All Guides Quinn Guides Eyes in the Sky
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Quinn Statistics for

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

Value
Average
Games Played
0
0
Win %
0
0
Kills
0.0
0.0
Assists
0.0
0.0
Deaths
0.0
0.0
KA:D Ratio
0.0
0.0
Gold Earned
0
0
Creep Score
0.0
0.0
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png 
Always take Flash, mainly as a get-out-of-prison card or as an outplay enabler with quinnq.png or quinne.png
Cooldown: 5min // 4min 30sec (Ionian Boots) // 4min 15 sec (Insight Mastery) // 3min 45 sec (Boots + Mastery)



12.png 
Ok, Teleport is the black sheep. Not many Quinn players opt for it, and almost none of them in lower ELOs. That said, it is a matter of preference, but i would suggest picking it vs. teams that do not have a splitpusher strong enought to kill you 1v1, so you do not need an offensive summoner and you need to participate in teamfights.
Example of such: QUINN/Kha'zix/Syndra/Ashe/Braum vs Renekton/Jarvan IV/Galio/Varus/Zyra
The Cooldown is the same as Flash's.

Cooldown: 5min // 4min 30sec (Ionian Boots) // 4min 15 sec (Insight Mastery) // 3min 45 sec (Boots + Mastery)



14.png
 Ignite is the go-to offensive Summoner Spell, opted for in roughly 80% of the matchups, Mid or Top.
Cooldown: 3min 30 sec // 3min 09sec (Ionian Boots) // 2min 58.5sec (Insight Mastery) // 2 min 37.5sec (Boots + Mastery)



3.png 
Consider choosing Exhaust instead of Ignite against matchups that require extra dueling power, moreso as the cooldown is the same as Ignite. Further details in the "Matchups" Section. 

Cooldown: 3min 30 sec // 3min 09sec (Ionian Boots) // 2min 58.5sec (Insight Mastery) // 2 min 37.5sec (Boots + Mastery)



1.png 
Opt for Cleanse in very specific situations and matchups e.g. Twisted Fate, Elise. Further details in the "Matchups" Section.  The cooldown is the same as Ignite's and Exhaust's.

Cooldown: 3min 30 sec // 3min 09sec (Ionian Boots) // 2min 58.5sec (Insight Mastery) // 2 min 37.5sec (Boots + Mastery)



6.png 
After the nerfs in V7.2, Ghost isn't really all that useful, even in certain matchups. Exhaust is better.
Cooldown: 3min  // 2min 42sec (Ionian Boots) // 2min 33sec (Insight Mastery) // 2 min 15sec (Boots + Mastery)



21.png 
Barrier can be taken into those matchups that outrange Exhaust's range (650 units)
e.g. Syndra's Unleashed Power (675/750 units) or Lux. Further details in the "Matchups" Section.
The cooldown is the same as Ghost's . 

Cooldown: 3min  // 2min 42sec (Ionian Boots) // 2min 33sec (Insight Mastery) // 2 min 15sec (Boots + Mastery)



7.png Personally, i do not prefer Heal over Barrier or Exhaust. Its cooldown is higher and i find its usability mediocre on Quinn but i can see it being useful vs matchups that 100% do not pick Ignite AND you can bait them into killing them lvl.1-2 with Fervor of Battle. It is arguably more useful than Barrier as the game progresses.

Cooldown: 4min  // 3min 36sec (Ionian Boots) // 3min 24sec (Insight Mastery) // 3 (Boots + Mastery)




New Runes Back to Top

Masteries Back to Top

1.Stormraider's Surge Mastery Setup.

   Take with build #1.1

2.Thunderlord's Decree Mastery Setup
    Take with build #1.2

3.Fervor of Battle Mastery Setup
    Take with build #2.1

4.Warlord's Bloodlust Mastery Setup
    Take with build #2.2

Abilities Back to Top

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

Ability Sequence #1 

That above is the setup you will be running most of the time.
It synergizes with the #1.2 and #2.1 and #2.2 Build.

It is characterized by the starting quinne.png point, which offers the most surefire way of inflicting damage lvl.1
Others schools of thought suggest quinnq.png at lvl.1 for extra pushing power and rushing lvl.2 and that is true vs matchups that are stronger than you lvl.1 , e.g. Jayce, but it is not so common

It is also characterized by the 2nd point in quinne.png which reduces Vault's base cooldown by 1 sec and amplifies its base damage by 30 (40->70). That may not look like a lot but it is a 43% increase in damage in the early midgame, where armor and hp values are still low. After that, maxing it creates a diminishing return in value, that gets more intense the more points you put into it, as far as those builds are concerned.

Lastly, it is characterized by maxing quinnw.png second, which, after the V7.6 change offers a lot  in attack speed - focused builds. The base cooldown also dramatically decreases ( Cooldown: 50/45/40/35/30 sec)


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Ability Sequence #2
With the #1.1 Build, which focuses on fast trades and blowing people up at the right time, the abilities sequence change after lvl7. More specifically, you opt for 2 or 3 points in W before maxing E, as W has profound diminishing returns in a lethality build and vs. squishy opponents

Items Back to Top

Starting Items

    Generally start Doran's Blade. Opt for Doran's Shield with build #2.2 vs hard matchups. Long Sword is a start in the #1.1 build

Core Items

    Build #1.1 IN THIS CASE, QUINN BENEFITS FROM FAST TRADES, GETTING IN AND GETTING OUT. Lethality Runes generally benefit duskblade (1st item). That said, these matchups dont really have kill pressure before lvl 4-5, unless misplayed, and need a couple of points in Q and maybe an item OR stormraider's is needed in order to ensure the trade is NOT prolonged. Thus, pushing power and survivability are prioritized.
    Build #1.2 IN THIS CASE, QUINN BENEFITS FROM AN ALL-IN, GENERALLY OPPONENTS HAVE COOLDOWNS 6+sec IN BASIC ABILITIES. Generally this setup benefits from ad + as. AD boosts thunderlords damage(magic dmg) and AS synergizes with W skill and ghostblade(1st item) active. Thus, ad+as runes and resistances that boost early game: flat hp, flat armor, flat mr(maybe), since there is kill pressure.
    Build #2.1 IN THIS CASE, QUINN BECOMES A SPLITPUSH... QUEEN. Consider Teleport with this setup. 1st: Botrk 2nd: BF Sword -> PD 3rd: IE 4th: DD
    Build #2.2 IN THIS CASE, GOES FULL CRIT AND A HYPERCARRY THREAT. Rapidfire Cannon synergizes with Warlord's Bloodlust. 1st: BotRK 2nd: BF -> RFC 3rd: IE 4th: GA

Situational Items

    Generally, you want to get a Jaurim's fist or a hexdrinker very early into the game. When you have no need of neither, get a ruby crystal and a cloth armor and build it later to a dead man's plate, as a 3rd - 4th item. Upgrade to Sterak's Gage vs heavy burst, Frozen Mallet as a splitpusher and Maw as a 5th-6th.

Matchups Back to Top

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

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