All Guides Quinn Guides Assassinate your enemies chance of winning
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Quinn Statistics for The Taggerung

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

Value
Average
Games Played
18
6
Win %
33
46
Kills
7.2
7.2
Assists
9.1
6.6
Deaths
9.6
7.3
KA:D Ratio
1.7
1.9
Gold Earned
11.5K
11.4K
Creep Score
141.4
164.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Aight for this build go for an assassin build because thats how i feel most powerful with quinn.


 For your summoners I almost always run Exhaust flash like 90% of my games because exhaust is super op atm since tp has lost quite a bit of its utility. Exhaust slows for 30% shreds armour and MR by 10, and reduces damage dealt by 40% which to me gives you a ton more kill potential than ignite because people wont try and all in you at low health when you have ignite since it can mean almost certain death while nobody really expects to be exausted when they dive you causing panic and letting you bait them out easier, plus its great for chasing targets and late game it adds so much utility to the rest of your team. 

You can run ignite but its cast range is smaller than your attack range it doesnt reduce damage mor does it slow, grevious wounds is the only positive but if a laned up against someone with regen an executioners is cheap. 

You can take TP but I dont recommend it, its nerfs has seriously killed it for me and with this build you can cross the map pretty fast anyway. Take it if you dont feel confident in your lane match up or against a heavy split pusher.

New Runes Back to Top

Masteries Back to Top

In this section let's talk about masteries!


I run 12/18/0 thunderlords because thunderlords is pretty powerful all game

Ferocity:
Fury- because you're a marksman
Expose Weakness- Because it helps your team
Vampirism- for sustain
Take any of this tier as you want:
Bounty hunter- if you wanna roam and gank (I run this)
Double edge- for extra burst both ways
Battle trance- for drawn out ordeals

Cunning:
Wanderer- For roaming and getting to lane and chasing also savagery sucks
Assassin- its in the name
Executioner- To finish what you started
Again take what you want
Green fathers- If you can utilize bushes better than i can
Bandit- If your CSing skills suck
Dangerous Game- because f--k your ignite (I run this)
Precision- Lethality
Chose between two
Thunderlords- for burst
Storm raider's- To peace the F--k out or kite better after/during a fight

You can run Resolve instead if Ferocity but thats up to you, same with running ferocity for fervor.

Abilities Back to Top

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

So this is where my build differs from every other build out there


I MAX W FIRST!! There i said it call me bad if you wish but i have a ton of success with it here's why I do what I do:

Your Passive if Harrierquinnpassive.png:
You mark a target for 5 seconds if you use a basic attack you consume the mark to deal bonus physical damage scaling with AD and lowering your cooldown of this ability by building Crit. This is the first the meat of your damage, this is what makes you a fantastic assassin and dueler. And also gives vision of marked targets so they cant hide in a bush. Keep in mind you can only have one mark at a time and remarking a target will not activate said mark. Also Consuming a mark does not count for Thunderlords like Lux's luxpassive.png would.

Start with your W quinnw.png Max first:
Heightened Senses is an ability that when activated reveals an area in a radius around Quinn (will show who's inside a bush unless they are stealthed) Its Passive is the Potatoes of your f--kery stew that is Quinn. When consuming a Harrier Mark you gain up 40% bonus attack speed and movement speed so you can chase and kite better while keeping your DPS up. Use this ability before you all in so you can check if the enemy jg is around as well as you can use this ability so you dont have to face check every bush you walk into, it can save you from a bad situation and can put your enemies in a bind when they try and flash juke you. I max this ability because Quinn's kit is built around Harrier not your Q or E. You max this first for that Bonus Attack Speed and Movement speed

Second get Equinne.png:
Vault is an ability that when activated Quinn will leap to a target>Deal Damage>Jumps backwards to the edge of your attack range>Marks the target>Resets auto attack timer. This is your dive or escape tool. if your enemy has very little CC you can use this as part of your harass to safely mark and proc said mark. The is decent and scales alright but its not your Harrier. This ability Can be used to kite a melee dive champ too, if your opponent can dash to you press E then auto to Nope out, this ability is what counters champs like Riven, Darius, Xin to name a few. Save this ability if the enemy can dive you, use this ability when they cannot. You can max this second or third it doesn't matter. Keep in mind you will vaunt back at the same angle as you landed on them meaning you can end up going the wrong way into the Jungler's open arms, also once cast you commit, meaning a flash or dash can drag your sorry A-- under a turret.

Third get your Qquinnq.png:
Blinding Assault is the ability that makes people hate their life, When activated you throw Valor in a straight line stopping at first enemy hit, valor will then Deal Damage in an area around the target and mark the first target hit whether it be, minion, monster, or champion. If used on a minion/monster they cannot attack you for 1.5 seconds, when used on a champion it reduces their vision to 300 units and removes allied vision, think Nocturnes Paranoia. This is what makes you a dueling monster, enemy closing the gap on you? Q and juke them out while applying Harrier. Caitlin  rustling your jimmies? Blind her and make her feel what its like to be twitch. Enemy running away? Q to apply passive and get that Movement speed. Not sure whose in that bush? Let Valor check it for you. Combined with your E and your items/combo choice you can proc Harrier 4 times in a duel, obliterating squishies and reminding tanks who dominates lane. Keep in mind minions and other champs can block this skill shot robbing you of extra damage on your intended target. Can be used to clear dont waste it harassing unless you know you can proc Harrier. Its damage is decent and has dual scaling. Max second or third its damage doesnt matter really just the harrier proc.

Finally the other part of what makes Quinn awesome and fun YOUR Rquinnr.png:
Behind Enemy lines is an Ultimate Ability that when cast Quinn will channel until Valor picks her up and they fly away gaining 70/100/130% bonus movement speed. When recast or when Basic/using Q/E Quinn will drop in a hail of arrows dealing some alright damage in a fairly large area and valor marks a target. When auto attacking or using Q the AOE is around Quinn's location, when used with your E the arrows Rain down when you hit your target ensuring you wont waste it when you rocket out of the bush into an enemies face. This ability also uses less mana for each level 100/50/0 and only has a 3 second Cooldown so you can use it more and more eventually meaning you will take the 2 seconds to channel before every fight for more damage. It's also worth it to channel to chase down a low health target. Any damage taken will stop the channel putting it on CD and taking Champion damage while transformed will cause you to land in a hail of arrows, taking minion and monster damage will take away your bonus movement speed but you stay in form.

Your openeing combo is R>E>auto>Q>auto>Harrier>Auto or Harrier>Auto>Q>Auto>E>Auto>Harrier>Auto depending on amount of crit. Your abilities in this build are good for Marking a target the rest of their damage is negligible you could, leave them with only 1 point and never miss a thing.

Items Back to Top

Starting Items

    Standard Start
    Extra damage HP Pot Sustain
    If you arent comfortable against AD lane
    Against Burst mage

Core Items

    These are what makes your burst hella. Also Edge gives MR
    for mana and crit
    Choose if you dont want mobi

Situational Items

    If you need defense or to keep pushing while you roam
    To keep shredding tanks and stopping regen
    Yomuu=chase, Bork=tank killer Merc=Magic damage/CC
    Example build

My items may seem messy or garbage to some but again I have tons of success with them, I focus less on crit and more Lethality and raw damage to delete enemies. Notice a lack of attack speed between your burst and heightened senses you dont need a ton.


I get mobies because of the super speed for roaming, and standard assasssin items for damage.

Matchups Back to Top

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

  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Jayce
    Hard
  • Malphite
    Medium
  • Master Yi
    Easy
  • Pantheon
    Hard
  • Poppy
    Medium
  • Renekton
    Easy
  • Riven
    Easy
  • Teemo
    Medium
  • Vladimir
    Medium
  • Wukong
    Medium
  • Yasuo
    Medium

VS

Dr. Mundo

Medium

VS

Ekko

Medium

VS

Jayce

Hard

VS

Malphite

Medium

VS

Master Yi

Easy

VS

Pantheon

Hard

VS

Poppy

Medium

VS

Renekton

Easy

VS

Riven

Easy

VS

Teemo

Medium

VS

Vladimir

Medium

VS

Wukong

Medium

VS

Yasuo

Medium

Enemy Ratings Back to Top

your lane difficulty really depends on enemies mobility and CC, poke, and your skill.

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