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Introduction
Runes
- Greater Mark of Attack Damage My usual setup for AD. You can swap 3 of them for Greater Mark of Armor Penetration
- Greater Seal of Armor Standard for most characters.
- Greater Glyph of Scaling Magic Resist I enjoy the scaling because you will get an bigger advantage late-game. You can swap them for flat if you want to play it safe.
- Greater Quintessence of Attack Damage You are gonna want it flat since you want high damage pretty early on.
- Greater Quintessence of Armor Penetration You can swap this for another Greater Quintessence of Attack Damage if you want even higher damage, but I do not recommend unless you choose to go with Last Whisper.
Flash: Pretty much a must-have. While your Vault can be useful to get across ledges, Flash will guarantee that you can do that with low mana or no enemies nearby. |
Ignite: Useful for securing kills early on. If combined with Vault, you can get it on really easy. |
While useful, I would not take this over Flash or Ignite unless I know the enemy team and I'm confident in using it. |
- Harrier: Probably one of the best passives in the game. The damage you deal with this can really help you last hit minions. And since it can crit, using it with Infinity Edge will deal insane amounts of damage. The only drawback is that enemies can see who is targeted and can do things to avoid you hitting that target. Even though it seems great, don't rush in the middle of a crowd just to get you attack in. It would be much more worth to wait for the next targeting. The passive doesn't work while you're in your ultimate form.
- Blinding Assault (Q): A blinding skillshot. Getting a hit with this can be hard, but it is rewarding. Upon hitting a target, it deals AoE damage to enemies around the target and blinds them. This can be used to both save yourself, or teammates being chased. I get this first because it can be really good when you're trying to get your shots in early-game but the enemies are annoying you. While in your ultimate form, this will act as an AoE attack around you without the need of aiming.
- Heightened Senses (W): Forget using Ashe's Hawkshot, this is absolutely better. You reveal a large area around you and shows you monsters, minions and champions in the bushes and in the FoW. The CD of 50 seconds might seems like an eternity, but using it at the right time can save your life. For example, if you're running away from a turret with low life and you don't see any enemies, use it. You will reveal what's around you can if you see an enemy you know if you should keep running or recall before they can reach you. And that's just the active. The passive increases your attack speed each time you hit a target that was marked by your Harrier. And in your ultimate form, it permanently increases your attack speed. There's a feeling that this is gonna get nerfed soon.
- Vault (E): Holy hell this skill is so great. This skill is probably the best one on Quinn as of right now. The reason I max this first is because it is good in so many ways. Upon selecting your victim, Quinn will rush to that victim, mark them as vulnerable and then jump back as far as her maximum attack range is. It also slows them for 2 seconds, which gives you plenty of time to get a hit on them while they're targeted by Harrier. This skill is one that can be used to annoy people in so many ways. Jumping on them and then running back into your team can really scare them away. And it can also be used as an escape tool by positioning yourself correctly so that you "backjump" across a wall or far away. And in your ultimate form, you dash to the victim without bouncing back, so this can be very dangerous if used next to many enemies.
- tag teamTag Team (R): Prepare to fly. This skill will turn you into Valor, your helpful friend that was previously only marking enemies. This time, he will be the main character for 20 seconds. While you're in "Valor form", you change from ranged to melee and your movement speed is increased by 80%, which decreases to 20% while in battle. After the 20 seconds, you will turn back into Quinn, but not before dealing lots of damage. Upon returning, arrows rain down dealing damage to enemies nearby, dealing more damage if the enemies have low health. This skill will activate when you press (R) to leave Bird Mode, not that you'd ever want to do that, or when the time is out. Despite blocking your passive, this skill is great in so many ways. Getting attacked? Ult and fly away. Need to get to your lane quick? Ult and fly away. The possibilities are almost endless.
Special thanks to jhoijhoi. This guide would not be possible without the help of her How to Guide Guide. It really helped with knowing where to place what and how to do anything.
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