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QUINN BUILD GUIDE: [S3] Bruiser Quinn Mid/Top by Hyfearium

by Hyfearium (last updated 8 months 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
17
13
0
mastery 1 mastery 1 1/1
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 3/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 3 mastery 3 0/4
mastery 2 mastery 2 0/1
17 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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
13 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
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 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
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

mastery 1 mastery 1 1/1
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 3/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 3 mastery 3 0/4
mastery 2 mastery 2 0/1
17 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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
13 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
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 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
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

Introduction

Someone beat me to the real quinn shady guide name qq

WILL BE ADDING VIDEOS/SCREENSHOTS AS SOON AS I CAN

This is Hyfearium and in my opinion Quinn is a fairly mediocre adc at best. Her kit just isn't very good for it even after the buff.

I will be paraphrasing Destiny a bit.

Her range is the average range for adcs (I think, not quite sure on this one) I believe she has the same range as Graves or Miss Fortune.
Passive is what a lot of ADCs lack which is an AD steroid (Draven, Vayne have) however it is unreliable and nearly impossible to use as a harassment skill.
"The blind is cute but that's it really." The blind is a skillshot blocked by minions so all you really need to do is stay behind and away from minions to be perfectly fine. Its only real use is to get an edge once you are engaged on.
The W has been buffed to be a movement speed and attack speed steroid and it's active is basically Ashe's E, it grants vision and allows you to stay somewhat safe when you think you are in danger of ganks.
E has been buffed to stun for a very short time and maybe a range increase. I max this first now. But once again if you use this to harass many supports will stun you during or after.
Ultimate puts an ADC in melee range -.-. Useless until you win the fight and are ready to clean up/lost the fight and trying to escape.

All in all Quinn seemed like a very mediocre, "play it safe throughout the entire game" type of adc that wasn't very good or fun imo.

These skills work a lot better in solo lanes which will be the focus of this guide.







Quinn Solo vs ADC

Quinn roles in a nutshell

ADC
  • Harrier does slightly more base damage than Caitlyn's headshot (I heard, don't actually know)
  • Safe
  • Engaging/poking is extremely risky
  • Ultimate is useless if built pure damage and is used simply for moving around the map

Basically only good when you are engaged on and ult is used for movement/random 1v1s/going swiffer sweeper vac in cleanup mode

Mid
  • Good against engagey and autoattack based champions
  • Valor roam can get you top or bot or jungle very quickly
  • Fairly squishy, instafucked against hella burst
  • Can only get 1 defensive item because tower is really close by (safe lane)


Top
  • Many champions are melee which are affected best by her blind/autoattack harass
  • Harass with E works better than any other lane (mid meh)
  • Can get destroyed by some early all ins
  • Has to be built more tanky to survive lane as pure carry won't be enough
  • Valor can be used to instantly get on top of a champion with AoE blind + burst (and possibly a randuins)

Changelog

Matchups coming soon.
Videos/screenshots coming ASAP.

What Will Fuck You Over

General

Crowd Control, Damage Reduction, Early Tankiness



Bottom

Masteries

17/13 for most solo lanes. Going full 21 on any tree is situational as 17/13 is generally all you need, but if you are going for kills 21/9, going for surviving lane 9/21.

Runes

After experimenting with a few runes I feel going standard ADC/toplane is best. The only runes that can actually be substituted are the quints.

Lifesteal not the most useful but 6% can help you survive a bit at the cost of a lot of early damage.
Movement speed for epic roaming but once again missing damage not really worth.

You can do AP blues too for the AP scaling on . Haven't actually tried but might be fun.

Summoner Spells



Explanation:
Flash is a necessary spell for escape and for closing distance for kills.
Ignite is very situational and is meant for an all-in Quinn which may or may not suit your playstyle or your lane situation.

Other viable spells:
Against a burst lane (eg. Kha Zix, Lux, etc.)

Against CC heavy teams/lane or if a well placed CC will allow your opponent to kill you (RENEKTON)

Against a heavy sustained damage lane (Katarina, especially while ulting)

For map pressure from top lane (mid you can just roam with Valor)

Not so good spells:

Valor gives you massive speed already and you don't really have a blink ability so taking flash is almost always a good idea

Heal baits really early but not as good as barrier imo


Terrible spells:

BETWEEN W AND THIS YOU WILL NEVER NEED WARDS HUEHUE
LEARN MANA CONTROL YOU RANDOM
HOLY FUCK VALOR/REVIVE/HOMEGUARD/GHOST/MOBILITY BOOTS 1300 MOVESPEED CROSS MAP IN 6 SECONDS ASDDSFHKSLD
JUNGLE QUINN HAVEN'T TRIED ON MY TO DO LIST

Skills

Passive: Harrier
Valor periodically marks enemies as Vulnerable. Quinn's first attack against Vulnerable targets will deal 15 + (10* level) / 170 / 185 / 200 / 215 (+0.5 Bonus Attack Damage) physical damage.
Explanation:

Valuable passive as it is an AD steroid which is something not many ranged AD autoattackers have (minus Draven and Vayne). Somewhat unreliable and you generally want to proc this whenever you can for the attack speed bonus.



Q: Blinding Assault
(Active) Quinn sends Valor forth in a straight line skillshot. Valor stops at the first enemy struck, damaging and briefly blinding all nearby enemies.
Tag Team: Valor damages and blinds all nearby enemies.
Range: 1,025
Blind: 1.5 seconds

Explanation:

Good against champions that rely on autoattacks. Can be used for 1v1 duels or for going in for trades and not allowing the enemy to trade back.



W: Heightend Senses
(Passive) Attacking a Vulnerable target will increase Quinn’s Attack Speed for a 3 seconds.
(Active) Valor rushes to the skies, revealing a large area around Quinn, including all brush and non-stealthed units for 2 seconds.
(Tag Team Passive) Valor gains a large amount of Attack Speed permanently.
(Tag Team Active) Valor reveals a large area around him, including brush and non-stealthed units for 2 seconds.
Range: 2,100
No Cost

Explanation:

Active reveals surrounding area for a few seconds. If you suspect a gank you can use this, but this is maxed second because of the passive attack speed steroid when hitting marked targets.



E: Vault
(Active) Quinn dashes to an enemy, dealing damage and slowing them briefly. She then kicks back off her target, landing near her maximum attack range.
(Tag Team) Valor dashes to an enemy, damaging and slowing them for a brief time.
Cost: 50 mana
Range: 700
Slow: 50%

Explanation:

Can be used as an unreliable escape, unreliable chase, disengage, harass or just for adding a mark to an enemy champion. Remember this pushes you away from your enemy so it is not very good for all-ins, more for harass. You basically never max anything other than this first.



R: Tag Team / Skystrike
(First Cast - Tag Team) Quinn leaps away from the battlefield and allows Valor to take her place briefly. Valor functions as a mobile melee attacker and gains a huge Movement Speed bonus when out of combat. This bonus is decreased gradually to a smaller value when in combat.
(Second Cast - Skystrike) Valor flies from the battlefield, allowing Quinn to return in a hail of bolts that damage all nearby enemies. Damage is increased based on how much health targets are missing. If Tag Team is not cast a second time, Skystrike is cast automatically once Tag Team ends.
Movement Speed Bonus: 80% (gradually decreases to 20% when in combat)
Cost: 100 mana
Range: 700

Explanation:


Many ways to use this ability. Roaming (movement speed out of combat is insane), going for a kill (Vault doesn't fling you backwards, used as a gap closer) high burst + execution-style skill, escaping.

Skill Order + Quinn's Combos

There is almost never a reason not to max first because of the attack speed steroid. Second skill to max is subjective like much of Quinn is; if you are harassing a lot, maxing would be better for the cooldown and small damage increase. If you are getting hit a lot, maxing can be better for the cooldown as well so you can lane safer but is mostly a utility spell, so 1 point is all that's needed most of the time.

Usually I max skills in this order.

-> -> ->

R > W > E > Q

COMBOS

AA - autoattack
Harrier -
Q -
W -
E -
R -

You generally want to proc the passive on enemy champions as much as possible that won't get you killed.
(After Harrier marks champion) AA > E > AA > Q [Standard Harass]
[Kill Potential/Large Burst] R > Q > AA (until enemy is running/you are losing) > E > Any item actives (Ignite, BotRK, etc.) > R




Itemization

Full damage Quinn is for bot lane ADC Quinn only. Right now you are solo lane Quinn. Building full carry is the worst thing you can do no matter what you should have at least 2 defensive items.

It's generally a good idea to build somewhat tanky but as well as damage. Quinn can has many build paths to suit individual needs in the game.

Remember when building her to take into account that your Valor form will have you getting in melee range of your enemies, being tanky enough to survive there is essential and also having good debuff items will be valuable to your team.

However, has now become an extremely good early game item that works well with Quinn using her Harrier AA + E + AA + Q combo, adding more AD burst to the autoattack after E, adding damage with your Q, and giving you the mana to sustain this combo more.
I recommend starting vs most lanes as it is a safe and harass based early build, or // for a safer lane.





Good damage item if you are getting CC'd a lot

As long as you stay alive the enemy team will have their attack speed slowed and also helps your survival in the middle of their team.

Because your early game usually involves one or more ingredients of Trinity Force, getting frozen mallet isn't really worth it unless you skip triforce. Essential for kiting however.

Not an item Quinn can really take advantage in my opinion, also kind of a selfish item. Can work with Warmogs though for your tanky needs even without the passive.

Essential early game item vs any AP lane/jungler. Unfortunately it's upgrade is terrible so you will be selling it later.

Once again triforce is basically core to Quinn now. Good alternative though.

If you have an AD team or they are stacking armor, or if they aren't you'll basically be doing true damage with your attacks.



Same as Frozen Mallet/Frozen Fist. Triforce is basically core and this is more of an ADC item but can be good when paired with Infinity Edge.

Really strong item on Quinn I prefer getting this almost every game and over Frozen Heart. The active is really good especially when you are in Valor form in the middle of their team.

Your range is really short so you don't really take advantage of this item like someone such as Caitlyn does.

Instead of getting armor pen vs armor stackers, why not just add magic damage to your attacks? Good vs armor stacking/wave pushing combined with Brutalizer.

People like Garen like this item because one skill lowers enemy armor very quickly. People like Quinn however need to use full combo just to take advantage of the passive. As a lategame build out of an early Brutalizer sure other than that not really worth it.

Once again you aren't an ADC but you still benefit a ton from this item. Good damage item though, however I would prefer different items.



Basically a core item now that your Q scales off of AP as well. It's a really strong item for Quinn and she benefits from every stat.

Good tank item but will fuck you over if someone on the other team gets Blade of the Ruined King.

Attack speed and magic damage + M/R. Hexdrinker would be better vs AP lanes but if you are really getting fucked by magic damage (maybe AP laner, AP jungler, getting ganked by the AP toplane/midlane).

I would build this over Black Cleaver if you went Brutalizer. The stats are great and the active will help your chase potential with Valor when picking off people.

Tenacity so you don't need merc treads, attack speed, attack damage, movespeed to help roam. very good item to pair with blade or infinity edge.






Midlane Matchups

I usually take quinn top so this section might not be finished for a while.




































































































Toplane Matchups



Your best chance to kill him would be real early (level 1-6). Other than that without full carry damage you won't be able to stop him from farming.

Easy to harass, however save your flip for when he pulls you. If he pulls you and you don't have flip or flash you're probably dead.

Can't do anything to you until level 6. After that she's a very all in champion, harass when you can and if she goes all in blind her and flip away when she activates shield. If she doesn't have her shield up you can take her if you are even.

Not quite sure about this both of you will be harassing a lot however if you get your Harrier>AA>Flip>AA combo off you will outtrade her most of the time. However she can kill you at basically any point if she capitalizes on a mistake you make.

No one plays fiora

You can probably take him from level 2 onwards. Mainly GPs stay safe and farm and use their ult when they see teammates need it or to help stop your roaming.

If ahead he will kill you and be unkillable. If even or behind he is unkillable. Just how garen works. Kill him early or else zone him from CS build some armor if going early damage and build blade of the ruined king whenever you can.

Early game you can probably push her around. Careful for the Q to a weak minion, autoattack/stun you, Q away thing she does. At level 9 she can kill you if even in lane.

Outdamages and out tanks you basically throughout the entire game. Build Wardens mail early. Flip away from him when he tries to jump on you. Good jax players will probably be the bane of Quinns existance

Your flip can get out of his ultimate.

Stay away from minions don't get harassed by the jayce artillery strike. If you do that while keep the harass up you can probably kill him after a few items.























































Optimal Builds

3 DMG + 2 Tank if rolling
2 DMG + 3 Tank if getting rolled
All tank if afk for first 30 min of game



Good against health stackers, excellent for kiting, good for Valor in the middle of their team with Randuins and tankiness, shiv adds AoE magic damage that gets a lot with both Quinn (when moving to kite) and Valor (massive attack speed procs shiv more often), zephyr for damage AS and tenacity, zerkers for AS.



Good offensive combo I like

For M/R


Final Comments

All in all I believe Quinn to be a fairly good champion when built correctly and in the correct position.







You can also follow me if you like this guide:
Ingame name: Storm Venture (NA sever)
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Twitter: @LFHyfearium