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[S6 - NOT UPDATED ANYMORE] In-Depth Quinn Guide!
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THIS GUIDE WONT BE UPDATED ANYMORE. PICTURES ARE DELETED.
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Reason: I don't play League anymore, so I don't feel like I can judge about the effectivity of builds.
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Items ↯ Skill Sequence ↯ Abilities ↯ Playing Quinn ↯ Patch Notes ↯ Summary ↯ Contact
Hi there! Welcome to my guide to Quinn. Quinn is a very underpicked champion, but I really like to play her and because of that I have huge knowledge about her. You can learn very much from me, even if you are a new to League of Legends or an experienced player. I spend weeks of studying Quinn and found every little trick which belongs to her. This guide is not finished yet, but it is going to be super detailed and very long. I can promise, that this guide includes everything you need to know and I plan on keeping this guide constantly updated over time. If you have got any question about the guide, ask me in the discussion or join my chatroom called "HastaKalistaBaby" on EUW. My summoner name and other contact information are in the Summary chapter below. If you like the guide, upvoting my guide will help me a lot.
Enjoy my guide! :^)
I'm a XX years old XX from a small town in XX. My summoner name is HastaKalistaBaby and my second favourite champion is Quinn (sry, still Kalista main), so I decided to create a guide to her. I started playing League of Legends August 2013, which was around the middle of Season 3. At first I didn't like League of Legends, because I played an MMORPG for 2 years and I thought it is pretty dumb to start every game at level 1. After playing some games I understand the game and I got addicted pretty quickly. I wasn't the best until I find my first main champ, Quinn. I was a good Quinn player and I still like her eventhough she could need a rework. At this time Quinn wasn't a toplaner, but an AD Carry. And from then on I was main AD Carry. One week before season ends I went in a ranked game for the first time of my life in hopes that I can reach Silver for the wardskin reward. I played champions like Leona to let other people carry me, because I thought in SoloQ there are only gods. Of course I failed. I was too new to League to succed, so I went with 5 victories and 5 defeats to Bronze 1. Next season, after playing and training much, I got with more self-confidence and as AD Carry Platinum 5 very quickly and I was able to hold it until season ends.
Then came Season 5 and Kalista got released. I played her once and fell in love with her. Because I am still main AD Carry I lost sight of Quinn. But over time I still played a few Quinn games. When I hit Diamond 5 I got more time for non-tryhard games and came back to Quinn. I trained her a lot in normal games and teamrankeds and finally I got the best Quinn in world on LoLSkill.
To sum up, I'm a pretty decent League of Legends player with huge knowledge about Quinn. I am not that self-confident, but I have faith in my skills as Quinn. I do my best to help people. I already coached some friends, giving tips until they reached Platinum from Bronze and I think I can help you with this guide pretty well.
Enough to me, you are here to learn something about Quinn, not about my personality :P So let's go!
+ Contant high damage, but burst damage as
+ Strong lane bully & nice poke
+ Easy farming by using Harrier
+ Strong early and mid game!
+ Nice vision by using Heightened Senses
+ There are many ways to play Quinn.
+ Very, very mobile (Roaming with Quinn is
+ strong, because you get more movementspeed
+ in Valor form) + its low cooldown.
- Requires knowledge and experience
- Harrier is a bit random (if you use
- Blinding Assault or Vault it will mark
- the focussed champion)
- Susceptible to Thornmail. Tanks love to build
- that vs two marksmen.
- Your ultimate, called Behind Enemy Lines
- doesn't do much damage anymore. In general
- it is negative, but it gives you
- very high mobility which is very
- nice for roaming.
- If you get damaged while moving in Valor form,
- you will slow you down.
|SPA||FLASH||SPACESP||Flash is a must have. The most common summoner spell to make plays, to escape, to chase and much more! I recommend you to use this summoner spell defensive, and try to find other escapes like jumping away with Vault to save your flash.|
|SPA||TELEPORT||SPACI||Teleport is the standart summoner spell besides Flash as toplaner. Don't use it only for going back to lane. With Quinn's ultimate you will have very high map pressure. E.g. You can ult to midlane, make a kill and teleport back to toplane. Even without your ultimate you have a lot of map pressure. You can help out every lane or help to contest the dragon with Teleport as well.|
Ignite gives you a lot of lane pressure and many advantages in a 1v1. But be sure to win your lane or you are going to be useless, because you have less map pressure. I still can recommend Ignite because of your map pressure with Behind Enemy Lines.
Tip: If your lane opponent has Teleport and uses it to help another lane, you can interrupt him with Vault because of its little knockback.
Pretty much the same like Ignite. Exhaust gives you advantages in a 1v1, especially versus bursting champions like Riven, Talon, Zed, etc. But rememeber, that you only have Behind Enemy Lines for map pressure.
Same Tip: If you lane opponent has Teleport and uses it to help another lane, you can interrupt him with Vault because of its little knockback.
Rune Page 1 (Standart Page)
As marksman in the toplane or midlane you will only need two types of rune pages. This is the standart rune page, which should be used in 99% of your games. It gives you all the base values you'll need:
Greater Mark of Attack Damage is the usual way for almost every marksman when it comes to marks because it gives you a very solid value on base attack damage. Quinn's Harrier, Blinding Assault, Vault and Skystrike is scaling with Attack Damage.
Greater Mark of Armor Penetration is an alternative option which give you much more burst damage, but notice, that your autoattack damage will get decreased a bit. Furthermore the attack damage marks will deal equal damage to the armor penetration ones on autoattacks.
You should use one Greater Mark of Critical Chance as well to get lucky crits in the early game.
Greater Seal of Armor is like Greater Mark of Attack Damage the standart choice for a marksman. You could use four Greater Seal of Health and five Greater Seal of Armor too, but you will only have 5 bonus armor instead of 9.
The 9 bonus armor are working very well versus an autoattacking bruiser. Match-ups in which you could use the four Greater Seal of Health and five Greater Seal of Armor: Lissandra, Rumble, Cho'Gath, Vladimir because they are doing magical and true damage, which cannot be reduced by armor.
Greater Glyph of Magic Resist gives you a very solid value on magic resist which is nice against almost all spells of toplaner and the rest of their team. Alternatively you can use nine Greater Glyph of Scaling Magic Resist.
I will explain this in the next rune page.
|Greater Quintessence of Attack Speed is the best choice for the quintessences. The attack speed is very nice to get lots of autoattacks on the enemies. Attack speed is very, very overpowered at the moment! Alternatively you could use 2 times Greater Quintessence of Attack Speed and 1 time Greater Quintessence of Attack Damage to get a higher value on bonus attack damage and a higher burst damage.|
8 Greater Mark of Attack Damage will cost you: 816 IP
1 Greater Mark of Critical Chance will cost you: 410 IP
9 Greater Seal of Armor will cost you: 918 IP
9 Greater Glyph of Magic Resist will cost you: 918 IP
3 Greater Quintessence of Attack Speed will cost you: 1536 IP
Total Costs: 4598 IP
Rune Page 2 (Scaling Magic Resist)
This is the second rune page, which should be used if the enemies have very low magic damage or an AD toplaner like Riven. It gives you more magic resist from level 8 on than the flat magic resist glyphs.
|Greater Glyph of Scaling Magic Resist are like I said good for match-ups with very low magic damage. You could take 9 times scaling magic resist if the enemys have an AD toplaner like Riven.|
9 Greater Glyph of Scaling Magic Resist will cost you: 1845 IP
Total Costs: 4907 IP
> Sorcery, because it gives you a solid value on attack speed.
2. Double Edged Sword or Feast : I would prefer Mastery Feast because it is way more safe. If you take Double Edged Sword make yourself aware that you will take an additional 2% damage.
3. Vampirism > Natural Talent because 10 AD on level 18 are very bad. Eventho Vampirism's lifesteal is quite less.
4. Bounty Hunter > Oppressor : You don't own much CC, so it is better to go on the 5% more damage in the late game. (1% per killed hostile champion)
5. Battering Blows > Piercing Thoughts because you need armor penetration as AD champion.
6. Fervor of Battle > Warlord's Bloodlust : Because you are autoattacking much, Fervor of Battle will be the best option. Only take Warlord's Bloodlust if you are going to play in the late late late game or you are Yasuo :D
because as an adc you won't build lots of armor or MR, so the BONUS stats would be pretty useless.
2. Explorer > Tough Skin because Explorer is nice for roaming and as Quinn you want to roam as often as possible. Tough Skin gives you nice defensive stats, but the movementspeed to roam works much better.
3. Runic Armor > Veteran's Scars because your lifesteal and heals/shields on you will be increased heavily. Veteran's Scars is only useful for HP stacking champions.
4. Insight or Perseverance: I prefer Insight, because I think, that a lower cooldown on your summoner spells will be more effective than a better health regeneration, but all in all it is on you to choose this mastery point.
Essence Reaver ➤ Statikk Shiv ➤ Berserker's Greaves ➤ Infinity Edge ➤ Bloodthirster ➤ Lord Dominik's Regards
- Essence Reaver is a must have in the actual meta: It gives you nice stats with 65 AD and 20% crit chance. In addition it gives you, besides its 10% CDR, up to 20% extra CDR equal to a part of your crit chance from other sources. (And you will get 30% crit chance from other sources very fast.):
- 10% crit chance: 3.37% CDR,
- 20% crit chance: 10.14% CDR,
- 30% crot chance: 20% CDR.
- Statikk Shiv gives you nice damage, the 30% crit chance for your Essence Reaver and its passive is nice to split push.
➤ Alternatively you can build Rapid Firecannon to get this range buff every 100 charges. It gives 5% less attack speed than Statikks, but 3% more movement speed.
➤ Another alternative is Phantom Dancer, which gives you 10% more attack speed than Statikks, but no general movement speed bonus. If you move to an enemy champion within 500 range, you will get +12% movement speed. In addition you will gain 12% less damage to the last enemy you hit. I do not recommend this item at all, because it doesn't fit in Quinn's split pushing and roaming role.
➤ The last alternative is Youmuu's Ghostblade, which has in contrast to the other items 20 armor penetration and you will get its movement- and attackspeed through the active. It also has 10% CDR while the others have crit chance. Because of its missing crit chance, I do not recomment it, because you will waste lots of potential of your Essence Reaver.
- Berserker's Greaves is a very great item since Riot stole us the Homeguard enchantment before minute 20. Alternatively you can take Mobility Boots to be faster while roaming.
- Infinity Edge is a must have because of its damage + crit.
- Bloodthirster is almost like Infinity Edge a must have. It gives you lots of AD and lifesteal. The passive shield is very nice, too. But you can build Blade of the Ruined King as well if you need to kill tanks with lots of HP.
- Lord Dominik's Regards is the best choice as "Last Whisper" in 99% of your games. Only take Mortal Reminder if you play against a self-healing champion like Mundo or Swain. It does not work against Soraka because it will reduce self-healing only.
At the end I recommend these upgrades:
There are two possibilities for skilling your spells. These are depending on your playstyle. I am almost always using the first one because it gives you more burst damage than the seconds one.
• Then I max Q ➤ E ➤ W and when ever you can your ultimate (Level 6, 11, 16)
+ Range: 525 (Quinn's autoattack range)
+ Cooldown: 8 seconds
+ Valor periodically marks a nearby visible enemy as Harrier Vulnerable for 4 seconds, granting vision of them for
+ the duration.
+ If Quinn attacks a Vulnerable enemy, she deals 25 - 215 (+ 50% bonus AD) bonus physical damage and
+ reduces Harrier's cooldown.
+ Harrier is disabled while Behind Enemy Lines is active and for a few seconds after a target's mark ends,
+ though this cooldown is reduced by Quinn's critical strike chance.
+ Physical damage: 20 / 45 / 70 / 95 / 120 (+ 80 / 90 / 100 / 110 / 120% AD) (+ 50% AP)
+ Range: As Quinn: 1025 cast range, 210 damage radius
+ Mana costs: 50 / 55 / 60 / 65 / 70
+ Cooldown: 11 / 10 / 9 / 8 / 7
+ ACTIVE: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy and dealing
+physical damage and applying nearsight for 2 seconds. Non-champion targets are disarmed instead for the same
+Blinding Assault applies Harrier now!
Blinding Assault details
+ Bonus Speed: 20 / 25 / 30 / 35 / 40%
+ Range: 2100
+ Cooldown: 50 / 45 / 40 / 35 / 30 seconds
+ PASSIVE: Attacking a marked target grants Quinn bonus attack speed and movement speed for 2 seconds.
+ ACTIVE: Quinn or Valor reveals the area around them for 2 seconds.
Heightened Senses details
+ Physical Damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)
+ Cast range: 675
+ Return dash range: 525
+ Cost: 50 Mana
+ Cooldown: 12 / 11 / 10 / 9 / 8 seconds
+ ACTIVE: Quinn dashes to the target enemy, knocking them back a short distance, dealing them physical
+ damage and slowing them by 50%, which decays over 1.5 seconds, before leaping back and landing away from
BEHIND ENEMY LINES
+ Cost: 100 / 50 / 0 Mana
+ Cooldown: 140 / 110 / 80 seconds
+ Static cooldown: 3 seconds
+ Total movement speed increase: 70 / 100 / 130%
+ ACTIVE: Quinn channels for 2 seconds. Upon completing it successfully, Valor picks her up and they unite,
+ increasing her total movement speed and gaining the ability to use Skystrike.
+ Taking damage from champions or turrets, or suffering immobilizing crowd control while Behind Enemy Lines is
+ channeling or active ends it immediately, and puts it on cooldown. All other damage instead briefly slows Quinn
+ and Valor.
+ Damage radius: 700
+ ACTIVE: Quinn detaches from Valor, ending Behind Enemy Lines's effects, and deals 100% AD physical damage
+ to all enemies around her.
+ Launching a basic attack, Blinding Assault or Vault during Behind Enemy Lines automatically activates Skystrike.
In the Early Game Quinn is a very strong champion. If you play on the toplane you often have a melee opponent which gives you a big advantage. You can poke with autoattacks (or Harrier autoattacks) and with
Blinding Assault, but the full combo for a trade is: Wait for your passive to focus the opponent champion. If you attack him with your autoattacks, the priorty of your passive will switch to your enemy. If the enemy is marked, you will do a Harrier autoattack, which means a normal autoattack on the marked champion, followed by
Vault for a bit damage, a little knockback and another passive mark on the opponent champion. You should autoattack him again to trigger Harrier and throw a Blinding Assault on him if there is no minion in between.
In the midlane it's the same combo, but you need to watch out for the enemy, because midlaner are often ranged and in case of that, they can attack you much easier than a melee champion.
TL;DR: Harrier Autoattack ➤ Vault ➤ Harrier Autoattack ➤ Blinding Assault
The combo should look like this:
The Mid Game begins very early for Quinn. In my opinion the mid game starts if Quinn is able to roam. It may be level 6 or a bit later. If you have got your Behind Enemy Lines and are able to leave your lane, then do it! As toplaner it's a very nice choice to roam in the midlane. It's a pretty short distance and you are very quick on the midlane. Make sure to communicate with your midlaner, so he is able to react to your gank.
If you are in the base, you can roam to the botlane as well. Don't activate your Behind Enemy Lines too early and try to catch the hostile AD Carry. After your ganks you can Teleport on the toplane again to save your tower and get all minions.
Another strategy as toplane Quinn is to teleport from the toplane to the lane you want to gank, you can use all your spells there to get the maximum on profit. But if you do this, make sure your lane is pushed or the enemy toplaner is roaming, too! If you get some kills (or even one kill) and the dragon for your toplane turret, it is definitly worth it!
As midlane Quinn it is almost the same. If you are able to roam and your lane is pushed, try to gank the top- or botlane to make some kills, get turrets or a dragon. I would push out the midlane as hard as I can before I'm going to roam, because I usually don't play with Teleport in the midlane. But since the "worlds", everyone is taking Teleport as midlaner anyway. She has a comparable playsyle to Twisted Fate, which means, you have to bully your lane, but on the same time you have to be everywhere on the map to show presents and harass the enemies.
In the Late Game you can choose between two options. If your team is strong, you can split push as hard as you can. Go on a free lane, make sure you have Teleport up, and destroy tower for tower. But don't ignore your team. If needed, Teleport to your team and help them in a fight. If you team can hold or even win the fight without you, you easily can keep split pushing.
Attack move is a very useful feature in League of Legends. There are two ways of using Attack Move.
As I told you in "The first one:" you will attack the nearest target to your body if there is no enemy in range of your cursor, but there is a feature called "Attack move on body". You can find it in-game if you go to Escape (ESC) ➤ Game ➤ Attack move on cursor. This feature should be enabled by standart. If you disable this feature you will always focus the nearest target to your body if you use attack move.
Which one is better? It is not a question about which is better, it is just a question about which you like. My personal opinion is, that Attack move on cursor works quiet well and I can play with it very good.
Why is attack move a good option?
It will hold you back from missclicking followed by walking into the enemies/minions.
General tips to gain elo and improve yourself:
I'm getting frequently asked how to gain elo and improve. That's what I'm answering always:
*Buffs are green. *
*Nerfs are red. *
*Changes without any buff or nerf are blue. *
Base Damage: 25/55/85/115/145 → 20/45/70/95/120
Ratio: 0.8/0.95/1.1/1.25/1.4 total attack damage → 0.8/0.9/1.0/1.1/1.2 total attack damage
Cost: 50 mana → 50/55/60/65/70 mana
Lots of useless ability namechanges.
Blinding Assault applies Harrier now!
All in all a very nice rework:
Much better ultimate and playstyle
Low damage on ultimate
That was my Quinn Guide!
I hope you could learn from it.
The guide is very detailed already, but I will keep updating it!
I would like it, if you can rate my guide fairly! That means you can downvote this guide as well, but please write in the comments, why you downvoted it to show me what I can do better!
Positive feedback is always a pleasure :)
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