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Quinn Build Guide by berronii

Bottom [S10] In pace,ut sapiens, aptarit idonea bello! |QUINN BOTLA

By berronii | Updated on September 26, 2020
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Runes: PRIMARY

1 2 3
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Top Lane
Ranked #18 in
Top Lane
Win 55%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[S10] In pace,ut sapiens, aptarit idonea bello! |QUINN BOTLA

By berronii
Quinn
x Intro
x Skins
x Lore

x Pros/Cons



Pre-Game
x Runes
x Spells
x Tips & Tricks
In-Game
x Match-Ups
x Abilities
x Items

x Warding

Game Phases
x Early
x Mid
x Late





Hello. I am berroni. My current division is Platinum 1 on EU:NE, and Diamond 3 - EU:W and I main Volibear. Quinn is a champ I have mained since I remember of me playing League and I must say that I've never stopped playing her - I'm still maining it right after the Voli. After years and years of my experience with Quinn, I've decided to make a guide and help the people at their start. This guide is completely offensive gameplay related, and if it's not your game style this guide may be a miss for you.

Abilities






Quinn - " In pace, ut sapiens, aptarit idonea bello!"
"In peace, like the wise man, make preparations for war" - a Greek expression said by Spartan mothers to their sons as they departed for battle.

Winrate: 51.62%
Average KDA: 7.01 / 6.97 / 6.18
BanRate: 0.18%


Quinn is one of the League's oldest champions, less popular ones yet incredibly powerful warrior. As she is not popular like some of the new champs, for example, her ban rate is 0.18%, so abuse that fact.






P
H
O
E
N
I
X
9
7
5

R
P
C
O
R
S
A
I
R
7
5
0

R
P
W
O
A
D

S
C
O
U
T
9
7
5

R
P





Lore








Pros


One of the strongest 1v1 champions at botlane
Fast, Safe & Quick wave cleaning due to our Q
Easy to hit abilities(E too)
Greatest yet easiest roaming in the game due to our R
Our R replaces Teleport
Awesome Engage
Wins the trade before engaging(Q)
When mastered, R can be used to escape dangerous situations.
Can oneshot each damage carrier at late, adc/mid.

Cons


Weak if behind
Mana hungry through the early
When countered - countered well
One of the oldest champions in the game, if not the oldest one
Only 3 skins
Weak against tanks(rush Lord Dominik's Regards if you're playing against one)


DOMINATION

Electrocute is the main reason we're playing Domination runes. It's bonus burst damage is just insane on Quinn, and we can't miss it. It is surely my main pick whenever I'm playing an assassin or any champion that has an easy-to-use combo, and Quinn works well on it. It will win many trades and grant you lane adventage over your opponent whatever he is playing, or make you two equal if he's playing electrocute too.
Sudden Impact grants us 7 Lethality and 6 Magic Penetration for 5 seconds whenever we leave the bush or use our E, teleport or dash, or even deal any damage to enemy champion + the triggering damage will also benefit from penetration. It has only 4 seconds cooldown(on expiration). Combined with our other items it works amazingly well on Quinn, and we can't miss it. We could go for Cheap Shot in certain matchups, but 80% of our games we'll go for the Sudden Impact.
Eyeball Collection is an item that will increase our AD or AP(adaptive) per each eyeball we collect, up to 12 AD or 20 AP total. Eyeball is collected by each takedown we make on the enemy champion(kill or assist), and when we takedown each one of them we'll get additional bonus of 6 AD and 10 AP which makes Eyeball's bonus 18 AD and 20 AP at its maximum.
Ravenous Hunter heals for 1.5%(+2.5% per Bounty Hunter stack) of the damage dealt by your abilities.
To collect Bounty Hunter stack, you need to get an takedown on enemy champion(same as with Eyeball Collection). Ravenous Hunter is quite important on Quinn even though healing is reduced to one third on AoE abilities(our E), as it works well with Eyeball Collection and as it will boost our survivability.
There is no need for explanation of these choices, you'll play 2 diamonds 99% of your games, and you'll combine armor with MR depending on your lane opponent and enemy team composition.


PRECISION

Triumph is the rune that must be played on Quinn as we're playing offensive and we need an ability to survive long enough to deal what we can deal, to maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will avoid each ignite(if ur not bleeding or so). Must play against each AD lane opponent!

Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.


PRECISION

Press the Attack is the rune we must choose if we want to play Precision Quinn and nothing else can't replace it. It's a rune that works well on Quinn due to the 40-180(depending on level)bonus adaptive damage it grants after 3 basic attacks, and we surely will do a lot of them with our early CD's.It also makes enemy vulnerable increasing our total damage.
Triumph is the second rune choice we'll go for on Precision Quinn, that must be played on Quinn as we're playing offensive and we need an ability to survive long enough to deal what we can deal, to maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will make u survive each ignite(if ur not bleeding or so). Must play against each AD lane opponent, whether Precision is primary or secondary rune choice![
Legend: Alacrity is useful as it will increase our attack speed without us needing to buy items for it and we need attack speed for PTA, it's not a must-take choice but I prefer playing it as it makes the game easier. It grants 3% attack speed for every Legend stack we get(10 max), and we'll get 10 stacks in the first 3 minutes of the game - if not earlier.
Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.


DOMINATION

Sudden Impact grants us 7 Lethality and 6 Magic Penetration for 5 seconds whenever we leave the bush or use our E, teleport or dash, or even deal any damage to enemy champion + the triggering damage will also benefit from penetration. It has only 4 seconds cooldown(on expiration). Combined with our other items it works amazingly well on Quinn, and we can't miss it. We could go for Cheap Shot in certain matchups, but 80% of our games we'll go for Sudden Impact.
Ultimate Hunter Reduces the cooldown of your ultimate ability by 5% (+ 4% per Bounty Hunter stack), up to 25% at 5 stacks.
Earn a Bounty Hunter stack for champion Damage rating takedowns, up to one per unique enemy champion. !



INSPIRATION

Glacial AugmentPASSIVE: Basic attacks slow enemy Champion icon champions for 2 seconds, which increases over the duration. This effect cannot occur on the same target more than once every few seconds.
Melee champions: 45% − 55% (based on level) maximum slow.
Ranged champions: 30% − 40% (based on level) maximum slow.
PASSIVE – FREEZE RAY: Slowing an enemy champion with an item active creates a 600-unit frozen line in their direction for 5 seconds, slowing by 60% all enemies within. The Freeze Ray can fire upon any number of champions concurrently, and has no cooldown.
Cooldown
7 / 6 / 5 / 4 (based on level) (per target) seconds
Magical Footwear drops free boots, so why shouldn't we take it?
Minion Dematerializer PASSIVE: Start the game with 3 × Minion Dematerializers, which can be activated to execute the target melee minion, caster minion, or siege minion. Dematerializers begin the game on a 180 second cooldown.
In addition to the Gold kill gold and experience for the kill, you also gain 6% increased damage to that type of minion for the remainder of the game. Dematerializers beyond the first used on the same type of minion increases this bonus by 3%, up to a maximum of 12% if all three are used on the same minion type.
Cooldown
10 seconds
Range
550
Time Warp Tonic is the rune that boosts any mana/health potion restoration by granting 50% of it's worth immediately, and you'll find that useful against ignites or after trades. Combined with Biscuit Delivery you have a free early, if you play smart - and that's what Advanced Quinn actually is for. Brain.

PRECISION

Triumph is the rune that must be played on Quinn as we're playing offensive and we need an ability to survive long enough to deal what we can deal, do maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will avoid each ignite(if ur not bleeding or so). Must play against each AD lane opponent!

Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.




SUMMONER SPELLS
-
FLASH:Flash is an summoner spell which must be played on Quinn each time you play her. It's a spell that helps with escapes, engages and everything else that has any relation to movement. Basically, it's a simple press-use spell which teleports your champion a fixed distance towards your targeted area. It's used to get over the walls, escape abilities, catch up the enemy, run away from the enemy and everything else. Each champion has a need for Flash, except a few ones that can teleport the same distance, in the same way, like Shaco for example. There are numerous combinations you can practice to master your Flashing skill.
Cancel-Flash
IGNITE: Ignite is an usual pick for mid-laner.Ignite is a unit-targeted summoner spell that deals true damage over the duration and applies healing reduction as well as granting sight of the targeted enemy champion.
IGNITE
TELEPORT: Great if we don't want to miss a minion wave, and good to push the lane, or to gank top/mid. Teleport is a unit-targeted summoner spell that Flash blinks your champion to the target allied unit after a few seconds of channeling.
Teleport




  • Quinn is strongest at mid-game, abuse that fact.
  • Do the best you can to take the first blood, it grants more than a normal kill and we need an early advantage.
  • Don't recall before you reach level 6, we're using our R for Teleporting back to lane, not for the damage it deals.
  • You can take the first blood as soon as you reach level 3, read the "Game Phases->Early" chapter for a guide on how to do it.
  • When you use your R at Late, your opponent's will try to stun you as soon as possible. Use Edge of Night before you use R as it will save ur attempt each time, and it fails a lot without it.
  • Don't get your opponent too low, keep him at 50% or he'll run under his turret
  • If your lane opponent is tank, build Lord Dominik's Regards first and then continue with build, skipping Dusbklade of Draktharr
  • Use your E - Vault to cancel your auto attack animation. Your auto attack will do damage. No worries.
  • Try to get for a poke with your passive Harrier.
  • Your Q - Blinding Assault does AoE damage. You can hit it on minions for poke as well.
  • Your E - Vault can also interrupt channels or jumps like: Karthus R, Katarina R, Jax Q, Rengar passive, and Ultimate Jump! You can do a lot with it!

MORGANA

Morgana is a champion you can't do anything to, not even one stun since her E blocks all stuns and damage you can deal. Later on, her R will dominate you and your adc. NEVER pick Leona against her.

ALISTAR

Alistar is a champion that counters your Q with his Q that has longer stun, and his E counters your E since you cannot Q enemy adc in time - you will get back where you were, and while you catch their adc again his Q stuns both you and your adc - you can't play against him so don't pick Leona.

ORNN

His sustain is greater with yours even with your W active, yet he even deals more damage. Your eaten in each point of view, so don't pick Leona against him.

THRESH

His E counters your E, stops your flight and stun. You can Q him, but can't his ADC. You can't reach his ADC. Don't play Leona against him.

THRESH

His E counters your E, stops your flight and stun. You can Q him, but can't his ADC. You can't reach his ADC. Don't play Leona against him.

GALIO

You counter his R with only your Q which is enough to save the rest for others. Make sure to have skill with Leona if you want to play against him, since this matchup is skill-based.

BLITZCRANK

Never let him grab your ADC, if he does it - it's over. Make sure to have skill with Leona if you want to play against him since this matchup is skill-based.

AMUMU

Always stand close to your ADC so you can E-Q their ADC while amumu stuns only once yours. Make sure to have skill with Leona if you want to play against him, since this matchup is skill-based.


MALPHITE
DETAILED

SION
DETAILED

OLAF
DETAILED

TRYNDAMERE
DETAILED

SHEN
DETAILED



UDYR
DETAILED



VOLIBEAR
DETAILED

DARIUS
DETAILED

ELISE
DETAILED

VLADIMIR
DETAILED


RUMBLE
DETAILED

RYZE
DETAILED

TEEMO
DETAILED

GAREN
DETAILED

GNAR
DETAILED



PASSIVE ABILITY
HARRIER

INNATE: Valor marks enemies hit by Blinding Assault, Skystrike or targeted by Vault as Vulnerable, revealing them for 4 seconds. If no Vulnerable target exists for 1 second, Valor automatically marks a nearby visible enemy, but is not able to so again for 8 − 2.93 (based on critical strike chance) seconds after the mark timed out, was consumed or was overwritten by another mark.


Quinn's next basic attack on-hit against a Vulnerable target consumes the mark and deals 10 − 95 (based on level) (+ 16% − 50% (based on level) AD) Attack damage bonus physical damage.

While Behind Enemy Lines is active, Harrier is disabled and all Vulnerable marks are removed.




Q
Blinding Assault

ACTIVE: Quinn signals Valor to fly forward in a line in the target direction, stopping upon colliding with an enemy unit, dealing physical damage to all nearby enemiess and applying nearsight to the target for 1.75 seconds, reducing their sight radius to 330 units.

Non-champion targets are disarmed instead for the same duration.

The nearsight persists through Death.


W
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.



E
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.

R
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 aautomatically cast when returning to the Summoning Platform.






STARTING ITEMS


These are the standard Starting Items.Dorans Blade is great item to push our damage a little bit forward, and warding totem is required since we will typically get ganked a lot by the enemy jungler. Both items are perfect for Quinn, and that is why we start with them - always.

FIRST BACK
These are the items you should get on your first back.
B.F. Sword is an glorious first item on Quinn, due to attack damage it grants and only the attack damage, for 1300 gold it's just glorious, there is nothing else we can say. Boots of Speed so we are sure our enemy is not going to escape and Control Ward to have eyes over the whole bot side, so our opponent's jungler can't destroy our streak.

FIRST ITEM
Stormrazor is the item we'll build First on Quinn, as soon as we can afford it. It grants a nice amount of AD + CS + AS, and besides that it has passives with awesome energized bonuses.Many Quinn players prefer to buy Youmuu's Ghostblade as the first item, and that's a mistake. Scroll down this chapter and find the text where I explained the difference between these two items.

2ND & 3RD ITEM


After Stormrazor we're building Duskblade of Draktharr as we actually need to start destroying enemy wards at this stage. Besides that passive, it also grants a nice amount of Lethality/AD/CD - combined with Stormrazor is just way too OP. After being unseen for 1 second, your next basic attack will deal 30-150(at levels 1-18) bonus physical damage to the enemy. Ninja Tabi or Mercury's Treads - between these two boot options, take the one depending on the enemy team - Ninja Tabi against the AD team or Mercury's Treads against an AP team or a team which has a lot of CC champions. Boots of Mobility when you're quite confident in yourself and quite ahead of opponents.


THEN



Edge of Night is an item you're going to build against champions with abilities strong enough to make you useless like stuns for example. You'll need some time to master it, but when you do it you're going to play without threats. You can activate Edge of Night, then R and teleport - they'll try to stun you as soon as possible but as you have Edge of Night activated they're not going to do it. Maw of Malmortius is an item you're going to build against strong AP-poking champions, like Zoe for example, as it will save our life many times. Dead Man's Plate is an item which will surprisingly help us move faster throughout the map with it's glorious Passive.

RANDUIN'S OMEN
Randuin's Omen is an item we're going to build ONLY if enemy team is all AD, or has 2+ ranged ADC champions. It's passive is going to reduce the damage we're going to take by an enemy quite a lot, and it's active is going to reduce the enemy's movement speed.It's one of the greatest damage-reduction items against the AD champions, if not the best one, so surely we will think of building it in certain games.
DEATH'S DANCE
Death's Dance is an item that we can build on Quinn, and we surely will do it quite often as it's an item that heals us as we damage the enemies, and as we'll deal 40k+ damage per most of our Quinn games(following this guide) - it surely will heal us a lot. We'll never build it before we build each other item - decide whether you want to finish your build with Guardian Angel or Death's Dance.
GUARDIAN ANGEL
Guardian Angel is an item that musn't be brought if we're not ahead of our enemies a lot. It's an item that gives a nice amount of AD and armor, which logically tells you that it's not bad to pick it against the AD team, but with Guardian Angel you don't need to look at your enemy team composition. It's simply an item that will give you a second chance to do something you've failed at, and that's not something any other item can offer. Buy it whenever you're ahead, but don't buy it if you need to carry your team hardly.

STERAK'S GAGE
Sterak's Gage is an item that will make our life last longer and that's going to give us an ability to damage enemies more than we already have done, or that will increase our escape chance.
DUSBKLADE OF DRAKTHARR
Duskblade of Draktharr is an item you're going to build against squishies. Surely, we will play it in appro 70% of our games.
THE BLACK CLEAVER
Black Cleaver surely is a good pick for Quinn as it gives a nice amount of CD reduction, armor reduction, AD. You will often see it as a must-buy Quinn item in most guides on mobafire, and all these guides are not wrong. It is a must-buy item in certain match-ups, but as we're playing full aggressive we don't need it at early. You can buy it as your 3rd or 4th item.

SPEAR OF SHOJIN
Spear of Shojin is an item that can be brought as a third or second item on Quinn as it grants you sustain and with it's passive it grants you an ability to do much more when you R into a TF or something similar. Decide whether you want to buy Spear of Shojin or The Black Cleaver as your 3rd/4th item.
RIGHTEOUS GLORY
Righteous Glory is an item you won't build often, but may be useful due to its passive which grants you insane amount of Movement Speed, and due to its stats that grant a nice sustain.



YOUMUU'S GHOSTBLADE
VS

DUSKBLADE OF DRAKTHARR
Youmuu's Ghostblade is losing this versus due to it's stronger passive that works better on early, and as we're rushing one of these two as the first item we need the better one. Movement speed is logically more important through the early, and as these 2 items have quite the same stats - passive ability is the only thing we are looking at. But, after level 6 - we don't need movement speed boost it offers at all. That's why Draktharr can be purchased but later on through the game. Its powerful stats and passive ability can be used on Quinn, especially at late and mid. It grants a nice amount of Lethality, combined with each other CDR item we should reach the maximal 40% of it, also it's AD boost will work well with our other items, and vision control is something we must have at late - this will boost our Control Wards amazingly well.







Warding is surely one of the most important things in League of Legends, and it's worth knowing that it's important equally for each role. You can't win a game without warding, and you can't master it at once. It requires a lot of work and study to know the places you should ward and the exact times when you should ward them as they can bring nothing bad. It's worth knowing that it's important equally for each game phase, too, early/mid or late. At the early phase, enemy jungler will surely try to gank your enemy laner, and without ward, you will have to choose whether it is worth flashing(with any chance of survival) or dying, there is no third option.


At the picture above we can see the options for vision control on Baron, as the blue team. Don't think that you must place each ward like in pictures, no, these wards are some sort of "possible placements" and you can decide where you need your ward. Place them just so you can see if the enemy will try to steal or take baron.


Term "Invade" stands for stealing jungle camps from enemy junglers. It's more popular nowadays than ever before, and almost every game must have a jungler who'll invade at level 1. If you let them invade, your jungler will get behind in most cases. Do your best to ward each road your enemy jungler might take towards your jungle, and don't let him steal our jungle camps.







If you want to play Quinn, you must play offensive even in the beginning of the game. But honestly, and actually, it's easy to do it with Quinn as she is one of the strongest Lane Bullies in the game. At level 1 you need to damage your opponent as much as you can with your Q, don't let it get off cooldown - just spam it. If you've done it well, your opponent should be on 70% or less. Q-AA-E-AA to proc your Electrocute, and your opponent is no higher than 50% HP. Wait for your E but don't spam Q a lot now because he may run away under his turret if he gets too low, keep him at 50% - don't let him heal until you get your W back. Now, you should be level 3. Do E-AA-AA-Q combo, and hit E if you think you can get him without ignite(20-70 hp), otherwise ignite him and you've got the first blood. Don't back until you reach level 6, your opponent is dead and you need to push the lane so that your enemy loses as much XP as possible from minions. By the time he gets back, you are level 5. Play safe, don't push. Reach level 6, clear minions and B. Now, your opponent will try to make you lose some XP by pushing his minions into your turret, but as we're level 6 we can prevent that by ulting back on the lane and in best cases that R will grant us another kill on our lane. It's very important to get the first blood, as in 80% of games it decides the winner of the lane and Quinn must win Lane if she wants to be able to do anything at mid-late.



At this stage, Quinn should be looking forward to helping his teammates on mid/bot if they're behind. You are higher level than your lane opponent, so do the simple way of Quinn's roam. Push your lane and start going towards mid. Wait for enemy mid laner to be in a good position for you, do Q-AA-E-AA combo, he will flash. If your teammate from mid can catch him up, let him do it - you don't have time. Now, when you've helped mid take kill or at least get ahead with XP - start going bot. Repeat it as much as possible.


Quinn is quite weak at Late as a bot-laner, and if you've had someone like Brand on bot and that Brand took 2/3 kills on your teammates - you can't win a fight against him even if you are ahead a lot. But, we're not fighting tanks at this stage - we focus the enemy ADC and MID - damage carrier firstly. Whenever we get a chance to fight each of them 1v1, we must use it or the team fight will suffer and end badly for our team. Each ADC can be one-shotted by you if you've finished stormrazor, edge of night and draktharr and you're playing electrocute. So, the point of this "Late" chapter is trying to tell you that Quinn can't fight and do much to tanks at late, but can win each team fight even before it starts - by taking down a carrier of enemy's team, damage carrier..



So, we have come to the end of this guide. This guide surely will be updated with every patch. If you liked this guide, please let me know with your vote, and if you have any questions - feel free to ask me down in the discussion section.


Good luck in the Fields of Justice & thank you very much for reading..
League of Legends Build Guide Author berronii
berronii Quinn Guide
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