s
Range: Self

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.

Quinn's ult is the reason she has such great roaming potential. The bonus Movement Speed allows her to zoom around a lot faster than most other champions, and is the main reason she's so strong early game. She's designed to get herself and other lanes ahead in the early game, and close out the game quickly. Behind Enemy Lines also applies Harrier to all enemy champions it damages, which increases DPS by quite a bit.

Tip: Behind Enemy Lines is only forcibly cancelled by hard CC, but loses it's bonus Movement Speed for a few seconds when taking damage from enemy champions or turrets. Because of this, you can use it as much as you need during teamfights if you need to catch a fleeing enemy or get out of the fight ASAP.







RUNE STATS


OFFENSE
+10% Attack Speed
FLEX
+9 Adaptive Force (5.4 AD)
DEFENSE
+6 Armor or +8 Magic Resist




PRIMARY TREE


DOMINATION

Electrocute
Electrocute provides a burst of damage when damaging an enemy champion with 3 unique attacks or abilities. This rune compliments Quinn's ability to one shot, and is very consistent. However, Hail of Blades is another viable option. It's very strong for trading in lane, but also scales well into the late game. While Predator can be another useful way to burst and pick off enemies, it's not very consistent. Dark Harvest can also viable option because it's damage is instant, but it isn't very strong and is very snowball-reliant.


Sudden Impact

Sudden Impact is a very powerful rune for any assassin, as it grants Lethality and Magic Penetration (even though Magic Penetration is useless on Quinn. Cheap Shot can sometimes be useful, but it falls off hard in the later stages of the game. Taste of Blood really isn't a great option, as Quinn doesn't rely on sustain.


Eyeball Collection

Eyeball Collection grants adaptive stats per takedown, helping Quinn snowball quickly, and should always be taken. However, Zombie Ward can also be useful since you should be clearing a good bit of vision as a roaming champion. Ghost Poro is really inconsistent, and shouldn't be taken.


Relentless Hunter

Out of the 4 'Hunter' trees, Relentless Hunter works best with Quinn, as the out of combat Movement Speed compliment's roaming ability. Ravenous Hunter isn't very useful because Quinn doesn't typically need sustain. Ingenious Hunter doesn't really make sense, as her kit doesn't revolve around active items. Ultimate Hunter is completely useless on her because her ult only has a 3 second cooldown.




SECONDARY TREE


PRECISION

Triumph
Triumph is a great rune for any champion with a lot of kill participation, and the healing can be the difference between life and death in a 1v1. It also grants 20 bonus gold, which is a nice touch. Overheal isn't very good on Quinn as she doesn't have any healing to utilize it. Presence of Mind is completely useless on any attack-based marskman.


Legend: Alacrity
Legend: Alacrity is the best of the three Legend runes because Quinn is a marksman. The Attack Speed really helps with DPS and wave clear later into the game. However, Legend: Bloodline can be useful when you really need sustain, but that won't be the case most of the time. Legend: Tenacity doesn't have much use on any marksman, and isn't a good option.


Coup de Grace
Coup de Grace is a very strong, consistent option for almost any damage champion in the game. In some situations, though, Cut Down can be quite useful, like when facing a team full of heavy tanks. Last Stand is very inconsistent because you shouldn't typically be fighting enemies while low on Health.


SORCERY
Details







Crit Build:

Blade of the Ruined King is an incredibly strong first item for many champions; it's highly efficient, grants very useful early game stats, and has a very strong passive and active. It grants 40 Attack Damage, 25% Attack Speed, 12% Life Steal, has a passive that deals % current Health damage, and an active that deals damage and steals Movement Speed. This is unbelievably efficient, and is an effective tank-busting and kiting tool for any marksman. This item should almost always be rushed first before anything else, except maybe Berserker's Greaves.



Your second core item should be Stormrazor. It's a highly efficient early item because of it's various stats and the damage/utility on it's passive. It grants 50 Attack Damage, 15% Attack Speed, and 25% Critical Strike chance. This combination of stats is perfect for any crit-based champion in the early game. On top of the efficient stats, this item also has a passive that causes all energized attacks to deal 120 bonus Magic Damage and slow by 75% for 0.5 seconds. The damage is useful for bursting, but the slow is the best part; it helps you stick to your target if they try to flee, but also helps to kite if they try to engage.



Statikk Shiv is such an important item to Quinn because of it's initial burst. It grants 40% Attack Speed, 25% Critical Strike chance, and 7% bonus Movement Speed, all of which synergize well with her kit. The passive, however, is the most important aspect of this item. When Energized, it deals 120 Magic Damage to up to 7 targets near each other, and also stacks with Stormrazor). This is very important for Quinn, as her main goal is to burst enemies as fast as possible, and she lacks wave clear.



Your third item should be Infinity Edge. It grants 80 Attack Damage, 25% Critical Strike chance, and a passive that increases Crit damage to 225%. This is an important powerspike for Quinn because it brings her to 75% Critical Strike chance, but most importantly increases the Crit damage by 25%, allowing her to burst even faster.





Your next item can either be a full-on damage item or a healthy mix of damage and defense, depending on the enemy team. If you're snowballing really hard, you might want to just pick up a Rapid Firecannon for 100% Crit chance, bonus range, and added burst, or an Edge of Night so the enemies have a much harder time CCing you when you fly at them. However, if you're having a hard time surviving, you may want a defensive item like Guardian Angel or Maw of Malmortius.



Berserker's Greaves really help with DPS. Often times, especially early game, you'll be lacking Attack Speed, so the 35% that these grant is really useful. However, if you really want to roam quickly, you can pick up Boots of Mobility instead for the greatly increased out-of-combat Movement Speed. Boots should always be purchased as early as possible to help with roaming in the early game.






I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!


Feel free to check out my other guides:












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League of Legends Build Guide Author ifound1dollar
ifound1dollar Quinn Guide
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