All Guides Quinn Guides [6.5] Quinn to win! - In Depth Jungle Guide
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2 years ago
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Quinn Statistics for RoBBentoast

Author's performance with Quinn compared to the ranked average.

Value
Average
Games Played
6
5
Win %
33
46
Kills
6.2
7.4
Assists
4.5
6.7
Deaths
6.2
7.6
KA:D Ratio
1.7
1.9
Gold Earned
13.5K
11.7K
Creep Score
221.5
168.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

No real space for discussion, since positioning is really important on Quinn, as it is on any other ranged Character, flash is a must-have.

New Runes Back to Top

Masteries Back to Top

since 5.24: Precision got its armorpen buffed, I'd take it over Intelligence right now

Currently trying out on masteries a lot. TLD looks too good not to take right now, however Stormraider's might be really strong with her current burst.

Oppressor vs. Bounty Hunter is an obvious choice on Quinn since it synergizes so incredibly well with Vault quinnE.png.

Wanderer can be taken over Savagery, will hurt her jungle clear a bit though, so i wouldn't recommend it.

Abilities Back to Top

Q
E
Q
W
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
4
14
15
17
18
E
2
8
10
12
13
R
6
11
16

R>Q>E>W




quinnpassive.png
Passive: Harrier

This great little passive is often undervalued, but it actually helps with jungle-clear a lot while also being a great Damageboost against enemy Champions. You can actually procc it now three times in a row with the new Q-Skill reset, which allows some neat oneshots with her current damage.



quinnQ.png
Q: Blinding Assault

Bread-and-butter ability for Quinn, in the jungle you can negate the damage from all monsters that are being hit, although timing is key there. You have to Blind the enemies right before they attack to make them miss their next attack, if timed perfectly you sometimes can even blind two attacks from them with one Q (dependant on the junglecamp). With this technique Quinn can have an amazingly sustained first jungleclear, because you barely take any damage if combining Assaulting Blind with proper kiting.

Against enemy champions Blinding Assault is sticking out even more. They get their vision reduced to 300 range for 2 seconds, which is ridiculously strong. That way, ranged champions won't be able to autoattack you, melee champions can't use targetted gapclosers to you and mages won't hit their spells. You can duel almost every Champion in the game because of the power of this new blind. With the inbuilt early 30% Cooldown Reduction that you're gaining from her core items, Blinding Assault is sitting on a 4.9s CD (4.2s with Bluebuff / Youmuus), without even taking the 5% CDR mastery into consideration (3.85s CD with 45% CDR).

Because ranking up not only grants added Damage, but also decreases the Cooldown Blinding Assault is undisputedly the Ability to max first.



quinnW.png
W: Heightened Senses

This ability contains of two parts, an active and a passive one.

Her active allows her to grant vision in a large radius around her. This can be used to get vision on junglemonsters in order to jump over the wall of their pit, spotting the enemyjungler or dragon/baron, making sure you don't get counterganked, get vision on bushes when the enemylaner is hiding in bushes and various other great scenarios. Just think about the possibilities yourself, it's really a great part in Quinn's kit, that doesn't really get recognized as much as it would deserve.

Her passive grants her either flat Attack Speed while being Valor or added Movement Speed and Attack Speed after triggering Harrier on an enemy for 3 seconds. The added MS and AS really comes in handy with kiting and makes her scale pretty good into mid-lategame

While maxing Heightened Senses second is (imo) superior on AD-Carry Quinn, Jungle Quinn doesn't scale as good off Attack Speed as ADC Quinn, maxing Heightened Senses last is the way to go.



quinnE.png
E: Vault


The reason why Quinn's ganks can be so deadly. Vault got a great 50% Movement Speed slow and will procc Harrier on the target aswell. When ganking, try to not immediately use it, if you can close the gap without it. That way you'll get Harrier twice, and you maybe can still chase after the enemy after a dash, since Vault got a 700 range, while her basic attacks only sit on a 550 range.

With proper timing you can also interrupt / cancel Spells, since it has a tiny knockback. (e.g. Tristana Jump, Teleport, Fiddlesticks Ult, Thresh's lantern, etc.)

In the jungle you use this once your Blinding Assault is on cooldown and the Melee Junglecreeps are being in attackrange. You'll gain lots of distance, to get another 3-ish Attacks off, and giving time for Blinding Assault to go off cooldown.


quinnR.png
R: Behind Enemy Lines

Her new ult... Basically a mount to give her insane movement speed while out of a fight. This is where the incredible strength of Quinn jungle is coming from right now. Once you hit level 6 you can simply be everywhere on the map at the same time to drive your enemies up the wall. Similar to a Nocturne-Ult you can catch overextending enemies if they're alone with her high burst and insane movement speed.


quinn-skystrike.png
Skystrike  


Not as deadly as it used to be, since it does only 1*AD damage, but still a great tool to initiate on enemies with that added extra damage aswell as a nice waveclear.

Items Back to Top

Starting Items

    3 Pots for a safer early game, refillable is a high-risk, high-reward option.
    Skirmisher's is currently the best option for Quinn, even though the wards look good on paper, the dueling power that you get from it is insane, if you get fed it also helps you to 1 shot squishies.
    keep t1 boots until pretty late, you won't need more mobility, since you have your ult and the choices of tier 2 boots for Quinn aren't overwhelming either
    not the exact amount of gold for your items? go full spam mode and stack some long swords. you'll usually need 9!! Long swords for your first 3 items, so grabbing 3-4 long swords on top of your jungle item + boots can be a great idea to get you the raw damage you need to burst the enemies down with your ganks
    since you won't get the tracker's knife, getting some vision with pinkwards is important

Core Items

    30% cdr with some basic survivability and devastating damage
    great on quinn right now, gaining the last 10% missing cdr aswell as damage and armor pen
    grab a defensive one based on the enemyteam, berserker's isn't worth it, since she doesn't scale well off attackspeed and ionian doesn't make sense since we already aim for capped cdr
    example endgame-build
    being picked up by some guys, i personally dislike it on Quinn, but judge yourself

Situational Items

    core if the enemies have decent magic damage
    mallet is great against the juggernauts, steraks helps a lot against assassins
    if you need the cleanse-effect, you have trouble against AP champs, or the enemies are stacking thornmails, make sure to grab a mercurials
    viable slot against full ad teams, grants you lots of beefyness and great synergy with your ult-movespeed

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Elise
    Hard
  • Evelynn
    Medium
  • Fizz
    Hard
  • Gragas
    Medium
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Kha'Zix
    Hard
  • Kindred
    Easy
  • Lee Sin
    Easy
  • Master Yi
    Easy
  • Nidalee
    Easy
  • Rek'Sai
    Medium
  • Rengar
    Easy
  • Skarner
    Medium
  • Udyr
    Easy
  • Vi
    Medium
  • Warwick
    Medium

VS

Elise

Hard

You shouldn't really fight her, currently her damage is just too high. Try to focus on teamplay and keep wards up so you don't find yourself being caught by her

VS

Evelynn

Medium

Can go either way, if Eve gets snowballing early on, she'll just tear you apart, otherwise you should be able to kite her to death.


Be careful in your jungle, Eve might try to sneakily steal buffs from you. Vision is key

VS

Fizz

Hard

Hardest matchup for Quinn, he outdamages you greatly and there's no way to get away from him. Team up and play extremely carefully

VS

Gragas

Medium

VS

Jarvan IV

Medium

VS

Jax

Easy

Quinn's kit completely counters jax. If he jumps onto you, vault will prevent him from stunning you, other than that, blind will make him completely useless

VS

Kha'Zix

Hard

Your blind doesn't really concern Kha all that much, since he's barely using basic attacks anyways. his damage can be quite devastating, be careful - don't overextend

VS

Kindred

Easy

Pretty good matchup for Quinn, just don't let her surprise you with early invades. 

Key is not to get your Blinding Assault quinnQ.png sidestepped by kindredQ.png
Otherwise you should outduel her in the early phases. Once she gets her items you can't duel anymore, however you should be more useful than her in teamplay anyways.

VS

Lee Sin

Easy

The first few levels could get rough if he decides to invade you, other than that there's nothing he can do. It's really easy to cancel his Q. If he hits it just Vault off him while he jumps towards you. Will not only grant range between you two, but also cancels his Q dmg. Because of that he should never get into a position to get you scared.

VS

Master Yi

Easy

Getting a blind on him after his Alpha-Strike is key in this matchup. He won't get to you without alpha strike, so don't use Blinding Assault (Q) preemptively, wait for it to be down so you can have a guaranteed hit.

VS

Nidalee

Easy

It's really hard for Nidalee to close gap onto you, if she hits a spear you can still jump away from her. Even in close combat your blind will disable her Q damage

VS

Rek'Sai

Medium

Be careful, he can be quite mobile with his tunnels and maybe a flash-knockup after your vault. Don't get cocky against him or it might backfire

VS

Rengar

Easy

Blind totally demolishes him, if he ults, immediately Blind him once he jumps.

VS

Skarner

Medium

Be careful, if you vault off him he can ult you straight away 

VS

Udyr

Easy

Easy, with the 30% CDR that you get from Warrior + Black Cleaver he won't be able to do anything to you, you can keep a 100% uptime on Vault-Slow or Blind on him, making him ragequit..


The only thing you should be careful is a lvl2 invade, happens quite often and you have to be prefered or you might get destroyed in the first minutes

VS

Vi

Medium

Even though her Q is called 'Vault Breaker', Vault will break the Vault Breaker ;). With proper timing you will cancel her Q every time and can kite her, just be careful with her ult

VS

Warwick

Medium

Without his ult there's nothing he can do to you, however his ult is scary, if he ults another teammember, you can Interrupt him with Vault (E), however if he focuses you, you should consider getting a QSS

Jungling Back to Top

Since Quinn is a ranged Champion, she'll want to kite as much as possible, to avoid getting hit, alongside her blind. To get a rough idea about how to kite and a basic route inspiration check out this video.


As you can see, after reaching Level 3 you still have a potion left and basically are at full Health, ready to gank Mid or Top. With a pull in a Matchmade game the result would probably even be better.

With the new 5.19 Patch you are able to kite the monsters way further than before, just be careful to return back in the direction of their spawnpoint once their patiencebar reaches the yellow level. 


The best starting Route for Blueside is Krugs > Red Buff > Blue Buff
For Redside you should aim for starting Gromp > Blue Buff > Red Buff


Example game:  

... but why? Back to Top

So when and why should I actually play Quinn in the Jungle?

Why Should I play Quinn in the Jungle?

Here's a list on what her strengths and weaknesses are in my opinion:

+ Incredibly fun champion to play (Even the Jungleclear)
+ Great earlygame with snowball potential
+ Currently counters the Meta (Great at kiting the Juggernauts, Blind will make easy 1v1s against current meta ADCs (Vayne, Jinx, Trist, Sivir, etc.)
+ Can assassinate 1v1 with ultimate
+ Counters Attack-Reliant Champions
+ Great HP-Sustain in the jungle (since 5.19)
+ Can build pretty tanky
+ Element of surprise, people won't know how to play against it and might underestimate Quinn


- Your teammates might question your pick ( Flame / Troll ? )
- Needs good positioning / bad positioning is easy to get punished
- Hard to play from behind, squishy when behind
- Early Ultimate ranks are on a really long cooldown, easy to mess up Ults
- Blind can be juked
- Vault is sometimes buggy and might randomly make you jump into death


When should I pick Quinn in the Jungle?

  • You want to have a flex-pick (can go ADC/Top/Jungle)
  • There are a lot of Basic Attack reliant Champions in the other team (Yi/Rengar/Adcs/Yasuo/etc.)
  • There are some enemies that can be kited with Quinn (Udyr/Voli/Lee Sin/etc.)
  • You don't have an AD Carry (Mordekaiser Bot?) or lack AD

About me Back to Top

Hey, I'm Roggentoast, playing as QuinntinTrnTeemo on the EU West Server right now. I'm from Germany and currently located in Platinum II. I'm playing since Lulu's release, which was somewhere in Season 2.
Last Season i peaked at Diamond III and I'm trying to get back there or maybe even surpass it.

Once i was pretty bored, and started to play my beloved ADC-Quinn in the jungle in normals. I was really surprised that she was actually quite fast in the Jungle and was ganking pretty good. After endless Item-Build adjustments and Runepage setups i finally found a Build that is working really well for me in ranked play. I'd like to share it with you, since Quinn is incredibly fun and there was not a single Quinn-Jungle Guide on Lolking, so here I am taking a shot at writing a guide for you. :)

Sincerly, 

Roggentoast

If there are any questions or feedback, don't hesitate to comment here or add me Ingame: QuinntinTrnTeemo (EUW)

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