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QUINN BUILD GUIDE: Go for the eyes! [Jungle Quinn] (WIP) by BrokenLoL

by BrokenLoL (last updated over a year ago)

160,114 Views 3 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
19
11
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mastery 1 mastery 1 0/1
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19 Offense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Harrier
QBlinding Assault
WHeightend Senses
EVault
RTag Team / Skystrike
View Skill Order Details

Runes

Masteries

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mastery 2 mastery 2 0/1
19 Offense
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mastery 2 mastery 2 0/3
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mastery 2 mastery 2 0/1
11 Defense
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0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Harrier
QBlinding Assault
WHeightend Senses
EVault
RTag Team / Skystrike

Champion Matchups

About Me

NOTE: This is a work in progress!


[http://i.imgur.com/MHB1cAR.jpg?1]

Hi! I'm Broken from the NA server, this is the first guide I've posted on SoloMid, and the purpose of this guide is just to provide a little insight on Quinn as a bruiser rather than as an ADC. Although I don't play solo/duo queue frequently, currently I'm Gold II with a normal MMR of ~2420. Please don't discredit this guide just for the reason of my low solo/duo rating, Quinn is extremely strong, and even more so as a bruiser in most aspects. Thank you for reading, and I hope you enjoy the guide!

Intro + Pros

Quinn has mostly been looked at the last couple days and in her PBE stages as a predominately AD-carry champion, but her kit provides her with amazing utility to be a bruiser, whether it be top lane or in the jungle, in which I personally prefer the jungle.

•Quinn

  • Q (Blinding Assault), while being a great utility spell for 1v1'ing early and mid game, it falls off late game slightly when playing Quinn as ADC due to it being a skillshot mostly, as it's difficult to blind the enemy ADC during a teamfight without perfect positioning/charging straight through the enemy's front line, and trust me, being able to blind the enemy ADC for 1.5s in a team fight is INCREDIBLY "Broken" ;)
  • E (Vault), provides easy kiting yet puts her in a very dangerous situation for an AD carry mid-animation by allowing her to be cc'd/dmg'd WHILE casting it, although a bruiser can benefit from this as well as taking a bit of focus off their team's ADC/APC
•Valor

  • Q (Blinding Assault), in Valor form, this can be a clutch defensive ability saving you from the last auto attack of the enemy bruiser hunting you down both as ADC and as bruiser Quinn, though as bruiser Quinn, this skill can also be used extremely effective as an offensive spell during teamfights, getting in and blinding the enemy ADC with ease(take that Vayne, no more noob salads for you!), which can actually net you a victory if you can just manage to do AT LEAST this much during teamfights.
  • E (Vault), WOO. I'm sure we all screwed up with this one the first time we tried Quinn, expecting it to knock you back as it does while in Quinn's form, then getting stuck in the entire enemy team's front line as poor squishy little AD carry Quinn. Luckily, this isn't ALWAYS the case as bruiser Quinn(granted even though you're playing bruiser, you still have the scaling and base stats of an ADC, so before you complete some items do be somewhat cautious with how you use this!), more often than not you'll be using this in a combo of E + Q + R as an engagement for your team or to chase down that pesky Teemo after you've won your team the fight. :)

Masteries

[http://oi50.tinypic.com/29c53br.jpg]

These masteries focus on giving Quinn that boost of extra dmg as well as just enough defense to sustain through her initial jungle clear, this page setup is aimed towards you fulfilling your team's bruiser needs rather than pure DPS needs, for example if you don't have a tank. Combined with (Q)Blinding Assault, Quinn gets through lvl 4 route very healthy with these masteries.

Offensive :
2 points in Alacrity, helps with machete start as well as working well alongside your W.
2 points in Butcher, clear the jungle faster.
4 points in Deadliness, gives you nice AD/lvl but more for the %armor pen.
1 point in Weapon Expertise, % armor pen helps a lot both against the bigger monsters in the jung but as well as helping you do quite a bit more dmg before you finish your cleaver.
3 points in Havoc, not many other options here so 2% dmg increase is somewhat nice, for every 1000 dmg you'll do 20 extra dmg.
2 points in Brute Force, just a little extra AD to synergize with your passive and help your dmg output.
3 points in Sunder, gives you just enough armor pen to do true dmg to the smaller monsters in the jung.

Defensive :
4 points in Durability, free HP/lvl and also to unlock Veteran's Scars.
2 points in Tough Skin, to reduce the dmg you take during initial clear as well as to get Bladed Armor.
3 points in Resistance, just to make you a little tankier early game as you do have ADC stats/scaling.
1 point in Bladed Armor, helps clear the jungle faster.
1 point in Veteran's Scars, a free +30HP at lvl 1 which is better than an HP quint, great mastery.

[http://oi49.tinypic.com/11b83me.jpg]

If you already have a fairly tanky team and are looking for just a bit more dmg, this could be a good page as well, grabbing Lethality and Frenzy to give your triforce(should you buy it) a little more bang for the buck.

Offensive :
2 points in Alacrity, helps with machete start as well as working well alongside your W.
2 points in Butcher, clear the jungle faster.
4 points in Deadliness, gives you nice AD/lvl but more for the %armor pen.
1 point in Weapon Expertise, % armor pen helps a lot both against the bigger monsters in the jung but as well as helping you do quite a bit more dmg before you finish your cleaver.
3 points in Havoc, not many other options here so 2% dmg increase is somewhat nice, for every 1000 dmg you'll do 20 extra dmg.
2 points in Lethality, ehhh it's a slight boost like Havoc but just to unlock Frenzy.
1 point in Frenzy, works wonders with Triforce build + W passive, especially in Valor form.
2 points in Brute Force, just a little extra AD to synergize with your passive and help your dmg output.
3 points in Sunder, gives you just enough armor pen to do true dmg to the smaller monsters in the jung.
1 point in Executioner, increases dmg output by a nice bit and works well with Havoc, to win 1v1s.

Defensive :
4 points in Durability, free HP/lvl and also to unlock Veteran's Scars.
1 points in Tough Skin, to reduce the dmg you take during initial clear.
3 points in Resistance, just to make you a little tankier early game as you do have ADC stats/scaling.
1 point in Veteran's Scars, a free +30HP at lvl 1 which is better than an HP quint, great mastery.

Runes

[http://i.imgur.com/ssDKpbM.png]


Marks :

  • AD
AD marks provide you a lot more damage from all of your AD scaling as well as your passive and a better early game, so in my opinion, are the best choice on Quinn.
  • Armor Pen
Can be a good choice if you're against a very tanky team, aimed more towards late game dmg.
  • Attack Speed
I don't really like these because of Quinn's great AD scaling on her Q + Harrier passive, they'll give you a SLIGHTLY faster clear speed over AD marks(and I mean by like 6s, hardly notable) but AD marks will give you more dmg output in ganks.

Seals :

  • Armor
These seals are the most beneficial for Quinn, I highly recommend them over any other.
  • HP/lvl
I would only get these instead of armor if I was against an AP top/mid who can't auto me a lot, such as Singed or Rumble.

Glyphs :

  • Flat MR
Flat MR blues can be good when going top lane or mid lane with Quinn, not a bad choice.
  • Scaling MR
These are my preferred runes for Quinn, as she has no innate scaling MR and weak base stats from being classified as an ADC.

Quintessences :

  • Movement Speed
I alternate now and then between movement speed and AD quints. In the jungle, I prefer movement speed because of Quinn's relatively low base MS. These help with chasing downs enemies after slowing them with your E, and they also synergize well with the movement speed bonus from Tag Team.
  • AD
These are the best choice for top/mid lane Quinn, providing great early dmg from Harrier.
  • Armor Pen
In my opinion a bad pick. Not good in the jungle, not good on Quinn. Quinn is a great lane bully early on, and early on is when the enemy WON'T have much armor, so better to just go with flat AD when laning her.

Summoner Spells


  • Smite is necessary as a jungler, regardless what champion you're playing, whether it be Shaco/Warwick/Udyr, smite is necessary. It provides your team with equal dragon/baron, and allows you to steal both enemy buffs + dragon/baron.


  • Flash is a great secondary summoner in my opinion. With the 80% speed boost from your ultimate, ghost is a much less powerful choice compared to flash.
Allows you to flash over walls, flash to secure kills, flash to save your life, flash to save a teammate's life, etc.


  • This is probably the only summoner I'd replace flash with. Your ultimate provides you a great escape, both with the movement speed buff and being able to W > E over walls as a long range(750) blink while in Valor, and even being able to do it in Quinn as well once you're experienced with the positioning of her standard E.
Provides more potent ganks, allows you to blind AND exhaust the enemy ADC in teamfights(huge!), gives you even more potential to chase down that last enemy.

Skills

Passive: Harrier

Amazing dmg out of this, and it's on a .5AD ratio as well as scaling per level. Late game this will be doing 300+ dmg each time it procs with bruiser Quinn. In the jungle, be sure to proc this every time it comes up, the cooldown on it is 10s if you don't proc it OR a mere 3s if you do proc it. Increases your dmg output by a ton and your jungle clear speed greatly.


Q: Blinding Assault

Your "bread and butter" in the jungle. AoE blind that lasts 1.5s, extremely strong in 1v1s, team fights, and in th





W: Heightend Senses







E: Vault







R: Tag Team / Skystrike






Comments

October 9, 2013 - 04:05 PM #1

i can't agree with "OMG THAT GUIDE IS SO NICE - QUINN OP TROLOLO"...

Tested it now... even if i got some early kills, and the best possible setup of enemies (zed + aatrox ^^) - i still think quinn is pretty useless - no tankiness, less dmg potential, just a 2 sec slow which decays in that time as well... 1,5 Sec blind op? Man - fiddle fears for 3.5 sec, or just play elise - it's a ranked stun.... get real :-|

June 3, 2013 - 08:29 AM #2

i find quinn has amazing clean up potential and mobility perfect guide thank you!!!

March 3, 2013 - 05:27 AM #3

I have only tried her in the jungle against bots so far but i have to agree that she can be a pretty strong jungler with her gap closer on e and the damage that she can bring out of the jungle it is scary. I personally like at level one to take her w for the AS buff and if against people could warn you against an invade. In the end it is really fun to appear out of nowhere as a bird and just claw the hell out of people.