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QUINN BUILD GUIDE: [S3] They can't escape the hawk by dwMrX

by dwMrX (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 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

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 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

Introduction

Description and Role

Quinn is a 525 range ADCAssassin with strength in mobility. With her ultimate she can gain a huge amount of movement speed, allowing easy movement across the map to key targets. Her passive gives her extra damage along with an attack speed steroid on hit. Heightened Senses can be useful when you're scouting an area with no vision or need to check any key minions (Baron, Dragon, etc.). Blinding Assault is strong because it's giving an ADC blind, not seen since old Corki. This can be useful for 1v1 situations or 2v2 situations involving the enemy ADC. Vault can be goodad, depending on how you use it. If you are in Valor form, don't use it to get in the middle of a lot of enemies, use it when chasing and you have no chance of being bursted. In Quinn form, you can use it for additional poke and it gets you in range to use your BotRK.

I wouldn't use her as an ADC, but if you want to use her for bottom lane, you need to know when you can be aggressive and when you have to be passive. The attack speed steroid is very strong when in Valor form, so use it intelligently. If you're 1v1ing or 2v2ing, it's smart to use your Ultimate because it'll give you a lot of steroids, but you need to know who's nearby since you'll be a squishy melee champion. As an ADC, just rely on poking with your abilities and proccing your passive attack speed buff + harassing with the steroid on.


Lore

"Most soldiers only rely on their weapons. Few truly rely on each other." -Quinn

Quinn and Valor are an elite ranger team. With crossbow and claw, they undertake their nation's most dangerous missions deep within enemy territory, from swift reconnaissance to lethal strikes. The pair's unbreakable bond is deadly on the battlefield, leaving opponents blind and riddled with arrows long before they realize who they're fighting: not one, but two Demacian legends.

As a young girl, Quinn shared a hunger for adventure with her twin brother. They dreamed of becoming knights, but lived a quiet, humble life in the rural borderlands of Demacia. Together they imagined triumphant battles in faraway lands, seizing glory for their king and slaying foes in the name of Demacian justice. When daydreams alone could no longer satisfy their warriors souls, they embarked on daring wilderness adventures in search of true danger. One such quest turned to tragedy when a terrible accident claimed her brother's life. Overcome with grief, Quinn abandoned her dreams of knighthood.

On the anniversary of her loss, Quinn gathered the courage to return to the scene of the tragedy. To her surprise, she found a wounded Demacian eagle at the site of her brother's death - a rare and beautiful bird long believed extinct. Quinn nursed the fledgling back to health, and as they grew up together, a deep bond formed between the two. She saw the same quality in her newfound friend that had lived within her brother, and so she gave him the name "Valor." The pair found strength in each other, and together they pursued the dream she had once abandoned.

The Demacian army had never seen heroes like Quinn and Valor. Their deadly skills quickly set them apart from their rank-and-file peers, but many still had their doubts. How could a common-born girl, even with such a powerful creature at her side, forego years of military training? Quinn and Valor proved themselves on one critical mission, tracking down a Noxian assassin who had evaded an entire Demacian battalion. When they brought him to justice, they finally earned the admiration and respect of their nation. The two now serve as living, fighting icons of Demacian strength and perseverance. Together, Quinn and Valor will stand against any threat to their beloved home.

Changelog

#1 04 March 2013
-Changed The Bloodthirster with Panthom Dancer because Quinns (E) crits
-Added Chapter "Pros and Cons"

#2 29 March 2013
-Changed Blade Of The Ruined King with The Bloodthirster

Masteries

[http://s7.directupload.net/images/130303/zbb2hvrl.jpg]


21-5-4 is the most standard mastery page I use because it gives you all the offensive bonuses - with extra mana regeneration for poke and extra health for survival.

Runes

[http://s7.directupload.net/images/130303/kgyxeyxh.jpg]


Quintessences/Marks - AD - As an ADC, you need extra AD, so this will start you off well with clearing on tower and pokingharassing.

Seals - Armor - You need armor runes because you're extremely squishy and you should be trading with an enemy ADC who mainly prioritizes AD - this will allow you to take less damage.

Glyphs - MRLevel - MRLevel is important for midlate game where you'll start being the focus of most magic damage from AP carries.

Summoner Spells



Explanation:

The usual summoner spell on every ADC because you need an escape ability. This will allow you to escapechase targets because everyone else will have Flash.




Explanation:

A strong summoner spell on AD carries because you'll be focused by CC, if you're caught off guard you can be bursted to 0 if unable to dodge any abilitieszone yourself.




Explanation:

You'll be going pretty deep into exchanges, so Barrier will be strong here. You're going all in, which will make this more useful when trading - or if they have little CC.

Skills

Passive: Harrier

Explanation:

Valor periodically marks enemies as Vulnerable. Quinn's first basic attack against Vulnerable targets will deal bonus physical damage.


Harrier gives you extra damage done to any target that is marked as Vulnerable by Valor. This is strong for an ADC because all it does is increase your DPS. When it's on a champion, they will probably not expect the huge damage burst from only your auto attack, so you can catch people off guard when trading. It also gives you an attack speed steroid based on the level your Heightened Senses.


Q: Blinding Assault

Explanation:

Valor flies in a line and strikes the first enemy in his path. He then attacks all nearby enemies, dealing 70/110/150/190/230 physical damage and blinding them for 1.5 seconds.

As Valor: Performs the same attack at the current location.

Cost
50/55/60/65/70 Mana
Range
1025
Cooldown
11/10/9/8/7 Seconds


This is Quinn's main ability because it gives you extra poke, wave clear, and ability to trade. It blinds for 1.5 seconds, something proven to be super strong on AD carries (old Corki). This allows you to trade freely for those 1.5 seconds - which can allow you to get 2-4 auto attacks in for free.

W: Heightend Senses

Explanation:

Passive: Attacking a Vulnerable target will increase Quinn's Attack Speed by 20/25/30/35/40% for 3 seconds.

Passive as Valor: Gains 40/50/60/70/80% Attack Speed.

Active: Valor reveals a large area nearby for 2 seconds.

Range
2100
Cooldown
50/45/40/35/30 Seconds


Heightened Senses is free vision whenever you want it (unless on CD) in a huge AOE around you. This can be strong for scoutingchecking objectives
ot face-checking. If you're walking into lane and you expect a cheese from the brush, just use this ability and you're free to farm whatever you want. If you have no ward on BaronDragon heir Blue - check it with this and work with your team on taking them. If it's late game and you suspect the enemy team is hiding in a brush somewhere, use your Heightened Senses to check.


E: Vault

Explanation:

Quinn dashes to an enemy, dealing 40/70/100/130/160 physical damage and slowing the target's Movement Speed by 50% (this effect diminishes over 2 seconds). Upon reaching the target, she leaps off and lands near her maximum attack range from it. Valor will immediately mark this enemy as Vulnerable.

As Valor: Performs the same attack but does not mark or leap off the target.

Cost
50 Mana
Range
700
Cooldown
12/11/10/9/8 Seconds


Vault can be used effectively in different ways, but can also be harmful to you. You can use it with your BotRK - when you jump in, for extra DPS, use your BotRK. This speeds you up, does a ton of extra damage, and heals you. When you jump in while in Quinn form, you go back to your longest auto attack range, which is useful if you want to kite or keep trading. If you're in Valor form, this is where you have to watch out. You don't go back to a long range, you jump into them. Make sure to only use this when you know you can survivedo damage. I'd only use it to gap close to a target not in position during a team fight or when pursuing a running target. Use this ability intelligently.


R: Tag Team / Skystrike

Explanation:

First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20 seconds. Valor can move through units and gains +80% Movement Speed, decreased gradually to +20% when in combat.

Second Cast: Quinn returns to perform Skystrike, dealing from 100/150/200 to (+0.5*AD) physical damage to all enemies in a large area, increasing based on how much health they are missing.

If Skystrike has not been cast before this ability ends, it will be cast automatically.

Cost
100/100/100 Mana
Range
700
Cooldown
140/120/100 Seconds


This is the only ability that makes me think Quinn isn't fit to be an ADC. If you have an ability that makes you melee, you can't really be an ADC; you're too squishy. The strong aspect of this ability is that it gives you a lot of mobility - a ton of movement speed. You gain 80% movement speed - which diminishes when you're in combat. If you are far away from a team fight and you want to get there quickly, just pop your ultimate, use the AoE damage by going back into ranged form, and start auto attacking. It can also be good for runningescaping, if you get into a bad situation, you can pop your ultimate and run or jump over a wall to a creep camp.

Skill Order

(R) > (Q) > (W) > (E)


I max (Q) first because it adds the most DPS and gives you lower CD on your poke ability. It can also be used to wave clear if necessary. (W) is maxed before (E) because (E) doesn't scale that hard and (W) gives you a huge attack speed steroid if maxed first.

Item Builds

Starting Items



Doran's Blade - This is the best start currently because of the extra 10 AD and 80 HP + 5 HP on hit. The stats are just too good for getting out of early laning phase.


Core Items



The Bloodthirster - This build has been proven to do the most DPS - something important on AD carries.

Berserker's Greaves - You have a lot of mobility, so adding more movement speed can be very useful on Quinn. It also gives you a big attack speed boost.

Infinity Edge - You already have life-steal from BotRK, so start building into pure damage because you need to get a huge boost to kill the tanksruisers.


Endgame Items



Phantom Dancer - You need attack speed and crit chance to synergize with your Infinity Edge, so consider building a PDLW here, depending on what you need.

Frozen Mallet - This can be replaced by a Phantom DancerStatikk Shiv, but I take a defensive item here. I don't really prefer Warmog's over FM because the FM actually gives you damage. The regeneration buff won't be as useful on an ADC because you already have life-steal. It also gives you a huge HP buff.

Last Whisper - This will give you the ability to kill those annoying tanks. You already have the attack speed on your BotRK, so you can skip PDShiv here.

Early Game

Focus on farming, just like every other ADC. You want to harasspoke in lane and go in for kills, but most of the time you'll be CSing. Try your best to not fall behind the enemy ADC and just farm up your key items. A smart player will know when he can farm against you and when he can't, but most solo queue players will be super greedy. Poke effectively and you can pick up kills with ease. If you're against a smart player, your only goal is to farm because getting kills won't be very easy as Quinn's damage output isn't that high. Farm up your items and gear for midlate game.

Mid/Late Game

Once you pick up your items, you will be very strong at this point. Quinn is very team-oriented. Your Heightened Senses will allow you to lead your team into taking objectivesstarting team-fights. With your attack speed steroids, you will be able to shred tanks with your BotRK. Focus on taking all objectives and dodging team-fights if you're behind, while just farming up. You have the same job as any other ADC in team-fights - do as much DPS as you can and don't die. Work on surviving team-fights and maybe picking people off with your mobility.

Team Fights

As an ADC, you want to stay as far away from bruisers as possible, while being chased by them. Never use your ultimate and Vault in because this will put you in a terrible position. Only use Tag Team for running or if you can easily 1v1 the tankruiser without the need to kite. Try and hit your Blinding Assault on as many targets as possible because this will significantly decrease any target's DPS. After this, just poke with your auto attacks and make sure to proc your passive attack speeddamage buff. If you're having problems with tanks, just use your Vault to back up 500~ range and keep poking.

Exchanging Early Game

Once you notice you're going to start trading with the enemy ADC, use your Blinding Assault in between attacks to do optimal DPS. This gives you 1.5 seconds of freedom to attack and makes them have to run. That is all the poke you need and you can keep doing this all early game, while being safe with your Heightened Senses. To add to your DPS, use Vault in between attacks. This can also be effective if you get too close, you can use your Vault to peel out.

Synergies and Counters

Synergies



Sona: You have low auto attack range - having Sona will allow you to trade effectively because you won't get super poked by any long range AD carries without having help from Sona.

Blitzcrank: This is another way to deal with your short attack range - he will hook them in allowing you to freely blind them and all in them. If Blitz hooks the enemy ADC, you should use your (Q) and your on him. Including Autoattacks you will do half of his HP as damage in early game.

Lulu: She has the same case as Sona - she will help you pokeharass.


Counters



/ Varus/Caitlyn: They will out-range you by a ton, allowing them to get a ton of free harass off in lane.

Tristana: She scales a lot harder than Quinn does and both have weak earlymid games.

Pros and Cons

Pros

-Good mobility
-Can do good harass
-Gap closer
-ADC with blind - strong in 1v1 fights
-Your W gives you a huge range of vision - good for scoutingfacechecking


Cons

-Kit includes going into melee range
-Gap closer only goes in when in melee form, not good for ADC
-Low auto attack range

Final Comments

Using your Ultimate to escape

If you get caught middle or something and you have nowhere to go, pop your ultimate and jump to a wraith if the camp is wardeduse Heightened Senses. This will make them either Flash or stop pursuing you, giving you a fastconfusing escape.


BotRK + Vault

If you want to execute someone but it'll take more than an auto attack - use your Vault and proc your BotRK as you're hitting them since it'll put you in range. If they're low, this will surely finish them off.
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