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Recommended Items
Runes: The Default
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Malphite
Probably your worst matchup. You probably can't kill him in lane unless he messes up. Your movement speed doesn't help you outplay his Q. If he hits you with an ult you're dead. Run TP, Farm as best you can, and roam a lot.
Yuumi
One issue Quinn has is her team not being able to keep up with her plays. Yuumi can keep up! You can use heightened senses in lane to help Yuumi land very long range Qs.
Yuumi
One issue Quinn has is her team not being able to keep up with her plays. Yuumi can keep up! You can use heightened senses in lane to help Yuumi land very long range Qs.
Champion Build Guide
Preseason is upon us; I'll be trying to figure out the new builds and meta and updating the guide as we develop.
I won't pretend to be the best Quinn player, but I've gotten Platinum playing mostly Quinn and enjoy the puzzle of figuring out all the options her kit gives us and how to use them.
I will however pretend QuinnAD is the best Quinn player. He's the #1 Quinn NA and we have talked a lot about these builds. He has reviewed the guide for oversights and errors, and has had the good grace to test many of the builds I suggest here.
Why Quinn?
You're fast!


Besides that

You do damage!

If you use all your abilities in rapid succession you have unusually high burst for an ADC with the ability damages and

If you spread your abilities out you have unusually high DPS with

You're flexible!




You're Justice!

Abilities
This sounds really basic. Enemy gets marked, you can do extra damage. The stats you get from this with ![]() ![]() |
Linear skill shot that does AOE damage. Simple, right? The important thing to remember is the harrier proc and the 1.5 second Nearsight it applies to the primary target. Nearsight disables a lot of abilities, including targeted abilities and auto attacks. If you can land this versus another ADC you should win the fight. It also applies to jungle monsters, preventing them from attacking. This gives you nice leash and nice kiting against jungle camps. Versus tankier champions you probably want to hold this for the ![]() |
Gives you vision nearby. Boring! Actually, this is your most important ability; I recommend you max it first always. The cool down reduction is nice, but what really matters is the massive stats this gives you every time you proc ![]() ![]() |
Jump to a targeted enemy, briefly knock them back and slow, and land at roughly your maximum attack range from them. There's a lot you can do with this. The jump range is longer than your attack range, so you can use this to gap close. The knockback is a displacement effect; each displacement effect cancels the last one. In other words, This lets you cancel an enemy dash, including abilities like ![]() ![]() ![]() ![]() |
You go fast. This ability is primarily macro focused. You can roam very cheaply, you can base very quickly, you can be at the team fights and still catch the big minion waves. Use this ability to get lots of CS, and be at the important team fights. This is also a strong chase ability. When chasing an enemy, you usually want to get as close as possible before attacking so that you can keep chasing even if they ![]() ![]() ![]() ![]() ![]() |
Early Game - Top
You can bully most matchups. Try not to miss any minions and aim for fairly long trades not letting the enemy hit back. Try not to fight without


At the start of the game, tell your jungler that you'll have priority at 3:15 to make it easy for them to get top scuttle. Scuttle crabs are very valuable and you should be able to win a fight if it breaks out.
Vision is extremely important. You are very likely to be camped by the enemy jungler as you're squishy and don't have the greatest escapes. Always be aware of where the enemy jungler could come from and have a plan to deal with it. If they come from in front of you you can probably run away. If they come from behind, you might be able to kill your laner before they reach you and make it simpler. If not you have


Against tanks you want to try to get an early lead. Their 1 item spike will make them much harder to kill and if you aren't well ahead then you'll likely have a hard time killing them. If it gets to this point, try to keep up on farm and focus on roaming to get your team ahead. Once you get to about 3 items you should have enough damage to be a serious threat again.
Against juggernauts and bruisers you shouldn't lose kill pressure, but neither will they. Try to be as aggressive as you can without letting them fight back. Be very cautious when



In ranged matchups you generally can't guarantee the same one-sided trades. In these lanes

Early Game - Bot
Because your CC is single target and your range is below average you need to be more cautious in bot lane. You are very good at punishing mistakes with your CC and move speed. If an enemy over extends or you get a jungle gank

Because Quinn is often regarded as an assassin people commonly assume you need to snowball early. This isn't really true; your late scaling is very good. Against ADCs that are lane bullies it might be smarter to focus on safe farming. Against more late focused ADCs you can punish mistakes sharply to get a lead, but if you don't find any opportunities don't get an inferiority complex about your scaling.
Mid Game
Get farm, be where your team needs pressure. Catch big waves. Counter-jungle when you can. If there's a siege you can either split push or join depending on if your team needs you. Be on hand for dragon fights. If you're strong, get deep vision and fish for picks. Your big goal here is to get a strong gold lead.
Late Game
You can either split push or team fight. Or, maybe do both if you're lucky.
If you are confident you can 1v1 anyone, splitting is solid but have good map awareness.


For team fights, you have basically two modes. You can play like a 'normal ADC' and DPS down the safest target. Or you can play more like


Find Me a Path!
Deep breath here, Quinn has A LOT of viable runes. I'm going to try to cover all the keystones and any non-obvious minor runes. I recommend choosing your runes each match based on the team compositions.


The Basics
Your utility isn't high enough to justify many defensive items, but almost every item that gives Attack Damage or Attack Speed is viable. I highly recommend playing with the calculator to get a feel for how different builds affect your burst and sustained damage.
The general rule is:
ATTACK DAMAGE > CRITICAL CHANCE > ATTACK SPEED
All your abilities scale with AD, and harrier scales with critical chance. Attack speed still is very nice but because of the large amount you have built in it doesn't have as much oomph as the other two.






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