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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Harrier (PASSIVE)
Quinn Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Introduction
Hi, this is my first League of Legends Guide, so i´m reviewing my favourite carry; Quinn. English is not my native language, so please forgive my mistakes. Any kind of constructive feedback would be awesome. Also take into consideration that i'm only Platinum III, so if you are a high Elo player you should look other guides (probably you wont need them though), this would appear too basic. But if you are starting to play bot ADC Quinn, the guide should be useful. I hope so. It's a very unseen carry in my opinion, so you have the surprise factor on your side, if you apply correctly the tips that you will find here. SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
Pros / Cons
Pros
+ You have 2 CCs; a blind and a small slow. + Awesome passive for last hitting, trading or scaring. + Great ulti for chasing or escaping, even for roaming or ganking. + Anti-ambush ability. + High-damage burst combo OP against carries. + Fun to play, and you have a bird. |
Cons
- Low range (525), you have to position very well in teamfights. - Squishy, like most carries. - If you fail the blind against a carry you can get beaten easily. - Your E can position you sooo bad sometimes. - Your ulti cannot be used in teamfights in its full potential |
Runes
Greater Mark of Critical Chance &
Greater Mark of Attack Damage: I prefer to go full Attack damage marks except for the 9th one, just to give a 1% critical that once in a time it can save your early game XD.
Greater Seal of Health &
Greater Seal of Armor &
Greater Seal of Scaling Armor: here I take 3 flat Armor, 3 health and 3 scaling armor seals. Again you can choose full sets, depending on your opinion between improving Early or Late game. I’m just too greedy and want to boost everything muahahah.
Greater Glyph of Scaling Magic Resist &
Greater Glyph of Magic Resist: Here i go 6 Scaling magic resist and 3 flat; to resist early support poke. In the early game probably you wont face much the AP carry, so you dont need full flat ones unless you are playing Quinn mid.
Greater Quintessence of Attack Damage &
Greater Quintessence of Attack Speed: Here you can really make a lot of modifications, depending in your way of the warrior. After the nerf to
Greater Quintessence of Life Steal I personally don't recommend them too much, as in early you are falling behind of those who choose damage. However, the quints should be taken depending on your preferences and opinions, and not because i say so :D.
Masteries
I'm not going to explain much about this, obviously for a carry you build at least 21 points in offense, the rest is up to you. And in offense you improve last hitting, Attack Damage & Speed and Penetration. I take





Items
Starting items
![]() ![]() ![]() |
Now since season 4 we can buy a pot with our ![]() ![]() ![]() ![]() ![]() |
First recall
![]() ![]() ![]() |
Depending on your gold, you may buy different ítems. If i can, i try to buy ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Main core
![]() ![]() ![]() |
After this you should aim to finish ![]() ![]() ![]() ![]() ![]() ![]() |
Finish build
![]() ![]() ![]() |
First you have to choose between BT or BOTRK. With the recent change of the ADC items, I think BOTRK provides more kiting potential to carries who don't have escaping abilities. Having ![]() ![]() Once you have Lifesteal completed, and enough Damage and Attack Speed, you'd have to think the order of your next picks. If the enemy team is squishy, with no armor but a lot of Damage, you should focus in boosting your survivability; and I prefer almost in every game to buy the ![]() ![]() If the enemy team is buying Armor, a thing very likely in the tanky meta we are now facing, you need to aim for Armor Penetration, in order to kill the tanky frontline. I usually take ![]() ![]() |
Selling boots
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Once you have money left after completing your buid, you can sell your boots and buy ![]() ![]() |
Ability Explanation


This passive adds some extra damage to the next auto attack when hitting a marked target. Valor will prioritize whoever you hit last, then the nearest low HP enemy champion, and finally the nearest low HP minion. It dissapears when Tag Team is used.



Great CC, its an AOE damage and it blinds every target it hits!. This skill is great for either farming or trading with the enemy carry. Its also very useful in fights, as the blind lasts for 1,5 seconds, that could be 2 auto attacks missed by your oponent. While in tag team the ability no longer is ranged, it covers an area around Valor.



Its passive gives you attack speed when you hit a marked target. Its active reveals the area around you. Useful if you want to check bushes while stepping in the enemy jungle, or while pursuing an enemy that tries to outplay you. For example flashing to a bush, or behind a wall where an ambush awaits you… While in Tag team, increases your attack speed, but the active is the same.



You can dash (750 units) to a enemy champion or minion and you slow it, also marking it as vulnerable. Then you jump back to your AA range (525). You can jump thin walls if you are skilled. While in Tag Team, you don’t jump back, so that it keeps you in attack range.

Tag team

This skill turns you into Valor and also changes your range to melee. Be aware that your skills do not reset cooldown as in



Ability Sequence Order
The first point depends on the situation. Normally i would take 1 point in ![]() ![]() ![]() So after 1 point in Q, I pick next pint in E, and at level 3 another point in Q. I pick E at level 4 because im not expecting ganks at lvl 3, and the wards should be up at the moment, ADN Q trades better. After lvl 4 it’s easy; follow the skill sequence at the left of the section. I choose Q>E because it scales better with level and AD (and even AP) and its AOE. Furthermore, i use it more often than E for farming. |
Combos
The trading
This is a great way to put pressure into the enemy carry (only the carry) when he gets distracted. For example, he is aiming for the big creep, and his support is placing a ward, or not too next to him. It's the moment to blind, and attack him, and you wont get damaged from auto attacks because of the blind. After the 2 auto attacks you step back because the blind will be off at that time.
I´m advising no to use it on the support for a simple reason: the support may stun you, and the enemy carry will blast you, with no


The bait
This is soo fun to use, but is rare to match the requierements. One, to have both barrier and your spells up. Second, to be under your turret. Third, to have a noob enemy carry or jungler who towerdives alone. The moment when it enters tower range to kill you, you bait him as much as you can before popping


The where the **** is my life
Mentioned it early. Also used on the carry, as its life will come down more quickly and you can zone him, denying him gold and experience. Use all this combos when you have nice % of your Hp and your support is near, just in case inconveniences appear.
The bird's burst; AKA Ohhh ****ttt a bir...
This burst takes down carries and AP casters in a second, its just hilarious. In lane I even enter a bush in normal form, change to valor, and appear with 750 speed for moar lolz and the surprise. If you manage to not miss the skill order, even if they slow you you can chase them with



Lastly, there is a way of using your ultimate on teamfights without positioning yourself too much in a bad position. This trick is not easy to master, it consists of using Tag team when you see a chance to finish up an enemy, then you use
































In this section I will give my personal opinion about which supports proc Quinn's gameplay in lane, based on my own experience. Until I play with all of them, not all of the supports will be analyzed. Of course remember that what is important is the player behind the champion, not the champion itself.
Blitzcrank: Blitz is useful with most of the carries thanks to the ability to pull of a enemy and separate him from the support, gaining the advantage in combat. Combining it with
Vault we have a pull, an airborne skill and a slow. The carry will probably get scared and try to escape instead of fighting you, so is easy to get the kill. Care of grabbing the support, cause the carry might focus you and you have to switch targets. Very funny if Blitz grabs someone to turret range, it won´t escape with all your CC.
Leona: This is one of my favorite choices, because of all of the CC and her engages. Also, the passive [sunlight adds more damage to your autoattacks. Not much more to say, if he catches the carry with the combo, it is pretty much dead.
Nami: Also great with his CC and the heal. Also gives you a extra magic damage to your autoattacks with
Tidecaller's Blessing. If Nami manages to hit
Aqua Prison to an enemy marked with
Harrier, you can pull a combo without receiving any damage and perhaps a kill. Also she helps you a lot when escaping as her abilities give you speed bonus.
Soraka: This choice is very funny to play. Soraka may be not be played as very agressive support, it is fine if she just heals you. But, if you manage to blind and silence the enemy carry at the same time in a fight, he wont be able to damage you in any way, nor escape using summoner's spells. This is very demoralizing, he will start to pop all buttons and not even scratch you. By the time the CCs go down, you will have the upper hand in the fight. The problem is that both of you are very squishy.
Janna: Since worlds, Janna has got some popularity nowadays, and her sinergy with Quinn can be resumed in: the shield. Not only because it absorbs some damage, that is the same for other carries; but for the bonus AD that it gives you, because it sums up in your AA, both of your Damage dealing abilities, AND your passive. that means a LOT of burst potential for a combo- If she is able to shield you while you harrass someone marked with
Harrier, you will give them a hard time.















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