Hi! I'm
ifound1dollar, a
Diamond
Vayne main in North America (spoiler: this isn't a
Vayne guide). I like to think I have a good amount of experience on
Quinn, so I decided to make a guide reflecting her assassin playstyle.
This is my guide to Assassin
Quinn. I hope you learn a thing or two!
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This is the standard ability sequence for
Quinn. Starting off with getting a point in
Vault is a good idea if you want more level 1 pressure, but
Blinding Assault is also fine. Level 2 you'll want to get either Q or E, depending on which one you took level 1. Level 3, you should put a point in
Heightened Senses.
Blinding Assault should be maxed first if you want more burst, otherwise
Heightened Senses should be maxed first for more DPS. Either Q or W should be maxed second, based on which one you maxed first.
Vault should always be maxed last. A point in
Behind Enemy Lines should obviously be taken at level 6, 11, and 16.
Passive: Harrier
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Cost: None
Cooldown: 8-2.93s
Range: 525
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Valor periodically marks a nearby enemy with Vulnerability for 4 seconds. If Quinn attacks a vulnerable enemy, she deals bonus Physical Damage equal to 10-95 (+1.16-1.5 per Attack Damage) depending on her level. This also activates on enemies hit directly by Blinding Assault and Vault.
Harrier is disabled while Behind Enemy Lines is active and for 8 seconds after a target's mark ends, though it's cooldown is reduced by 1% per 1% Critical Strike chance, multiplicatively (ex. at 50% Critical Strike Chance, Harrier's cooldown is ~5 seconds, at 100% Critical Strike Chance, the cooldown is ~3 seconds)
Quinn's passive is the cornerstone of her kit, as it's her main source of DPS. Her other abilities revolve around the damage it deals, so without it, she wouldn't have very high burst.
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Q: Blinding Assault
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Cost: 50/55/60/65/70 Mana
Cooldown: 11/10.5/10/9.5/9s
Range: 1025
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Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy and marking it as Vulnerable. In addition, Valor deals 20/45/70/95/120 (+0.8/0.9/1.0/1.1/1.2 per total Attack Damage) (+50% of Ability Power) Physical Damage and applies Nearsight to the target for 1.75 seconds, removing allied vision and reducing its vision radius to 300 for the duration.
Blinding Assault is Quinn's highest damage ability, and one of her two CC abilities. The Nearsighted debuff is vital to both surviving in lane and bursting, as it blinds and completely disallows enemies to return damage. It also applies Harrier to the first target hit, which is why it's such a vital skillshot to land. Harrier is where most of Quinn's damage comes from, so getting the proc is crucial.
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W: Heightened Senses
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Cost: None
Cooldown: 50/45/40/35/30s
Range: 2100
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Passive: Attacking a Vulnerable target will increase Quinn's Movement Speed and Attack Speed by 20/35/50/65/80% for 2 seconds.
Active: Valor reveals the surrounding area for 2 seconds.
Heightened Senses' active is an incredibly useful tool, as it can be used to scout enemy vision or champions. When assassinating, the enemy may also try to flee, but Heightened Senses' wide range allows you to get vision and finish them. However, this ability's passive is the most important part. The burst of Attack Speed greatly increases DPS, and the Movement Speed helps her stick to her target if they try to flee. This is why it's so important to land Blinding Assault and Vault on the enemy you're trying to burst.
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E: Vault
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Cost: 50 Mana
Cooldown: 12/11/10/9/8s
Range: 675
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Quinn dashes to an enemy, dealing 40/70/100/130/160 (+0.2 per bonus Attack Damage) Physical Damage and slowing the target's Movement Speed by 50%. This slow decays over 1.5 seconds. Upon reaching the target, she leaps off the target, briefly interrupting it, and lands near her maximum attack Range away from the target.
This ability is crucial to Quinn's ability to burst. It's a reliable way to get guaranteed Harrier proc, and the knockback/slow makes it incredibly easy to land a follow-up attack. It's also her form of self-peel; it knocks her back a set distance from the target. If a melee champion is in your face, you can use Vault to get distance between the two of you. Also, when this ability is used while Behind Enemy Lines is active, Behind Enemy Lines's damage + Vault > auto attack will instantly proc Electrocute, which is quite an effective way to one shot a squishy champion.
Tip: Because Vault knocks you back a set distance from the target, it can be used to jump over thin walls ( Anivia's Crystallize, midlane's brush wall, etc.). Just put yourself between your enemy and the wall, and use it.
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R: Behind Enemy Lines
RUNE STATS
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OFFENSE
+10% Attack Speed
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FLEX
+9 Adaptive Force (5.4 AD)
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DEFENSE
+6 Armor or +8 Magic Resist
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PRIMARY TREE
DOMINATION
Electrocute
Electrocute provides a burst of damage when damaging an enemy champion with 3 unique attacks or abilities. This rune compliments
Quinn's ability to one shot, and is very consistent. However,
Hail of Blades is another viable option. It's very strong for trading in lane, but also scales well into the late game. While
Predator can be another useful way to burst and pick off enemies, it's not very consistent.
Dark Harvest can also viable option because it's damage is instant, but it isn't very strong and is very snowball-reliant.
Sudden Impact
Sudden Impact is a very powerful rune for any assassin, as it grants
Lethality and
Magic Penetration (even though
Magic Penetration is useless on
Quinn.
Cheap Shot can sometimes be useful, but it falls off hard in the later stages of the game.
Taste of Blood really isn't a great option, as
Quinn doesn't rely on sustain.
Eyeball Collection
Eyeball Collection grants adaptive stats per takedown, helping
Quinn snowball quickly, and should always be taken. However,
Zombie Ward can also be useful since you should be clearing a good bit of vision as a roaming champion.
Ghost Poro is really inconsistent, and shouldn't be taken.
Relentless Hunter
Out of the 4 'Hunter' trees,
Relentless Hunter works best with
Quinn, as the out of combat
Movement Speed compliment's roaming ability.
Ravenous Hunter isn't very useful because
Quinn doesn't typically need sustain.
Ingenious Hunter doesn't really make sense, as her kit doesn't revolve around active items.
Ultimate Hunter is completely useless on her because her ult only has a 3 second cooldown.
SECONDARY TREE
PRECISION
Triumph
Triumph is a great rune for any champion with a lot of kill participation, and the healing can be the difference between life and death in a 1v1. It also grants 20 bonus gold, which is a nice touch.
Overheal isn't very good on
Quinn as she doesn't have any healing to utilize it.
Presence of Mind is completely useless on any attack-based marskman.
Legend: Alacrity
Legend: Alacrity is the best of the three Legend runes because
Quinn is a marksman. The
Attack Speed really helps with DPS and wave clear later into the game. However,
Legend: Bloodline can be useful when you really need sustain, but that won't be the case most of the time.
Legend: Tenacity doesn't have much use on any marksman, and isn't a good option.
Coup de Grace
Coup de Grace is a very strong, consistent option for almost any damage champion in the game. In some situations, though,
Cut Down can be quite useful, like when facing a team full of heavy tanks.
Last Stand is very inconsistent because you shouldn't typically be fighting enemies while low on
Health.
SORCERY
 Details
Nullifying Orb
Nullifying Orb can really help when facing magic damage dealing toplaners, but in reality, it's not a great option. Manaflow Band doesn't have much use on Quinn as she isn't a Mana reliant champion. Nimbus Cloak is a very underwhelming rune and shouldn't be taken.
Celerity
Gathering Storm
Gathering Storm is a good option, as it helps Quinn stay relevant in the late game. Scorch isn't really a good option, as it only procs on abilities and falls off hard in the late game. Waterwalking is an incredibly inconsistent rune and should never be taken.
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ITEMS WIP
Crit Build:
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Blade of the Ruined King is an incredibly strong first item for many champions; it's highly efficient, grants very useful early game stats, and has a very strong passive and active. It grants 40 Attack Damage, 25% Attack Speed, 12% Life Steal, has a passive that deals % current Health damage, and an active that deals damage and steals Movement Speed. This is unbelievably efficient, and is an effective tank-busting and kiting tool for any marksman. This item should almost always be rushed first before anything else, except maybe Berserker's Greaves.
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Your second core item should be Stormrazor. It's a highly efficient early item because of it's various stats and the damage/utility on it's passive. It grants 50 Attack Damage, 15% Attack Speed, and 25% Critical Strike chance. This combination of stats is perfect for any crit-based champion in the early game. On top of the efficient stats, this item also has a passive that causes all energized attacks to deal 120 bonus Magic Damage and slow by 75% for 0.5 seconds. The damage is useful for bursting, but the slow is the best part; it helps you stick to your target if they try to flee, but also helps to kite if they try to engage.
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Statikk Shiv is such an important item to Quinn because of it's initial burst. It grants 40% Attack Speed, 25% Critical Strike chance, and 7% bonus Movement Speed, all of which synergize well with her kit. The passive, however, is the most important aspect of this item. When Energized, it deals 120 Magic Damage to up to 7 targets near each other, and also stacks with Stormrazor). This is very important for Quinn, as her main goal is to burst enemies as fast as possible, and she lacks wave clear.
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Your third item should be Infinity Edge. It grants 80 Attack Damage, 25% Critical Strike chance, and a passive that increases Crit damage to 225%. This is an important powerspike for Quinn because it brings her to 75% Critical Strike chance, but most importantly increases the Crit damage by 25%, allowing her to burst even faster.
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Your next item can either be a full-on damage item or a healthy mix of damage and defense, depending on the enemy team. If you're snowballing really hard, you might want to just pick up a Rapid Firecannon for 100% Crit chance, bonus range, and added burst, or an Edge of Night so the enemies have a much harder time CCing you when you fly at them. However, if you're having a hard time surviving, you may want a defensive item like Guardian Angel or Maw of Malmortius.
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Berserker's Greaves really help with DPS. Often times, especially early game, you'll be lacking Attack Speed, so the 35% that these grant is really useful. However, if you really want to roam quickly, you can pick up Mobility Boots instead for the greatly increased out-of-combat Movement Speed. Boots should always be purchased as early as possible to help with roaming in the early game.
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I'm extremely greatful for jhoijhoi's
Making A Guide, because without it, I wouldn't have been able to create this guide.
If you liked the guide, feel free to vote and/or leave a comment or suggestion!
Feel free to check out my other guides:
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November 11, 2020 (Patch 10.23)

Spoiler: Click to view
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- Overhauled 'Items' chapter (preseason changes)
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- Added "WIP" text to 'Items' chapter
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September 27, 2020

Spoiler: Click to view
April 27, 2020

Spoiler: Click to view
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- Rewrote 'Pros/Cons' chapter
- Updated 'Abilities' chapter
- Updated Item build
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- Rewrote 'Runes' chapter
- Updated 'Items' chapter
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December 28, 2019

Spoiler: Click to view
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- Updated 'Items' chapter (again)
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- Updated item build (again)
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November 20, 2019

Spoiler: Click to view
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- Updated 'Runes' chapter
- Updated 'Items' chapter
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September 13, 2019

Spoiler: Click to view
June 4, 2019

Spoiler: Click to view
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- Redesigned 'Abilities' chapter
- Adjusted hyperlinks
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- Redesigned 'Runes' chapter
- Adjusted 'Pros/Cons' chapter
- Updated Rune information
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February 6, 2019

Spoiler: Click to view
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- Added Precision Rune path
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- Updated Item path
- Updated 'Items' chapter
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January 24, 2019

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December 4, 2018

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- Added 'Threats'
- Added 'Synergies'
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November 19, 2018

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- Updated Guide to new layout!
- Added Rune stats
- Fixed a few Runes
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- Added spoilers to 'Runes' chapter
- Updated abilities
- Adjusted wording throughout the guide
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August 27, 2018

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- Added Table of Contents
- Added 'Thanks' chapter
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July 23, 2018

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July 20, 2018

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- Created Guide
- Added 'Introduction' chapter
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- Added 'Pros/Cons' chapter
- Added 'Abilities' chapter
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