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Quinn Build Guide by ifound1dollar

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Quinn: The Crit Assassin (Patch 9.24) (Preseason!)

By ifound1dollar | Updated on December 11, 2019
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Runes: Consistent

1 2
Sudden Impact
Eyeball Collection
Relentless Hunter

Coup de Grace

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


1 2
Standard Burst
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


LeagueSpy Logo
Top Lane
Ranked #18 in
Top Lane
Win 53%
Get More Stats

Threats & Synergies

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Extreme Threats
Ideal Synergies

Champion Build Guide

Quinn: The Crit Assassin (Patch 9.24) (Preseason!)

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!

Come watch me on Twitch! Every Wednesday and Saturday (at minimum), starting around noon CST (10am PST) and lasting for a few hours.

+Strong early game
+Two hard CC abilities
+High mobility/roam potential
+Huge burst
+Great pick potential
Quinn's best attribute is her oppressive early game. She wins almost every lane early game, and can push her lead on other lanes with her ult, Behind Enemy Lines. It allows her to quickly roam mid and give her midlaner a lead early on in the game. What makes such an oppressive laner, though, is the fact that she has two hard CC abilities. Blinding Assault's nearsighted debuff is incredibly hard to play against, and Vault's knockback/slow makes it hard for melee toplaners to get up in her face. After getting Youmuu's Ghostblade and Statikk Shiv, Quinn is 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 a squishy champion to get close to her.

-Falls off late game
-Weak to hard CC
-Relies on cooldowns
-Weak when behind
-Difficult to master
Quinn's greatest weakness is the fact that she falls off a bit late game. She can definitely still be useful, but it's much more difficult to effectively do your job as an assassin in teamfights. She's a marksman, and therefore is weak to hard CC, which is going to be something unavoidable in late game teamfights. You have to be patient and wait for the enemy squishies to be out of position or you'll end up getting CC'd and blown up instantly. Quinn is also gated by cooldowns; Harrier is on a relatively long cooldown, so you need Blinding Assault and Vault to be up in order to deal damage properly. Another huge problem with Quinn is that she is very weak if she falls behind. Her playstyle revolves around being able to assassinate enemies, and when she's behind, she can't do that.

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, because it has higher base damage and scaling than Vault, but Vault can also be maxed first. Heightened Senses can also be maxed second if you prefer a little more Attack Speed and Movement Speed instead of a lower Vault cooldown. 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

Harrier: 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 most important part of her kit. Her other abilities revolve around the damage it deals, because without it, she wouldn't have very high damage output. Her other abilities apply Harrier to their target, which is why it's so important to her kit.

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

Blinding Assault: 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 1.5 seconds, removing allied vision and reducing its vision radius to 300 for the duration.

Blinding Assault is Quinn's highest damage ability, as well as one of her two CC abilities. It's Nearsighted debuff that it applies can be the difference between getting a kill and getting killed; you can freely damage the enemy if they can't see you. It also applies Harrier to the first target hit, which is a big reason why it's such an important ability to hit. 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

Heightened Senses: 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 is an incredibly useful ability when assassinating an enemy. They will likely try to run from you, but because Heightened Senses has such a large range, you will almost always be able to get vision of the enemy when you need to. This ability's passive, though, is the most important part. The burst of Attack Speed and Movement Speed when attacking a Vulnerable target allows her to stick to her target even if they begin to run away.

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

Vault: 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 get an auto attack off. It's also her best 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. When this ability is used while Behind Enemy Lines is active, Behind Enemy Lines's damage + Vault > auto attack will instantly proc Electrocute, and is therefore the most 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, 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

Behind Enemy Lines: 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 why she has such good roaming potential. It's bonus Movement Speed allows her to run anywhere on the map a lot faster than most other champions, and is a huge reason that she's so strong early game. She's designed to get herself and other lanes ahead in the early game, but fall off late game. Behind Enemy Lines applies Harrier to all enemy champions damaged by it, which allows her to deal a lot of damage even if she doesn't have any of her other abilities up.

Tip: Behind Enemy Lines is no longer cancelled by taking damage from champions or turrets; it's only cancelled by hard CC abilities, but still loses it's bonus Movement Speed when taking damage from enemy champions or turrets. Because of this, you can use it pretty much whenever you want to during a teamfight if you need to catch a fleeing enemy or get out of the fight ASAP.


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



Electrocute provides a burst of damage when hitting an enemy champion with 3 unique attacks or abilities. This rune is a vital part of Quinn's ability to one shot, and should be taken every game. Predator grants a burst of Movement Speed and causes your next attack to deal bonus damage. It can be another useful way to one shot, but it's not as consistent as Electrocute. Dark Harvest is another viable option; it's damage is instant and doesn't require three abilities/attacks to proc. It's also very snowbally because it's damage increases every time you damage an enemy champion below 50% Health. Hail of Blades is also not very useful on Quinn because she doesn't benefit much from a burst of Attack Speed when there are more consistent damage options available.

Sudden Impact

Sudden Impact is a very powerful rune for any assassin. It grants Lethality and Magic Penetration upon using a dash, blink, or exiting stealth, and Lethality is important for any assassin. Cheap Shot can also be useful on Quinn, but Sudden Impact doesn't fall off in the later stages of the game. Taste of Blood can be useful if you want a little more sustain in lane.

Eyeball Collection

Eyeball Collection grants adaptive stats per takedown, up to 10. This rune helps Quinn snowball quickly, and should always be taken. Ghost Poro changes your trinket to a Ghost Poro item when entering a brush, and grants adaptive stats every time it's used, up to 10. It's really niche, so it typically won't be as useful as Eyeball Collection. Zombie Ward leaves behind an allied ward when destroying enemy wards, and similar to Ghost Poro, grants adaptive stats per zombie ward spawned. This rune is designed more for supports/junglers, and really doesn't have much use on Quinn.

Relentless Hunter

Out of the 4 'Hunter' trees, Relentless Hunter works best with Quinn. It grants out of combat Movement Speed for every unique champion takedown, which helps Quinn roam. Ravenous Hunter does the same, but heals you from damage you deal with your abilities. This rune isn't really useful because Quinn is a champion that doesn't really need sustain. Ingenious Hunter isn't very useful on Quinn because she can't really utilize active item CDR well. Ultimate Hunter is useless on her because her ult only has a 3 second cooldown.



Triumph is a great rune for any champion that gets a lot of kills. It heals for 12% of your missing Health upon killing an enemy champion, which can save your life in a close 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 Quinn as Behind Enemy Lines only has a 3 second cool-down.

Legend: Alacrity
Legend: Alacrity is the best of the three Legend runes because Quinn is a marksman. The Attack Speed really helps to DPS later into the game. Legend: Bloodline can, however, be useful when you really need sustain. The Life Steal, when at 12%, heals for a lot when you have your two Crit items. 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. It causes you to deal bonus damage to enemies below 40% Health, which helps finish off enemies. Cut Down can sometimes be useful, but as assassin Quinn, your goal isn't to kill the tanks, it's to one shot the squishies. Last Stand isn't going to have much use, as you'll almost always be fighting enemies while at full Health.


Crit Build:

Youmuu's Ghostblade is a vital part of Quinn's core build because of her roaming potential. It grants 55 Attack Damage and 18 Lethality, but the passive and active are the best part. The passive grants 40 bonus Movement Speed when out of combat, and the active grants 20% bonus Movement Speed and ignores unit collision for 6 seconds. This bonus Movement Speed helps her roam and have as much map presence as possible, which is the most important part of her playstyle.

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 5% 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, (but can no longer Critically Strike). This is very important for Quinn, as her main goal is to burst enemies as fast as possible.

Your next item needs to 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 50% 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 more Crit, range, and 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'll want to get a defensive item like Guardian Angel if they are full of AD Champions. You can even pick up a Umbral Glaive if you want more vision control or Duskblade of Draktharr for more burst damage.

Your final item, again, should reflect the enemy team. If you're incredibly ahead and want to burst even more, you can pick up a Stormrazor to reach 100% Critical Strike Chance and slow enemies. However, if they have heavy DPS champions, a Death's Dance or Bloodthirster can be really useful. If they're full of tanks, you'll want to pick up a Last Whisper and build it into Mortal Reminder or Lord Dominik's Regards. But again, if the enemy team is full of Magic Damage dealing enemies like LeBlanc, you should build a Maw of Malmortius to help you survive.

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. These 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:

November 20, 2019
Spoiler: Click to view

September 13, 2019
Spoiler: Click to view

June 4, 2019
Spoiler: Click to view

February 6, 2019
Spoiler: Click to view

January 24, 2019
Spoiler: Click to view

December 4, 2018
Spoiler: Click to view

November 19, 2018
Spoiler: Click to view

August 27, 2018
Spoiler: Click to view

July 23, 2018
Spoiler: Click to view

July 20, 2018
Spoiler: Click to view

League of Legends Build Guide Author ifound1dollar
ifound1dollar Quinn Guide